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Keeping the Healer on their Feet


Advice

Shadow Lodge

I'm playing the healer (Inquisitor) in a game where no other party member can so much as cast CLW, and no one else has Heal trained. It's a low-wealth game so healing potions and wands (which the sorc can UMD) are scarce. I've taken enough damage to render me unconscious and dying once, and had to hope that someone could grab my healer's kit and make an untrained DC 20 check to give me that 1HP/HD I needed to wake up. Since then I've been more careful about taking damage, but am still worried about a lucky hit knocking me out.

Options:

1) Use a Shawl of Life Keeping to at minimum stabilize me and ideally keep me conscious if I take an unexpectedly large hit.

2) Supply allies with a few emergency potions, or an emergency wand CLW, and assume that if I'm down I'm out for the encounter but can be revived afterwards.

3) Take Endurance and Diehard and use the -1 to -19 range as an emergency buffer to heal myself in (my Con is 20). It's a survival-heavy game so Endurance isn't a complete waste, and I'd then be eligible for Heroic Defiance as well. This'll take a few levels so I'd want an interim solution. Alternate feat choices (the opportunity cost) include Toughness, Instant Judgement, Judgement Surge, Critical Focus, or Persuasive (for use with Antagonize).

Other ideas?


can't heal very well?

either tell the party to shut up and take less risks

or ask if you cam swap your character for an oracle of life

life oracles are broketastic healers.

more channels than a cleric

more slots devotable to healing

revelation powers intended to make healing easier

even more absurd once your DM allows the 3.5 feat augment healing.


Diehard + Healing judgement and CLW wand or two, they are relatively cheap. Also, the rest of your group should play smart. If you have a arcane caster, Mage Armor.

Diehard + Healing judgement will keep you concious and recovering 1hp a round until the end of battle, probably the biggest thing you can do for yourself at lower lvls.


If you ever can come up with +30,000 gp add Determination to your armor. If you fall to 0 or into negative it casts a Breath of Life spell.


Smelling salts are 25 gp with 12 uses and will get you up to heal yourself if you have other party members carry them or keep them in a know location on your person.

Shadow Lodge

We do play smart, but even so it's possible to get unlucky or make a bad call, and that's why I'm looking for a Plan B on "don't fall unconscious."

I'm not swapping my character. First, I'm having fun despite the low healing. Second, it would be extremely disruptive to the campaign. Third, we've made it from level 3-11 with just me as a healer, so it's not like this is a dire situation.

Smelling salts are a great idea for a quick fix. In some ways better than a Potion CLW since they're guaranteed to bring me back to consciousness, and healing from there is easy and doesn't cost limited resources.

I'd been looking at the Shawl as a Poor PC's Determination armour, but I could probably scrape together enough for the real thing within 2-4 levels, depending on how much I save towards it. I don't have to make my next feat decision until level 13, anyway, so I've got a bit of time before committing to either the expensive item or Endurance/Diehard.


Don't take Endurance & Diehard just to be able to heal your party. Functioning at negative HP will just kill you for good that much quicker. Your allies need to save their pennies and purchase healing magic items. Maybe they can take the Godless Healing feat to lighten your load.


Solution 2) is what our healers usually end up opting for. It's not optimal, but it works.

As Barnes, I would advise against Diehard. Both because there are better uses for precious feats, and because it can be extremely risky to use diehard.

Diehard would help you qualify for Heroic Defiance eventually, though - which can be an extremely handy ability for a healer.


There's a trait that allows others to touch another and stabilize them- Sacred Touch.

There's also Magic is Life.

A Human can take Heart of the Wilderness as a racial option.

But there's traits to make Heal a class skill, too. It's really selfish of your fellow party members to not spend a measly trait or a few SkP to keep you alive.


Pathfinder Companion Subscriber

Please post your build, as it will maximize the effectiveness of given advice.

Shadow Lodge

I've heard that Diehard can be risky since most opponents will keep attacking you at negative HP and conscious, but not at negative HP and unconscious. I thought it might be worth a shot since Ferocity was a literal lifesaver with my last character, a half-orc druid (singe action = heal self). But there are probably better ways to spend the feats.

