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What to do when your table is all non-healers


Pathfinder Society® General Discussion

Grand Lodge *

On an upcoming PFS Tournament I am looking at the table mix and its very heavily martial... 1 possible arcane caster (Magus) and possibly a bard - ALL low levels (1-2).

Do I buckle and pull out my Cleric, made for just such an occassion (which kept a player alive in the last PFS game I played when no one was playing anything close to a healer) or do I blow a kiss to lady luck and try the character I REALLY want to play (been wanting a while) and pray to the dice gods that I will stay alive in such a group?

Silver Crusade *** Venture-Lieutenant, Finland—Helsinki

Get potions. Yes, they cost plenty of gold. Think of the cleric as a financial manager that keeps the party from going bankrupt.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Tales Subscriber

Options for healing:
1 - Get the Bard to take a healing spell
2 - Get someone with a high Wisdom score to take the 'Heal' skill
3 - Potions/scrolls/wands
4 - Wait a few days between major fights

If any of those options can work with your group then I'd say play what you want. Even if they don't I'd say play what you want... just make sure you stand in the back. :]


Play the one you really want, otherwise you'll keep saying to yourself, "Yeah but what if..."

Grand Lodge *

Balls to the wall then... it will be a lot of 'fresh' characters so likely no access to Wands of CLW (me incl.)

Grand Lodge *****

Pathfinder Adventure Path, Campaign Setting, Companion, Tales Subscriber

Yes - play the one you want !!

I remember my first character - a wizard.

I got him a Healers Kit (at least as wizard you have money for this from yopur 150 stating gp) and he took caretaker as a trait that I worked in to my story.

I managed to save two comrades from bleeding to death in my first game.

Some of the best games are without a healer. You suddenly have to improvise and treat more carefully.

Osirion ***** Venture-Captain, South Carolina—Lexington aka DCII

Make sure there are plenty of Wands of Cure Light and some classes that can Use Magic Device.

Grand Lodge *

This will be a mostly green table so there wont be a lot of those - there are some level 2 characters but some players can be... reluctant to share their wands of CLW.

I'll look on the day... I can bring in my FRESH level 1 - a finesse build a level 1/1 Samurai-Magus or my level 1 cleric with a brand new wand of clw... and while I dont mind helping new players I remember one session where I ended up down 17 charges - predominately on other players who chose not to have such a wand.

Day 2 I'll work on my level 1 gunslinger and get him to level 2. Its a Tier 1-5 game with some level 3-4's. A gunslinger at level 1 is still ok effective in this group

*

Just make sure you have a wand of CLW then. That way you can ask the bard or whomever can to heal you when the time is right. You can share magic items, they just can't keep them.

Grand Lodge *

1st session.. no wand for the green guy. I think I MAY have to wait to get him in play. The table mix is just asking for a character death... My Sam/Magus may be the best fit

Grand Lodge ** RPG Superstar 2012 Top 32

Helaman wrote:
This is a green table so there wont be a lot - there are some level 2 characters but some players can be... reluctant to share their wands of CLW

If they're reluctant to share with someone who could get their own but isn't willing to spend the PP on it, that's very understandable. Each player is responsible for their own character.

If they're reluctant to share with a "freshie" (all they have is their starting 150, with no completed scenarios), that's kind of a dick move.

Grand Lodge *

I am assuming worst case... to be fair I haven't met guys like that yet

Grand Lodge ** RPG Superstar 2012 Top 32

Well, then bring both characters (and don't tell anyone you brought the healer). Just point out it's a brand new character and ask if people will heal you as needed.

If it's a table full of jerks, then pull out the other character.


Maybe my experience is out of whack, but I've often found that level 1-2 adventures are pretty generous with healing potions, at least in the first couple of seasons.

Frankly, unless the adventure you're playing has a reputation as a real killer, I wouldn't worry about it too much.

