Pathfinder Player Companion: Healer's Handbook (PFRPG)

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Pathfinder Player Companion: Healer's Handbook (PFRPG)
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Good for What Ails You!

Whether it's for getting patched up after a fight, dealing with a debilitating disease contracted in a fetid dungeon, or negating the effects of a terrible poison in the middle of combat, eventually every adventurer needs a healer. Most healers have their own agendas, though, and these don't always end at mending their allies' ailments. With Pathfinder Player Companion: Healer's Handbook, characters can learn to efficiently heal their patients—without finding themselves reduced to being walking first-aid kits.

Inside this book, you'll find:

  • Healing-focused archetypes for 10 classes, such as the angelfire apostle cleric and invigorator paladin—plus options for arcane healers, such as the faith singer bard and arcane physician wizard.
  • Feats geared toward characters who like to heal on their own terms, plus feats that allow any adventurer to harness her own vigor in the heat of battle.
  • A host of new options to customize features for classes that dabble in healing, including focused blessings for warpriests, new paladin mercies, druidic herbalism, and a shaman spirit specialization.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-914-1

Note: This product is part of the Pathfinder Player Companion Subscription.

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New basic options for classes? Sold!

5/5

Book gets five stars for some really neat stuff design-wise. It expands the basic options for some classes- no archetype compatibility issues, no extra features you don't care about or trading out stuff you wanted. If you play a Druid or a Paladin, you now have additional options on your list. I'd love to see more of this in future books!

If you're a Druid, you can get an alchemist-esque potion-making ability for Nature's Bond. There are some balance issues on the money part of it, so I recommend GMs go with "you can stockpile, but not sell". Could be a good idea to rule that expensive material components still cost money, too.

If you're a Paladin, you can choose from three new bond choices instead of a weapon bond or mount. More healing, a communal ward against evil, or being one terrifying avatar of divine justice. In addition, there are a bunch of new choices for mercies ranging from things that are great for a character arc to cementing your position as the last thing an evil wizard wants to run into.

Another really neat design choice that I'd love to see more is explicitly compatible archetypes- the Alchemist's healing archetype is designed to work with Chirurgeon, addressing overlapping features. Having two compatible archetypes with similar goals is great for character customization- you now have three levels of healing archetype to apply (one, the other, or both). Also solves the big issue with Chirurgeon while it's at it! Both Alchemist archetypes are pretty awesome, and do a great job of expanding character options with good balance.

Clerics get an archetype that doesn't mess with their domains. Whoo! Warpriests and Shamans get subblessings and subspirits.

That said, this book will contain disappointments for people looking for certain things (as some of the other reviews show):
-There's really only one good thing for the heal skill, an inexpensive magic item to expand its effectiveness. Nonmagical healing in the book is not very impressive otherwise.
- If you wanted more healing on non-healing classes, this isn't the book for you. It's a book about making the existing healers better at their job or giving them more options while they do it.
- Sorry, evil Clerics. You're still preparing healing spells in slots like before. You can now use them for torture or manipulation, though, so those spells will be more versatile.

All in all, a great win for character versatility!


Some good options

4/5

This book is all about healing, as you probably guessed. But how does it provide more healing options?

Mainly Archetypes. Just over a dozen. Most are meh, a few are bad, and a few are good.

There are also some Feats. An interesting Feat chain is now available for characters with a 13+ CON, that lets them "rest" as a standard action to re-gain HP.

Outside of Archetypes and Feats, there are a few Traits and Magic Items and Spells that offer a bit here and there, but nothing too earth shattering from what I saw.

Overall I think this is a good book. Not quite 5 stars, and a bit on the bland side, but good.


2/5

A book on healing is going to be a very daunting task, so it's hard to judge too harshly here. I'm not terribly impressed with this book, but I'm not angry I purchased it either.

In general, I found the majority of the Archetypes very lacking, especially the Angelfire Apostle I was most excited about.

