
GM Birch |

+1 Fighter level
Hit points hum, just half or half rounded up?
+1 BAB
No change to saves
Feat: Great Cleave
+4 Skill points (+1 Climb, +1 Intimidate, +1 Ride, +1 Survival)
Weapon Training Blades Heavy
Just the half this time. But don't forget it's rounded up. i.e. a fighter gets a d10, so a range of 1-10, so an average of 5.5, rounded up to 6.
Hope this makes sense.

Rythanus Wintrish |

Level 5 magus:
+6 hps
skills: +8 (Intimidate, Know:arcana,dungeoneering,planes, Perception, Spellcraft, Stealth, Use Magic Device)
feats: Spell penetration, Weapon focus:scimitar
Concentration: +1
Caster level check: +3
+1 1st and 2nd lvl spells cast/day
2 new spells: Mirror image, Frigid Touch
BAB no change
Saves no change
+1 AC if no one else wants that ring of protection? <-- pending

Rumha Varju |
1 person marked this as a favorite. |

I hate talking about loot but it seems someone has to do it, so...
OK, I've gone back through all the pages from the most recent to the battle with the pirate battle (page 18). I don't recall if we earned much before then. Let me know if anyone recalls any profitable early adventures and I'll look through for more loot.
Here is the breakdown of the goods with the 1/2 value (the normal trade value) listed:
(3) potion of invisibility 150/per
Silver raven figurine of wondrous power 1900
(2) andoren brandy (20 gp each) 10/per
(4) exotic perfumes (50gp each) 25/per
(4) potions of Cure Moderate Wounds 150/per
(2) potions of Stabilize 12.5/per
masterwork rapier 160
masterwork light crossbow 167.5
+1 Studded Leather 587.5
+1 Light Steel Shield 579.5
Silver Dagger 11
(2) Sunrods 1/per
Thieves' tools 15
Brooch of Shielding (85 pts) 75
collar of the inferno (1x Summon 1d3 HellHounds) 600?
wand of Shield (42 charges) 375
Ring of Protection +1 1000
+1 Great Club 1152.5
Hide Armor 10
platinum ring (45GP) 22.5
(8) Andoran wine (25GP/bottle) 12.5/per
Silver necklace with Jet chips (300GP) 150
Deed to land and House outside of Absolom
Gold Dagger w/gems (5000GP) 2500
Gold Mask w/Sapphire eyes (2500GP) 1250
Feather Token - Anchor 25
Potion Cure Light Wounds 25
(3) long swords 7.5/per
(6) light crossbows 17.5/per
(3) heavy steel shields 10/per
(4) leather armor 5/per
MONEY:
50pp
124 GP
241 CP
59 SP
41 GP
8 PP
13PP
28GP
16 SP
500 GP
Trading in all the cash we have and converting it to the Gold Standard:
1412 GP
9 SP
1 CP
OK, so how do we want to divvy things up? There are a few choices:
1. We sell everything and divvy the cash up. It's a waste in terms of some of the items which would cost double to buy their equivalent... but it is quick and easy.
2. If we want to be sure everyone gets an equal share, we total up the value of all goods to be sold and divide the sum evenly. Then, anyone who wants to keep an item pays the listed value of it from their share and that money goes to the rest of the team. If they are a little short of being able to afford something, the rest of the team could waive that extra cost. This is a little more economical than the 'sell everything' model. I'm willing to do the number crunching, if we go with this option.
3. We decide, as a group, who could best put which items to use and give them those items. Then we sell everything else and split the cash. That would give some people both items and money. It's a little unbalanced but it works. We'd have to keep an eye on who gets what to ensure parity for everyone. So no claiming "well I could use X, Y, and Z..."
4. Something else - anyone know a good system?
Personally, I think #1 is a bit wasteful but there are no arguments over the division. #2 takes a little effort but it works and is fair. #3 can be a bit unbalanced and can cause arguments. If we decide to 'hand out' items, my opinion is we should avoid "I can use..." as a valid argument. Let's face it, everyone 'can use' a ring of protection. If we opt to hand things out to worthy teammates, the criteria should be: who can best put the item to use and who is singularly capable of putting the item to use - a fighter can't use a Wand of Shield but he can use a +1 Shield. So the arcanists would have first crack for the Wand and the warriors would have first crack for the Shield. Items that everyone can use can be discussed/haggled over.
Thoughts? Any errors in my numbers?

