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Help Please: Losing Cleric - How to Replace with Magic Items?
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<blockquote data-quote="nittanytbone" data-source="post: 4565396" data-attributes="member: 35709"><p>There is a Healer's Sash in the Adventurer's Vault (a belt item) that is basically a cleric in a can. You preload a bunch of healing surges into it, then they can be given out to folks as an Encounter power. So, basically 1x healing word/encounter. That might be viable.</p><p></p><p>If you have a group of more than four, I think its most important to double up on the defenders and the leaders. Your players might learn something about party composition and take some multiclasses. For example, any STR based character can pick up cleric or warlord powers that let folks spend healing surges on an encounter basis.</p><p></p><p>The only main change I'd expect to have to make is possibly shorter adventuring days. Clerics tend to make healing very efficient and allow the party to get an extra encounter or two in before they run out of surges.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 4565396, member: 35709"] There is a Healer's Sash in the Adventurer's Vault (a belt item) that is basically a cleric in a can. You preload a bunch of healing surges into it, then they can be given out to folks as an Encounter power. So, basically 1x healing word/encounter. That might be viable. If you have a group of more than four, I think its most important to double up on the defenders and the leaders. Your players might learn something about party composition and take some multiclasses. For example, any STR based character can pick up cleric or warlord powers that let folks spend healing surges on an encounter basis. The only main change I'd expect to have to make is possibly shorter adventuring days. Clerics tend to make healing very efficient and allow the party to get an extra encounter or two in before they run out of surges. [/QUOTE]
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Help Please: Losing Cleric - How to Replace with Magic Items?
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