I'm also a bit disappointed that the book starts out describing how the ability to heal (including removing conditions and raising the dead) is the most miraculous and wondrous feat of all magic, but then the book basically goes out of it's way to hand it out like candy. I'm of the opinion that there is already too much available, cheap healing as is, and it's detrimental to the game, so adding even more, and basically stomping even more over the line of one of the defining traits of divine magic (vs Arcane, Occult, and Martial abilities) was a really poor call. Again, just my opinion.

It lacked much in the way of non-magical applications (or expansions) for the Heal Skill, or even much in the way of talking about healing equipment or goods.

Unfortunately, I just found most the material bland and/or mediocre. On one hand, I love just how much crunch they put in this book, and am honestly surprised with how much they touched on so much variety, (a trait for this deity, an option for that one), I didn't really expect to see.

I also like some of the spells the book offers, but at the same time, I really wish they where a few Spell Levels lower so that they might actually be used in play. Or at least had lesser versions.

I think there was just far too much split focus for this product to really have been that effective. No real Channel Energy or Lay On Hands options, and as I mentioned, nothing really for the Heal Skill. There is a bit for Occult stuff, but even being not a fan it looked kind of lackluster. For the most part, this book doesn't really make Being the Healer Fun as it offers a few different ways to do so, without really helping to much to do it well or that interestingly.


Healing Can Be Fun

4/5

Some interesting options for healing and curative related spells, powers, etc.

The good
-New kineticist wild talents, oracle mystery, witch hexes and patron, paladin divine bonds and mercies, bardic masterpieces, alchemist discoveries, warpriest blessings, and druid nature bond.
-New feats that allow you to heal yourself.
-Some interesting new archetypes.

The bad
-No new channeling, lay on hands, or healing enhancing feats.
-No healing focused archetypes for non-casters(except one monk and one ranger).


(Magic) Healer's/Supporter's Handbook

3/5

This book's kind of hard to get a perfect read on because it's so densely packed, but what I've been picking through seems average. There's a few interesting options such as the Angelfire Apostle that effectively adds a breath weapon to healing spells and the spell Balance of Suffering which allows you to heal one target at the expense of another's life force, or the Phoenix Feather which is just a Phoenix Down, or the Paladin stuff which is all pretty great. But a lot of the stuff just seems very bland at best. The Arcane Physician for example is probably the most "meh" thing in the book, since it's just a Wizard that gets healing spells. That's really about it. There's also a weirdly high amount of options dedicated to status suppression and miscellaneous support abilities instead of actual healing, such as the Sacred Attendant who gains the ability to boost Charisma checks.

Also, most of the options in the book are caster-oriented. There are two non-caster archetypes (a lesser but unchained-friendly version of Monk of the Healing Hand and a Ranger that's okay at finding plants), and the Combat Vigor feats are more work than they're worth unless you're a Fighter with plenty of feats to spare to make them worthwhile, not to mention they're self-only unlike a wand of a cure spell.

tl;dr, if you're expecting new uses for the Heal skill or new alchemical healing items, or feats and abilities that make even the least magically-inclined Barbarian into a somewhat viable out-of-combat healer, this isn't the book for you. If you're looking for new ways for your existing healer to heal more differently, then pick this up.


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Stone Dog wrote:

Curse you, phone... I didn't mean leading builds, I meant oradin builds. How did you get leading from oradin, phone?

Oracle/paladin builds designed to use life link and lay on hands to provide swift action healing.

I need to head to bed soon, someone else will probably pick this up later.

I don't know the art of oradin well, so I can't offer much insight. The Pei Zin archetype does have an ability that "counts as" lay on hands for various reasons, but it doesn't mention how/whether it would stack with other classes. I think someone wiser will have to look over the potential.

Dragon78 wrote:

So you need ranks in the linguistics skill to use kinetic revivification?

The hexes are for standard witches right, not archetype(s) or other requirements?

No, that was lame humour at trying to pronounce "kinetic revivification" in the heat of mid-table discussion. Try saying it out loud three times.

The hexes are for all witches, yeah, just like the paladin mercies are.