Talarin Durand |

Dude! Thanks for the work in sifting through the thread!
I agree with your evaluations of the three approaches and personally, tracking and splitting loot is the thing I like least about the game (whether it be at the table or over pbp or any other medium). The bookkeeping is something I just find tedious. As such, I prefer a more communist approach to the loot and tend to not care about WBL disparity between characters as much, just so long as everyone's still effective and having fun. So I lean toward your third option in preference, just because it doesn't take much effort on our part beyond what you've already done in compiling the list of loot.
And that being said, there are only two things on the list that Rain would ever care to have. The first is that wand of shield, which we'll likely be sharing anyhow, so it's more just a question of 'who gets to carry it?' and that doesn't really matter to me. If we're approaching a fight and we have the option to pre-buff, cool; whoever has it will dole out some charges as needed. If we get surprised, it's unlikely any of us would spend our actions fishing the wand out and using it in the midst of combat, so ultimately I think it makes little difference apart from the fact that we should indeed keep it.
The other item that caught my eye is the deed, about which I have a question: what's the deal with that? Is that like a plot device or is there a legit deed for property in the group's possession? If it's not a plot device, that's pretty much the dream-come-true for Rain; if she could give that to her family to facilitate their starting over, she'd be over-the-moon thrilled.
If Rain got the deed, I (as a player) would be elated simply with that and would be perfectly happy and content to see the rest of the loot and monies split five ways between the remainder of the group.

Rumha Varju |

Yeah the deed is an interesting 'item'. I guess it all depends on how things work legally here. If it is in Krant's (or whoever) name, do you need to prove it was signed over to you? Is his family living there? Or is that some secret Razmiran base we should go raid than plant the 'Talarin Family Flag' on it? :D
Expendable items like Pots of Healing that are likely to get handed out at need... those I don't think should 'count' against a person's magic items total as they really are 'held for the team'. My only concern about method #3 is a steadfast belief that you have to keep an eye on it otherwise you start seeing items pool towards the 'squeaky wheel' players. In one long-running campaign, one player amassed nearly 250,000 GPs more of magical equipment than any other character - mostly because he complained the most about his capabilities, chose a gimped build, and played his character inefficiently.
Anyhow, I'm willing to go with the team decision on how to handle treasure. I'm just pointing out the issues I've seen more than once.
I don't really have a dog in this fight. Nothing on the loot list is really something I'd die to have. The Ring of Protection is nice but I'm not sitting on the front lines. I think that ring would be better spent going to one of our up close and personal fighters. As a team, I think it would be worth it to keep the heal potions, invisibility potions, and wand. My plan is to see what cash I walk away with and probably bank it for some really nice item later.

Grobradon |

Well, Grob has a proven history of being into real estate but Rain's family needs it more and I think if legit, it would be a GREAT solution to her problems as well as kind of unique (Seriously, how many treasures have land deeds in them? :) ) So give Rain the deed
I've never had a problem of you snatch this I'll snatch that myself, if the players are cool about it, but I guess any method is fine. I do think selling it all is kind of a waste and loses a bit of flavor.
The above said, depending on the time they had, Grobradon would be tempted to get his masterwork great sword enchanted. The Greatclub is nice and all, but I hate to see my specialization go to waste.

