Looking for a good healing feat for an alchemist NPC


Advice

Shadow Lodge

As the title says I'm trying to figure out a good utility healing feat that pairs well with an Alchemist NPC. He's 4th level no archetypes and acts as the primary source of healing for a small group of hunters out during a local hunting festival and basically patches whatever broken bones and lacerations they are unable to just tank through themselves.

He's already got infusion and a nice list of combat feats to give him some more punch when things kick off but I'm looking for a final feat that might boost his out of combat healing utility beyond something like Skill Focus or Self-Sufficient and something closer to like Godless Healing that might grant him a new ability rather than just improve a skill check he already has.

Any help would be greatly appreciated and a list of sources for feats wherever possible.


The only 2 I can think of are achievements feats that reference healing spells so it is questionable if they would work with extracts:
Healer’s Touch

Lifting hands of God

Both can be useful depending on how the NPC generally acts.

Another option would be to have them get a Tumor Familiar and give them poisoners gloves to deliver cure extracts.


Why not just take Extra Discovery and take the Healing Bombs discovery? You expend an extract or potion and then chuck it at the group. Heals the main target and splashes to the rest.


Quote:

Signature Skill (General)

Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisite: 5 ranks in the chosen skill.

Benefit: Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent.

Quote:


Heal
With sufficient ranks in Heal, you earn the following.

5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.

10 Ranks: When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.

15 Ranks: When you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.

20 Ranks: When you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.

Shadow Lodge

Gallant Armor wrote:

The only 2 I can think of are achievements feats that reference healing spells so it is questionable if they would work with extracts:

Healer’s Touch

Lifting hands of God

Both can be useful depending on how the NPC generally acts.

Another option would be to have them get a Tumor Familiar and give them poisoners gloves to deliver cure extracts.

Nahh, both of those feel a little too holy and are aimed at a healer a bit more dedicated than this guy. He's primary role is ranged support with his bombs and patching up his family members who he hunts with after. I'm feeling like there has to be like a psychic feat or a mod for heal that might make treat deadly more useful or something like that or maybe something to futz with his heals. Again, he's not the guy who fixes big damage problems but he can get it done in a few days or so and with the guys he usually rolls with that's more than enough.

If it helps, he and his group are ogrekin so the little giants tend to just shrug off most things short of a heavy bear mauling. I want him to have a little extra umph when the mauling's a little rougher than anyone expected.

Shadow Lodge

Gobo Horde wrote:
Why not just take Extra Discovery and take the Healing Bombs discovery? You expend an extract or potion and then chuck it at the group. Heals the main target and splashes to the rest.

Maybe. I'm reticent to invest in something that cuts into his bomb supply. His big thing amongst his peers is how hilarious it is to watch someone hunt with dynamite and cutting into that joy of catching flying carp and deer who get clunked in the head with his throw jury rigged claymores is something he'd be reticent to do.

Shadow Lodge

Helpful Harry wrote:
Quote:

Signature Skill (General)

Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisite: 5 ranks in the chosen skill.

Benefit: Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent.

Quote:


Heal
With sufficient ranks in Heal, you earn the following.

5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.

10 Ranks: When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.

15 Ranks: When you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.

20 Ranks: When you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.

Thanks, but he's 4th.


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Curative Mastery gives a little healing from a pool which doesn't cut in to bomb or extract use. (2 cure light wounds or 1 cure moderate for a 4th level alchemist)


Why waste a feat? Buy a CLW wand.


_Ozy_ wrote:
Why waste a feat? Buy a CLW wand.

It is true that a wand is a spell trigger items and alchemists may use those.

Shadow Lodge

avr wrote:
Curative Mastery gives a little healing from a pool which doesn't cut in to bomb or extract use. (2 cure light wounds or 1 cure moderate for a 4th level alchemist)

Like that. Think I could go with this. Now, I just have to look for a cheap item with a cure spell or necromancy school in it and I'm golden (house rules switch healing magic into necro so the feat would follow suit).

Thank you madam. Now to figure out what to buy...

Shadow Lodge

Cavall wrote:
_Ozy_ wrote:
Why waste a feat? Buy a CLW wand.
It is true that a wand is a spell trigger items and alchemists may use those.

To answer this quickly it's because I both haven't done his gear up yet, the expense of the item, and the concept of the character. CLW wands are great but fully charged is expensive and accounting for how this backwoods hillfolk-like ogrekin and his family have a wand at all is a bit of a stretch while having something battered and dented with maybe a charge or 2 left mixed with some potions and his own abilities feels more in line with the concept. Also, tiny cask steins of really powerful liquor that has magic laced into it is pretty cool.

So with that in mind the item mastery feat avr posted sounds pretty good, as stretching the use of an item out feels in line with their means. Best answer I've seen so far.


1 person marked this as a favorite.

Since that was helpful - from the last post in this thread, the anatomy doll, death's head talisman, toxin sponge, dark life ring and circlet of spell eating would all qualify as items using necromancy spells, and they're all 1000 to 1500 gp.

Curse mastery (which I used to check Cevah's list) requires a necromancy spell of 3rd level or higher so there's probably something cheaper using a 1st-2nd level spell out there somewhere.

Edit: A 1500 gp Normal Healer's Satchel might be most appropriate, since it uses a cure light wounds spell which should change schools under your house rule.

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