Dragon78 wrote:
So you need ranks in the linguistics skill to use kinetic revivification?

Things like specific requirements or benefits are probably out of the realm of what they can specify. It'd be a shame to get preview posts shut down.

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Artificial 20 wrote:
Lanitril wrote:
Also, does anybody else completely support Skeld in spite of thinking they took it wrong? Like, feel free to not talk about it. That's very much a freedom they have, and as much as it feels like it, it's not required for them to reveal every detail of the book for us? As much as I like getting all the info early.
I dunno about Skeld myself, probably just trying to be courteous.

I'm not interested in revealing anything Paizo doesn't want revealed before they want it revealed. I'd rather err on the side of being respectful of Paizo's wishes and being courteous to the people who write/develop/edit the books.

In about 2 weeks, every bit of game mechanics from these books is going to end up (almost) word-for-word on an OGL website anyway.

-Skeld


Yeah, for a minute there I thought they actually gave a weird requirement to use a kineticist ability. Glad to hear it was a joke.

Glad they added the Paladin mercies to the base class.

Can any druid use druidic herbalism?

Dark Archive

I´m very interested in the "arcane physician wizard" and "feats that allow any adventurer to harness her own vigor in the heat of battle" to the point of this deciding if to buy this or not.

Can somebody roughly explain what the wizard trades away and what he gets for it (only levels 1-6)?

One or two feats that allow a rogue for example some self-healing?
Like once per day as a move-action you can gain level x2 tp?

Thanks a lot!

Contributor

5 people marked this as a favorite.
Dragon78 wrote:
Can any druid use druidic herbalism?

Yes, it becomes a third choice for nature bond.

Marco Massoudi wrote:

Can somebody roughly explain what the wizard trades away and what he gets for it (only levels 1-6)?

One or two feats that allow a rogue for example some self-healing?
Like once per day as a move-action you can gain level x2 tp?

In exchange for choosing an arcane school, the wizard adds healing spells to his spell list.

The vigor feats allow a character to spend points from a pool as a standard action to restore some hit points, but leaves her fatigued for some time. The rest of the vigor feats improve the healing or reduce the penalties.

Dark Archive

donato wrote:
Dragon78 wrote:
Can any druid use druidic herbalism?

Yes, it becomes a third choice for nature bond.

Marco Massoudi wrote:

Can somebody roughly explain what the wizard trades away and what he gets for it (only levels 1-6)?

One or two feats that allow a rogue for example some self-healing?
Like once per day as a move-action you can gain level x2 tp?

In exchange for choosing an arcane school, the wizard adds healing spells to his spell list.

The vigor feats allow a character to spend points from a pool as a standard action to restore some hit points, but leaves her fatigued for some time. The rest of the vigor feats improve the healing or reduce the penalties.

That sounds pretty good, thank you!

So the wizard basically stays universalist and (for example) may add cure light wounds to his spellbook at level 1?
Or does he gain it later?

Please excuse me if i ask again, but i would like to get some healing at level 1. The vigor feat answer is good enough for me, though. :-)

Contributor

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The wizard can start adding healing spells right away.


Cool, finally a third choice for nature's bond.

What is the shaman spirit specialization like?

How many vigor feats are there?

Contributor

The spirit specialization is the equivalent of a subdomain, modifying an existing spirit and replacing some of its abilities. In this case, the restoration spirit is a specialization of the life spirit. It trades out some hexes and gains two hexes that focus on granting temporary hit points. One does so as a standard action and the other can do so automatically while casting healing spells.

Five vigor feats in total.


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donato wrote:
The spirit specialization is the equivalent of a subdomain, modifying an existing spirit and replacing some of its abilities. In this case, the restoration spirit is a specialization of the life spirit. It trades out some hexes and gains two hexes that focus on granting temporary hit points. One does so as a standard action and the other can do so automatically while casting healing spells.

And suddenly Life spirit stopped sucking quite so hard. My Witch Doctor will be pleased.


Thank you everyone for answering my questions.


