A warrior-heavy group

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?
 

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I think diffusing the power of the standard is maybe a bad idea. You have a group of 4 3rd level characters so it's got the power of (Avg lvl 3) 3-4(min 1) a first level cleric. So 2 clw a day. Three if you give the standard the healing domain. That's not going to go very far.

This is thing is already self limiting in groups simply because it has to spread it's benefits farther the more people are in the group. It's also less effective than a regular cleric because it takes actions on the part of the group to use it, unlike a regular cleric who comes with his own actions.

I'd ditch the diffusion aspect of it, and add the limitation that the bonding ritual must be overseen by a cleric of the appropriate god and that the standard is a holy item of that god/pantheon.
 


I think the players should resolve this on their own. Picking up a Healer or Cleric cohort with the Leadership feat will solve the problem. Otherwise, the players may surprise you with a solution.
 

The paladin can use happy sticks (wands of CLW), can lay on hands, and will have healing spells soon. I'm not sure if classes like Beguiler are eligible for Arcane Devotee (which grants an arcane caster access to a domain), but if they are, and the Beguiler's patron deity has the Healing domain, that could help.
 


Herobizkit said:
Easiest fix is to check out the d20 Modern SRD and use the skill "Treat Injury" in place of the "Heal" skill.
This is an excellent suggestion, combined with the fact that:
drothgery said:
the paladin can use happy sticks (wands of CLW), can lay on hands, and will have healing spells soon
you are pretty much okay. Suggest the Paladin take leadership (likely he has the best CHa anyways) and snatch a
Whizbang Dustyboots said:
Healer or Cleric cohort with the Leadership feat
and generally be prepared for the players to
Whizbang Dustyboots said:
surprise you with a solution.




There, everyone said it even better than I could :lol:
 

An unbalanced party is often a self-correcting problem. A few PCs will eventually die because none of them thought to make a healer :p

Replacing the role with a Standard of Healing puts a bad taste in my mouth. What if they had all been arcanists, would you have given them a Sword of Whoopass that lets one of them act as a Fighter when required?
 

give them ample supply of these:

Death's Door-wardens
First appearing in Keoland, these small tablets have saved the lives of many Keolandish troops sorely injured in battle. Seafoam green in color, if ingested by a healthy human, they have no discernable effect, other than a sudden attack of gas that passes almost as fast as it comes on (d6 minutes onset, lasts one round). The tablet is intended to be broken in the mouth or near the nose of a fallen soldier or comrade (if held in mouth, may be bitten down on as a free action in response to an attack that deals damage dropping the target below 0hp, if broken near the nose, is a standard action that draws an AoO). If this is done before death, it acts as a Heal check with a +10 competence bonus for the purpose of stabilizing the victim.

(Requires: CL1, Craft Alchemy, Heal skill 6 ranks. Market Price 2gp, Cost to Create 1g, 1xp)
 

drothgery said:
The paladin can use happy sticks (wands of CLW), can lay on hands, and will have healing spells soon. I'm not sure if classes like Beguiler are eligible for Arcane Devotee (which grants an arcane caster access to a domain), but if they are, and the Beguiler's patron deity has the Healing domain, that could help.

I meant Arcane Disciple, and it certainly looks like classes like Beguiler or Warmage really should be eligible for the feat.
 

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