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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The only evil healing options I can think of would be to drain life from one(or more) target(s) to heal another(others). Maybe one that grants fast healing or regeneration based on targets killed or dying, maybe feeding of necromantic energy.

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
The only evil healing options I can think of would be to drain life from one(or more) target(s) to heal another(others). Maybe one that grants fast healing or regeneration based on targets killed or dying, maybe feeding of necromantic energy.

Casting healing spells as an Evil Cleric actually does not require Evil acts. And most healing available to Good / Neutral casters does not require Good acts either.

Why should non-Cleric Evil healing be shackled so ?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A feat that would let you swap what energy you channel would be neat, or do we already have that?


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Such a feat should be limited to those clerics who are neutral on the good-evil scale. IMO, of course, but I'm right. :-)


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Pathfinder Rulebook Subscriber
Rysky wrote:
A feat that would let you swap what energy you channel would be neat, or do we already have that?

Flexible Channeler exists, and kind of limits how good a new similar feat would be.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Ah, hmm...

Then what about a universal healing ability that well, heals everything? Similar to how Fast Healing works


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Pathfinder Rulebook Subscriber
Rysky wrote:

Ah, hmm...

Then what about a universal healing ability that well, heals everything? Similar to how Fast Healing works

I have been told that's called "time".

Shadow Lodge

QuidEst wrote:
Rysky wrote:
A feat that would let you swap what energy you channel would be neat, or do we already have that?
Flexible Channeler exists, and kind of limits how good a new similar feat would be.

Not necessarily. Although in my opinion this should really just be a base option, and more in line with a Trait than a Feat, something that only Good or Evil, not Neutral Clerics could take that simply allows them to Channel either Positive or Negative Energy, (but not the other one) as they want, without regard for their Deity is very different than Flexible Channeler, which allows Neutral Only Clerics to do both.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:
Rysky wrote:

Ah, hmm...

Then what about a universal healing ability that well, heals everything? Similar to how Fast Healing works

I have been told that's called "time".

:3

I meant how Fast Healing works on both living and undead.


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If I were writing an ability that allowed clerics of off-alignments to channel the other side's energy - which I'm not* - I would attach it only to certain deities, the way subdomains are. I don't think there's any circumstance in which clerics of Shelyn or Sarenrae should regularly have access to channel negative energy; the same is true of Urgathoa or Orcus and positive energy. That said, it doesn't seem utterly beyond the pale for "brutal" good deities (like Ragathiel) or "deceptive/tempting" evil deities (such as Norgorber or Pazuzu) to offer a path to the alternative.

*:
I mean, for all I can tell you, the next unannounced project might as well be Alignments Unchained**, with me writing the cleric section.

**:
It's not***.

***:
Probably.


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I always did think that Lamashtans should have the ability to channel positive energy to a limited degree, given that in the fluff they and their goddess loathe undead and venerate new life and fertility.

Of course if you accept healing from one you probably get an arm like a troll's or your face now looks like a goblin's, but hey, you've been healed.


Eric Hinkle wrote:

I always did think that Lamashtans should have the ability to channel positive energy to a limited degree, given that in the fluff they and their goddess loathe undead and venerate new life and fertility.

Of course if you accept healing from one you probably get an arm like a troll's or your face now looks like a goblin's, but hey, you've been healed.

Would I be an attractive goblin?

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber
Eric Hinkle wrote:

I always did think that Lamashtans should have the ability to channel positive energy to a limited degree, given that in the fluff they and their goddess loathe undead and venerate new life and fertility.

Of course if you accept healing from one you probably get an arm like a troll's or your face now looks like a goblin's, but hey, you've been healed.

Another good example. ^_^

Shadow Lodge

1 person marked this as a favorite.
Isabelle Lee wrote:
If I were writing an ability that allowed clerics of off-alignments to channel the other side's energy - which I'm not* - I would attach it only to certain deities, the way subdomains are. I don't think there's any circumstance in which clerics of Shelyn or Sarenrae should regularly have access to channel negative energy; the same is true of Urgathoa or Orcus and positive energy. That said, it doesn't seem utterly beyond the pale for "brutal" good deities (like Ragathiel) or "deceptive/tempting" evil deities (such as Norgorber or Pazuzu) to offer a path to the alternative.

I don't see why not, honestly. I can see pretty much any follower of any deity having a reason to want to appear as a follower of another for possibly infiltration. Because neither Positive Energy or Negative Energy are either Good or Evil, it also really doesn't make any sense that Clerics (or other classes) would really be restricted to one or the other.

