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Advice for missing a healer? [My Players No Read :P]
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<blockquote data-quote="Painfully" data-source="post: 1350639" data-attributes="member: 601"><p>An amulet of health is invaluable to those with low HP. It will raise the constitution stat, thus, increasing HP per level. If your cleric hasn't left the group yet, he might be willing to make amulets in return for some other valuable party treasure item.</p><p></p><p>If somebody in the group is very pious, and agreeable to the cleric, have the cleric grant a holy symbol that allows the pious one to "lay on hands" as per a paladin. It is a bit overpowered IMO, but lacking a cleric for the long term, I think it is a fair solution if you can work it into the story of the game.</p><p></p><p>Summoned creatures can work as effective protection, but at 17th level, the creatures are only going to slow down a BBEG, and take up spell slots that could be used to better effect. Allowing the caster to perform a special spell that allows a summoned creature to become a permanent familiar could be interesting. Consider it an advanced version of summon familiar, only now its summon extraplanar familiar. Requiring the leadership feat wouldn't be a bad idea, as this is much more a companion/follower than just a pet. You might even allow the creature to take class levels, or have special abilities as it advances.</p><p></p><p>I once used a druid character with a delicate vine necklace that could grow berries that were equivalent to all the various cure spells that clerics use. It could grow a lesser restoration berry every 5 days, as well as a few others. Berries could be saved for a few days before they became rotten. All of this helped to limit abuse. A plant growth spell could advance the vine's growth, while an enlarge spell could maximize a cure wounds berry. There are a lot of ways to add your own variation here.</p></blockquote><p></p>
[QUOTE="Painfully, post: 1350639, member: 601"] An amulet of health is invaluable to those with low HP. It will raise the constitution stat, thus, increasing HP per level. If your cleric hasn't left the group yet, he might be willing to make amulets in return for some other valuable party treasure item. If somebody in the group is very pious, and agreeable to the cleric, have the cleric grant a holy symbol that allows the pious one to "lay on hands" as per a paladin. It is a bit overpowered IMO, but lacking a cleric for the long term, I think it is a fair solution if you can work it into the story of the game. Summoned creatures can work as effective protection, but at 17th level, the creatures are only going to slow down a BBEG, and take up spell slots that could be used to better effect. Allowing the caster to perform a special spell that allows a summoned creature to become a permanent familiar could be interesting. Consider it an advanced version of summon familiar, only now its summon extraplanar familiar. Requiring the leadership feat wouldn't be a bad idea, as this is much more a companion/follower than just a pet. You might even allow the creature to take class levels, or have special abilities as it advances. I once used a druid character with a delicate vine necklace that could grow berries that were equivalent to all the various cure spells that clerics use. It could grow a lesser restoration berry every 5 days, as well as a few others. Berries could be saved for a few days before they became rotten. All of this helped to limit abuse. A plant growth spell could advance the vine's growth, while an enlarge spell could maximize a cure wounds berry. There are a lot of ways to add your own variation here. [/QUOTE]
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