My group isn't being intentionally selfish. I haven't really let on how much effort I'm putting into this situation. I often play the healer, so this is business as usual except that this time I'm struggling behind the scenes to re-purpose a non-healer build. I didn't really know what to ask for since none of them are even remotely healer classes. A few ranks in the Heal skill and splitting costs on healing items is a good place to start. There's not much room to change character traits or take alternate racial features, but I'll suggest Godless Healing to anyone who can spare a feat.

Build:
Inquisitor 11 (Preacher Archetype)

Str 13
Dex 17
Con 20
Int 11
Wis 20
Cha 11

Feats: Saving Shield, Combat Reflexes (4 AoO), Bodyguard (+5 bonus), Additional Traits, Quickdraw, Reach Spell, Antagonize

Major Skills: Diplomacy, Intimidate, Sense Motive, Knowledge(Planes, Religion, Dungeoneering), Heal

Traits: Jaded, Helpful, Focused Mind

Weapon: +1 Defending Merciful Keen Scimitar
Amour: +1 Light Fortification Benevolent Glamoured Adamantine Breastplate
Shield: Blinding Heavy Shield

Spells:
1 (7/day) - Lend Judgement, Protection from Evil, Litany of Sloth, Comprehend Languages, Expeditous Retreat
2 (5/day) - Lesser Restoration, Resist Energy, Bestow Weapon Proficiency
3 (5/day) - Magic Vestment, Terrible Remorse, Remove Disease, Searing Light, Cast Out
4 (3/day) - Judgement Light, Divine Power

Plus the whole range of Cures, empowered by Healing Domain.


Weirdo wrote:


My group isn't being intentionally selfish. I haven't really let on how much effort I'm putting into this situation.

I think this is actually the heart of your problem. Your group needs to be clued in on the fact that they're putting ALL of the burden of keeping everyone alive on one character -- and from a class that's not exactly the best at doing it, either.

My group is currently undergoing a reboot (new campaign) brought about by people finally speaking up about their objections, after saying nothing about them for months on end.

Communication is key.


From your build i don't see anything that gives you an enchantment bonus to Con. So if your sorcerer could learn Bear's Endurance or Bear's Endurance, Mass the sorcerer has a good change to save you from dying.

22 HP for 11 min should be enough to finish a fight or patch you up after a hard fight.

If you already have some enchantment bonus to CON... just ignore my comment ;)


Pathfinder Companion Subscriber

Wand of Infernal Healing helps.


Weirdo wrote:

I've heard that Diehard can be risky since most opponents will keep attacking you at negative HP and conscious, but not at negative HP and unconscious. I thought it might be worth a shot since Ferocity was a literal lifesaver with my last character, a half-orc druid (singe action = heal self). But there are probably better ways to spend the feats.

My group isn't being intentionally selfish. I haven't really let on how much effort I'm putting into this situation. I often play the healer, so this is business as usual except that this time I'm struggling behind the scenes to re-purpose a non-healer build. I didn't really know what to ask for since none of them are even remotely healer classes. A few ranks in the Heal skill and splitting costs on healing items is a good place to start. There's not much room to change character traits or take alternate racial features, but I'll suggest Godless Healing to anyone who can spare a feat.

** spoiler omitted **

11th level !?! Here is my advice again:

There's a trait that allows others to touch another and stabilize them- Sacred Touch.

There's also Magic is Life.

But there's traits to make Heal a class skill, too.

But you need to make it clear that they need to step up, burn a feat, trait, SkP or some cash each and get some more healing.

Shadow Lodge

I might ask if someone could retrain a trait to Sacred Touch or make Heal a class skill, but that would require retraining. Skill points in Heal would be helpful, though not a great solution unless we can get Heal as a class skill somehow (I'm pretty sure no one else has a great Wis, either.) Items are the easiest fix, if a bit more costly than in most campaigns, especially since the Sorc has already invested a few ranks in UMD for the wand (I'll keep Infernal Healing in mind).

As for feats, is there anything other than Godless Healing that might help? Skill Focus(Heal) or Self-Sufficient could get someone's Heal skill up, and Additional Traits could give Sacred Touch or other heal-related traits, but I don't see much else that would give healing ability to someone in a class without healing.