Could Iomedae or Sarenrae have followers that are more interested in blasting enemies than healing allies? Sure, why not. And does it make sense? Unquestionably.

Would the faithful of Urgathoa find a great deal of benefit from those that can tend the living members of the faith? Absolutely.

I'm having a very hard time thinking of a deity or follower of a deity that couldn't have a good reason for using the opposite type of energy.


Never understood why you had to choose one or the other but it has been that way for a long while now. I can see evil clerics using healing spells to make money, pretend to be good, or just to save their own lives.


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Pathfinder Rulebook Subscriber
Dragon78 wrote:
Never understood why you had to choose one or the other but it has been that way for a long while now. I can see evil clerics using healing spells to make money, pretend to be good, or just to save their own lives.

Nothing is stopping them from doing that. They just have to prep those spells.


*still waiting on those paladin 'mercies'*


Maybe the angelfire apostle cleric only gets the healing domain.


W-w-wait. Faith Singer Bard? Bard? Faith? Divine? Divine Bard?!

*shaking intensifies*

Maybe. I hope I don't get anybody's hopes up if that's not what that is.


As long as the bard archetype keeps charisma as it's casting stat I will be fine.


I hope we get a few new magic items specialized for healers in here. At my last count from Ultimate Equipment there were only 2-3 items aside from expendables like wands and potions that really help at healing.


Eric Hinkle wrote:
I hope we get a few new magic items specialized for healers in here. At my last count from Ultimate Equipment there were only 2-3 items aside from expendables like wands and potions that really help at healing.

Of which the Sapling Rod is my favorite. I'd love a Greater version of that with options like Cure Serious Wounds and Restoration.


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A lot more non-one use healing/curative magic items would be nice.

Sovereign Court

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Pathfinder Pawns Subscriber
QuidEst wrote:
Rysky wrote:

Ah, hmm...

Then what about a universal healing ability that well, heals everything? Similar to how Fast Healing works

I have been told that's called "time".

Also known as:

Signature Skill: Heal

(seriously worth the feat even for a cleric as it scales with level and you can literally cram 3 to 6 day's worth of healing after an hour of work per creature... eases the load / need for wands of lesser restoration...)

Signature Skill: Heal:
Heal
With sufficient ranks in Heal, you earn the following.

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

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

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

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

Treat Deadly Wound, Heal DC 20:
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.

Long-Term Care:
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Liberty's Edge

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

There are also ways to further boost Heal skill healing.

For example, the new Runeguard prestige class in Paths of the Righteous can use the rune of kindness once per day per class level to give double the normal effect of treat deadly wounds as a standard action. With no limit on how many times per day it can be applied to a single target.

The Battlefield Surgeon and Friendless traits could potentially allow someone to be an effective healer even in a no magic campaign... though the default pre-requisites are unfortunate.

The Faith Healing occult skill unlock and Psychic Healing feat add several useful Heal skill options.

Et cetera.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Dragon78 wrote:
The only evil healing options I can think of would be to drain life from one(or more) target(s) to heal another(others). Maybe one that grants fast healing or regeneration based on targets killed or dying, maybe feeding of necromantic energy.

All depends on flavor. There was a 3.0 supplement called Book of VIle Darkness that posited an evil god of Healing, but didn't really give an example. So I took that as a challenge.

My next character was a CN cleric of a hero-god of "escaped consequences" that preached healing magic was a mortal's way around the normal cause and effect, checks and balances that the world put in place to "restrict freedom" (revel in chaos-murder-destruction, although my CN cleric didnt actually get up to more murdering and pillaging than your average adventurer).

So if you see healing as not a merciful gift of a benevolent deity, but a way for a cleric to say "your limited morality does not apply to me," evil healing can make sense.

IIRC, the other domain was liberation, but I've honestly lost my notes from that time. It was for a one-session appearance while I was visiting my cousins.


Gisher wrote:
Eric Hinkle wrote:
I hope we get a few new magic items specialized for healers in here. At my last count from Ultimate Equipment there were only 2-3 items aside from expendables like wands and potions that really help at healing.
Of which the Sapling Rod is my favorite. I'd love a Greater version of that with options like Cure Serious Wounds and Restoration.

Now that item is pretty good. What game book does it come from>


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Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Eric Hinkle wrote:
Gisher wrote:
Eric Hinkle wrote:
I hope we get a few new magic items specialized for healers in here. At my last count from Ultimate Equipment there were only 2-3 items aside from expendables like wands and potions that really help at healing.
Of which the Sapling Rod is my favorite. I'd love a Greater version of that with options like Cure Serious Wounds and Restoration.
Now that item is pretty good. What game book does it come from>

The sapling rod is from Ultimate Equipment.


