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Liberty's Edge

1) Automatic Success or Failure only applies to attacks.If the PC's are fighting something that that they can only save on a 20 automatically is a failure of me as a DM to make appropriate encounters.

2) A player can declare individual targets for as many attacks as he has. All of the attacks must be designated before rolling starts. Ex. a TWF with 8 attacks being completely surrounded can attack each opponent. If you occasionally throw a lot of minions that should die in 1 or two hits to the party, they should be able to be heroic doing so.

3) Natural 1's on attack rolls must roll to confirm the fumble just like a critical threat. If the attack misses on the second roll, it goes to the Criticl Fumble Deck/Tables. If the re-roll would have resulted in a hit, it is simply a miss (An embarrassing one described by the DM).

4) You may min-max as much as you like, but I reserve the right as a DM to have your character summarily executed by a time-travelling deity (suddenly blinking the character out of existence) if you start deliberately and maliciously breaking my campaign world and damaging the experience for other players.

5) I will allow any rule in any book without prior approval on the condition that myself or the player possess a physical copy of said book for reference. PDF copies and web sources must be approved. I like all the splat books and the vast amount of homebrew items but I need to know what I'm dealing with on the characters. Especially when flaws are allowed.

Liberty's Edge

The majority of this thread is skirting the real issue that should be brought up. In combat healing is horribly inefficient. A healers resources are better spent on buff spells such as bless and shield of faith. A wand of cure light wounds at 1d8+1 is the best thing to use in between encounters to make sure each member of the party is at full going into the next encounter.

I have played a cleric in a 3.5 campaign for 2 years. I started out trying to be the party healer during combat but found that it was better to try to prevent damage then heal it after combat ended, so my spell selection changed and my cleric became a much more enjoyable character.

Also of note, in that 3.5 campaign i have been playing in we each had multiple characters. here's the breakdown of characters ranged from 2 to 16 with the majority around level 8/9:

15 martial classes (9 fighters, 2 monks, 3 rangers, 1 barbarian)
2 rogues (only one with any ability to disable traps)
2 clerics (one was a half dragon with a +3 LA so was only level 2)
2 druids (Hardly ever used)
1 bard (player was terrible so wasn't good at anything)
1 arcane caster (great fun but not used much)
1 artificer

We referred to the artificer as "wand of cure light wound" to be used between combats since that's all we used him for.

During an encounter the party resources are best spent on avoiding damage instead of healing it. but in case of emergency, the wand of cure light wounds is just as effective as anything else.

If i were to sit my fighter at a table with an inquisitor that could hit me with my own wand in between combat and do something more beneficial during combat, i'll hand over my own wand to be used. Working together and having fun is the goal of Pathfinder Society play.

Also, i think i'll take to calling the wand of cure light a happy stick from now on. i like how it sounds.