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*Pathfinder & Starfinder
Revenance + Revivify
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<blockquote data-quote="Borc" data-source="post: 3676952" data-attributes="member: 14796"><p>True Rez at 25kg a pop seems rediculous to me. I have only played a character up into the upper teens once. High end encounters seem to be somewhat low on gp value. Not sure how it affects other people in their campaigns though. </p><p></p><p>Basically, after every major part of the campaign we run into town and burn all the gold we earned in that part of the campaign, thus leaving us with very little gold after the fact. We do keep enough to do a rez if needed or barter/bribe if needed for the storyline.</p><p></p><p>I have to agree with an earlier poster. True Rez basically has no limit to it being cast on a player to rez them from the dead. And that is a major reason for the enormous reagent cost. </p><p></p><p>Revivify is extremely limited in its use, and likewise, not very wise to use in heavy combat as it can (and possibly should) lead to another death. </p><p></p><p>The combo effect uses up a 5th level cleric only spell (Revivify) which can only be used within the round after death. a 4th level cleric or paladin spell (revenance) which to the cleric is not very significant at lvl 17. However, to the paladin, that is an equivelant to a 9th lvl cleric spell (they do not get a 4th level spell until a few levels before a cleric gets lvl 9 spells).</p><p></p><p>I think to prevent abuse of this combo I would restrict revenance to paladin only. so that the cleric cannot have the combo in effect for cheaper than a true rez. Reserving the spell for that situation only is a pretty significant expense of a spell slot for a paladin which only gets 3 level 4 spells (Excluding wis bonus). That is one less heal they will be able to cast and they cannot spontaneously cast heal spells. </p><p></p><p>Scaling the GP value up to 5000 would penalize the party a little more. But, the true penalty is not being affected on the person that incurred the death in most cases, it is just taken out of group loot. </p><p></p><p>The DM has a wide array of ways to kill a member of an adventuring party. The party has very few ways to cheat death. And death seems to come much quicker and with higher consequences at higher levels. </p><p></p><p>Frankly, I think this gives the DM more leaway in being able to slaughter NPCs at least once a day ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Borc, post: 3676952, member: 14796"] True Rez at 25kg a pop seems rediculous to me. I have only played a character up into the upper teens once. High end encounters seem to be somewhat low on gp value. Not sure how it affects other people in their campaigns though. Basically, after every major part of the campaign we run into town and burn all the gold we earned in that part of the campaign, thus leaving us with very little gold after the fact. We do keep enough to do a rez if needed or barter/bribe if needed for the storyline. I have to agree with an earlier poster. True Rez basically has no limit to it being cast on a player to rez them from the dead. And that is a major reason for the enormous reagent cost. Revivify is extremely limited in its use, and likewise, not very wise to use in heavy combat as it can (and possibly should) lead to another death. The combo effect uses up a 5th level cleric only spell (Revivify) which can only be used within the round after death. a 4th level cleric or paladin spell (revenance) which to the cleric is not very significant at lvl 17. However, to the paladin, that is an equivelant to a 9th lvl cleric spell (they do not get a 4th level spell until a few levels before a cleric gets lvl 9 spells). I think to prevent abuse of this combo I would restrict revenance to paladin only. so that the cleric cannot have the combo in effect for cheaper than a true rez. Reserving the spell for that situation only is a pretty significant expense of a spell slot for a paladin which only gets 3 level 4 spells (Excluding wis bonus). That is one less heal they will be able to cast and they cannot spontaneously cast heal spells. Scaling the GP value up to 5000 would penalize the party a little more. But, the true penalty is not being affected on the person that incurred the death in most cases, it is just taken out of group loot. The DM has a wide array of ways to kill a member of an adventuring party. The party has very few ways to cheat death. And death seems to come much quicker and with higher consequences at higher levels. Frankly, I think this gives the DM more leaway in being able to slaughter NPCs at least once a day >:) [/QUOTE]
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