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General Tabletop Discussion
*Pathfinder & Starfinder
Touch of Healing [Reserve] feat from Complete Champion Excerpt
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<blockquote data-quote="Rystil Arden" data-source="post: 3507191" data-attributes="member: 29014"><p>Interesting. Did you guys play through Shackled City too? </p><p></p><p>Our party did have both a Cleric of Lathander and an Archivist (me), and we had a decent number of healing potions that came for standard on one of the standard SCAP mooks (I can't remember if the Rogue mooks or the Fighter mooks who always had the potion), but it was still a nailbiter thanks to the difficulty of the adventure path. I think if our group wasn't so haphazard and poorly-optimised for synergy, it might have not been as close. We have no real tank--we force the TWF ranger with 12 Con to pretend he can tank because he and the Cleric have the most HP, and we need the Cleric to not be dead straight away like when Triel would have killed him if not for the Rejuvenation domain. Our only Wizard is nearly barred from everything that can attack except for Illusions thanks to some racial substitution levels (but his Illusions are spiffy!). Our Cleric has taken Skill Focus: Diplomacy and Negotiator feats and spends all of his money on a huge selection of wine and trying to get into the Cusp of Sunrise. Our Mountebank is a...well...a Mountebank.</p><p></p><p>Our GM also has a habit of combining several rooms of encounters into one if he thinks the enemies would have no reason not to congregate or he thinks they would have heard us. The worst was the Malachite Hold--we fought the BBEG and his pet and bodyguards, + about 16 additional hobgoblins (thank Lathander for Colour Spray!).</p><p></p><p>Anyway, that tangent aside, the lack of infinite healing is what makes the game fun, tense, and exciting for our group (since we don't really have any big guns other than our Ranger, and with infinite HP, he can keep it up all day).</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3507191, member: 29014"] Interesting. Did you guys play through Shackled City too? Our party did have both a Cleric of Lathander and an Archivist (me), and we had a decent number of healing potions that came for standard on one of the standard SCAP mooks (I can't remember if the Rogue mooks or the Fighter mooks who always had the potion), but it was still a nailbiter thanks to the difficulty of the adventure path. I think if our group wasn't so haphazard and poorly-optimised for synergy, it might have not been as close. We have no real tank--we force the TWF ranger with 12 Con to pretend he can tank because he and the Cleric have the most HP, and we need the Cleric to not be dead straight away like when Triel would have killed him if not for the Rejuvenation domain. Our only Wizard is nearly barred from everything that can attack except for Illusions thanks to some racial substitution levels (but his Illusions are spiffy!). Our Cleric has taken Skill Focus: Diplomacy and Negotiator feats and spends all of his money on a huge selection of wine and trying to get into the Cusp of Sunrise. Our Mountebank is a...well...a Mountebank. Our GM also has a habit of combining several rooms of encounters into one if he thinks the enemies would have no reason not to congregate or he thinks they would have heard us. The worst was the Malachite Hold--we fought the BBEG and his pet and bodyguards, + about 16 additional hobgoblins (thank Lathander for Colour Spray!). Anyway, that tangent aside, the lack of infinite healing is what makes the game fun, tense, and exciting for our group (since we don't really have any big guns other than our Ranger, and with infinite HP, he can keep it up all day). [/QUOTE]
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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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