Char. Creation Coordination. (i.e. do you do it)


Pathfinder First Edition General Discussion

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As I was reading some other threads, my mind wandered and this thought crept in.

How much do your groups coordinate at character creation to make sure your group can do everything?

Examples:
Some sort of arcane caster
Some sort of divine caster
Some sort of "high AC" person (i.e. tank'ish)
Some Damage dealers.

Folks to deal with various skill checks
(either one individual, or spread out across the group).
Example would be- someone who can open doors, or
to make sure all the commonly relevant Knowledge checks were covered.

Our group seems to have most if not all of it covered and largely without alot of planning on our parts before hand.

How much planning- if at all- does your group do when you start a new campaign?

-S


I have never had a group that did that other then a few pbp's that is. I feel you should always play what you want to play not be forced or feel like you must fill a role.

As I have said a few times I ran savage tide with no casters at all. I think having all the bases covered makes it easier but is not a must have to enjoy the game.


I just started in a Kingmaker game and we all talked about what we wanted to play and did some thinking on how our character combination would work.

Generally though when I play I usually have a couple different ideas for characters and don't have a problem filling a need (unless it ends up being the same need over and over again)


I haven't been in a group that has ever coordinated their characters. Sometimes one player will mention that they are playing something so others don't play the same thing. Its never caused an issue. Our groups are always missing 1 or more of the examples you gave, and its never been an issue.


Generally I like to know what the other players plan to play and pick something thats not covered. I dont do this for party balance reasons as much as for the ability to have a niche that I fill. I like to have my chance to shine. So not going to play a cleric if someone else is already playing one. Generally the games I play in are small 2-4 players so we dont have a lot of overlap.

Shadow Lodge

There are tons of ways I've seen this done.

Probably the most common is the "Who's playing the cleric?" method. This is where everyone shows up to the game and starts rolling up characters then someone says "Who's playing the cleric?". I suppose this works but if no one wants to play the cleric it's not a lot of fun.

A close relative of the "Who's playing the cleric?" method is "We need a cleric". Essentially everyone rolls up a character and the guy who missed the session get's told we all rolled up our characters but "we need a cleric".

Recently in our kingmaker campaign we just skipped it all and everyone made their characters separately. The result was an alchemist, a witch, a druid, and a ranger... pretty much everyone can do their own healing to one extent or the other. Some groups this wouldn't work nearly as well and would wind up with no healing at all.

My feeling is as a GM it's best to just facilitate whatever characters your players want. If they all show up with fighters then throw in a cleric henchmen to help them out. Playing a class you don't particularly want to so your party can 'fill a role' takes away a bit of that players fun. Since it's my job as a GM to facilitate fun I don't want to do this so I will work to avoid the situation entirely.


Sort of On Topic but a few years ago our DM had us come up with our char ideas in secret.. and apparently all 5 of us picked barbarian.

Needless to say that was an experiment that was short angry and didnt work :P

usualy if people have made chars ahead of tiem i like to get an idea of what they have made so as to not duplicate anthing but the only time i ever co-ordinate is if say My char and another players char die in a game at the same time its easier to brin new charactrs into a game if they co-ordinae a backstory togethr and such.

But never sat down at a table and worke dit out with the whole group

Shadow Lodge

Brett Hodge wrote:

Sort of On Topic but a few years ago our DM had us come up with our char ideas in secret.. and apparently all 5 of us picked barbarian.

Needless to say that was an experiment that was short angry and didnt work :P

usualy if people have made chars ahead of tiem i like to get an idea of what they have made so as to not duplicate anthing but the only time i ever co-ordinate is if say My char and another players char die in a game at the same time its easier to brin new charactrs into a game if they co-ordinae a backstory togethr and such.

But never sat down at a table and worke dit out with the whole group

First one to the cemetery rolls up a cleric?

I kind of think an all barbarian group would be fun. I'd probably reduce the price of healing potions by 5 in a campaign like that.

The Exchange

No.


0gre wrote:
his lack of clerics

Cleric is the least played class in my groups. We have never had a need for one. They are nice to have, but by no means necessary. I can't count the number of campaigns we have gone through without a divine caster, and I have never really missed it. Wands work just fine.


While I'm personally all for it, my group does very little if any coordination. Which has led to some strange party compositions. We recently finished a year+ long Eberron campaign that went from 1st to 17th level, and for most of those levels we didn't have a cleric. Our current Kingmaker party composition is a Ranger, a Wizard and a Rogue. Once again, no cleric. It's going to be painful :(


For our latest campaign, Second Darkness, I asked the group to roll their characters "in secret". It also resulted in a party of very versatile, self-healing types. I am enjoying the interplay immensely. I really wanted to stress a less meta-game approach to character design and play and I feel it succeeded.

That being said, I have been a party to the "We need a cleric" conversation, on both sides of the screen, many times.

I find with experienced players, the belief that one "needs a cleric" is a fallacy, however, as creative tactics and caution can go a long way to reducing the damage a party takes.


Usually my group mentions the general idea of their characters less to make sure all bases are covered, and more to make sure 2 people dont make very similar kinds of characters, and also to make sure the character concepts will work reasonably well together. 2 paladins and a lawful good cleric pairing with 2 CE rogues and a LE wizard will be havoc to manage.

The Exchange RPG Superstar 2010 Top 16

We do this all the time.