Silver Crusade **

hogarth wrote:

Maybe my experience is out of whack, but I've often found that level 1-2 adventures are pretty generous with healing potions, at least in the first couple of seasons.

Frankly, unless the adventure you're playing has a reputation as a real killer, I wouldn't worry about it too much.

Mostly agreed. Potions of CLW are only 50 gp and always available, so I'd recommend getting a few people to have their own before hand.

If you're playing Shipyard Rats or Dalsine Affair, just play the character that you don't mind getting killed.

*

1 person marked this as a favorite.

The PCs in my home game are all non-healers and they do great. I even consider it "optimal", because there is more DPS/DPR, not as much healing is needed. Our "healer" is actually a Sorcerer.

The only thing you really need is someone who can provide out of combat healing, by using a wand of cure light wounds (5.5 hp average per charge) or even better, Infernal Healing (10 hp per charge) if you don't mind a slight evil aura.

Infernal Healing is a 1st level spell that can be used by most arcane spellcasters. If you don't have any spellcasters, you're relying on UMD (which our rogue is very good at), which is possible but risky.

Treat Deadly Wounds (Heal skill) takes too long, costs too much, and does too little.

Healing potions are meant for emergencies only, using them as your main healing method is a waste of gold imo.

People with 2 PP can buy wands before the mission if they don't have them. There's really no excuse not to bring your own healing, it's so cheap. Yes, if someone is too cheap to buy one, they deserve a TPK.

The 2nd level guys that have wands either share (with the level 1s), or they can go in front and you guys can fail the mission. I've never understood non-team orientated thinking.

It really depends on the scenario whether there are healing potions lying around or not.


Helaman wrote:


I'll look on the day... I can bring in my FRESH level 1 - a finesse build a level 1/1 Samurai-Magus or my level 1 cleric with a brand new wand of clw... and while I dont mind helping new players I remember one session where I ended up down 17 charges - predominately on other players who chose not to have such a wand.

Just a side question for you, but if it is a fresh level 1, how can it already be multiclassed? To have that second class, you would have to have already played in three scenarios.

Lantern Lodge ***

Pathfinder Adventure Path, Roleplaying Game Subscriber
Delbert Collins II wrote:
Make sure there are plenty of Wands of Cure Light and some classes that can Use Magic Device.

The Bard can use it straight up.

Grand Lodge *

Enevhar Aldarion wrote:
Helaman wrote:


I'll look on the day... I can bring in my FRESH level 1 - a finesse build a level 1/1 Samurai-Magus or my level 1 cleric with a brand new wand of clw... and while I dont mind helping new players I remember one session where I ended up down 17 charges - predominately on other players who chose not to have such a wand.
Just a side question for you, but if it is a fresh level 1, how can it already be multiclassed? To have that second class, you would have to have already played in three scenarios.

I was missing a comma... it should read:

my FRESH level 1 - a finesse build, a level 1/1 Samurai-Magus or my level 1 cleric

Andoran ***** Venture-Lieutenant, California—Fresno aka Sarta

Helaman wrote:
I'll look on the day... I can bring in my FRESH level 1 - a finesse build a level 1/1 Samurai-Magus or my level 1 cleric with a brand new wand of clw... and while I dont mind helping new players I remember one session where I ended up down 17 charges - predominately on other players who chose not to have such a wand.

Play what you think will be most fun. Just keep in mind that you are only one of the players at the table, so not solely responsible for their characters' safety and well-being.

Frankly, some of the most fun tables are ones which are not "balanced".

Osirion ***** Venture-Captain, South Carolina—Lexington aka DCII

hogarth wrote:

Maybe my experience is out of whack, but I've often found that level 1-2 adventures are pretty generous with healing potions, at least in the first couple of seasons.

Frankly, unless the adventure you're playing has a reputation as a real killer, I wouldn't worry about it too much.

Good point Level 1-2 scenarios do generally have ample healing. Just remember to loot heartily.

