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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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Arachnofiend wrote:
Non-magical means of dealing with restoration-level maladies or no buy. Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.

Um...first there is the Heal skill. Does all of that.

Second if you are looking non-divine healing they are options. The bard gains some of it. I also play a Hedge Witch with the healing patron...and pretty much I am almost as good as a cleric.

But also the fact that healing is the divine niche....I like that about the game.


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John Kretzer wrote:
Arachnofiend wrote:
Non-magical means of dealing with restoration-level maladies or no buy. Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.
Um...first there is the Heal skill. Does all of that.

You can use the Heal Skill to dispel a permanent negative level? And restore all points permanently drained from a single ability score? Somehow I missed that.


Raltus wrote:
Dragon78 wrote:
Personally I think all classes should have archetypes and feats that grant healing/curative options of some kind.
I would go for this, a fighter that is a field medic would be a cool idea.

That reminds me of Monte Cook's IRON HEROES game. Every character has Hit Points and Reserve Points. Reserve Points was a pool that a character could draw upon when they lost HP. RP was the same as Max HP and was a good substitute for magic healing. The limitation was that you couldn't insta heal and had to wait a few rounds to get yourself topped up unless you had a specific feat for faster healing.

As for the Heal skill, due to the time needed to actually heal HP, you are going to use it as an end of the adventuring day thing more often, since it takes 1 hour to heal 1/hp level


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gisher wrote:
John Kretzer wrote:
Arachnofiend wrote:
Non-magical means of dealing with restoration-level maladies or no buy. Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.
Um...first there is the Heal skill. Does all of that.
You can use the Heal Skill to dispel a permanent negative level? And restore all points permanently drained from a single ability score? Somehow I missed that.

Sorry the person was whining about disease....

And why should mundane things do instant magical things? Kinda destroy the point of mundane non-magical things...


It would be nice to see feats that enhance healing spells, channeling, and lay on hands, and healing abilities.

Liberty's Edge

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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Doubt there is still time for changes, but if so... I'd like to see clarification of various healing effects which don't state what types of creatures they effect.

For example, Infernal Healing or Goodberry... some interpret these as healing living, undead, and constructs. Others as working for living creatures only. The text really doesn't say one way or another.

A 1st level object/construct repair spell (something between Mending & Make Whole) would also be a good add for construct PCs.

Shadow Lodge

Id like to see the Heal Skill boosted, but not by taking away from divine magic. Id actually rather see divine magic maybe boost the skill, or perhaps the opposite, where higher ranks in Heal amplify divine cure/remove spells.

Maybe something like for every 5 Ranks in Heal, you can cast healing spells from scrolls at +1 CL.

Or the skill to open up some for a few things Ive seen it used for just because it sort of fits the best, (psychology, torture/examining torture,etc)


Feats and spells that boost the effects of the heal skill would be interesting as well.


I would love to see Skills expanded. It was interesting in Unchained. Could always use more, IMO.

Grand Lodge

Fourshadow wrote:
I would love to see Skills expanded. It was interesting in Unchained. Could always use more, IMO.

This I agree with


*will settle for more stuff on arcanist white mage but some other stuff mentioned is pretty cool too*


I want to see more healing related stuff then this book could possibly contain, can't to see what is actually in it though.

Community Manager

A reminder to keep this about the book, not about other topics, thank you.

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The WotR adventure path really makes a mythic healer cleric very strong. (Ranged healing, swift spontaneous spell casting, the deathless spell...)

Wish list for regular games.
Cleric/full caster: ranged healing, swift heals and maybe a high level sanctuary spell (heightened sanctuary is awesome). I guess a d6 armorless variant would be nice but two arguably useless feats and -1 hp per level won't give much in return.

Druids...unicorn druids.

Oracles: pacifist curse


Perhaps a healing pool? When you really need to give 50 points of healing and don't want to depend on the RNG. Say, 10 points level? Or wands with a healing pool. CLW wand with say 200 points in it(Taking a flat 4 points average and multiplying by 50 charges) So you can use as much as needed without healing 2 points on a charge.