Rumha Varju |

OK, so maybe the first step is to sell what no one really wants and figure out what goes in the Keep list. What about this? Anything that you guys see that should move from one list to the other?
I think some folks mentioned interest in the MW items which is why I left them in the Keep pile.
================================
KEEP
================================
(3) potion of invisibility 150/per
(4) potions of Cure Moderate Wounds 150/per
masterwork rapier 160
masterwork light crossbow 167.5
+1 Studded Leather 587.5
+1 Light Steel Shield 579.5
(2) Sunrods 1/per
collar of the inferno (1x Summon 1d3 HellHounds) 600?
wand of Shield (42 charges) 375
Ring of Protection +1 1000
Deed to land and House outside of Absolom
Potion Cure Light Wounds 25
================================
SELL
================================
Silver raven figurine of wondrous power 1900
(2) andoren brandy (20 gp each) 10/per
(4) exotic perfumes (50gp each) 25/per
(2) potions of Stabilize 12.5/per
Silver Dagger 11
Thieves' tools 15
Brooch of Shielding (85 pts) 75
+1 Great Club 1152.5
Hide Armor 10
platinum ring (45GP)
(8) Andoran wine (25GP/bottle) 12.5/per
Silver necklace with Jet chips (300GP) 150
Gold Dagger w/gems (5000GP) 2500
Gold Mask w/Sapphire eyes (2500GP) 1250
Feather Token - Anchor 25
(3) long swords 7.5/per
(6) light crossbows 17.5/per
(3) heavy steel shields 10/per
(4) leather armor 5/per

Heledar |

Wow Rumha, great job on the loot listing and sorting out - thanks a lot for taking care of that one for us!
My preference is definitely for method #2 - as long we are keeping tabs on the loot, the best thing we can do is make sure it gets evenly distributed. That is my vote.
As for the current items up for distribution, Heledar would be interested in the Ring of Protection +1, the Light Steel Shield +1 and the Brooch of Shielding, but this is only IF (and I want to stress this) no one else claims it, because they offer him some upgrade, but do not really boost what he can do as a character.
Oh, yeah, and some of that wine and brandy :D
Also GM Birch, I am planning on having Heledar taking Misfortune at level 5 - how do you plan to handle that one in PbP?
Last, but not least, Heledar's crunch is updated.

Rythanus Wintrish |

I'll echo the others in saying great job, Rumha! I'm fine with method 2 or 3.
As mentioned, I'd like to boost Rythan's AC with the ring of protection +1, and I think it's a good idea for the wand of shield (and deed) to go to Rain, and for Grob/Grum to get a magic weapon.

GM Birch |

The other item that caught my eye is the deed, about which I have a question: what's the deal with that? Is that like a plot device or is there a legit deed for property in the group's possession? If it's not a plot device, that's pretty much the dream-come-true for Rain; if she could give that to her family to facilitate their starting over, she'd be over-the-moon thrilled.
If Rain got the deed, I (as a player) would be elated simply with that and would be perfectly happy and content to see the rest of the loot and monies split five ways between the remainder of the group.
I can share that this is no plot device. And as such, it is whatever I want it to be. It's an empty building that had been bought through ill-gotten gains. The deed is all the proof that is needed for ownership.

GM Birch |

Also GM Birch, I am planning on having Heledar taking Misfortune at level 5 - how do you plan to handle that one in PbP?
My honest, honest answer is to say don't take it. My concern is one of delay.
Having said that, it's workable as long as the other players are OK with it. Play it like table-top and we'll see how it works. If it slows us too much you can reallocate without penalty. Does that sound fair?

