Self-healing options for rogues and warlocks?


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Dwarven armour (from the PHB) is another option, though I'm not certain whether its available in the light armour types. Once per day it gives you hit points as if you had spent a surge.

Additionally, the battle standard of healing (from AV) creates a zone where all allies within it gain 1 HP whenever they or any of their allies spend a healing surge within the zone.
 
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I mean this to sound more jovial and humorous than its going to:

I have no sympathy for a Rogue/Warlock who wants to heal.

But seriously, whats your party makeup?
Human rogue/warlock
Half-Elf wizard
Human Cleric/Avenger
Human Paladin
Dwarf Fighter (Battlerager)
Human Ranger (archer)
 

I would just yell at the paladin and cleric to heal you. Idk, with that make up I don't think healing yourself is gonna be that big an issue.
 

Instead of offering alternatives, I want to offer my congratulations.

Why? Because the game doesn't seem to handle well the case where the party amasses a lot of healing surge triggers (powers that allow people to spend surges for healing).

If your party instead loaded up on those items (robes of contingency, dwarven armor, etc) and each multiclassed into a Leader class, you'd see why you should be thankful that you're in this tightspot.

It's because it's that spot that keeps the game challenging and fun.

A party with enough healing surge triggers can ensure that any one party member can use all his or her surges in one given encounter. There's not enough triggers for this to apply to all characters of course, but one is plenty: this allows the party to recoup from almost any tactical misstep or strategic error, and makes them almost immune to monster focus fire.

From a purely minmaxing perspective, I'm convinced this is a much better way of increasing your party's power than to focus on that extra point of attack or damage bonus.

In essence, it makes it very hard for the DM to properly challenge the party. Without loading so many monsters of so very high level that any challenging fight risks turning into a TPK.

Combined with the fact that no adventurer wants to continue adventuring when out of surges, and how there is no intrinsic disadvantage to taking an extended rest, you'll get chopped up adventuring with fewer encounters that are "just right" on the difficulty scale.

In short, a more dull game.

Feeling vulnerable is something to cherish, and not something to avoid. Sadly, the game rules seems to have a blind spot in this area. So, again, congratulations your players haven't seen this aspect of the rules!
 

I would just yell at the paladin and cleric to heal you. Idk, with that make up I don't think healing yourself is gonna be that big an issue.
The paladin tends to burn through her Second Wind and Lay On Hands in a single fight... on herself (her 14 Wisdom gives her only 2 LoH per day).
 



I think I just came across the answer:

Vampiric Heritage feat. If the DM lets me fluff it as the Raven Queen's power running through me, it'd give me an encounter power (melee touch, Dex+2) that lets me spend a healing surge.

:win:
 

In essence, it makes it very hard for the DM to properly challenge the party. Without loading so many monsters of so very high level that any challenging fight risks turning into a TPK.

Combined with the fact that no adventurer wants to continue adventuring when out of surges, and how there is no intrinsic disadvantage to taking an extended rest, you'll get chopped up adventuring with fewer encounters that are "just right" on the difficulty scale.

In short, a more dull game.
My group consists of a Warlord, a Cleric, a Paladin and a Rogue with a Bard multiclass feat.

I completely agree with you on this making the game dull. Death, for them, is unthinkable. There is always a minor action to heal one of them somewhere.

Rav
 

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