So there will be 10 healing themed archetypes, we know there will be a bard one, a cleric one, a paladin one, and a wizard one. Anyone want to guess what the remaining 6 classes will be?


Dragon78 wrote:
So there will be 10 healing themed archetypes, we know there will be a bard one, a cleric one, a paladin one, and a wizard one. Anyone want to guess what the remaining 6 classes will be?

Kineticist. Obviously. We already have a healing archetype for them, but we already had archetypes for the rest of these too. Or at least some of them.


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

Primarily wishful thinking, but: investigator, psychic, sorcerer, unchained monk, and unchained rogue. Investigator being able to apply inspiration to Heal checks and gaining some special abilities allowing them to remove various conditions, a more healing-oriented psychic (though this could also be a new discipline, since currently only Faith helps a little), sorcerer I would kind of like one that trades out bloodline powers for being able to do things like either channel positive energy (better than the empyreal bloodline) or gain a version of the paladin's lay on hands and mercies or something similar, unchained monk, though this could also just be some new ki powers, more stuff to let them heal via ki use, they do have some thanks to qinggong monk ki powers, but more would be neat, and unchained rogue for a medic that specializes in the skill unlock for heal, possibly being able to use the Heal skill to remove various conditions and such...though being able to inflict more conditions with their sneak attack would also be neat.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

By default, alchemists and investigators can only heal themselves with their extracts at 1st level. They are obvious candidates to swap out one of their 1st level abilities for the infusion discovery at 1st level.


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

By default, alchemists and investigators can only heal themselves with their extracts at 1st level. They are obvious candidates to swap out one of their 1st level abilities for the infusion discovery at 1st level.

Though it's second level, this is exactly what the Chirurgeon from Ultimate Magic does, though I could see an Investigator analogue in this book.

Dark Archive

Luthorne wrote:
Primarily wishful thinking, but: investigator, psychic, sorcerer, unchained monk, and unchained rogue. Investigator being able to apply inspiration to Heal checks and gaining some special abilities allowing them to remove various conditions, a more healing-oriented psychic (though this could also be a new discipline, since currently only Faith helps a little), sorcerer I would kind of like one that trades out bloodline powers for being able to do things like either channel positive energy (better than the empyreal bloodline) or gain a version of the paladin's lay on hands and mercies or something similar, unchained monk, though this could also just be some new ki powers, more stuff to let them heal via ki use, they do have some thanks to qinggong monk ki powers, but more would be neat, and unchained rogue for a medic that specializes in the skill unlock for heal, possibly being able to use the Heal skill to remove various conditions and such...though being able to inflict more conditions with their sneak attack would also be neat.

Yes to all of this, especially the monk and rogue options. I love the idea of a skillmonkey healer who manages to upgrade their use of the Heal skill (and some alchemical/herbal remedies) to be a viable non-spell/channeling based healer for a party. (Or improved Ki healing options, for the monk, allowing them a vastly improved version of Wholeness of Body that can be shared.)

A more 'Glenda the Good Witch' AT focused on improving options beyond cure light wounds and the healing hex could be neat, as well.

A healing themed summoner, able to summon a positive energy 'elemental' would be wonky.

Ah, the bad old days, before clerics, when the 'fantasy party' idea of a healer was Aragorn using herbs to treat injuries...


I would love a healing/positive energy based summoner. A healing focused druid would be interesting. Non-casting classes like monk, rogue, etc. could use a healing focused archetype as well.

I would really love a positive energy/healing based sorcerer bloodline.


I like the idea of a rogue healer with the battle medic tinge and the idea that they learn the body so well they can inflict devastating effects if given an opening. A lot of fun in that idea. The healing monk is cool too. I want to see anything that expands the idea of a healer beyond a magic caster. While some of those are fine, I want to see more variety in how healing is done rather than retreading spells and channeling. Also a better kineticist healing archetype would be nice.


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I don't want a healer kineticist archetype, I want a healer based kineticist element.


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

I would rather have healing-based wild talents and feats that work with the chirugeon archetype as well as with existing elements and wild talents. We already badly need more wild talents for existing elements, not more elements that can't possibly have enough room in a single player's companion to allow much in the way of versatility.


How about increasing the DC for the Heal skill for accelerated healing?

"Hold on Bilbo! I'll just duct tape the ends together and we'll take care of the rest after the battle."