Rumha Varju |

Kind of you, Birch. I'll keep pushing the process along so we don't delay things further. I apologize if I sound pushy guys, I'm just trying to wrap this up so we can all move on and spend our loot. Luckily, future splits should be a lot simpler since there won't be this stack of wealth to dole out.
OK, we have 2.5 votes for method #2 (including me)
2 votes for a more communist approach.
Anyone else want to cast a vote?
I think the Inferno Collar is worth keeping. Summons can be clutch in a critical situation. I'm happy to buy that with my share unless it makes someone else's heart go pitter-pat.
I'm thinking anything non-healy that goes unclaimed should fall into the SELL pile, so state your interest in those masterwork items if you want them.
Here are the updated lists and who is interested in what.
Birch, one question, is there a banking system where we can store excess wealth or do we have to make it 'portable'?
================================
KEEP
================================
(3) potion of invisibility 150/per
(4) potions of Cure Moderate Wounds 150/per
masterwork rapier 160
masterwork light crossbow 167.5
+1 Studded Leather 587.5
+1 Light Steel Shield 579.5 - Heledar
(2) Sunrods 1/per
collar of the inferno (1x Summon 1d3 HellHounds) 600? - Rumha
wand of Shield (42 charges) 375 - Rain
Ring of Protection +1 1000 - Heledar/Rythanus
Deed to land and House outside of Absolom - Rain
Potion Cure Light Wounds 25
Brooch of Shielding (85 pts) 75 - Heledar
(1) Andoran brandy (20 gp each) 10/per - Heledar
(1) Andoran wine (25GP/bottle) 12.5/per - Heledar
================================
SELL
================================
Silver raven figurine of wondrous power 1900
(1) Andoran brandy (20 gp each) 10/per
(4) exotic perfumes (50gp each) 25/per
(2) potions of Stabilize 12.5/per
Silver Dagger 11
Thieves' tools 15
+1 Great Club 1152.5
Hide Armor 10
platinum ring (45GP)
(7) Andoran wine (25GP/bottle) 12.5/per
Silver necklace with Jet chips (300GP) 150
Gold Dagger w/gems (5000GP) 2500
Gold Mask w/Sapphire eyes (2500GP) 1250
Feather Token - Anchor 25
(3) long swords 7.5/per
(6) light crossbows 17.5/per
(3) heavy steel shields 10/per
(4) leather armor 5/per

Rumha Varju |

I am genuinely not worried about how you store your cash. If you keep it on your person I won't be mean and have someone steal it.
Should we worry about it in terms of our carrying capacity? I'm just envisioning our team moving at a snail's pace with our pockets stuffed to bursting with jingling coins. :D

Grobradon |

Grum isn't posting much right now, but I'm thinking he might want the +1 studded leather if no one else takes it.
As for Grob, I'm lost on what he'd get. He'd probably find the figurine of wonderous power neat beyond words, but its range means he probably can't send messages to his mom with it

Rumha Varju |

GM Birch wrote:I have never considered emcubrance once as a GM - unless someone wanted to carry a grand piano around.Drat! There goes my 'Bludgeon of Ivory Doom' combat technique
Don't chuck your plan yet, man. You could get a baby-grand or an upright piano. :D

Rumha Varju |

Grum isn't posting much right now, but I'm thinking he might want the +1 studded leather if no one else takes it.
As for Grob, I'm lost on what he'd get. He'd probably find the figurine of wonderous power neat beyond words, but its range means he probably can't send messages to his mom with it.
OK, I'll put Grum down for the armor at the moment. Are you waiting on Birch's response on the raven's capabilities? I'm just wondering if I should put it down under your name.

Rumha Varju |

Since the clock is ticking and I don't want to test Birch's patience further, I'm going to make some decisions here. We've got a hair of a majority for method #2 so I'm divvying stuff up that way. In future, we can switch methods to whatever you guys like. Also, I'm going to divvy out some of the free team items. Feel free to trade them among yourselves. I've also gone with Rythanus getting the disputed Ring of Protection because Heledar indicated he wouldn't push for an item someone else wanted. Finally, despite Rain saying she'd give up her entire share for the Deed, that seemed unfair to me so I assigned the house an arbitrary value of 400 GPs. I thought that sounded fair.
So, here is the split of cash and goods, factoring in all the item purchases EXCEPT from Grum and Grob. They need to commit to those items or not. That will adjust everyone's cash total. I'll figure it out once they decide.
So without further ado....
Grob:
GP: 2058.65
Potion of Cure Moderate Wounds
?Raven Figurine?
Grum:
GP: 2058.65
Potion of Cure Moderate Wounds
Potion of Invisibility
?+1 Studded Leather?
Heledar:
GP: 1246.25
Potion of Cure Light Wounds
Sunrod
+1 Light Steel Shield
Brooch of Shielding
(1) Andoran Brandy
(1) Andoran Wine
Rain:
GP: 1128.65
Potion of Cure Moderate Wounds
Potion of Invisibility
Deed
Wand of Shield
Rythanus:
GP: 858.65
Potion of Cure Moderate Wounds
Sunrod
+1 Ring of Protection
Rumha:
GP: 1338.65
Potion of Invisibility
Inferno Collar
If anyone wants to double-check my numbers or methods, let me know. I'm happy to provide the data.

