Pathfinder Player Companion: Healer's Handbook (PFRPG)

3.60/5 (based on 5 ratings)
Pathfinder Player Companion: Healer's Handbook (PFRPG)
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Good for What Ails You!

Whether it's for getting patched up after a fight, dealing with a debilitating disease contracted in a fetid dungeon, or negating the effects of a terrible poison in the middle of combat, eventually every adventurer needs a healer. Most healers have their own agendas, though, and these don't always end at mending their allies' ailments. With Pathfinder Player Companion: Healer's Handbook, characters can learn to efficiently heal their patients—without finding themselves reduced to being walking first-aid kits.

Inside this book, you'll find:

  • Healing-focused archetypes for 10 classes, such as the angelfire apostle cleric and invigorator paladin—plus options for arcane healers, such as the faith singer bard and arcane physician wizard.
  • Feats geared toward characters who like to heal on their own terms, plus feats that allow any adventurer to harness her own vigor in the heat of battle.
  • A host of new options to customize features for classes that dabble in healing, including focused blessings for warpriests, new paladin mercies, druidic herbalism, and a shaman spirit specialization.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-914-1

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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3.60/5 (based on 5 ratings)

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New basic options for classes? Sold!

5/5

Book gets five stars for some really neat stuff design-wise. It expands the basic options for some classes- no archetype compatibility issues, no extra features you don't care about or trading out stuff you wanted. If you play a Druid or a Paladin, you now have additional options on your list. I'd love to see more of this in future books!

If you're a Druid, you can get an alchemist-esque potion-making ability for Nature's Bond. There are some balance issues on the money part of it, so I recommend GMs go with "you can stockpile, but not sell". Could be a good idea to rule that expensive material components still cost money, too.

If you're a Paladin, you can choose from three new bond choices instead of a weapon bond or mount. More healing, a communal ward against evil, or being one terrifying avatar of divine justice. In addition, there are a bunch of new choices for mercies ranging from things that are great for a character arc to cementing your position as the last thing an evil wizard wants to run into.

Another really neat design choice that I'd love to see more is explicitly compatible archetypes- the Alchemist's healing archetype is designed to work with Chirurgeon, addressing overlapping features. Having two compatible archetypes with similar goals is great for character customization- you now have three levels of healing archetype to apply (one, the other, or both). Also solves the big issue with Chirurgeon while it's at it! Both Alchemist archetypes are pretty awesome, and do a great job of expanding character options with good balance.

Clerics get an archetype that doesn't mess with their domains. Whoo! Warpriests and Shamans get subblessings and subspirits.

That said, this book will contain disappointments for people looking for certain things (as some of the other reviews show):
-There's really only one good thing for the heal skill, an inexpensive magic item to expand its effectiveness. Nonmagical healing in the book is not very impressive otherwise.
- If you wanted more healing on non-healing classes, this isn't the book for you. It's a book about making the existing healers better at their job or giving them more options while they do it.
- Sorry, evil Clerics. You're still preparing healing spells in slots like before. You can now use them for torture or manipulation, though, so those spells will be more versatile.

All in all, a great win for character versatility!


Some good options

4/5

This book is all about healing, as you probably guessed. But how does it provide more healing options?

Mainly Archetypes. Just over a dozen. Most are meh, a few are bad, and a few are good.

There are also some Feats. An interesting Feat chain is now available for characters with a 13+ CON, that lets them "rest" as a standard action to re-gain HP.

Outside of Archetypes and Feats, there are a few Traits and Magic Items and Spells that offer a bit here and there, but nothing too earth shattering from what I saw.

Overall I think this is a good book. Not quite 5 stars, and a bit on the bland side, but good.


2/5

A book on healing is going to be a very daunting task, so it's hard to judge too harshly here. I'm not terribly impressed with this book, but I'm not angry I purchased it either.

In general, I found the majority of the Archetypes very lacking, especially the Angelfire Apostle I was most excited about.