Shadow Lodge *

Have the magus, if he's not Good, take Infernal healing. Fast Healing 1 for 1 minute = 10 out-of-combat HP.

Grand Lodge *

I have a CLW wand but I may get one just for me... CLW is for the newbies or to help others.

It seriously beats the CLWs as the average is 5-6 hps vs 10.

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington aka WalterGM

Jiggy had the right notion. Bring both, tell them about the one you want to play. Surely there will be discussion of the ramifications of not having a healer, and they'll either have someone play a level 1 pregen cleric or play one of their own healer-types. If they don't, they're agreeing to the terms of "we don't have a healer, play smart."

From a GM perspective, the tables without healers get crippled easier, but are in no ways a wipe waiting to happen.

Heck, I played a 8-9 tier with a level 6 wizard, two level 9 fighter types and my level 8 witch as the solo healer (not built as one), using wands of CLW (actually they were ILW because we were playing You Only Die Twice), and even though things got really hairy we ended it without a singly player death. Players tend to get sloppy when there's ample healing, without it, you just need to be a bit more careful.

Grand Lodge *

I think the massive availability of wands of CLW in PFS play past level 2 (while not negating) reduces the need for dedicated heal-bots.

I do know that in the game where I played a cleric to help out a table with no healer I saved one guys life for sure and may have saved two others - Channeled heals can be a real life saver.

Anyways, I'll take the advice offered. I'll ask if there is anyone with wands, then ask if anyone has issues with helping out with a fresh brand new character IF the guy needs it and play from there. If there are players who seem reluctant or opposed to the idea OR if there isn't any wands etc then I'll pop out another character.

Taldor ****

I've seen a 5 player table of PA fighters and barbarians Waltz thru all the fights in a mod without much more than a scratch. Enemies just didn't last long.

Now the non-combat portions were difficult.

Qadira * RPG Superstar 2008 Top 6, Contributor

Die horribly?

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington aka WalterGM

Tim Statler wrote:

I've seen a 5 player table of PA fighters and barbarians Waltz thru all the fights in a mod without much more than a scratch. Enemies just didn't last long.

Now the non-combat portions were difficult.

Hah, yea. That was like our table. Team "haste enlarge rage reach trip" was quite the success.

Taldor ****

One combat against teh boss monster.:
Party Fighter is enlarged and buffed before combat. Suprise roun d- partial charge,crit, one minion down. Beats main bad guy on init.
1st round- charge main bad guy, crit, one shot kill.

One of the other players "When do we get to the big fight?"

Qadira ***** RPG Superstar 2010 Top 16

Don't
Get
Hit.

***

Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

It depends on how the dice are rolling; low tier inexperienced tables without healing are a nightmare, combats take forever, people are hesitant and scared to act...

My personal favourite is the higher tier table who decides to 'Play up' without a healer.

For overconfident power-gamers, it's high risk, high reward play!
These tables are best dealt with rolling in the open to avoid complications. They either play really well or if the scenario falls outside their niches, really poorly....

For the OP - bring the character you really want and bring your own wand, may the dice be in your favour.

Grand Lodge ** RPG Superstar 2012 Top 32

In relation to the topic of this thread:

Yesterday I played in a scenario where 7 PCs played up to subtier 4-5 (levels were 1, 2, 2, 2, 2, 2, 3).

Fighting the 7th-level BBEG, the cleric went down in round 1 without ever acting. Fast-forward three or four rounds, and my wife's Ranger1/Bard1 with the Sacred Touch trait has saved three lives (including the cleric's).

Grand Lodge *

Nice

Silver Crusade **

Tim Statler wrote:

I've seen a 5 player table of PA fighters and barbarians Waltz thru all the fights in a mod without much more than a scratch. Enemies just didn't last long.

Now the non-combat portions were difficult.

Barbarian Logic 101: The faster I kill them, the less time they have to try and kill me.

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