Star Wars Force Healing

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I'll be playing a jedi in Star Wars Saga campaign this weekend. I'm concerned about recovering from damage. It looks like you get one second wind a day, and then you're stuck getting more back by resting for eight hours (which, oddly, only gives back hit points equal to your level-almost certainly fewer than you'll get from a swift-action second wind).Have I skimmed past some other resource for healing, like some equipment? If not, I've got concerns about the sturdyness of a Star Wars hero.

Star Wars Force Healing

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But I haven't played yet, so I would love to hear from some folks who have. First off, read the Treat Injury skill.

Just because Jedi can't be trained in it doesn't mean it isn't a great skill that someone should have. You are looking for the First Aid and Perform Surgery: Heal Damage options. This is your primary source of major healing, especially between combats. You may find yourselves taking a day to perform massive amounts of surgery, but that will be between soloing Sith fortresses.Second, the force power Vital Transfer. It's a lot better than it first seems, especially for defensive Jedi or a quick boost between nasty combats.Third, look into the feat Extra Second Wind and the talent Tough as Nails for additional second winds each day.Finally, read up on Bacta Tanks. You won't be able to afford one but you may find yourself having a few hours near one. Donload unlclok pes 2013.

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Sign the surgical waivers, climb inside, and be grateful for that creepily healing goo.SAGA characters are pretty tough. And they recover pretty danged quickly, allowing them to all be almost killed one day, and launching an assault on a Sith stronghold the next. Intersperse the occasional day of surgery, add in a med-bot or other source of Long-Term Care (medical beds are ideal), and you've got a bunch of heroes that are nearly as resilient as D&D characters with 2/day CL 15 Heal tattoos. I'll be playing a jedi in Star Wars Saga campaign this weekend. I'm concerned about recovering from damage. It looks like you get one second wind a day, and then you're stuck getting more back by resting for eight hours (which, oddly, only gives back hit points equal to your level-almost certainly fewer than you'll get from a swift-action second wind).Have I skimmed past some other resource for healing, like some equipment?

If not, I've got concerns about the sturdyness of a Star Wars hero. But I haven't played yet, so I would love to hear from some folks who have.As a Jedi one, of your other options for self-healing is Force Trance, which is a trained only aspect of the Use the Force skill. With a DC 10 skill check and a swift action, you enter the trance, allowing you to heal your level in hit points per hour, and after four consecutive hours you emerge fully rested. I've used this to pretty good effect to recover quickly and let the party medic worry about others without such innate healing abilities.A Noble with Skill Focus (Treat Injury) and Surgical Expertise is also good for somewhat quicker hit point recover per the Heal Damage option as well as First Aid, although the former takes a bit more time than the later, but isn't restricted to once per day like First Aid is, and Heal Damage also removes an persistant conditions you might have.

Heal Damage does require you to be trained, as it's supposed to be under the Perform Surgery listing.As for Vital Transfer, per the latest word from Rodney Thompson c/o the Order 66 podcast, you can't use it on yourself, but your party members may appreciate the healing it provides. (Interestingly, Rodney also confessed that maybe they were a little too restrictive on healing).Equipment wise there is bacta, which is the wonder healing agent in the SW universe, but it can be expensive and there's not always a bacta tank around when you need one.