Unicorn druids?! Wouldn't that just make them my little pony?!

Also like I said, white arcanist exploits.


Unicorn Druids?! MLP?! awesome.


...you worry me some times Dragon.


Only sometimes?;)


Look I have other things on my mind other than you, so yes. only sometimes. :p :)

Like how about for this thread: Empathic healing for psychics?

The Exchange

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I was thinking more unicorn themed, a core unicorn race would be OP.

SNA options with some heals
More healing at earlier levels (maybe from sna or just modified spell list)
Maybe a unicorn companion a high level
Calm aura
Hidden glade stuff


Pathfinder Starfinder Society Subscriber

Some sort of healing summoner (small or large S) might be interesting.

You summon a creature that casts healing spells and nothing else, or perhaps pulses channels or something.

Dark Archive

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A healing monk, who transfers his Wholeness of Body to others, and refuels it by destabilizing the chi of enemies with a stunning fist-like attack, or a healing bard with a fast-healing song could be fun.

Just to mix things up. Although a healing rogue, who skips the niche uses of Disable Device and Perception from Trapfinding, for niche uses of the Heal skill, allowing non-magical and *viable* healing, could be super-cool. Chirurgeon or (with some weak alchemical support, although not to the degree that it will turn into something less cost-effective than just buying more wands of cure light wounds...) Apothecary, perhaps (the apothecary option might be a better Investigator AT).


Healing rogue? Why not just have it steal fast healing from some monster and give it to another player?


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Arachnofiend wrote:
Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.

This is true if you ignore bards, witches, alchemists (and investigators) and the occult classes

Shadow Lodge

A Heal Skill Unlock system, or some sort of active Heal Skill uses might cover a lot of those options.

What could be really cool is if Clerics got an option to add something like a Positive Energy Elemental to their Summon Monster Spells just like the Elementals, perhaps acting similarly to the Pillar of Life spell, and healing those around them for standing near, perhaps granting something like Fast Healing 1 or 2 to everything living that ends it's turn adjacent to the Posemental, and dealing that damage to Undead. Even better if it's not an Oracle option, to help allow the Cleric to do somethings that the Oracle (like Life Oracle) can't and play differently.

That would also do one of the things I've found irksome about a lot of PF "healers", allowing them to both heal and do other cool stuff at the same time.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Society Subscriber

A book all about the oracle and nothing else would be great.

Contributor

DM Beckett wrote:
What could be really cool is if Clerics got an option to add something like a Positive Energy Elemental to their Summon Monster Spells just like the Elementals, perhaps acting similarly to the Pillar of Life spell, and healing those around them for standing near, perhaps granting something like Fast Healing 1 or 2 to everything living that ends it's turn adjacent to the Posemental, and dealing that damage to Undead. Even better if it's not an Oracle option, to help allow the Cleric to do somethings that the Oracle (like Life Oracle) can't and play differently.

I don't think making clerics, "the summoning healers," is necesscarily interesting gameplay for them. While its a neat idea, as a class aren't built around summoning monsters, so it would feel out of place for them. Not to mention that summoning is already one of the most powerful playstyles in the game due to sheer action economy of the creatures you summon.

(Especially at high-level. My herald caller of Sarenrae has the Summon Good Creature feat, and even without this book he can "heal" using SMV by summoning a bunch of agathions who run around and spam lay on hands on his allies for a few rounds. When I get the ability to summon vulpinals, they heal for 3d6 per lay on hands, and can use lay on hands 6 times per day. Over 6 rounds, that's the equivalent of a 17th-level cleric using channel positive energy.)

Quote:
That would also do one of the things I've found irksome about a lot of PF "healers", allowing them to both heal and do other cool stuff at the same time.

See the above for an example of a cleric who can already do other cool stuff instead of healing. Spontaneous healers are the only one who are really "locked" into healing, especially since as a good cleric I can just toss virtually any spell I want into a healing spell.