Not just with classes. We decide "We want to all be circus performers, cruising around the countryside under guise of being a traveling circus." And then we put together a rough idea of a party, and then apportion roles and build characters.


Whatever the group's policy, I tend to look at the make-up of the party and see what they may lack before I decide what I will create. Sometimes I do tend to try and bend it to what I want to make, though!


It makes the game more interesting to just play what you want and see how it all works out. So we never do it. Now a person might say they are thinking of cleric or fighter and ask the others before making the choice but they wanted to play one or the other.


my saturday group is very dependant on having a cleric. i often get shoehorned into it reluctantly. and i am fed up with being the cleric. usually this lasts at camapign start until said cleric dies. they don't just want any cleric either, they demand me to play the healing specialist and expect any material components or items to come out of my wallet.


Absolutely. In fact before every game we start we used to have a strategy discussion of who is playing what and how. We got to be so good at it that the GM starting banning us from discussing our characters until we had all finished making them. Afterwards, we've had a few campaigns missing a healer, tank, arcane magic blaster, or anybody that could open locks. It does make a little difficult, but its not impossible.

The Exchange RPG Superstar 2010 Top 16

From an in-character perspective, it can make a lot of sense. When military brass pick people to go on missions, they don't just pick guys at random.

"Hey, this squadron has five snipers and no medic. Huh!"

You're going out adventuring. Let's make sure we have everything we need to survive. (This is particularly true in pre-written adventures. If you know you don't have any heavy martial type, then a homebrew party can avoid those sorts of adventures that look like they'll include a couple of straight-up fights. PCs going through an Adventure Path railroad don't have that luxury.)

From an out-of-character perspective, it helps make sure that everybody gets a chance to shine. If I'd known you two were going to play a sorcerer and a cleric, I probably wouldn't have chosen to play asorcerer/cleric/mystic theurge.


Chris Mortika wrote:

We do this all the time.

Not just with classes. We decide "We want to all be circus performers, cruising around the countryside under guise of being a traveling circus." And then we put together a rough idea of a party, and then apportion roles and build characters.

+1. Our group fills "roles" more like something on A-Team. Who's going to do the talking. Who's the magic guy. Who's the tech guy. Who's the specialist. Etc.

That can result in a Ranger being the talker, the Bard being the magic guy, the Monk being the tech guy, the Wiz being the specialist, etc. basically, our "roles" are not defined by what class we play, but HOW we play the class. The Druid can be the healer and the Cleric can be the summoner and the Summoner can be the buff/debuff/pet guy. As ling as you fill your "real" role, you play any class you want. And we have enough players to make sure all roles get played, at least a little.

Liberty's Edge

The groups I've been in we've never forced someone to play something they didn't already want to, but we do discuss what we're going to play as we're making the characters to help the indecisive.
In one case we had a party with a Cleric, Oracle, Sorcerer, Wizard and Monk. Eventually the monk player left (they moved), and all we had was 4 full casters. It actually ended up being a rather powerful party once everyone hit around 7-8th level as the sheer amount we could alter reality around us was seemingly insurmountable.
In another we had a party that was 3 fighters and a druid built for melee. Eventually it became Fighter/Paladin, 2 Fighters and Druid/Fighter with Rogue/Monk, Wizard, Cleric/Fighter and Fighter cohorts (all of which, sans the cleric, were mostly passive help). That party was slaughtering RotRL despite constantly being 2-3 levels behind the wealth curve (and was doing so even before the cohorts came into play).

Long story short: Do whatever your group feels is more fun. If they've done it the same way for the last 3 campaigns, maybe try a different way just to see how you like it.

On that note, I think next time I start a campaign I'm going to try the "don't talk to the other players until your character is done" angle. With that I will, however, ask that the players write down a two-sentence description of their character's concept and have players flip a coin for who gets to keep theirs if more than one hits the same concept from the same angle (or have them coordinate complementing styles if that works). I would also ask that players avoid discussing what class they are, though they can talk about what abilities they have (since the characters can discuss that).


Mirror, Mirror wrote:
Chris Mortika wrote:

We do this all the time.

Not just with classes. We decide "We want to all be circus performers, cruising around the countryside under guise of being a traveling circus." And then we put together a rough idea of a party, and then apportion roles and build characters.

+1. Our group fills "roles" more like something on A-Team. Who's going to do the talking. Who's the magic guy. Who's the tech guy. Who's the specialist. Etc.

That can result in a Ranger being the talker, the Bard being the magic guy, the Monk being the tech guy, the Wiz being the specialist, etc. basically, our "roles" are not defined by what class we play, but HOW we play the class. The Druid can be the healer and the Cleric can be the summoner and the Summoner can be the buff/debuff/pet guy. As ling as you fill your "real" role, you play any class you want. And we have enough players to make sure all roles get played, at least a little.

I've been in groups where everyone just makes whatever strikes their fancy, and we did just fine and had a ton of fun. I've been in groups that did the same, and we performed terribly but still had a lot of fun.

I've been with groups who plan everything out in coordination with the DM and one another, and we did just fine and had a lot of fun, and I've been in groups that planned ahead and we averaged 3 sessions between TPK or near-TPK...but we still had a lot of fun.

I've played in groups where the DM makes the characters and then lets the players choose which they'd like to play, and I've had DMs who made certain characters specifically for each player. We had a blast in both cases.

Then there were the (thankfully few) cases where no matter what method of generation or level of preparation went into character creation, I wasn't having fun after the first session or three, so I didn't continue playing in those games.


