My group is starting up a new homebrew campaign this week. The party is currently at level 10 and composed of:
A ranger with the two-handed combat style and an animal companion (Don't know which yet)
A Sorcerer with the sage bloodline
and A Vivesectionist/Mindchemist ALchemist3/Kensei Magus5/Arcane Trickster2
None of us really want to change classes, but we don't have any significant healing capabilities. We have limited Cure spells, but are missing out on things like restoration and resurrections. Is there anything we can do short of taking leadership and having a healbot NPC?
I should have mentioned that the person playing the sorcerer has played healer in the last couple of game we've done and would like to avoid it if he can.
|Darksol the Painbringer|
The Sorcerer could always bump up his Use Magic Device and use wands/scrolls for Restoration/Resurrection.
IIRC, Wands can only go up to 3rd level, so it would have to be scrolls; and yes, it would be a UMD check, since the spell is not on the Sorcerer's spell list.
@ OP: Rangers are able to cast spells; while they are (most likely) not able to revive targets, they can most certainly heal.
Alchemists can heal others with the proper feats and/or class features. I am not sure if they receive the ability to heal/resurrect others with their spells, but I will guess and say "No".
As far as the concept of reviving is concerned, you may very well be screwed without having Scrolls and a high UMD skill-user. But if one of the characters in the party has very high (and consistent) skill points per level, and asserts 1 point per level to UMD, it won't be much of an issue (other than money and cost derivation, in that the PC's must rule as to how the cost of the scrolls are divvy'd up).
Having UMD as a class skill is also an important Factor to consider, as well as using the Favored Class feature for an extra Skill Point per level.
Actually any of them could due as Chengar suggested it does not have to be the Sorcerer. as for other healing remember if the class has a spell list and the spell is on it even if you can not cast it yet you may still use Items that cast the spell.
so stock up on wands and scrolls of healing and let the ranger use them up to cure serious wounds is on his spell list even if he currently can't cast it he can use the scrolls
also kind of a round about way (you may need DM ok on this) locate Wondrous Items Like Balm of Raise dead, ointment of Restoration.
These can be built as one shot wondrous Items. but you might have to clear it with your DM
The AT has UMD as a class skill, but I'm most worried about spells like restoration as HP healing is not the only damage done to characters. None of us have the restoration line on our lists, and I don't want to rely on finding Wondrous items to feel same. The AT might just take leadership and build an oracle or Cleric cohort.
your party mabe would not have a good in combat healing but the three of you could take UMD and uses wands, scrolls and the like. All of you would have plenty of skill points anyways. after combat anyone of you could be the healer.
Sorc is actually int based because he too the sage bloodline
This could be a very good opportunity for you as the GM to make role-play experiences for teh party. Now the healing and restoration isn't as readily availible, the party will have to be more carefull, and if they are hit with massive damage or stat/level drain, it's a much larger problem. Seeking out people who can cure diseases and heal stat loss can be an adventure in-and-of itself. My only advise is to use this detriment as a tool for role-playing, rather than seeking ways to 'make up for it'.
The party could hire a cleric to follow them and heal them.
You could make a tiny NPC with cleric levels that follows them, heals them, and stays hidden. Perhaps the little one owes them a favor, or is following them as a spy for a major villain who wants them to stay alive for some reason or another (a jaded/jilted childhood friend that wants revenge at the perfect moment?).
You could sprinkle a ton of cure potions throughout your adventures.
Take Leadership, take a Cleric cohort. If you really wanna drive the point home, make sure the cleric has the Healing domain. Make sure he's well-armored and stays out of fights himself.
Which if you read the opening post, they are trying not to do.
Either have the sorcerer ask the dm if he can keep arcane bond in place of the force bolt and then get an improved familiar and let it umd the heals, or...
... Have the magus use an arcana for a famailiar then as above?
Otherwise house rule in a better heal skill say for instance after a combat you can use the heal skill to heal a targets HD in hit points on a dc 15 adding their HD again for every 5 over dc 15 the heal check is with a similar rule for abilitiy damage say dc20 to heal 1 point of ability damage +1/5 over 20
You could also add in a second wind system such as 1/day if on 1/2 hp or less can swift action to regain 1/4 max hp.
"An alchemist can utilize spell-trigger items if the spell appears on his formuale list"
Here's a staff specifically designed so that a 10th level sorcerer can recharge it (since remove curse is on his list and he can cast spells of 4th level), and the alchemist of any level can use all its powers (since they're all on his formulae list):
Staff of Fixing Trouble (CL 8, made by a cleric): 44,500 gp retail
Lesser Restoration (1 charge)
Remove Blindness/Deafness (2 charges)
Remove Curse (2 charges)
Remove Disease (2 charges)
Neutralize Poison (4 charges)
Restoration (4 charges) (note, added 12,500 in costly material components to above retail price)