GM Birch |

Grobradon wrote:Are you waiting on Birch's response on the raven's capabilities? I'm just wondering if I should put it down under your name.
The rules say:
Silver Raven Figurine of Wondrous Power
This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic Abilities.
It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
So...it can fly for up to 24 hours per week. I have decided that's long enough to fly home and back again once per week.

GM Birch |

We are about to start the reassuringly named City of Golden Death! It's very early on I know, but we should start to think what you are likely to want to do at the end of this. Is it good to wrap this up in a neat bow and bid farewell, or are you likely to want to carry the characters on into another adventure/campaign.
You'd be 7th-level at the end and if you want to progress, I'd have to weave in the hooks say half-way through to make it plausible.

Heledar |

Regarding Loot: Rumha, I agree wit the distribution you have sorted out - lets get this moving along :D
@GM Birch: Well, I would love if we could continue playing. If I keep on playing the same character or change, it will most likely depend on what the group decides, but I have been enjoying the game, the group and the GM thus far, so any opportunity that we can keep it up, and I'll grab it ;)
I would probably consider a change in character though, if that is ok, since I am already playing a similar Oracle in another game.
EDIT: Would you guys be interested in pooling resources for something like a Wand of CLW and/or some scrolls for condition removal?

Talarin Durand |

I'm happy to kick in however many gp's are needed, Heledar. There's nothing I can really think of wanting to pick up at this point for Rain, so investing some of that into healing items for the group sounds like a good idea. =)
Re: Continuing
1) I like this group a bunch.
2) I'm really enjoying the disarmer/debuffer/non-damage aspects of Rain's rogue levels and I'm looking forward to seeing how that develops as she takes two more levels of sorcerer before shifting into the Arcane Trickster PrC.
3) 1 + 2 = I'd enjoy it if we were able to keep playing =)

Grobradon |

Okay, put me down for the Raven. It just makes sense for Grob to have it if it can keep him in touch with his mom. And thanks for the number crunching, Rum, I really hate that part of it so it's nice of you to do that for us.
And yes, to our good DM, I would like to keep playing. Grobradon may be a homebody in some ways, but I know the others will prick his conscience enough that he'll decide the cult needs a whomping :)

Rumha Varju |

Are you sure, man? It is very costly. Here is your modified total:
Grob:
GP: 158.65
Potion of Cure Moderate Wounds
Raven Figurine
In that case, all other characters will gain +380 GP to their totals.
If we sold the bird then you'd retain your 2000+ GP and gain a bit over 300 extra. If you think the bird totally fits what your character would do... no problem. I'm just laying out the choices for you.

Grobradon |

Character first as they say. I'll take the figurine and the 158.65. Grob's mom is set up nicely at home now, so the money just wouldn't be as important to him. Now, if a magic great sword or fancy heavy armor comes up he might try to grab it up, but in the here and now I think he'd be good with the figurine.

Heledar |

Guys, I've gotta say I don't really know what to buy - I think I may just save the cash. Any suggestions?
For the group I would suggest maybe:
- Wand of Cure Light Wounds -> Should amount to 125 gold each
- Perhaps a Wand of Delay Poison -> 333 each (Alternatively, I can pay 500, you guys pay 300, and I get a page of spell knowledge with it)
- Perhaps a Wand of Spider Climb (not on my list but other could use it, or I could try and UMD it) -> 333 each
- Other?