Shuriken Nekogami wrote:
my saturday group is very dependant on having a cleric. i often get shoehorned into it reluctantly. and i am fed up with being the cleric. usually this lasts at camapign start until said cleric dies. they don't just want any cleric either, they demand me to play the healing specialist and expect any material components or items to come out of my wallet.

Sounds like a horrible group.


Yeah it often happens in our groups that one individual "sucks it up" and plays the Cleric because "we need one" even though he or she really didn't want to play a Cleric. Am I a horrible selfish person for never being the one to "take the turn" playing the (undesirable) Cleric? Other players at the table have chastised me for that, but in my opinion I came to the table to play what -I- want to play... not to be the healing monkey. (The actual word we use isn't monkey. Rather it rhymes with witch) They seem to think that because someone else than -has to- play the Cleric and their fun is ruined that I'm somehow having fun at the expense of others' fun. I don't think that's fair to me, personally. What do you guys think?


Shuriken Nekogami wrote:
my saturday group is very dependant on having a cleric. i often get shoehorned into it reluctantly. and i am fed up with being the cleric. usually this lasts at camapign start until said cleric dies. they don't just want any cleric either, they demand me to play the healing specialist and expect any material components or items to come out of my wallet.

Next time, tell them you won't do it before they create their characters, and create what YOU want to play. If there's no cleric, then there's no cleric, but that is not your problem.


In the groups I usually play with we tend towards the following:

Everyone will come to the table with a concept at least. We'll lay out our concepts and usually multiple people will help tweak the feat choices/ class choices if need to help with playability (for example some concepts don't lend themselves to combat -- which is fine, so we'll help that character develop means of avoiding being a target, and helping the party in general during the fight). If multiple people turn up with the same concept generally everyone has a back up and someone will decide (sometimes everyone) they want to play the back up instead. We'll occasionally discuss how to work the concepts together in order to hold the party together but we try not to force concepts in or out unless they don't match the campaign (for example playing a cowboy in an asian themed campaign) -- even then it's generally considered better policy to turn the concept into something closer to the campaign than abandoning it completely.


Dork Lord wrote:
Yeah it often happens in our groups that one individual "sucks it up" and plays the Cleric because "we need one" even though he or she really didn't want to play a Cleric. Am I a horrible selfish person for never being the one to "take the turn" playing the (undesirable) Cleric? Other players at the table have chastised me for that, but in my opinion I came to the table to play what -I- want to play... not to be the healing monkey. (The actual word we use isn't monkey. Rather it rhymes with witch) They seem to think that because someone else than -has to- play the Cleric and their fun is ruined that I'm somehow having fun at the expense of others' fun. I don't think that's fair to me, personally. What do you guys think?

If you build a party right and fight intelligently, you don't really need a healer in the first place. Heck, have one of the characters take the Leadership feat and have the cohort be a high CHA cleric.

So no, it is not unfair that you should be able to play the character you want to play. In fact that is the only thing that is fair.


i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role. unfortunately, he doesn't allow the leadership feat, and we have 7 players right now. a minimum of 4-5 show up a night and we occasionally have other members that join for a while than quit. almost all these occasional temporary members play clones of either Drizz't or Legolas. either an elven archery ranger or a drow dual scimitar wielding TWF ranger with a panther companion.


Dork Lord wrote:
Yeah it often happens in our groups that one individual "sucks it up" and plays the Cleric because "we need one" even though he or she really didn't want to play a Cleric. Am I a horrible selfish person for never being the one to "take the turn" playing the (undesirable) Cleric? Other players at the table have chastised me for that, but in my opinion I came to the table to play what -I- want to play... not to be the healing monkey. (The actual word we use isn't monkey. Rather it rhymes with witch) They seem to think that because someone else than -has to- play the Cleric and their fun is ruined that I'm somehow having fun at the expense of others' fun. I don't think that's fair to me, personally. What do you guys think?

I used to be the guy who hated playing the party medic...but then 2nd edition faded away, and I tried a Cleric in a high-level game of 3.5e. I was hooked! The PF Cleric is pretty awesome too, able to cover just about any role very effectively, depending on how you choose to build them.


Shuriken Nekogami wrote:
i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role.

There's no such thing as a mandatory party role, although it's a good idea to have one. Just tell your DM that it is somebody else's run to suck it up if he wants the party to have a cleric, or run an NPC one.

Sczarni

Chris Mortika wrote:

We do this all the time.

Not just with classes. We decide "We want to all be circus performers, cruising around the countryside under guise of being a traveling circus." And then we put together a rough idea of a party, and then apportion roles and build characters.

We do this too. RotRL got us mostly outdoorsy PC's. ..druid x2, bard, cleric, etc.

We get a theme going, then everyone picks what they want to play and we finagle the party together.

Our "unplayed" class is usually Rogue, since they're my usual pick, and I FM about 75% of the time.

I see appeal in both methods, but for ease of party cohesion I prefer the players to know roughly what everyone else is playing.

Scarab Sages

In almost every group I have been a part of, one or two people will almost immediately hit upon some character concept they want and NEED to play, which kind of leaves the rest of us open for interpretation. Usually we discuss vague concepts in email/chat/text. Sometimes one or two of us will coordinate on ideas/feats/weapons/skills, but really each character is an extension of what each player wants to do.

I do have one player who chronically used to "play __________ because we don't have one and the party needs one."