Luthorne wrote:
Eric Hinkle wrote:
Gisher wrote:
Eric Hinkle wrote:
I hope we get a few new magic items specialized for healers in here. At my last count from Ultimate Equipment there were only 2-3 items aside from expendables like wands and potions that really help at healing.
Of which the Sapling Rod is my favorite. I'd love a Greater version of that with options like Cure Serious Wounds and Restoration.
Now that item is pretty good. What game book does it come from>
The sapling rod is from Ultimate Equipment.

Thanks, Luthorne, you're a scholar and a gentleman.

And yikes but every time I think I've found every single cool thing in Ultimate Equipment, I find out how wrong I am.


Luthorne wrote:
I would rather have healing-based wild talents and feats that work with the chirugeon archetype as well as with existing elements and wild talents. We already badly need more wild talents for existing elements, not more elements that can't possibly have enough room in a single player's companion to allow much in the way of versatility.

I'm fine with that, or a healing focused element. Just better healer options for the class in some fashion.


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It doesn't have to be in this book but I do want to see a positive energy based kineticist element one day. But I don't think we need another healing focused archetype for the kineticist. There are plenty of other classes that could use it more.

Dark Archive

Dragon78 wrote:

It doesn't have to be in this book but I do want to see a positive energy based kineticist element one day. But I don't think we need another healing focused archetype for the kineticist. There are plenty of other classes that could use it more.

Positive Energy Kineticist would be awesome.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Society Subscriber
brad2411 wrote:
Dragon78 wrote:

It doesn't have to be in this book but I do want to see a positive energy based kineticist element one day. But I don't think we need another healing focused archetype for the kineticist. There are plenty of other classes that could use it more.

Positive Energy Kineticist would be awesome.

If they do that, they should also do a negative energy element.

Dark Archive

Chris Ballard wrote:
brad2411 wrote:
Dragon78 wrote:

It doesn't have to be in this book but I do want to see a positive energy based kineticist element one day. But I don't think we need another healing focused archetype for the kineticist. There are plenty of other classes that could use it more.

Positive Energy Kineticist would be awesome.
If they do that, they should also do a negative energy element.

They have one technically, it is the void kinetisicit or chaokineticist.

I am surprised that the Paladin would be getting a healer oriented archetype as they have a nice one with the Hospitaler. But happy for more options!


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Healing focused druid with an animal companion would be scary.


Then how about a healing focused druid with the healing domain and some other abilities instead of the animal companion. Maybe even a druid with channeling.

Contributor

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I don't think a healing-focused kineticist element is a good idea. Healing in Pathfinder is balanced around the idea that access to healing is something that's limited for characters. For the hydrokineticist / telekineticist, that limit is via the "putting burn on people" aspect of the kinetic healer utility talent. You'd be talking about an element that would inherently need to have all of its core powers limited to function.

If the conversation shifts to, "Well it would be a positive energy element that could blast people with positive energy," then that means the majority of enemies in the game would simply be immune to everything the element did, which wouldn't be good gameplay.

If the conversation then becomes, "Well make it like the solar outer dragon, who can burn people with positive energy," then we're not talking about a new element any more—we're talking about an archetype for pyrokineticists that manipulated the raw plasma of the stars and the positive energy that emits from them. And while THAT is a cool idea, it also isn't a new kineticist element.

In short, the design of, "What needs to be a new kineticist element and what needs to be an archetype," is an incredibly complicated question that needs to transcend perceived party roles. (It doesn't help that the kineticist is literally designed on a razor's edge, and it is incredibly easy to make an option that is either overpowered or terrible, with very little middle ground between those extremes.)


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QuidEst wrote:
Rysky wrote:

Ah, hmm...

Then what about a universal healing ability that well, heals everything? Similar to how Fast Healing works

I have been told that's called "time".

I thought that was a spice


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

I remember thinking that one option that could be interesting would be to simply publish a wood/wood energy-based composite blast that could either be used for healing or act like life blast from Horror Adventures, given that they "channel the power of primordial life". Perhaps an additional utility wild talent could allow you to use it with draining infusion to make it more widely useful, but perhaps at the cost of increasing the amount of burn required for the blast (thus not reduced by infusion specialization) or by reducing the damage dealt to non-undead when you use draining infusion?

Edit: I do like the idea of a healing-based pyrokineticist, though, I've enjoyed the concept of someone who can use the power of fire to burn away curses, diseases, and other maladies for awhile. Fire does have that phoenix effect, but nothing else for the rejuvenating power of flame...

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