This is Trevor, dropping in with most of the crunch finished. Still need to add traits, prepared spells, the familiar's stats and write out the backstory a bit more but should be a good progress report.
What Lesmond does: He provides tons and tons of healing through a combination of the healing hex, healer's hands/incredible healer and channel energy. The healing hex a is a free Cure Moderate Wounds on everyone once per day, as a fullround action healer's hands/incredible healing heals someone for 1d20+18 with up to 6 extra healing if he makes DC 25/30 (5x/day), and he has 3 AOE healing channels (Though those do heal enemies as well, I've found that in practise either positioning can get around this without a feat. Also, I find them more useful for out of combat healing than in combat).
For his spells, he can pick cleric spells to add to his list through a FCB so anything importiant from there we do not have or is wanted, he can eventually take. He innately has barkskin and bless as some of the 'major' buffs through shaman.
In combat, he is decently tanky starting out and has okay to decent offense depending on buffs. He should at least a credible threat with his Fauchard Reach Weapon if he has divine favor up and if they focus the healer, his reach should grant at least 1 attack to someone closing in.
Developing from here, he can go in a lot of different directions depending on what the group wants. He can I.E. take the arcane enlightenment hex at level 6 which grants access to Haste, and can take the flight hex at level 7 so he can fly. His Sage (Rat) familiar could be used through the sage advice feat if we want more group buffs. If we want overkill healing, he could multiclass into an oracle level though that probably makes the group unkillable by damage.