Zelc said:
Fantastic out of combat healing really isn't that amazing, since Wands of CLW and Wands of Lesser Vigor are already cheap and effective. Unless your entire party is based around Tome of Battle classes and Warlocks, they still need to rest when the spells are used up.
Well, the Druid using a lot of long-duration buffs and Wildshape, or the Cleric using Divine Metamagic(Persistent Spell), both playing a melee role, don't need to be narcaleptic. The caster who uses wands heavily, likewise.
But yes - barring Tome of Battle classes, or other classes that have a reasonably high power curve and are based primarily on per-encounter or at-will abilities (the Warlock and Dragon Shaman don't count, as while they've got primarily per-encounter or at-will abilities, they don't have a decent power curve when relying on those abilities), infinite healing doesn't boost overall party power by much, and it boosts the weaker classes more than it boosts the stronger classes (for the most part).
Jhulae said:
I'd like to think that *actively* attacking your summons would cause an alignment shift,
Me too. So much so, I mentioned it in the Opening Post.
Jhulae said:
and also break them of just standing there ready to take the hit (I'd assume at that point, you're no longer their 'friend' but now an 'enemy').
Which doesn't actually slow down the tactic, because:
1) We're Summoning CR 1 critters (Small Fire Elementals, say) - with very low attack bonuses and AC (3 and 15, for a Small Fire Elemental) and little damage, while the tactic can't be done until about 9th level (seventh, if you can find a full progression PrC for a pure-classed Wizard that can be taken before 5th level - Wiz-4/Full Progression PrC-2/Wiz-5 will do it). While they can try to fight back, at that point, the elemental attacking the party glass cannon should be in something close to nat-20 territory for a hit, while the party glass cannon should be able to hit the elemental fairly easily.
2) The reserve feat only permits one elemental at a time. If I summon another, the first disappears.
3) Suppose, instead, we use Minor Shapeshift for the temporary HP, and have a party member play a target. As long as everyone keeps the damage per round below the temporary HP boost from Minor Shapeshift (not too hard - Tiny dagger, cast reduce person on the wielder, and you've got 1d2+1+1d6+strength bonus - which maxes out to 9+strength bonus; unequip all strength boosting items, don't power attack, don't sneak attack, and you're about 95% set), we get the same effect, minus tortured elementals (it's a tortured volunteer, instead).
4) Suppose, instead, we arrange for a troll strength-drained (or Charisma-drained, or Wis-drained, or Int-drained, or Dex-drained) down to zero, mount him on a cart, slap a Ring of Sustenance on him, and use him, instead. As long as we don't use anything that actually penetrates his regeneration, we're never going to kill him doing this, so we can keep it up indefinitely.
Jhulae said:
I can also see *actively* attacking your summons as probably causing a loss of summoning ability, unlike just summoning them to run down a hallway or assist in combat (both of which are likely to damage the summon, but neither *you* or your party are the ones attacking them).
So we use the Minor Shapeshift variant of the tactic, to the same effect. It's a nifty feat, especially for a Gish.
Darklone said:
I don't see the problem with the summoning, I see a problem with that dagger. Change it into something similar to the reserve healing feat (heals up to half hitpoints) or let it grant a few temporary hitpoints, and you're fine.
Now that would stop the basic tactic. Tell me, though - what's the reasoning behind stopping the tactic?