Rumha Varju |

I'm not sure I see the value in a CLW wand. We have two full healers in the group, both with channeling and selective channel and we can each spontaneously convert/cast up to 3rd level Cure spells. I also got Quick Channel at the last level up.
Not that Birch won't switch things up but we haven't had a pitched battle yet that even came close to taxing one of our healing abilities let alone both of them. So, what is the gain with a CLW Wand?

Heledar |

I think I agree with your assessment Rumha, the CLW will be more useful if we find ourselves facing multiple combats in a single go.

Heledar |

Actually, why are we running with two full healers? :D
I should re-crunch Heledar into something different... Like an Oracle/Paladin ;)

Rumha Varju |

I kinda figured your initial question about changing Heledar was a nod to that issue. :) If Birch has no problem with it and you want to switch your guy up, I'm fine with that. If you'd rather be the dedicated healer, I could also retool Rumha along some other line... just need to know what the group could use. I can play most positions without a problem.

GM Birch |

Actually, why are we running with two full healers? :D
I should re-crunch Heledar into something different... Like an Oracle/Paladin ;)
Not sure it's exactly your question but here goes. If you want to revisit your L5 level-up, you are more than welcome to do so. We've not encountered anything. Yet!

Heledar |

Actually it would be more of a re-crunch. Still Heledar (same character, same attitude), but with a different build, and maybe a different race... :D

GM Birch |

Actually it would be more of a re-crunch. Still Heledar (same character, same attitude), but with a different build, and maybe a different race... :D
I can manage going back to your L4 upgrade, so you get two 'new' levels but it has to be Heledar i.e. same race, same character, same L1-3.

Heledar |

Just for the sake of it, here's how he would look:
Heledar
Male Angel-Blooded Aasimar (Angelkin) Oracle 3/Paladin (Hospitaler) 2
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 50 (2d10+3d8+10)
Fort +11 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +8, Will +9; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +8 (1d8+4/19-20) and
. . masterwork cold iron bardiche +9 (1d10+6/19-20) and
. . silver light mace +8 (1d6+4)
Ranged sling +6 (1d4+4)
Special Attacks channel positive energy 6/day (DC 16, 2d6), smite evil
Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
. . 1/day—alter self
Oracle Spells Known (CL 5th; concentration +9):
1st (6/day)—bless, cure light wounds, detect undead, protection from evil, shield of faith
0 (at will)—create water, detect magic, mending, purify food and drink (DC 14), stabilize
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 7, Cha 18
Base Atk +4; CMB +8; CMD 20
Feats Combat Reflexes, Fey Foundling, Power Attack
Traits exalted of the society, magical knack
Skills Diplomacy +12, Handle Animal +8, Heal +10, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +2, Sense Motive +2, Survival +2; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ aura of good, lay on hands, mysteries (mystery [life]), oracle's curses (legalistic), revelations (life link, channel), vow to self
Combat Gear potion of cure light wounds (2), healer's kit; Other Gear +1 mithral agile breastplate, cold iron longsword, masterwork cold iron bardiche, silver light mace, sling, cloak of resistance +1, backpack, masterwork, climber's kit, cold weather outfit, furs, snowshoes, trail rations (6), waterskin, 318 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Exalted of the Society You may channel energy 1 additional time per day.
Fey Foundling Magical healing works better on you
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (3 bonds, 130') (Su) Bond drains your HP to heal others.
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Oracle Channel Positive Energy 2d6 (6/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Potion of cure light wounds (2) Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Snowshoes -50% walking penalty for heavy snow.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Doesn't heal as much - then we have Rumha also - but can offer a much more significant contribute in a tussle :D
In this case I went with Combat Reflexes to give him more of the Protector approach - he can create an area of safety around himself and casters or ranged characters for example.
He can be made different - for example, he can drop combat reflexes, wade in with say a... Greatsword for example (though we already have at least one quite effective 2h-weapon wielder), and use that feat for an extra channel, extra lay on hands or selective channeling.