He almost always hated his concepts and either swapped builds halfway thru a game, or allowed his character to die/sacrifice himself so that he could play something different.

This last time we built, we had speciffic rules for him that NOONE could tell him what they rolled and he had to make whatever he wanted to play.

The result is a very terrifying combat effective inquisitor of Asmodeus.

Shadow Lodge

Chris Mortika wrote:

We do this all the time.

Not just with classes. We decide "We want to all be circus performers, cruising around the countryside under guise of being a traveling circus." And then we put together a rough idea of a party, and then apportion roles and build characters.

So you wander around the countryside dressed as clowns and play D&D?

Shadow Lodge

Dork Lord wrote:
Yeah it often happens in our groups that one individual "sucks it up" and plays the Cleric because "we need one" even though he or she really didn't want to play a Cleric. Am I a horrible selfish person for never being the one to "take the turn" playing the (undesirable) Cleric? Other players at the table have chastised me for that, but in my opinion I came to the table to play what -I- want to play... not to be the healing monkey. (The actual word we use isn't monkey. Rather it rhymes with witch) They seem to think that because someone else than -has to- play the Cleric and their fun is ruined that I'm somehow having fun at the expense of others' fun. I don't think that's fair to me, personally. What do you guys think?

I don't have any problems with you being unwilling to play cleric. It is however pretty much douchery to pressure other people to take on a party role you are unwilling to take. If no one wants to play cleric then figure out a way to play without one.

The Exchange

Ever since reading through (and then trying out) Starblazer Adventures' take on character creation, I've been a fan of making characters together that have some sort of tie to one another. That's my only been preference for a short while now, though, and in most of the games I've played or GMed, everybody brings their character concept first.

In fact, they usually have the concept thought out before they even know what kind of campaign it is, and well before stats are rolled.

I really feel like it's time to shake up my players' characters a bit, limit their choices somehow or introduce a couple of random elements. Meh.

Shadow Lodge

Shuriken Nekogami wrote:
i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role. unfortunately, he doesn't allow the leadership feat, and we have 7 players right now. a minimum of 4-5 show up a night and we occasionally have other members that join for a while than quit. almost all these occasional temporary members play clones of either Drizz't or Legolas. either an elven archery ranger or a drow dual scimitar wielding TWF ranger with a panther companion.

Play a class that can self heal and let everyone else worry about themselves. 11 of the 16 Core and APG classes have some form of healing so it's pretty easy to do at this point.

This is my Chaotic Neutral guide to character creation.

Shadow Lodge

Caineach wrote:
0gre wrote:
misquote
Reply to a misquote that totally misses the point of the original post

Reading comp issues?

Grand Lodge

Shuriken Nekogami wrote:
i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role. unfortunately, he doesn't allow the leadership feat, and we have 7 players right now. a minimum of 4-5 show up a night and we occasionally have other members that join for a while than quit. almost all these occasional temporary members play clones of either Drizz't or Legolas. either an elven archery ranger or a drow dual scimitar wielding TWF ranger with a panther companion.

Something for your party to read.

Spoiler:
Healin'. Patchin' up the wounds. Sewing the Fighter's larynx back in after he took an arrow through the neck and lived and wanted to tell about it. Every player knows the drill. But oddly, a lot of players just use really... silly methods of going about healing themselves, and have some wild misconceptions about how to do it effectively and even how much of a priority it should be.

The Problems

Some players think they *have* to have a cleric or druid to cover the healing role, and place healing as an extremely high priority, even in combat, and even if they don't, many even spend inordinate amounts of money on extremely inefficient healing items that may hurt them more than help them.

To summarize a few common issues:


  • Players overprioritize healing in combat when there are more effective options available to them.
  • Players spend too much money on healing, often spending wads of cash on things like potions of Cure Moderate Wounds.
  • Players believe they can't heal efficiently without a Cleric or Druid or similar class in the party, and view such as an essential role, to the point where some even *force* others to play a Cleric or Druid just so that they can have a dedicated healer, and then downplay the extraordinary talents of those classes and belittle them to a mere healing role, making for an unenjoyable experience for the victim of this treatment.
  • Many players just don't know how to get the best healing for their buck.

Some Information and Comparisons

First, an effort at dispelling some of the myths. First off, you should probably never be buying healing potions, perhaps with the exception of Cure Light Wounds or a similar level 1 spell. The reason for this is simple. The cost is exorbitant, and it's really not worth it. A Cure Serious Wounds potion will heal, on average, 18.5 hp, and it will cost you 750gp, and it will take either a standard or a full round action to use, and it will provoke AoOs unless you did some further investment to prevent that, and on top of that it probably smells bad and tastes bitter. Yuck. For the same price, you could have gotten a Wand of Cure Light Wounds (275hp total instead of 18.5hp), a Wand of Lesser Vigor (550hp total instead of 18.5gp), or a Healing Belt (Either 6d8 hp (average 27 hp) a day, or 18 hp (same as the potion!) per day if you burst heal, usable as a standard action that does not provoke attacks of opportunity.)) Would you rather get 18 hp, or 18 hp per day? Now would you rather use a standard or full action that provokes AoOs, *and* need to draw the item, or would you rather use a standard action that doesn't provoke AoOs? And hey, wouldn't you like the option to heal even more for efficiency, outside of battle? There's even another option, this one for artificers, that costs a mere 50 gp a pop: Infuse an ally with Greater Healing armor. This will give them 6d8+30 total healing (3d8+15 as a swift action, usable twice). As an added bonus, it will even automatically heal you if you get knocked unconscious. The point is... potions are bad. Potions are inefficient. So are scrolls of Cure Moderate Wounds, Cure Serious Wounds, and so forth.