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Hmm a Vigilante idea...The Chiropractor! By day a simple shopkeeper, but by night he dons his pure white suit and seeks out the innocents who cannot afford to pay the greedy temples. Using swift pressure point techniques, he cures their ills and nobly refuses payment(although cookies are always appreciated). Against those who seek to harm his charges, his healing hands turn into FISTS OF PAIN as he cracks backs and dishes out slipped disks.

Dark Archive

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FedoraFerret wrote:
donato wrote:
The spirit specialization is the equivalent of a subdomain, modifying an existing spirit and replacing some of its abilities. In this case, the restoration spirit is a specialization of the life spirit. It trades out some hexes and gains two hexes that focus on granting temporary hit points. One does so as a standard action and the other can do so automatically while casting healing spells.
And suddenly Life spirit stopped sucking quite so hard. My Witch Doctor will be pleased.

Yeah, I've seen a mid-level Witch Doctor Shaman / VMC Cleric with the Life Spirit before and I can safely say that particular spirit has never sucked so long as you focus on the channeling instead of the hexes and spells. Take Selective Channel, Fateful Channel, Shield Other (with a favored class bonus), and a Phylactery of Positive Channeling. Enjoy those 20+ channels which all grant every ally within 30' a free reroll by Level 7. The amount of healing available per day doesn't matter so much as what buffs you can hand out with Channel.

Silver Crusade

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Skeld wrote:
Artificial 20 wrote:
Lanitril wrote:
Also, does anybody else completely support Skeld in spite of thinking they took it wrong? Like, feel free to not talk about it. That's very much a freedom they have, and as much as it feels like it, it's not required for them to reveal every detail of the book for us? As much as I like getting all the info early.
I dunno about Skeld myself, probably just trying to be courteous.

I'm not interested in revealing anything Paizo doesn't want revealed before they want it revealed. I'd rather err on the side of being respectful of Paizo's wishes and being courteous to the people who write/develop/edit the books.

In about 2 weeks, every bit of game mechanics from these books is going to end up (almost) word-for-word on an OGL website anyway.

-Skeld

4 weeks actually (the street date is the 25), since I believe d20 waits at least 2 weeks after the street date :3


Artificial 20 wrote:


Disciple Of Wholeness (Monk)

Can anyone confirm whether it works with UnMonk?


Little disappointed there are no new channeling or lay on hands feats. Even getting the ability to add your cha mod to healing/damage would have been nice.

Contributor

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Secret Wizard wrote:
Artificial 20 wrote:


Disciple Of Wholeness (Monk)
Can anyone confirm whether it works with UnMonk?

It sure does!


Well that is good to know it works with unchained monk.


donato wrote:
Secret Wizard wrote:
Artificial 20 wrote:


Disciple Of Wholeness (Monk)
Can anyone confirm whether it works with UnMonk?
It sure does!

Whelp, glad to hear I can update the guide! Now to wait...


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A lot of interesting sounding options, wish my PDF would show up already.


Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?


Artificial 20 wrote:
Plausible Pseudonym wrote:
Is there anything in here that can be used to kill my enemies? With kindness, perhaps?

There's a few offensive elements. The Angelfire Apostle for example has a handful of flame-themed riders, such as dazzling on its channel energy or producing bursts of flame when casting healing spells. It has style IMHO.

I can give more details. Just trying to stick to what people ask above the bar set earlier in the thread.

Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?

Contributor

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Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?

There is at least one spell that allows you to damage enemies and receive healing.


What level are the kineticist wild talents?

Are there spells/abilities for healing animal companions, familiars, eidolons, summon creatures, etc. specifically?


Pathfinder Companion, Rulebook Subscriber
donato wrote:
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?
There is at least one spell that allows you to damage enemies and receive healing.

Hmmm, would I like this item mastery feat if I were a fan of healing ability damage?

Contributor

John Ryan 783 wrote:
donato wrote:
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?
There is at least one spell that allows you to damage enemies and receive healing.
Hmmm, would I like this item mastery feat if I were a fan of healing ability damage?

