Party without a dedicated healer


Serpent's Skull


I am worried.

In some days I will finally play indestad of running an AP, specially serpents skull, I worked for quite some time with my fellow players to create a party that works....

What he have so far:

I created most of the characters with the players, trying to minmize the damage taken, but there is only so much you can do.

We get 25 points pointbuy and 2 traits.

Me - Hexcrafter Magus with Black Blade - I am itching to play this class ever since the playtest, and I play to help with healing by using the infernal healing spell.

Stats at level 1 (Human): STR:18 DEX:14 CON:12 INT:16 WIS:10 CHA:8

AC 17 HP 13 Feats: Toughness, Dodge

Traits: Heirloom Weapon: Katana, Magical Lineage: Shocking Grasp
As ranged option the character carries a composite longbow.

I am pretty happy with this build, kensai or a dervish dance build are not an option.

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Half Elf Synthesist Summoner, likes too look like an Efreet, uses a falchion. Spells known mage armor and rejuvenate eidolon. Used his evolution points for more strength and armor.

Don´t really worry about this one, he can heal himself pretty well, especially once he can transfer hp from his eidolon to himself.

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Human Barbarian: wears a breastplate, uses a greatsword (and as defensive option longsword + shield), carries a composite longbow for ranged combat. Stats STR 18 DEX 16 CON 14 WIS, CHA, INT 10. Feats: power attack, extra rage.

I am strongly considering the urban barbarian variant, for the changed rage. I would be a hard sell to the player.

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Rogue: Not yet written, but you can expect the usual ammount of backstabbing.

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Monk: Martial artist archetype: Human Stats: STR: 15 DEX: 18: CON 14
INT: 10 WIS 14 CHA:8. Feats: weapon finese, toughness, dodge.
The player played a monk in the campaign i rän, and wanted something with a better AC.

Will probably end up taking some rangs in heal, since he is the only guy with the wisdom for it.
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Arcane duellist bard: Ok the player first intended to play an oracle, but this is more fun for him so we roll with it. He will be a healer though, cure light wounds and (as i expect) many wands of CLW will take care of some of the hp damage.

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Human Evoker: Likes to cast evocations. Stats: STR 10 DEX: 14 CON:14 INT:19 WIS:12 CHA: 10. Feats not sure yet. Will have to help healing a bit.

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Well thats everybody, can this group work by buying things like wands of CLW and lesser restoration, or should I talk with the others that this would be suicide?

Thanks for the help, our game will start this friday.

Grand Lodge

If your GM is flexible/willing, he can just change the loot drops to be a bit more healing magic rich.

I have a party that is in exactly this role, and it isn't a big deal at all - lots of wands and healing potion drops for them :-)

(I also have a house rule that says that, in any given combat, a party member can declare himself as the primary healer. that member can now using healing magic wands as a quick action 3 times during the combat.)


sozin wrote:

If your GM is flexible/willing, he can just change the loot drops to be a bit more healing magic rich.

I have a party that is in exactly this role, and it isn't a big deal at all - lots of wands and healing potion drops for them :-)

(I also have a house rule that says that, in any given combat, a party member can declare himself as the primary healer. that member can now using healing magic wands as a quick action 3 times during the combat.)

Thx I am less worried now, how about ability damage / drain - the regional sourcebook gives me nightmares about it.

The houserule sounds nice, but it would not work for our group for various reasons.


giving extra healing drops will make the mod even easier for a party based on 25 point build with 7 (i think) players?.

Im assuming they know how d20 fantasy works, so theyll just have to suck it up and work around it. Someone hopefully will have the heal skill

Plus this mod is based on the party not knowing each other beforehand so an 'unbalanced' party fits.

was there a WOCL anywhere on the island??


thenovalord wrote:

giving extra healing drops will make the mod even easier for a party based on 25 point build with 7 (i think) players?.

Im assuming they know how d20 fantasy works, so theyll just have to suck it up and work around it. Someone hopefully will have the heal skill

Plus this mod is based on the party not knowing each other beforehand so an 'unbalanced' party fits.

was there a WOCL anywhere on the island??

Yeah 7 players is quite a big group, an i fully expect our DM to make the encounters a lot harder because of it (or just bigger).

Some of the players are new to RPGs and about half the group has limited experience with d20 fantasy, but i think i can impress upon them the need to conserve our hp resources.

I currently expect to take the healing hex at level 4 to (and on the upside it may be fun to hurt undead with it ^^)


My SS PC is also a witch, she is level 7 now and has been a quite dominate character in the AP thus far

we have 7 players as well, and even ramped up few encounters have been really challenging except when say, a TRex gets surprise on the party, for example !!

was never sure whether healing hex does damage to undead, so havent tried it out that way yet...maybe i should investigate?


thenovalord wrote:

My SS PC is also a witch, she is level 7 now and has been a quite dominate character in the AP thus far

we have 7 players as well, and even ramped up few encounters have been really challenging except when say, a TRex gets surprise on the party, for example !!

was never sure whether healing hex does damage to undead, so havent tried it out that way yet...maybe i should investigate?

The question has been answered in the FAQ http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o65

Well i am positive that things will work out fine.. and that one of the first guys to die will reroll as something that can heal^^

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