Work-arounds for a high level party with low / no divine casting?


Advice


Hey all,

I'm playing in an AP where we've reached the final book (about level 13 progression wise) and are well on our way to the finale. However, I have some concerns with our party make up and the possibility of certain things showing up to ruin our day that were previously unexpected.

The party consists of:
Paladin
Magus
Alchemist
Ninja

I was wondering if there are any work arounds to not having typical Divine spells like Death Ward/Restoration/Raising capabilities other than UMDing scrolls or wands. Last thing I want is an unlucky death effect or series of energy drains ruining the day this late in the campaign.


Alchemist has Restoration and Death Ward by level 13.

Liberty's Edge

That should work out okay. The Paladin can use a Wand of CLW and he and the Alchemist can both remove conditions decently by 7th (assuming Infusion and a good Mercy choice).

For Raising people, see if you can convince the Paladin to grab Ultimate Mercy. It's a Feat, sure, and usable maybe once a day...but waiting until tomorrow to Raise someone is very doable, and by 13th they'll definitely have 10 Lay on Hands a day.

Restoration comes online a bit late at 10th for the alchemist but you can make do until then, and Death Ward is available to the Paladin and Alchemist both as of 13th.

So, short version, everything kicks in except Raising, if sometimes a few levels late. And Raising is only a Feat (well, two Feats) away.


_Ozy_ wrote:
Alchemist has Restoration and Death Ward by level 13.

Doh! I'm super dumb. Forgot they have non arcane spells. Thanks!


Both the Paladin and the Alchemist have Death Ward and Restoration.

Get some First-Aid Gloves for the Breath of Life effect.

Leadership can net a Cleric/Oracle/Witch with the needed spells also.

The skill unlock for the Heal skill can net heavy duty temp hit points.

An item with 1/day high level Summon Monster can also net a lot of status removal and healing effects.

/cevah


Cevah wrote:

Both the Paladin and the Alchemist have Death Ward and Restoration.

Get some First-Aid Gloves for the Breath of Life effect.

Leadership can net a Cleric/Oracle/Witch with the needed spells also.

The skill unlock for the Heal skill can net heavy duty temp hit points.

An item with 1/day high level Summon Monster can also net a lot of status removal and healing effects.

/cevah

As a frequent GM, this situation is one where I would not only allow, but encourage Leadership. Basic cleric build (not optimized for buffing/debuffing, but healing would be fine)-totally cool, keeps the flow of the game going.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Work-arounds for a high level party with low / no divine casting? All Messageboards

Want to post a reply? Sign in.