Just "cure" spells, unfortunately. Cure Light and the like.


Welp, it's worthless then. Guess I have no interest in this book.

Contributor

Dragon78 wrote:

What level are the kineticist wild talents?

Are there spells/abilities for healing animal companions, familiars, eidolons, summon creatures, etc. specifically?

The universal talent is Level 3 and the other is Level 6.

No specific options for healing those companions.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
John Ryan 783 wrote:
donato wrote:
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?
There is at least one spell that allows you to damage enemies and receive healing.
Hmmm, would I like this item mastery feat if I were a fan of healing ability damage?

I would think you would be more of a fan of Restoration Mastery from the Magic Tactics Toolbox.


Thank you again donato for the info.


So it was kinda asked earlier, but does this book make healing in combat easier/more worthwhile?

Scarab Sages

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The disciple of wholeness's Hone Body and Greater Hone Body class features seem nearly useless. Immunity to disease and poison only when undamaged, despite the leading cause of contracting diseases and poisons being injuries from gross enemies.

Add to this, the unchained monk has to basically pay twice for the Healing Ki ability (gives up the extra attack via ki point as well as the 4th level ki power).


Just got my PDF - I have a question about the new spell Healing Token. If I use a Cure Light Wounds through the token, do I still have to touch the recipient since CLW is a touch spell?

If that is the case, the only benefit for using a CLW through it is that it can be used as an immediate, correct?


Someone said there was a samurai specific feat? That's a rarity, is it any good?

Paizo Employee Developer

Askanipsion wrote:

Just got my PDF - I have a question about the new spellHealing Token. If I use a Cure Light Wounds through the token, do I still have to touch the recipient since CLW is a touch spell?

If that is the case, the only benefit for using a CLW through it is that it can be used as an immediate, correct?

To heal a creature through a healing token, you need to be able to include or target that creature with the spell or ability you're using. So yep, if you're casting CLW through the token, you need to touch the creature, since the spell's range and target still applies.


Amanda Hamon Kunz wrote:


To heal a creature through a healing token, you need to be able to include or target that creature with the spell or ability you're using. So yep, if you're casting CLW through the token, you need to touch the creature, since the spell's range and target still applies.

Thanks for the clarification Amanda!

Paizo Employee Developer

Askanipsion wrote:
Amanda Hamon Kunz wrote:


To heal a creature through a healing token, you need to be able to include or target that creature with the spell or ability you're using. So yep, if you're casting CLW through the token, you need to touch the creature, since the spell's range and target still applies.

Thanks for the clarification Amanda!

You are most welcome! :D

Grand Lodge

@Stone Dog - Pei Zin is basically a single class Oradin.

@Chess Pwn - I would say yes, there are a couple of different ways to get Swift Action healing, or healing while doing damage, or throw out temporary hit points early, or make the action economy more viable. Nothing overcomes the fact that you don't really want to be healing on your first round of combat unless you have a crazy good buff rider like Fateful Channel though.

Grand Lodge

Amanda, Healing Token looks awesome!
If you're answering questions:
Is there supposed to be a limit on the level or duration of the "free" Druidic Herbalism potions?

Is there any limit on the number of healing Touch Injections a Wasteland Blightbreaker can have stored?

Does a Faith Singer Bard get the powers of their Domain, or just the spells? Do the domain spells use up spell slots?

Paizo Employee Developer

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Markov Spiked Chain wrote:

Amanda, Healing Token looks awesome!

If you're answering questions:

I'd like for this thread not to become too focused on such specific questions, especially because not everyone has the book yet, but I'm happy to answer these three inquiries.

Markov Spiked Chain wrote:
Is there supposed to be a limit on the level or duration of the "free" Druidic Herbalism potions?

Herbal concoctions function mechanically exactly like potions, including the requirement that the spell used to create one must be 3rd level or lower and target one or more creatures. As long as you could make a potion of the druid spell, you could make an herbal concoction of it, and it works just like a potion would.

Markov Spiked Chain wrote:
Is there any limit on the number of healing Touch Injections a Wasteland Blightbreaker can have stored?