Second, a dedicated healer is not a necessary combat role. Seriously.

First off, healing often does not outpace damage. Moreover, removing an enemy a threat can often be much more effective at saving your allies' necks than going up and poking them with Cure X Wounds. If an enemy were to deal 50 damage to an ally, and you can take that enemy out by either disabling or killing them, then you've "healed" that ally of the 50 damage he would have taken. Additionally, as healing often does not keep up the pace with damage, even if you can't disable the enemy, healing the ally might not be good enough to save them. Instead, you might want to use an ability to help the ally escape, or block the enemy from attacking them (this can be something as simple as Benign Transposition, really). In fact, healing in combat is only situationally a good choice, and is often a subpar tactical option.

Secondly, you can get very efficient out-of-combat healing quite easily without a Cleric or Druid, and indeed a Rogue, Artificer, Paladin, Ranger, Factotum, Warlock, or Bard could fill the healing role with a wand of Cure Light Wounds or Lesser Vigor. In fact, you can even get good, cheap burst healing comparable to the Cleric or Druid's ability at low levels with items like the Healing Belt.

Actually, the Artificer can prove to be a fantastic healer, cheaply (we're talking 37.5% market price here) turning out healing belts, wands of lesser vigor, and providing Greater Healing armor infusions (a mere second level infusion) at an early level. The Paladin and Ranger can use wands of Cure Light Wounds without penalty, and the others can use UMD to master the efficient wands. On top of that, members of *any* class can easily chip in with the very efficient Healing Belt.

These things considered, you really can get by without a Cleric or Druid. In fact, if you do have a Cleric or Druid, they're probably going to be more useful in most combats if they are doing something OTHER than healing, since they have considerable talents in many regards.

How to Heal Effectively
(Author's note: I have excluded a few very potent and efficient means of healing because things like the infinite-healing-for-cheap trap and other such things are just plain abusive, and few sane DMs will allow them)

[LIST]

  • Blessed Bandages (10gp, MiC page 152): 10gp to automatically succeed to stabilize an ally. Can definitely save a friend at very low levels.

  • Wands of Cure Light Wounds (750gp, Core): The hallmark of efficiency. These wands will dish out an average of 5.5hp a pop, and with 50 charges that will add up to 275 total healing. This wand gains an advantage over Lesser Vigor in two respects: Speed of use, and the fact that Lesser Vigor is a Cleric and Druid only spell, and thus is only available to those classes and UMD users, while Paladins and Rangers and the like will stick to Cure Light Wounds.

  • Wands of Lesser Vigor (750gp, Spell Compendium Page 229): These are the most efficient healing wands around! You get 11 hp per pop (though it takes a full minute to gain that 11 hp), and you get a total of 550hp of healing for your 750gp.

  • Healing Belts (750gp, MiC page 110): For 750gp, *anyone* can heal 6d8 hp a day, and even burst heal for 4d8hp as a Standard action with a Touch range, and does not provoke attacks of opportunity like spells and scrolls. Also, with the MiC rules for adding common effects, you don't even need to worry about "keeping the slot free" anymore. You can actually just say, give one of these to everyone in a party of 5 for 30d8 healing per day, and just subsidize your healing costs. This is a great way to keep everyone alive at low levels. As if this weren't good enough, you get feel-good +2 bonus to Heal checks as a bonus.

  • Artificers can heal very effectively with Greater Healing Armor (MiC page 12), dishing out 3d8+15 healing *twice* usable as a swift action, and even automatically healing a character should they fall unconscious. Best of all, this only costs you 50gp for a total of 6d8+30hp healing, and is available at a very low level.

  • Wand of Faith Healing (Spell Compendium): It's kinda cheesy, but it's worth mentioning if your DM allows it. It's exactly the same as Cure Light Wounds, except maximized and only usable on people who share your faith (which can easily just be everyone in your party). I personally don't allow this spell as a DM.

  • Touch of Healing (Reserve Feat, Complete Champion pg 62): This one is for the actual "healers." As long as you have a healing spell of second level or higher ready to cast, you can heal anyone up to half their total hp (but no higher, meaning you have to use more abilities to fully heal them) for free. Basically, for the cost of a feat, you get a lot of free healing.

  • Summon Nature's Ally IV (Core): Summoning a Unicorn nets you a free set of 3 CLWs, 1 CMW, and a Neutralize Poison. It has a caster level of 5th, so that'll total 5d8+20 points of healing (and a neutralize poison). It's even something a druid can cast spontaneously. Not bad.

  • Revivify (Cleric 5, Spell Compendium page 176): Revive your dead buddy for 1000gp as a standard action instead of for 5000gp as a much longer action, and best of all *no level loss.* A no brainer really. You just need to be quick about it, acting within 1 round of the victim's death!

  • Revenance (Cleric 4, Paladin 4, Bard 6): This spell can target any character that died within 1 round / caster level of casting. The subject comes back to life (as if by Raise Dead except with no penalties) and is able to fight (with a +1 morale bonus on attack, damage, and saves against the person who killer her) for 1 minute per level, at the end of which the character dies again. The real seller here is that it has a wider window to cast than Revivify (1 round / level), and moreover the ally will die at the end of the spell (or after being killed again), often allowing you to use Revivify when it would otherwise be impossible (window passed) or too dangerous (in the middle of combat).

