Master of the Game
First Post
Our group has a couple collgege students in it who will be gone for the summer, so we've decided to put our current campaign on hold for a few months. In the mean time we'll be starting a new group set in the same world.
Our campaign centers around a group of fairly high level (12th) adventurers hoping to win a world war by stopping the demon creatures behind the invasion. The new group will be members of the military of the good kingdom. Much lower level (3rd), fighting the war on the front lines and running Special Forces type missions to hold the enemy at bay until a way can be found to defeat them.
As a military unit, the group is made up of a lot of fighter types. Probably because the main group is a lot of magic and stealth. I imagine the straight forward combatants really appealed to the players.
Anywho, Our group is a Paladin (the leader), ranger (the group's scout-type and archer), Barbarian (cavalry), and a Beguiler (intelligence, handles the magic and locks/traps part of the adventures). So, that leaves us short of healing, and with so many fighters I think that a healer is necessary.
In order to avoid sticking them with an NPC or anything I had a thought. After their first successful mission they will be rewarded with a magic item that will handle their healing for them. So I submit:
Pelamyrian Battle Standard:
Useable only by members of the bound group (see group beneifits DMGII) which includes the standard.
The Pelamyrian Battle Standard is issued to small groups of Pelamyrian soldiers who typically operate behind enemy lines where access to friendly healers is limited. As part if the group's teamwork bonding ritual they work together to create a standard for the unit, thereby binding the standard itself. From that point forward any member of the group can grasp and use the standard. As a full round action the wielder can order the standard to cast spells as if it were a cleric whose level is equal to the average level of members in the bonded group. The Standard's DCs and bonus spells are figured as though the its Wisdom was a 19.
The Standard does have some limitations, however. All speels its casts must be from the Healing domain, and it gains it's power from the teamwork bond itself, meanin that, the larger the group, the more difuse its power. For every member bound to the group, the Standard's effective level is decreased by one (to a minimum of 1). Further, the Standard can only be used by members of the group and on members of the group, and cannot cast spells more than once per round. Finally, it does not regain spells like a standard cleric. After 24 hours of unuse it automatically regains all of its spells.
What do you guys think?
Our campaign centers around a group of fairly high level (12th) adventurers hoping to win a world war by stopping the demon creatures behind the invasion. The new group will be members of the military of the good kingdom. Much lower level (3rd), fighting the war on the front lines and running Special Forces type missions to hold the enemy at bay until a way can be found to defeat them.
As a military unit, the group is made up of a lot of fighter types. Probably because the main group is a lot of magic and stealth. I imagine the straight forward combatants really appealed to the players.
Anywho, Our group is a Paladin (the leader), ranger (the group's scout-type and archer), Barbarian (cavalry), and a Beguiler (intelligence, handles the magic and locks/traps part of the adventures). So, that leaves us short of healing, and with so many fighters I think that a healer is necessary.
In order to avoid sticking them with an NPC or anything I had a thought. After their first successful mission they will be rewarded with a magic item that will handle their healing for them. So I submit:
Pelamyrian Battle Standard:
Useable only by members of the bound group (see group beneifits DMGII) which includes the standard.
The Pelamyrian Battle Standard is issued to small groups of Pelamyrian soldiers who typically operate behind enemy lines where access to friendly healers is limited. As part if the group's teamwork bonding ritual they work together to create a standard for the unit, thereby binding the standard itself. From that point forward any member of the group can grasp and use the standard. As a full round action the wielder can order the standard to cast spells as if it were a cleric whose level is equal to the average level of members in the bonded group. The Standard's DCs and bonus spells are figured as though the its Wisdom was a 19.
The Standard does have some limitations, however. All speels its casts must be from the Healing domain, and it gains it's power from the teamwork bond itself, meanin that, the larger the group, the more difuse its power. For every member bound to the group, the Standard's effective level is decreased by one (to a minimum of 1). Further, the Standard can only be used by members of the group and on members of the group, and cannot cast spells more than once per round. Finally, it does not regain spells like a standard cleric. After 24 hours of unuse it automatically regains all of its spells.
What do you guys think?