EDIT: I forgot to add it to the build, but I do have a Belt of Dex +2 Con +2. Bear's Endurance would still help, and with the Shawl would boost me out of the negatives, but it'd only give me 1HP/HD instead of 2.

L. A. Paladin wrote:
Weirdo wrote:
My group isn't being intentionally selfish. I haven't really let on how much effort I'm putting into this situation.

I think this is actually the heart of your problem. Your group needs to be clued in on the fact that they're putting ALL of the burden of keeping everyone alive on one character -- and from a class that's not exactly the best at doing it, either.

My group is currently undergoing a reboot (new campaign) brought about by people finally speaking up about their objections, after saying nothing about them for months on end.

Communication is key.

You're right. I've made a comment or two, mostly to the DM in private. We decided to retrain my Domain to Healing (Restoration subdomain) which helps boost the lower-level cures and also lets the party sleep in any armour. But given that we just ended a campaign with a super-optimized healer and two backup healers, it's time to remind people how much less effective I am. If I were a cleric I would have access to Breath of Life and Heal by now, and Remove Disease and Neutralize Poison would be mid-level domain spells instead of eating up both a valuable spell known and my highest and second-highest level slots. Not to mention with channel a cleric can heal several party members with the same action.


Get a Cracked Pearly white Ioun stone. They cost 3400 gold and give you regeneration 1 per hour. This may not seem like a lot but just having regeneration makes you impossible to kill until they take it away from you. Now you can get a wayfinder (for 500 gold) and hide it on your person, or if you have time and a decent CHA score, you can implant it in your arm. For a Charisma heavy group, it's way cheaper than paying someone 5-10 k to raise someone as long as you get their money back.


Weirdo wrote:

As for feats, is there anything other than Godless Healing that might help? Skill Focus(Heal) or Self-Sufficient could get someone's Heal skill up, and Additional Traits could give Sacred Touch or other heal-related traits, but I don't see much else that would give healing ability to someone in a class without healing.

A two feat investment is pretty hard but:

Skill Focus (Heal)
Eldritch Heritage(Celestial Bloodline)

Gives limited healing to any PC with 13 CHA.


You could take a single level of cleric to qualify for channeling scourge and have channeling equal to your level.

I'm assuming you worship Sarenrae due to the scimitar and healing domain :) so if you pick up glory and sun you can have fun slapping undead with the channels too and pick up a free shield of faith or endure elements as a domain spell

Alternately you could take crusader cleric and only 1 domain but get a free feat (shield forcus would add 1 to ac ect.)

Either of these will then also allow you to goto holy vindicator for extra shield and channel shenanigans.


Bertious wrote:
You could take a single level of cleric to qualify for channeling scourge and have channeling equal to your level.

Channeling Scourge only works for inquisitors and only for damaging not healing ...

SRD wrote:

Channeling Scourge

Prerequisite: Channel energy class feature, inquisitor level 1st.

Benefit: When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.


I play a Life Oracle in our RotR campaign and she's been knocked to negative HP twice so far (now 6th level). Both times she was saved by the wizard pouring a CLW potion down her throat. The simplest solution sometimes works the best.

Shadow Lodge

I am an Inquisitor of Sarenrae and would already have taken the cleric dip and Channelling Scourge if it applied to healing instead of damage. There are just so many nice things that require channel.

The cracked pearly ioun stone is a great idea. Not so good at keeping the bearer in a particular fight, but completely prevents death by HP damage, bleed and loss of limbs.

Breiti wrote:

A two feat investment is pretty hard but:

Skill Focus (Heal)
Eldritch Heritage(Celestial Bloodline)

Gives limited healing to any PC with 13 CHA.

Agreed, it's a big investment for healing about as much as a CLW up to once per person per day, but I'll keep it in mind.


Lol i've looked at that feat loads of times and somehow totally missed that.

If you have a nice dm you could possibly use the eldrich heritage feat to get a familiar from arcane bloodline and get adept channel but i think RAW only the adepts summon familiar class ability qualifies for it.


You could go Eldritch Heritage -> Improved Familiar, with a familiar that can heal you, like the agathion or the archon.

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