Mergy
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The Chirurgeon archetype is the first step. Try also for a race that gains spell-like abilities, such as an elf with the Envoy alternate race trait (or Half-elf with the Elf-blood feat to get that). This will enable you to take Craft Wondrous Items.
From there, craft yourself several sets of Poisoner's Gloves (2500 gp to craft per set). In each set of gloves, you can pour one extract per day. You can pass these out to your party members, and they will be able to pass cure and breath of life spells while you take your own actions.
With the Infusion discovery, you will also be able to give people important buffs like displacement and echolocation. This will be a secondary healer build, so you would benefit by also having a bard party member, especially if he uses the Songhealer archetype. Spontaneous Healing and Healing Touch are both rather weak discoveries, but if you are going to be the sole person offering healing, they may be necessary.
Remember, it is generally more important to remove a threat than to heal an ailing comrade, so look into things which prevent damage rather than things which heal it. For example, giving displacement to an ally has effectively doubled that ally's hp versus physical attacks. Using Entangling bomb to stick down a melee threat means that you might have removed any damage that enemy could do.
| Riku Riekkinen |
Alchemist is pretty good healer I think. Not with HP damage, but with effects. Oracle gimps himself, if he takes remove blindness/deafness, remove curse, remove disease etc... Alchemist can put these in his spellbook at low cost & use when necessary. HP damage is also lower when you get infused Shield & Barkskin to your party tank (before the battle). Also Alchemist brings versitality what the group can do. Touch of the sea, Spide Climb, Fly, Water Breathing, Burrow ... or beast shape (as infusions) can get your party in places, if you know what to aim for beforehand. That saves precious spellslots from witch, who can then use his in fight to come (you are fairly good in fights with bombs only). Also same goes to sense spells: Negate Aroma, Darkvision, See Invisible, Echolation. Well to coninue good boosts for allies: Heroism, Stoneskin, Enlarge Person, Freedom of movement. Anyway the point being Alchemist prevents damege very efficiently with right infusions & then can remove nasty conditions. Buy Cure Light Wounds Wand for HP damage between the encounters. During encounters the boosts should be enough ; if they are failing for someone that person should use defensive fighting or total defense or withdraw.
Now Oracle of Life is much better at healing HP damage. However I feel once Alchemist has infusion Shield & later Barskin combo prevents more damage than Oracles tricks. Oracle should in my opinion focus on whole party boosts & combat spells (yes oracle of life). Remove blindness/deafness, remove curse, remove disease, remove paralysis & remove fear should be aquired as scrolls for emergency use. Using spell slots for those is waste (unless you are human and take them later with fgavored class... then you should consider... but only consider). The bread and butter is selective channel & channel energy revelation at the start. Then shield other spell & energy body revelation a bit later. Life link works sometimes too slowly & uses precious feats at the beginning ; Energy body is hard to use (except for preventing criticals etc) if you have to move through injured character (as this usually means moving through enemy threatened area.
Hmm almost enough rambling.... all in all I feel its easier to make an alchemist that is good enough for party healer and not useless otherwise (you need Infusion discovery.... then you can buy needed recipes to your extract book later as needed... buy a lot of them). For oracle you need a plan what to do in battle, if healing is not really necessary. Also its much harder to change the spell selection once that is done.
| aceDiamond |
A good way to go about this would be to, among other discoveries such as Infusion, pick up Spontaneous Healing and Healing Touch.
| nate lange RPG Superstar 2012 Top 32 |
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did he say (or at least, mean) a base class from APG? otherwise, you could always just make a hospitaler pally or a bard with an archetype from that book?
assuming you do need a base class from APG:
depending on starting level... (and how willing you are to play a broken over-powered class) you could always make a healing summoner... actually, its fairly functional even at 1st level as long as you can get your hands on a wand. focus on Cha (with at least 13 int) and pick the rejuvenate eidolon spells as spells known. make your eidolon a combat monster (super easy to do)- most of your healing will target it. UMD is a class skill, keep it maxed and use cure wands for other PCs in between combats. @1st level take skill focus in any knowledge, @3rd take eldritch heritage [arcane] (pick a familiar), @5th take improved familiar (pick one that can use wands, since it uses your ranks in UMD), @7th take evolved familiar [skilled{UMD}] (also upgrade to a 7th level familiar, much better options). NOW (at 7th level)- your eidolon is a death machine (that gets a full round of its own to wreak havoc), your familiar is flying around healing, buffing, maybe even shooting some magic missiles with his wands (with his own full round of actions to do so), and then you still have the actual summoner to heal/buff the eidolon, or use aid another to help the melee guy stay competitive damage-wise with the eidolon, or just take a nap.