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pathfinder Accessories, Rulebook Subscriber
Entryhazard wrote:
Arachnofiend wrote:
Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.
This is true if you ignore bards, witches, alchemists (and investigators) and the occult classes

Can those cast Restoration and Breath of Life ?

Because that is what true healing is all about

Sovereign Court

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Pathfinder Adventure Path, Companion Subscriber

Don't forget remove disease/curse/blindness/deafness. ^_^

(I've been sifting through classes lately trying to find the exact level of healing I want for an upcoming Crimson Throne game, so this has been much on my mind.)

Shadow Lodge

Alexander Augunas wrote:

I don't think making clerics, "the summoning healers," is necesscarily interesting gameplay for them. While its a neat idea, as a class aren't built around summoning monsters, so it would feel out of place for them. Not to mention that summoning is already one of the most powerful playstyles in the game due to sheer action economy of the creatures you summon.

(Especially at high-level. My herald caller of Sarenrae has the Summon Good Creature feat, and even without this book he can "heal" using SMV by summoning a bunch of agathions who run around and spam lay on hands on his allies for a few rounds. When I get the ability to summon vulpinals, they heal for 3d6 per lay on hands, and can use lay on hands 6 times per day. Over 6 rounds, that's the equivalent of a 17th-level cleric using channel positive energy.)

I disagree, and I'm not entirely sure what you are trying to say, as it seems your example indicates the opposite of your initial point. Is there a Class that is built around Summon Monster? Even the Summoner really isn't "built around it", per se. Summoning is, I think often exaggerated in it's strength/effectiveness, but this is partially because it's power jumps around, because the Cleric Spell List itself is very variable. (For instance, if you are not playing a Battle Cleric or White Mage style Cleric, there just are not a great deal of options for CRB 4th Level Spells. Similarly with 7th and 8th level, there just are not a lot of options you couldn't already do or are that great). Some Spell Levels have a few really good options and others are pretty barren.

I would also argue that the Herald Summoner, A Cleric only Summon Monster focus archetype is hand's down the best Cleric, and possibly best Archetype in the game. Not because it's broken/overpowered/cheese/etc. . ., but because it fixes so many of the intrinsic issues with the Cleric to at least bring it more on par with things outside of the CRB, (4+Int Skill points for example). It's fun, is not limited by deity which is fantastic, and it's pretty well balanced.

I'd also argue that Clerics have lost a lot of ground as far as their intended roll in the game, with the Inquisitor, Oracle, Warpriest, and even Druid now, as well as other classes like the Alchemist and Witch stomping all over their toes. Clerics do not have a single Class Feature that is unique to them, and generally anything a Cleric can do as a focus or a build, at least one, but generally a few other classes can do better, or have options that even a Cleric that specializes in it just can't get close to. And yet, at the same time, being the "healer" is both very mechanically enforced in the class, and difficult to step away from. Only one Archetype I know of, off the top of my head removes Channel Energy, and none remove Spontaneous Cure Spells, meaning even if you are playing a Cha dumping Battle Cleric, you can still be expected to the be healer.

Quote:
That would also do one of the things I've found irksome about a lot of PF "healers", allowing them to both heal and do other cool stuff at the same time.
Alexander Augunas wrote:
See the above for an example of a cleric who can already do other cool stuff instead of healing. Spontaneous healers are the only one who are really "locked" into healing, especially since as a good cleric I can just toss virtually any spell I want into a healing spell.

You misunderstand. I'm mostly talking about doing cool stuff AT THE SAME TIME as healing. Most options are either/or, so a Cleric can either cast Bless or Channel Energy at a given time. The first real time a Cleric-like caster can use Summon Monster to heal is at 5th level, 6th for Oracle) to Summon Monster 3 a Lantern Archon, which has at Will Aid. It's not true healing, but in many ways it's similar enough. Having done so a few times, and even used higher level slots to summon multiple Lantern Archons that can each "heal" or pew-pew was actually very fun, and while not exceptionally powerful or even strong, it was at least interesting, and actually allowed my character to remain a bit on par with so many other classes that get multiple actions through things like pets, although it was very limited.

