Any good healing feats


Advice


helping a coplayer make a healing cleric she knows healing usually cant out speed damage but are there any good feats out there for healers. I did see the taking spell focus then spell specialization for cure spells but any other stuff you guys know of.
PS. she is a merciful healer(ultimate combat)


Ask the GM if you can work towards the Healer's Touch achievement feat.


The Exalted of the Society trait's nice too.


If you are playing in Jade Regent there is a trait that gives +2 on all healing spells.

The trait Exalted of the Society (refers to the Pathfinder Society) grants an additional channel per day.

There might be other traits buried in supplements as well.

Liberty's Edge

Pathfinder Battles Case Subscriber

If 3.5 material is in play, look up Touch of Healing from Complete Champion. It's a Reserve feat that allows you to heal a creature a number of hit points based on the level of a Cure spell you have prepared with a touch as long as you don't cast the spell. I think it was something like 3xSL (a prepared CMW nets you 6hp per touch.) You can heal a creature in this way up to half their max hit points. The caveat is that the spell must actually be prepared and not a spontaneous spell so the cleric has to use a slot to power it. Oh yeah, and it grants a +1 caster level on all Conjuration (healing) spells.

It's an awesome feat. I still allow it to my players, and haven't found it gamebreaking.


There is a paladin archtype that gets some decent bonuses to LoH... I am running a Life Oracle atm, lvl 8... stopped being fun around lvl 6... as far as feats, there isn't a lot.


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You could have a look at this.


I usually go for the healing domain on my clerics. Usually channeling works good enough until the mid levels when the healing domain special kicks in. +50% to direct cure spells really helps. Aside from that, meta magic that works will with cure (such as reach) can really help. I generally rule (as GM) that clerics can spont meta with curing spells as long as they take a full round to cast (ala the spont meta rules with sorcerers).

In my homebrew, I implemented a number of house rules and feats regarding healing. It seems (IMHO) that HPs and damage (Specifically melee/ranged dps) have gone up substantially, but healing has not. It has also always bothered me that at 5th level casting you have a spell like breath of life whic heals an average of like 35 pts, and at 6th level you get Heal which does like 110 (when you first get it). That's a bloody huge jump. IMHO, curing should be a smoother progression (though, of course, there should be SOME higher-than-other-level jump when going into 3rd, 6th and 9th casting). I also feel that there are way too few feats regarding healing.

By addressing these with house rules, healing in combat is actually a tactically viable option in combat (and yet, never has got to the point where the healer is consistantly able to keep up with all damage) and classes with healing as a secondary capability such as bard, witch, paladin, etc) can invest feats enough to become a decent battlefied healer if they wish.


There is a Trait (not a Feat) named Rescued: Koya from the Jade Regent module that gives you a +2 trait bonus when using Cure spells


There is the Mystical Healer 3rd party feat.
But I think that one is very much overpowered because for low healing effects it can more than double the healing gained.

So handle with care.

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