I'm also a bit disappointed that the book starts out describing how the ability to heal (including removing conditions and raising the dead) is the most miraculous and wondrous feat of all magic, but then the book basically goes out of it's way to hand it out like candy. I'm of the opinion that there is already too much available, cheap healing as is, and it's detrimental to the game, so adding even more, and basically stomping even more over the line of one of the defining traits of divine magic (vs Arcane, Occult, and Martial abilities) was a really poor call. Again, just my opinion.

It lacked much in the way of non-magical applications (or expansions) for the Heal Skill, or even much in the way of talking about healing equipment or goods.

Unfortunately, I just found most the material bland and/or mediocre. On one hand, I love just how much crunch they put in this book, and am honestly surprised with how much they touched on so much variety, (a trait for this deity, an option for that one), I didn't really expect to see.

I also like some of the spells the book offers, but at the same time, I really wish they where a few Spell Levels lower so that they might actually be used in play. Or at least had lesser versions.

I think there was just far too much split focus for this product to really have been that effective. No real Channel Energy or Lay On Hands options, and as I mentioned, nothing really for the Heal Skill. There is a bit for Occult stuff, but even being not a fan it looked kind of lackluster. For the most part, this book doesn't really make Being the Healer Fun as it offers a few different ways to do so, without really helping to much to do it well or that interestingly.


Healing Can Be Fun

4/5

Some interesting options for healing and curative related spells, powers, etc.

The good
-New kineticist wild talents, oracle mystery, witch hexes and patron, paladin divine bonds and mercies, bardic masterpieces, alchemist discoveries, warpriest blessings, and druid nature bond.
-New feats that allow you to heal yourself.
-Some interesting new archetypes.

The bad
-No new channeling, lay on hands, or healing enhancing feats.
-No healing focused archetypes for non-casters(except one monk and one ranger).


(Magic) Healer's/Supporter's Handbook

3/5

This book's kind of hard to get a perfect read on because it's so densely packed, but what I've been picking through seems average. There's a few interesting options such as the Angelfire Apostle that effectively adds a breath weapon to healing spells and the spell Balance of Suffering which allows you to heal one target at the expense of another's life force, or the Phoenix Feather which is just a Phoenix Down, or the Paladin stuff which is all pretty great. But a lot of the stuff just seems very bland at best. The Arcane Physician for example is probably the most "meh" thing in the book, since it's just a Wizard that gets healing spells. That's really about it. There's also a weirdly high amount of options dedicated to status suppression and miscellaneous support abilities instead of actual healing, such as the Sacred Attendant who gains the ability to boost Charisma checks.

Also, most of the options in the book are caster-oriented. There are two non-caster archetypes (a lesser but unchained-friendly version of Monk of the Healing Hand and a Ranger that's okay at finding plants), and the Combat Vigor feats are more work than they're worth unless you're a Fighter with plenty of feats to spare to make them worthwhile, not to mention they're self-only unlike a wand of a cure spell.

tl;dr, if you're expecting new uses for the Heal skill or new alchemical healing items, or feats and abilities that make even the least magically-inclined Barbarian into a somewhat viable out-of-combat healer, this isn't the book for you. If you're looking for new ways for your existing healer to heal more differently, then pick this up.


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Dragon78 wrote:
"Is it safe?";)

"Oh yes, don't worry. I'm in no danger at all!"


They should be updating this product's description and art soon. Hopefully this week.


Dragon,

I hope so. I'm guessing by Friday if not next Friday.


djones wrote:
Dragon78 wrote:
"Is it safe?";)

"Oh yes, don't worry. I'm in no danger at all!"

"I don't know what you mean. I can't tell you something's safe or not, unless I know specifically what you're talking about."


Super healing powers activate.


1 person marked this as a favorite.

I certainly would't mind seeing some new alchemical remedies, and better ones. They are cheaper than potions and give characters who put points into Craft (Alchemy) something useful to do with their skill.

Did you know that if you are suffering from the nauseated condition drinking a dose of Wismuth Salix allows you to roll a save at +2 to end the condition? Would be useful, except the only action you can take is a single move action per turn, so you can't drink a potion, elixir, or remedy while nauseated. So maybe add a remedy in a jar where all you have to do is open it (as a move action) to release the anti-emetic vapors.

