The pre-generated Cleric of Pelor character has "Healer" as his/her theme. ("Theme" was a concept introduced late in the 4e era and provided an optional way to customize a character so as to better identify the narrative space the character occupied in the game world. Themes will become more integral to the game in 5e.) One beneit of the Healer theme is the Herbalism feat, which is completely broken.
A character with this feat can manufacture antitoxin (poison antidote), healing potions, and healer's kits. By spending one hour, a character with this feat can make up to three of the preceding items, in any combination. To do so, the character uses components valued at 25 gp per item. According to the "How to Play" packet (the preliminary Player's Handbook), each of these items retails for 50 gp. I mentioned in an earlier post that the healer's kit was going to become an absolutely essential item for adventuring parties because it seems to be required in order for characters to spend hit dice for healing between encounters (characters can still be healed by spells and by taking a long rest). So the Healer theme allows characters to manufacture important healing supplies for half price, with only one hour's worth of effort -- and all at first level, no less. I think this feat needs to be toned down.
No comments:
Post a Comment