Instead of healing is one thing, but it's also one thing that typically leads to Player conflict when the Healer chooses to do that other "instead of healing" thing rather than healing. Generally speaking as well, those "instead of healing" options are a lot more scarce until midlevel play.


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The Raven Black wrote:
Entryhazard wrote:
Arachnofiend wrote:
Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.
This is true if you ignore bards, witches, alchemists (and investigators) and the occult classes

Can those cast Restoration and Breath of Life ?

Because that is what true healing is all about

Alchemists, Clerics, Druids, Hunters, Inquisitors, Investigators, Mesmerists, Paladins, Shaman, Spiritualists, and Warpriests can cast lesser restoration.

Alchemists, Clerics, Inquisitors, Investigators, Mesmerists, Paladins, Shaman, Spiritualists, and Warpriests can cast restoration.

On the other hand, only Clerics, Oracles, Shaman, Spiritualists, and Warpriests can cast breath of life normally.

However, a witch can cast all three restorations if they take the healing patron, or just greater restoration if they take the endurance patron. (Or in the case of the Bonded Witch, choose a Wand as a bonded item.)

A chirugeon alchemist can also pick up breath of life at 10th level.

Similarly, a white mage arcanist can also utilize breath of life.

The kinetic chirugeon kineticists can also utilize breath of life in their own fashion.

And the vulture domain for druids also offers breath of life.


Pathfinder Adventure Path Subscriber

Summoning is definately one of the most powerful options in game, especially if you have the right feats.
Summoners and some arcanist are also very strong there, since they get the extended duration. Summons can be used to overcome DR and other fun stuff quite well.

I personaly don´t like it, because of the action economy break. Having a half or full caster have several "pets" and then cast spells gets out of hand pretty fast.
Add in that most people who i´ve seen wanting to play this are not prepared well, what i make a requirement by now. More summons means longer turns and more mechanics, less flow and story most often.

Similar things apply to classes with other pets, like animal companions or eidolons, or the spiritualist. It definately gives you more to do, since you just run a second entity in combat. Even if the GM takes it over and requires you to succeed at some skill checks, that´s easily done.

I really don´t think the game needs a lot more of that stuff which draws out gameplay and makes things more complicated. I would really prefer the time it takes to come up with more interesting options there would go into more streamlining again and interesting really new options.
Also more Tian Xia.


DM Beckett wrote:

A Heal Skill Unlock system, or some sort of active Heal Skill uses might cover a lot of those options.

What could be really cool is if Clerics got an option to add something like a Positive Energy Elemental to their Summon Monster Spells just like the Elementals, perhaps acting similarly to the Pillar of Life spell, and healing those around them for standing near, perhaps granting something like Fast Healing 1 or 2 to everything living that ends it's turn adjacent to the Posemental, and dealing that damage to Undead. Even better if it's not an Oracle option, to help allow the Cleric to do somethings that the Oracle (like Life Oracle) can't and play differently.

That would also do one of the things I've found irksome about a lot of PF "healers", allowing them to both heal and do other cool stuff at the same time.

Clerics can do plenty that Life Oracles can't... such as prepare every clerical spell in the book not forbidden by their diety or their alignment.


The Raven Black wrote:
Entryhazard wrote:
Arachnofiend wrote:
Divine magic's exclusive lock on healing is one of the biggest issues of this game and needs to be addressed.
This is true if you ignore bards, witches, alchemists (and investigators) and the occult classes

Can those cast Restoration and Breath of Life ?

Because that is what true healing is all about

The Chiurgeon Alchemist archetype can cover both those slates.


Did this book's release date get changed or was it always November to begin with?