  • Delay Death (Cleric 4, Spell Compendium page 63): As an *Immediate Action*, the ally becomes unable to die from hit point damage (they'll still fall unconscious, they just won't die.) This means that you can instantaneously cast this spell when a buddy takes their final hit, and they won't die for 1 round/level (during which time you can finish the encounter, then heal them up.) Can definitely be a lifesaver.

  • Tomb Tainted Soul (Feat, Libris Mortis): This handy feat allows you to be healed by negative energy. This means that a living Dread Necromancer can heal you to full as much as she likes with Charnel Touch, and that you can heal yourself with things like Uttercold metamagiced spells and the like.

  • Amulet of Retributive Healing (2000gp, MiC Page 69): This handy little doodad lets you double up on your healing 3 times per day. When activated (as a swift action) this amulet allows you to cure yourself of an amount of damage equal to however much you cured your buddy of. So, if you cast Heal on your ally, you can activate this item to use a free quickened Heal on yourself. Works with scrolls and everything, too.

  • Collar of Healing (5000gp, MiC page 90): As an *Immediate action* once per day, heal your animal companion of 50hp and cures the Fatigued or Exhausted conditions. Keep your little buddy going. As an added bonus, it works at any range (as long as you're on the same plane), and lets you know your companion's exact hit point total at all times.

  • Heal (Core): Heal is a great spell. It really is. It's the healing spell you actually might want to use in fights fairly often. It heals a ton of damage, and it takes away ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. A laundry list of status effects, some of which are quite deadly in their own right! However, Heal is not a necessary party role in and of itself! Again, you don't actually need *any* in-combat healing to have a highly effective party. Still, when you *do* have a Cleric or Druid around, there's no reason they shouldn't have this ready. If you don't have a Cleric or Druid around, you may want to consider a scroll or two of this for those few situations where you really do want a Heal (i.e., your buddy just got blasted for 100 damage and got stunned to boot).

  • Divine Ward (Feat, PHB II): This feat will help out the "true healers," allowing them to use Close Range instead of Touch Range for their healing spells on one ally by spending your Turning attempts. You can get a similar results with Divine Metamagic (Reach Spell) (Which happens to be doubly useful for, say, a ranged Slay Living).

  • Augment Healing (Feat, Complete Divine): Add +2 healing per level of the healing spell cast. Simple and effective for a dedicated healer, should you choose to get one.

  • False Life (Sor/Wiz 2, Core):
    Instead of taking up an action to heal during combat, take an action to heal up to 1 hour / level before combat ever happens! See also, Aid (Cleric 2, PHB)

  • Empathic Transfer (Egoist 2, Psychic Warrior 2, XPH): This useful power is the standy of healing as a Psionic character. The method is a little unique as opposed to standard methods of healing, but it works just as well. You eliminate anywhere from 2d10 to 10d10 (depending on augment) hp of damage from an ally, and transfer half of that damage onto yourself. Combined with Vigor (Psion 1, Psychic Warrior 1, XPH), and Share Pain (Psion 2, XPH) both shared to your psicrystal through Share Powers, the temporary hit points will absorb all of the damage.

  • Vigor (Psion 1, Psychic Warrior 1, XPH): This power giives you 5 temporary hit points per power point spent, lasting for a minute per level. It's like healing *before* you ever take damage, and lets you buff beforehand in order to avoid the need to heal in combat.

  • Amulet of Tears (2300gp, MiC page 70): Another source of temporary hit points, this handy item stores 3 charges per day and grants temporary hit points lasting for 10 minutes based on the number of charges spent. For 1 charge, you gain 12 tmporary hit points, and for 3 charges grants 24 temporary hit points.

  • Share Pain (Psion 2, XPH): This power transfers half of the damage dealt to you to a willing subject, and thus helps a good deal with damage mitigation. It lasts for an hour per level, so can last for a full day's worth of encounters, and a popular use is to combine it with a Vigor (Psion 1, Psychic Warrior 1, XPH) power shared with your psicrystal and make your psicrystal the subject, effectively doubling the effect of vigor and transferring a good deal of hp damage onto a target that is often a noncombatant.

  • Shield Other (Cleric 2, Paladin 2, Core): This is much like Share Pain, except it deals half of an ally's damage to you, helping you to protect them. It also adds a +1 resistance bonus to saves and a +1 deflection bonus to AC for the target, as an added plus.

  • Vampiric Touch (Sor/Wiz 3, Duskblade 3, Core): 1d6 damage per two levels, and gain temporary hp equal to the damage dealt. This spell is notable for combining offensive abilities and effective in-combat "healing" into the same attack. This spell is useful in spell storing weapons, or channeled through a Duskblade's "Arcane Channelling" ability. It is generally *not* a good idea for the average mage to run up into melee and try to touch an enemy with it, because the damage will be low and the temporary hp probably won't save you from a world of pain (unless you have other protective spells and such up). Also note that if you're an Unseen Seer or Arcane Trickster, you can increase the amount healed with sneak attacks!

  • Bloodstone weapon enhancement (+1, page 29 MiC): Stores and casts Vampiric Touch just like a spell storing weapon, except that it's automatically empowered. Basically, this will deal extra damage on attacks equal to (1d6 per two caster levels)*1.5, *and* give the wielder of the weapon temporary hp equal to the damage dealt. Thus, you're adding to damage and to healing at the same time! See also: Vampiric Touch.