The wasteland blightbreaker can only use touch injection as a spell-like ability through that class feature once per day, only to absorb an infused extract of the healing subschool, and only if he either has the infusion discovery or has also taken the chirurgeon archetype (in which case he's treated as if he has the infusion discovery). If he then prepares an extract of touch injection and absorbs another infused extract or permissible liquid that way, there shouldn't be anything stopping him, but the spell-like ability from the class feature is specifically 1/day, and it only lasts 1 hour/level (as normal).

Markov Spiked Chain wrote:
Does a Faith Singer Bard get the powers of their Domain, or just the spells? Do the domain spells use up spell slots?

The faith singer bard is only getting the domain's spells, but they're specifically called out as spell-like abilities, so they're not taking up any spell slots.

Hope that helps!

Grand Lodge

Thanks Amanda!

Amanda Hamon Kunz wrote:
the spell-like ability from the class feature is specifically 1/day, and it only lasts 1 hour/level (as normal).

I hadn't remembered the 1/day version at level 1 if you were also a Chirurgeon, I meant the level 6 ability which specifically says unlimited times per day, and seems crazy good.

Paizo Employee Developer

Markov Spiked Chain wrote:

Thanks Amanda!

Amanda Hamon Kunz wrote:
the spell-like ability from the class feature is specifically 1/day, and it only lasts 1 hour/level (as normal).
I hadn't remembered the 1/day version at level 1 if you were also a Chirurgeon, I meant the level 6 ability which specifically says unlimited times per day, and seems crazy good.

Oh, yes! The 6th-level version is unlimited, but, of course, it needs to be an infused extract of the healing subschool, so it doesn't work with other types of liquid that the spell could normally absorb. Of course, the duration of the touch injection remains the same.


Raisse wrote:

The disciple of wholeness's Hone Body and Greater Hone Body class features seem nearly useless. Immunity to disease and poison only when undamaged, despite the leading cause of contracting diseases and poisons being injuries from gross enemies.

Add to this, the unchained monk has to basically pay twice for the Healing Ki ability (gives up the extra attack via ki point as well as the 4th level ki power).

Well, if Healing Ki is swift-action based, then you could easily top yourself off to get the disease/poison disabled, couldn't you?

Could you tell me what other features it gives up?

Silver Crusade

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Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber

It's a swift action, not an immediate action, so you can't do it while the monster's damage and rider is applied.

The moment a snake or something bites you and you receive damage, you aren't immune to poison any more, and have to make the save against the poison it injects with the bite.


If you top back off to full after that, are you then suddenly immune to the poison already in your system? Gotta admit, there's some weird design in the monk for this reason.

Okay. So I got my book while I was at work. Or my PDF at least. So I guess most people's descriptions of Arcane Physician are incorrect. You uh. Don't actually get healing spells added to your spell list at any point. It can sure craft and use items that would typically require you to know them though. A little bit more too, but I don't wanna ruin it. But if you wanted a Wizard casting healing spells, unless I misread, this isn't it. Not that that's bad. It's actually still good looking to me.


Do you have to spend GP to use druid herbalism or is it a x/day kind of ability?


Dragon78 wrote:
Do you have to spend GP to use druid herbalism or is it a x/day kind of ability?

Sort of both. If you wanted, it could certainly be just the latter, but you can also use it to brew potions. I hope that's vague enough. It's maybe too vague. I wanna build a Druid now. The only problem is that it's not the only new way to use Nature Bond, actually. The Nature Priest archetype gives you another option too. It's not very unique, but I like it.


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Personally I would love more options in general for nature's bond.


Lanitril wrote:
If you top back off to full after that, are you then suddenly immune to the poison already in your system? Gotta admit, there's some weird design in the monk for this reason.

Does the wording say something about this?

It doesn't sound too bad for UnMonks since they can turtle fairly well, and if you can top yourself off if something slides by, then that doesn't sound too bad.

UnMonks aren't immune to poison so they win a bit with this.

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