Pathfinder Rulebook Subscriber
Dragon78 wrote:
Did this book's release date get changed or was it always November to begin with?

Well, it definitely wasn't an October release. That's when "Blood of" books come out.


I thought this was November anyways.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pathfinder Accessories, Rulebook Subscriber

Many alternatives to divine healing through archetypes were mentioned above. The only real question left is how many of those actually see play on a scale comparable to the divine healers ?

And if the answer is Not so many, then why is that ?


Pathfinder Rulebook Subscriber
The Raven Black wrote:

Many alternatives to divine healing through archetypes were mentioned above. The only real question left is how many of those actually see play on a scale comparable to the divine healers ?

And if the answer is Not so many, then why is that ?

Not many, but that's probably because lots of people don't use your definition of what "true healing" is. When I have a player specifically request a class that can heal, they're as likely to play a Spiritualist or Witch as an they are an Oracle, and Cleric is usually passed over right away. Hopefully this book will provide some more options for players who want really good healing and don't like divine classes, of course.

If you're using a broader definition, like "able to auto-succeed with a wand of CLW" or "can remove hitpoint and stat damage", then the numbers look better for Team Non-Divine.


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The more non-divine or even non-spell caster healing options the better.


Pathfinder Starfinder Society Subscriber

Agreed. I don't by any means thing that divines shouldn't have nice things, but diversity is the spice of life, and lay healers with interesting new mechanics or new approaches are welcome. So, channeling white mages, lay healers, life summoners, mending fist monks are all good any it'd be nice to see them just as viable as the Cleric.

Something I think Overwatch does well is diversity, their most recent hero, the Support Sniper Ana is an example of that, and one worth following.

Liberty's Edge

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I believe that the strength of the divine healers comes from mixing relevant healing abilities and other means of helping their party, especially in combat

I think non-divine and even non-casting healers should aim for a similar balance in their abilities


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh, forgot about this one since it's more a meshing of various elements...Spirit Summoner can take the Life spirit to gain access to lesser restoration, restoration, breath of life, and even heal, though amusingly they don't actually gain access to cure spells normally. That said, they can take a hex to get some limited healing, and they do get to channel positive energy. Of course, Use Magic Device and a wand of cure light wounds certainly does a lot, and an eidolon with the Sacrifice evolution from Champions of Purity can heal people and allow the summoner to cure the eidolon via rejuvenate eidolon spells, or at higher levels, you can just give the eidolon fast healing.

Anyways, that's one of my favorite arcane healers, though of course the Sacrifice option doesn't work with an unchained sorcerer, but you could get an agathion eidolon to help make up to that to some extent. I guess there's celestial healing and infernal healing, but not really a fan of the latter and the former is certainly on the meh side, would probably focus on Use Magic Device if no one else can play bandaid.

Spiritualist can certainly be a fun psychic healer, though mesmerist is actually not shabby at all when it comes to condition removal thanks to both touch healing and most of the condition removal spells being on their spell list, even if they completely lack hit point restoration spells, including breath of life. Occultist is much better at hit point restoration, but it still doesn't get breath of life...


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

For the Spirit Summoner, you can combine the Sacrifice evolution and the Rejuvenate Eidolon spells as a somewhat inefficient way to heal damage to party members.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David knott 242 wrote:

For the Spirit Summoner, you can combine the Sacrifice evolution and the Rejuvenate Eidolon spells as a somewhat inefficient way to heal damage to party members.

I did mention that above, yes.

Grand Lodge

I'm just hoping they reprint Watchful Eye as a non-deity specific spell. There's so much flexible party-protecting/healing potential there.


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Eric Hinkle wrote:
This will sound odd, but I hope we get something for evil healers. Why must they always be good? Bad guys need healing, too.

"Why yes, this will hurt a lot. Now hold still."

:-D


Harry Canyon wrote:

"Why yes, this will hurt a lot. Now hold still."

Sounds like Dr House.


"Is it safe?";)

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