  • Bodyfeeder weapon enhancement (+3 bonus, XPH): This handy enhancement will grant its wielder temporary hit points equal to the damage dealt by any critical hit he dishes out. With an expanded critical hit range, you can expect this to give a steady stream of temporary hp. This enhancement can be granted by an artificer spending a 3rd level infusion and a small amount of gp. (Note: Though "Wrathful Healing" is almost certainly more effective, it's much less likely to be allowed)

  • I find the idea of a "mandatory" cleric slightly absurd in Pathfinder. I mean the last campaign I ran was in a setting where I effectively banned Cleric, Paladin, Witch, and Inquisitor due to long and involved setting reasons I will not get into here. Also druid carried huge social stigma and was very negatively treated if found out.

    Still, no one played anything with heals. I ended up with a ranger/sorcerer/arcane archer, a barbarian/beast-master, a rogue, and a monk/drunken monk.

    Everyone still talks about how they loved the game. I even made cure potions and magic triple cost and moderately rare.

    So, Imo cleric is not necessary nor is any kind of dedicated healer.

    Just my 2c.


    I encourage the players in the campaigns I run to do some basic level of coordination so that they feel they have the resources they want when adventuring. If they feel light in some area once they're playing, it's up to them to come up with a solution. It may be a cohort or some other form of hireling or just a lot more money spent on healing magic, but the solution is on their heads if they failed to incorporate it from the start.

    As far as playing what you want to play, by all means, do so. But if everybody does so to the detriment of the group as a whole, how successful will the group be? I fully expect all of my players to take a hand in filling in gaps they feel they have and not leave it to one player to grudgingly drop his plans for the good of the group.


    Back in 1e/2e we stuck pretty much to making a party with all bases covered.

    After a break of a few years I played in a group with 3.5e. I played a favored soul, and we had an artificer, beguiler and battlemage. The idea of roles got more blurry. Even though the favored soul was prime healer he also was frontline fighter with a greatsword. The artficier was able to provide the support during combat.

    Since then diversity in parties has come from people wanting to rotate the types of characters they play.

    We told the most recent player to join our pathfinder group to pick whatever they wanted. I think we are all confident now to play with any make up and not rely on the 'trainer wheels' of 1e/2e.


    i finally get to use my book of 9 swords with my saturday group. saturday the 17th, we are making characters, we have the 24th off and the campaign starts on the 31st. i am starting with a warblade whom will be replaced with a swordsage upon death.


    0gre wrote:
    Dork Lord wrote:
    Yeah it often happens in our groups that one individual "sucks it up" and plays the Cleric because "we need one" even though he or she really didn't want to play a Cleric. Am I a horrible selfish person for never being the one to "take the turn" playing the (undesirable) Cleric? Other players at the table have chastised me for that, but in my opinion I came to the table to play what -I- want to play... not to be the healing monkey. (The actual word we use isn't monkey. Rather it rhymes with witch) They seem to think that because someone else than -has to- play the Cleric and their fun is ruined that I'm somehow having fun at the expense of others' fun. I don't think that's fair to me, personally. What do you guys think?
    I don't have any problems with you being unwilling to play cleric. It is however pretty much douchery to pressure other people to take on a party role you are unwilling to take. If no one wants to play cleric then figure out a way to play without one.

    Oh I don't pressure anyone to do anything. A Cleric is nice to have but I think we could do fine with the Bard using a wand after the battle to heal us. Most of the players in my group are convinced that we will die without a Cleric though. Nothing wrong with that thought but if that's actually the case and no one wants to play it, shouldn't the DM have an NPC Cleric along with us to fill that "role" rather than essentially forcing the players to choose who draws the short straw essentially? ((Note I'm not saying this is necessarily the case in my group since we have a party of 7 and a DM NPC with the party would just make us earn even less xp than normal))

    I look at it like this... if some of the players are that convinced that the party needs a dedicated healer and that one of us -must- play one or the party will die, that's largely their problem. I come to the table to have fun, pure and simple. I don't like the idea of having fun at the expense of someone else's fun, but I really don't look at it that way in this case. Why should I have to play something I don't want to play because members of my group are trying to guilt me into doing so?


    TriOmegaZero wrote:
    Shuriken Nekogami wrote:
    i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role. unfortunately, he doesn't allow the leadership feat, and we have 7 players right now. a minimum of 4-5 show up a night and we occasionally have other members that join for a while than quit. almost all these occasional temporary members play clones of either Drizz't or Legolas. either an elven archery ranger or a drow dual scimitar wielding TWF ranger with a panther companion.

    Something for your party to read.

    ** spoiler omitted **...

    That spoiler isn't original material.

    Shadow Lodge

    This came in discussion of the Oracle class a few days ago here.

    Nevynxxx wrote:
    meatrace wrote:
    Seriously? Healing spells are few and far between. About 1/3 of the published classes (including the APG) have the ability to heal. In a party with only one character of those classes, they will be REQUIRED to heal sometimes. If a character has an appropriate heal and instead allows his party to die, who is "douchey"?

    I'd say this should *never* come up. Because when the players were creating characters, and dude 1 says, "I'll make an Oracle", and dude two went "cool, you'll be doing all the healing then?" then dude 1 would say "no, actually I have this cool other concept, one of you guy's in going to need to make up a healer, or at least someone who can share the healing duties with me.".

