Hussar
Legend
DannyA said:My Clc/Sorc/MT/Geomancer in question was made because the players of the FS and the Druid left the group. I retired my Whip & pick dual-wielding Ftr/Rgr/Diviner/Spellsword at 10th level in favor of the new PC. He does the bulk of his healing via CompDiv's Sacred Healing feat, in which he burns a Turn Undead to give the equivalent of Fast Healing 3 for 5 rounds to all creatures within a 30' radius.
Not usable in combat, but before or afterwards, its pretty powerful. Burn 3 of my otherwise useless Turn Undeads and everyone in the party- and anyone we've saved- is back up 45HP. Done before combat, ongoing wounds auto-close, fallen comrades auto-stabilize.
And right there we have the solution that's been missing all this time. You don't have wands because you have a character that is a built in wand. Plus, you have a MT character, meaning your multiclass cleric isn't actually losing a whole lot of levels of casting at all.
See, this is my point. Sure, you didn't need healing wands or a lot of magical healing items because you chose feats (notably absent when that module was written) that allowed you to bypass the healing/day mechanics.
It would help, when talking about these sorts of things to say, "Hey, we didn't need to use healing wands because we used feats from a book published four years after the game came out that allows you to heal massive amounts of damage by burning turn attempts. "
Tends to sound a lot less impressive than "Hey, my group didn't need to use healing wands, why does everyone talk about using healing wands? You don't need them."