I also wouldn't mind some new pharmaceuticals and tech healing to supplement the Tech Guide. Even an quarter page would be nice, it might actually tempt someone to spend a feat on Craft (Pharmaceutical). My group is 4.5/6 of the way through Iron Gods and the tech healing options are just underwhelming -- we really want to like them and call them cool, but we don't; we use regular healing. Well. except for Medlances, those are awesome and my alchemist keeps a bandolier full of them with pre-loaded potion and infusions. Against willing targets administering is a move action (see Nausea relief, above) so it saves me having to use Touch Injection and has better action economy.

I would also like to second the plea for a damage and condition transfer healer (an Empath-type) which was mentioned on the first page of this thread.


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I can't wait to see the final cover and product description.


Probably won't be this week Dragon. Might be next Friday or the first Friday of December.


I doubt it would be this week as well but it would be nice if it was.


Drives me crazy when they have to push back the release date of a product...sure would be refreshing if they actually pushed UP a date for once. That will never happen, unfortunately.
I believe we now have 2 PCs slated for January...which means the other will likely be shoved back to February and all the others following them. I would love to get TWO PCs in a month! Sure would cut down on shipping.
Anyway, still looking forward to seeing an update on this.


Things get pushed back all the time, you get used to it. Well actually B6's release date was pushed up since we usually don't get them till the end of the year;)


Since it did get pushed back, it looks like we will have to wait till next month for a product update. Though they there is a chance for an update at the end of the month.

Hopefully my imagination hasn't hyped this product to the point that when I get it, I will be disappointed.


Dragon,

Healing is never can never be overhyped. I mean look at how many people avoid death in the real world!


It can if the options you want to see are not in the book. Especially when you have had time to let your imagination think of a lot interesting things:)


Meh. I think the options they'll have will do fine. You're always the pessimist to my more optimistic nature.


It comes from experience and high expectations for this company:) Also I have been disappointed with multiple products lately.

Community & Digital Content Director

2 people marked this as a favorite.

Removed a post and replies to it. Let's leave politically charged commentary out of our product discussion threads. Thanks!


I have enjoyed the products thus far since March. Archetypes, Magical Items, many hidden gems in there as well as spells. I have hopes for this because not everyone wants to be a killer type. They want to save lives. In our game where you can sell items and goods and services. Spellcasting is a service you can sell. ^_^


I have not, I am sick of archetypes, most spells, most feats, and to be honest I haven't really seen that many magic items I like. What I want to see is more bloodlines, wild talents, hexes, oracle curses, oracle mysteries, rogue talents, etc.


Dragon78 wrote:
I have not, I am sick of archetypes, most spells, most feats, and to be honest I haven't really seen that many magic items I like. What I want to see is more bloodlines, wild talents, hexes, oracle curses, oracle mysteries, rogue talents, etc.

I doubt this will have much to do with curses, talents...perhaps bloodlines, wild talents, hexes...

Archetypes, spells, feats are pretty popular. I really like them. In fact, I can't get enough of them.


Curses probably not, Four, like you said. Hexes already have healing hex so maybe something like that? No idea about bloodlines.

I wouldn't put it past them to do discoveries (wizards, not alchemists), and maybe talents and/or Ki Point for unchained monks.


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A curing/purifying hexes for getting rid of some status ailments would be nice.


Dragon,

Probably. But I thought there was already a healing hex/cure hex going around.


Something that makes combat healing more viable that doesn't require the Heal spell when you really need to heal right now.

Healing pool that can be divvyed up(Replaces standard channeling? Should be something that can last several encounters..)

Dark Archive

MannyGoblin wrote:

Something that makes combat healing more viable that doesn't require the Heal spell when you really need to heal right now.

Healing pool that can be divvyed up(Replaces standard channeling? Should be something that can last several encounters..)

A cleric version of lay on hands (perhaps replacing a domain, or as part of a Positive Energy subdomain off of Healing or something) might be one option.

