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Clerics, or can we do without them...
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<blockquote data-quote="Buttercup" data-source="post: 902688" data-attributes="member: 990"><p>It is, but you have to make some adjustments.</p><p></p><p>In my previous campaign, there was no cleric. The party picked up a druid after a while, but they all managed to survive without healing magic for 4 levels.</p><p></p><p>In my current campaign, again there is no cleric. There is one bard, so again they are not totally bereft of healing magic, but one bard for 7 PCs isn't much healing.</p><p></p><p>So what I've done is come up with cheap substances that heal small numbers of hit points, and can be purchased from herbalists, alchemists, old crones and the like. They have found several potions of CLW so far, and if the party ever does a favor for a temple, I'll give them a wand of cure light wounds as a reward. Obviously these solutions won't be sufficient when (if!) they get to higher levels, but by that time, the party makeup may change, or I may come up with something else.</p><p></p><p><strong>Healer's Tea:</strong> 10 gold for enough tea to make 4 doses. Each dose heals 1d4 hit points. Available at most dry goods stores, herbalist's shops, and even taverns. Once you have the herbs, anyone who can boil water can make a pot of this tea. One mug of the tea is one dose. So far it has been enough to keep them alive.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 902688, member: 990"] It is, but you have to make some adjustments. In my previous campaign, there was no cleric. The party picked up a druid after a while, but they all managed to survive without healing magic for 4 levels. In my current campaign, again there is no cleric. There is one bard, so again they are not totally bereft of healing magic, but one bard for 7 PCs isn't much healing. So what I've done is come up with cheap substances that heal small numbers of hit points, and can be purchased from herbalists, alchemists, old crones and the like. They have found several potions of CLW so far, and if the party ever does a favor for a temple, I'll give them a wand of cure light wounds as a reward. Obviously these solutions won't be sufficient when (if!) they get to higher levels, but by that time, the party makeup may change, or I may come up with something else. [b]Healer's Tea:[/b] 10 gold for enough tea to make 4 doses. Each dose heals 1d4 hit points. Available at most dry goods stores, herbalist's shops, and even taverns. Once you have the herbs, anyone who can boil water can make a pot of this tea. One mug of the tea is one dose. So far it has been enough to keep them alive. [/QUOTE]
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