    If that conversation doesn't happen, GM isn't doing his job.

    I would argue that the former attitude is a problem with some gamers Clerics and other divine casters tend to get trapped by other players (and some DMs) expectations more than most classes. There are a lot of cool concepts involved with serving the divine that are not used because of these attitudes.

    I think a DM supporting those players who, within reason, don't want to get stuck with the stereotype is one of the ups (usually) of making the characters together.

    All the Best,

    Kerney

    Grand Lodge

    Abraham spalding wrote:
    TriOmegaZero wrote:
    Shuriken Nekogami wrote:
    i shall tell the group that i won't play the cleric this time. though my dm has this idea that clerics are a mandantory party role. unfortunately, he doesn't allow the leadership feat, and we have 7 players right now. a minimum of 4-5 show up a night and we occasionally have other members that join for a while than quit. almost all these occasional temporary members play clones of either Drizz't or Legolas. either an elven archery ranger or a drow dual scimitar wielding TWF ranger with a panther companion.

    Something for your party to read.

    ** spoiler omitted **...

    That spoiler isn't original material.

    Never said it was.

    Shadow Lodge

    Dork Lord wrote:

    Oh I don't pressure anyone to do anything. A Cleric is nice to have but I think we could do fine with the Bard using a wand after the battle to heal us. Most of the players in my group are convinced that we will die without a Cleric though. Nothing wrong with that thought but if that's actually the case and no one wants to play it, shouldn't the DM have an NPC Cleric along with us to fill that "role" rather than essentially forcing the players to choose who draws the short straw essentially? ((Note I'm not saying this is necessarily the case in my group since we have a party of 7 and a DM NPC with the party would just make us earn even less xp than normal))

    I look at it like this... if some of the players are that convinced that the party needs a dedicated healer and that one of us -must- play one or the party will die, that's largely their problem. I come to the table to have fun, pure and simple. I don't like the idea of having fun at the expense of someone else's fun, but...

    This is more or less what I suggested above. If someone wants to play the dedicated healer then more power to him; if no one wants to take that role then the group is going to be better able to take down enemies faster and can be content with after combat healing. Or with a demanding NPC cleric.

    The Exchange

    In my ongoing Rise of the Runelords, I yelled from another room "what do you want to be?" and we ended up with two rogues, one combat one skill, two fighters one finesse one brute a ranger who doesn't like using his bow and a paladin that is better suited to be a wizard. needless to say after a few sessions (two) Mr.NPC Cleric joined the party, he's going to be a key feature and story character, but for now hes the party heal bot cause if they didn't have one (the paladin won't heal on principle, he sees others that need healing weak)

    Now this is for the group I DM for, the group I play in we have no cleric and seem to do fine with a (Rogue, Ranger, Rogue/Wizard, Fighter/Ranger and a Wizard/Fighter) So it might be my DMing but my group usually NEEDS a cleric and only one person doesn't mind being a cleric. I was thinking of making it a round robin character XD just so they get a glimpse of being a cleric.


    Hmm... Haven't played that much PF yet, so I don't know how useful my "insights" may be, but two things occured to me.

    1) That the general consensus of the thread seems to be, that the "original roles" of old school D&D no longer are necessary in PF, especially with more experienced players. I find it interesting that D&D 4th edition then choose to go the opposite way, and define the characters more according to roles, than to class. Maybe there is no "edition war" - just two different games?

    2) I (and I know many others feel the same way) have nothing against playing a dedicated healer in (computer) games like World og Warcraft (PvP especially), DOTA or League of Legends. My understanding is that in the latter (computer) games, the focus is shifted toeards a much more competitive environment with the focus being on overcoming other players, and I think this may be the reason. Well placed heals in such a game can mean the difference of winning and loosing very very easily - in PF this is not the case in the same degree.

    This leads me to believe that it actually depends more on the style of play - if everyone is surviving by the skin of their teeth, the healer becomes a huge boon to everyone. If this is not so, he's not that needed and the player playing him doesn't get the same recognition (maybe not even the same recognition as the rest of the party, who might be dealing out more damage). So maybe the idea of "we need a healer" is more of an old trope, which is only true in a small percentage of games - but not understood as such, and therefore still believed by many as 'the Truth(TM)'. I feel that the PF system seems to be going in the right direction to adress this "problem" - allowing people more freedom in their chosen style of play. And I think this is quite nice :)


    We coordinate fairly heavily, mainly to see what's being thrown into the mix and wether our character ideas are stealing anyones thunder or are otherwise redundant.

    However, we also like to keep more than a few aspects of our character's future development under our collective hats, so as to suprise each other and keep life interesting.

    I guess it's an old habit from the days where it was 'Us versus the DM versus the Campaign World versus Us.'

    Yeah, keeping watch to make sure your 'adventuring companions' don't sell you into slavery again leaves scars...

    We also make sure to coordinate with the DM about the campaign focus so as to support where we can.

    As far as making sure we can all do everything - not really one of our habits. Sometimes, yes, but we're really big on the 'interesting characters doing interesting things' way-o-life. We've had parties comprised soley of casters and we've gone for long stretches with no clerics.

    Often, not covering all your basis results in interesting solutions when needs demand.

    Of course, it doesn't make life any easier.. >_<

    *shakes fist*

    Interestingly, after we all got sucked into a well known online computer game, we've started talking about covering the 'essentials' more frequently.

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