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Good evening, Advice.
I'm looking for ways to maximize the in-combat healing effectiveness of any of the heal-capable classes. I'm well aware that in-combat healing is considered inefficient, and doesn't keep up with incoming damage. The same was said of blaster casting, but you can roll out a Tattooed Crossblooded (orc, draconic) sorcerer 1/Evoker (admixture) wizard x that does mad damage or a crossblood sorc dipped magus that drops (10d6+20)*1.5 shocking grasps out of a second level spell slot.
I'm looking for similar ways to maximize healing, just for giggles. I'm only seeing a few candidates for optimizing.
1) The Healing domain makes all your Cure spells empowered for free starting at 6th level.
2) Phylactery of positive energy or the armbands that boost Lay on Hands dice (both wickedly expensive and increase healing done by 2d6, average 7).
I know there are some wicked optimizers that lurk around these parts. Any suggestions? I'm interested in solutions for all classes and multiclass combos.

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Quick Channeling (Positive Energy) + Selective Channeling + Cure XXXXX Wounds = Move action (channel energy heal) + Standard Action (spell heal) = Lots of heals in combat, depending on level.
For a cleric. I'm actually building this in my home game and attempting to focus on tanking/battle cleric. In a couple levels I have all the feats for this to start to happen.

DrDeth |

Good evening, Advice.
I'm looking for ways to maximize the in-combat healing effectiveness of any of the heal-capable classes. I'm well aware that in-combat healing is considered inefficient, and doesn't keep up with incoming damage. The same was said of blaster casting, but you can roll out a Tattooed Crossblooded (orc, draconic) sorcerer 1/Evoker (admixture) wizard x that does mad damage or a crossblood sorc dipped magus that drops (10d6+20)*1.5 shocking grasps out of a second level spell slot.
I'm looking for similar ways to maximize healing, just for giggles. I'm only seeing a few candidates for optimizing.
1) The Healing domain makes all your Cure spells empowered for free starting at 6th level.
2) Phylactery of positive energy or the armbands that boost Lay on Hands dice (both wickedly expensive and increase healing done by 2d6, average 7).
I know there are some wicked optimizers that lurk around these parts. Any suggestions? I'm interested in solutions for all classes and multiclass combos.
Actually, in-combat healing is quite effective, and can keep up with damage, since healing has no save, SR, DR or "to hit". And, they are wrong about blaster casting too. Both are remnants of a minority of 3.5 super-power gamers. Mind you, yes, a cleric often has better choices than healing and battlefield control is very effective, often more effective (esp early in the combat) than blasting.
#1. works very well, but what I found works the best is maximizing channeling. You can even make it a move action or raise dead with it (this last is pretty expensive and only works on the "mostly dead' guys).
Buy a decent CHA, and throw a few feats that way. This works very well in larger than usual parties, which can occur even with just animal companions, cohorts or eidolons, etc.
I found that a Hospitaler Pally is a very good healer and Tank. You already know about the Heal domain, but the ultimate healer is the Life oracle.
They can channel (and CHA is already their prime stat).
they have:
"Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum."
and
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
and
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Not to mention three other cool healing revelations.
If you multiclass into Paladin (usually a bad idea in PF, but this is an exception) you can Life link your party while laying hands on yourself as a swift action.
So, in one round you could: Channel as a Move, Cast Cure ... Wounds as a Standard, heal all of your party 5 points each and take that much damage, and lay hands on yourself as a Swift to cure that.

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Maximized, empowered Cure spells:
Light: (8+5)*1.5 = 19hp (5th level caster)
Medium: (16+10)*1.5 = 39hp (10th level caster)
Serious: (24+15)*1.5 = 46hp (15th level caster)
Critical: (32+20)*1.5 = 78hp (20th level caster)
Not very impressive. I'm not seeing any other metamagic feats that enhance cure spells. You can always quicken a spell, but that's an expensive way to heal.