
Shindalm |

I'm not aware of any ability that allows that. I know that Spell Storing doesn't work with arrows. Arcane Archer might be the best way to go about it, other than using...I think it was the Reach Metamagic (Moves range up one step). Flavor-wise you could just say that the spell appears as an arrow you fire to heal someone, but I don't think there's is a mechanical way beyond a class ability to let you do that.

Grizzly the Archer |

There is currently no ay in PF to heal from range with arrows. However, there is a third party book called Genius guide to archer archetypes. In there the archetype for archers that uses extraordinary ammunition, as a choice there is the use of the injector type arrow. It allows a potion or oil to be put into the arrow and then delivered to target upon impact. You can now put potions, up to third level, into the arrows, for healing.

Umbranus |

The grenadier alchemist can add one alchemical item to a weapon or missile to attack with it.
The troll styptic (don't know if I got the spelling right) is an alchemical item and it heals.
Now your only problem is that you might deal more damage with the arrow than you heal.
But you could treat belld effects with it.
Or use arrows that don't deal damage.

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Ok it technically can be done if ur a Witch with the Arcane Archer prestige class. The problem is u wont be able to do it until ur 11 level Witch and 2 level Arcane Archer. The reasoning being that at 2nd level Arcane Archer is when u get the Imbue Arrow ability which only works with area spells. The 1st area heal spell for a Witch is at level 11 being Mass Cure Light Wounds. If u go 2 levels Arcane Archer though and 18 levels Witch u will be able to cast Mass Cure Critical Wounds using the bow's range.

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Reach Spell. Seriously, it's pretty awesome.
Honestly, the mental image of shooting someone with an arrow that heals them is cool, but why would you want to deal your weapon damage to someone you're trying to heal?
Besides, with Reach Spell you can forget about crafting times and gp costs.
It's just too bad there's no "Reach Channel Energy".

TimD |

/off topic/
It's just too bad there's no "Reach Channel Energy".
You mean, like...
Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options:
• 10-foot burst centered anywhere within 30 feet
• 60-foot line
• 30-foot cone
...?
-TimD
/on topic/

Joshua Hirtz |

So this thread has me thinking and I can see a few ways to make a ranged healer. So to consolidate what everyone has said:
First, you have the channelers which only become all the more versatile with the Malleable Symbol as mentioned by TimD.
Second, you could always use the Reach Metamagic Feat by taking it and/or a rod as mentioned by Shindalm and Silent Saturn.
Third, you have the Arcane Archer build as mentioned by Shindalm and Psion-Psycho. Though depending on how quickly you want to do it, you could use just about any arcane casting class by using a combination of prestige classes (Pathfinder Savant or Magaambyan Arcanist).
Fourth, the Grenadier (Alchemist Archetype) with Troll Styptic as mentioned by Umbranus.
Fifth, the Witch with Split Hex and the Healing Hex as mentioned by Umbranus.
Sixth, you could use the Myrmidarch (Magus Archetype) with the Broad Study Arcana and Reach metamagic feat through pretty much any ranged weapon.
Seventh, you could use the Spellslinger (Wizard Archetype) with the Reach metamagic feat to fire healing spells (Acquired through Multi-classing, Pathfinder Savant, or Magaambyan Arcanist) through a gun.
In order to help make the Myrmidarch and Arcane Archer builds more effective I would suggest Blunt Arrows, if using a bow, as mentioned by Ishpumalibu. They do exist in Pathfinder. Quite a few sources have them, including the Advanced Player's Guide. To help make it more effective I would take the Bludgeoner feat to negate the -4 attack penalty for doing nonlethal damage as well.
Also, you could use Softstones (A type of sling bullet) for the Myrmidarch as he's not restricted to using a bow.
You could also use the Merciful quality on pretty much any ranged weapon to make it viable for the Myrmidarch, and that includes guns (This helps the Spellslinger as well).
The nonlethal is nice as it will heal alongside the nonlethal damage. So you just have to worry about those pesky foes that deal nonlethal instead of lethal.
So there are quite a few options out there.
Edited again.

Joshua Hirtz |

Spectral Hand is another good one. That could fit nicely into a lot of different classes, whether used through multi-classing, Witch, or the Pathfinder Savant prestige class from what I can think up off the top of my head.

Arcane Knowledge |

These are some awesome examples of making your mechanics work for your character concept. Something that wasn't mentioned up here that might be a nice change to these is to make arrows with healing potions on the end of them. This is a very simple fix. All you need is the skill craft arrows/weapons and a class that can create healing potions. All you need to realize is that adding healing potions onto arrows isn't different in anyway to adding say holy water flask to the end. You may get some negatives to your accuracy however if you are specked to be an archer it shouldn't be too much trouble. Also your fellow part members can intentionally not dodge and you can shoot for their flat-footed armor class rather than their normal.

Joshua Hirtz |

The spell your thinking of is Weaponwand and I'm not sure if that would allow you to use a bow to transfer the effects of a wand to an arrow.
And yes, weapons designed to do nonlethal damage tend to not take the -4 to attack rolls. An example of that is the Spongestone I mentioned earlier.

Umbranus |

There are some more ranged healing abilities:
- the glorious heat feat that, while nerfed, can be used to apply ranged healing. You have to cast a divine fire spell and can heal an ally up to 30ft away for an amout equal to the level of the spell cast.
The former version was nicer but was nerfed due to being exploited together with spark (orizon) for unlimited out of combat healing.
- the first level celestial bloodline power which lets you shoot healing rays.
- One of the wizard school powers (I think the necromancy-life subschool) lets you heal similar to glorious heat if I remember right.
All of those minor healing abilities can be exploited if your gm allows 3PP feats. Take a look at the mythical healer feat. It increases healing done by an amount depending on your casterlevel. So for example someone with CL 5 using the glorious heat feat casting a level 1 fire spell would heal 1d6+1 instead of just 1hp. Gets better with CL. At CL 13 the same 1st level spell would heal 4d6+1. Not so bad if you can hurt the enemy at the same time.
I'm thinking about a Level 5 half-ork fire oracle with glorious heat, mythical healer and fire god's blessing. When he casts a burning hands he deals his normal 5d4 fire damage. For casting a divine fire spell he can heal an ally up to 30ft away for 1d6+1 and for dealing fire damage to someone he heals himself for 1d6+1, too.
So 5d4 Fire damage as normal for the spell +2d6+2 healing half of which can be applied at range.
Edit: If you add the burning magic revelation you have a chance of getting the same 1d6+1 self healing for the next 1d4 rounds.