Dragon78 wrote:
A curing/purifying hexes for getting rid of some status ailments would be nice.

Ooh definitely.

While cleric is my favorite class, I don't mind at all spreading the healing love around. Fast healing rage powers? Heck yeah! A vampire-inspired rogue/ninja/slayer trick that heals the sneak attacker 1 pt. / sneak attack die when she sneak attacks? Bring it! A similar thing for fighters, but going off when a critical hit is confirmed? Yes, please! Rogues with advanced surgical skill, modifying and improving the Heal skill, instead of trapfinding modifying and improving the Disable Device / Search skills? Sure!


Some feats that add curative effects to channeling or at least allowing a second save vs negative effects like poison. Maybe the ability to use multiple channels for spell effects like heal, raise dead, restoration, regeneration, etc.


Dragon,

I thought there was on for Sarenrae that did that. Or was it Shelyn...

Dark Archive

@Dragon Channeled Revival from Ultimate Combat lets you burn 3 channels to do breath of life. Plus, a lot of deities have feats that let you do cool things when you channel.
Admittedly, it'd be nice if they weren't ALL deity specific, so you could apply more than one of those feats to your channeling...


I want feats that anyone who can channel can use.


I hope this is the week the product gets updated.


Dragon I'd assume so since it's coming on in probably four to five weeks from Wednesday.


Well you never know;)


I think Extra Channel should be tweaked so it can be taken more than once, I believe most classes can take 'Extra X' more than once.

Silver Crusade

I wish occultists could take Extra Mental Focus more than once. While most of those types of feats can be taken multiple times, it's not all of them.

Contributor

MannyGoblin wrote:
I think Extra Channel should be tweaked so it can be taken more than once, I believe most classes can take 'Extra X' more than once.

I believe they've been actively moving away from the 'Extra X' feats, since often the class features you get are out-and-out better than a feat. I don't know the rationale, though. Maybe a power creep thing? Maybe to make e.g. your Kineticist Wild Talent choices more meaningful, since you won't be able to grab everything?

EDIT: Actually I think I'm conflating things a bit - there's a big power difference between the 'Extra Feats' that provide more uses per day of an ability, and those that open new options like Magus Arcana.


Greater extra channel;)


Extra Greater than Awesome Lay On Ultimate Hands?


Greater channel- use two channels to heal living and harm undead at the same time with a single channel.


Plausible,

I just enjoy using lots of adjective and adverbs.

Silver Crusade

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Andrew Mullen wrote:
MannyGoblin wrote:
I think Extra Channel should be tweaked so it can be taken more than once, I believe most classes can take 'Extra X' more than once.

I believe they've been actively moving away from the 'Extra X' feats, since often the class features you get are out-and-out better than a feat. I don't know the rationale, though. Maybe a power creep thing? Maybe to make e.g. your Kineticist Wild Talent choices more meaningful, since you won't be able to grab everything?

EDIT: Actually I think I'm conflating things a bit - there's a big power difference between the 'Extra Feats' that provide more uses per day of an ability, and those that open new options like Magus Arcana.

There seemed to be plenty of both for the occult classes in Occult Adventures, so I'm not seeing where they're moving away from them. Not everything for every class, but still plenty of stuff.


Hopefully there will be some more options that grant fast healing, immunity to status ailments, etc.

I would love to see rogue talents that grant healing and curative abilities.

Contributor

Fromper wrote:
There seemed to be plenty of both for the occult classes in Occult Adventures, so I'm not seeing where they're moving away from them. Not everything for every class, but still plenty of stuff.

Hmm, on review it looks like you're right. Welp!

I thought I remembered the options being there, but more limited in power compared to similar feats in older books.

Community & Digital Content Director

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Updated with final cover image and description!


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Interested in the feats, blessings, mercies, etc. but archetypes not so much unless they have some for non-spell casting classes.


I'll be interested in seeing what the arcane physician gives up. And what they came up with for new mercies. Buffs? I can't think of any condition removals they were missing, but I'm no expert.

Dark Archive

Harnessing vigor sounds good.

Healing on ones own terms too.

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