not real good at building spell casters. advice needed for my cleric


Advice

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Grand Lodge

I recently speed built a cleric before a society game once i realized our group of level 1s had no healer and not enough money to buy potions. I can build broken tanks all day but casters are not my forté. I need a little help (actually alot of help) figuring out where to go with this character from here. When you suggest spells or magic feats you will need to explain what they do because like i said, i don't build casters. He is only level one but here is what i have right now. Im not wanting to rebuild, i just want to add on, and figure out what im going to do at each level.
Lawful good aasimar with erastil deity
stats
str 10
dex 14
Con 12
Int 7
Wis 16
Cha 20
Feat: selective channeling. Traits: reactive (+2 initiative), sacred conduit.
Domains : good/ community

He sucks in combat, i built him to just be an amazing healer to keep everyone alive. Now that people have played a few missions and have gold to buy a few cure light potions i can go another direction. I still want him to stay a decent healer because its always helpful to have one of those around but right now he is set up only to heal and i would like to do more than that. I have the xp to take my second level and highly leaning towards sorcerer and building a mystic thurge. Opinions?

Grand Lodge

I also need help deciding on gear. Right now i have a wand of cure light and a few potions also a few potions of remove fear. Wearing scale mail and carrying a shield. Weapons are a morning star, and long bow. My 2 skill points i get are in knowledge religion, arcana. I only have. 287gp right now so i probably can't do much aboit gear right now.


As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.

Clerics are a bit weird. They start out being capable of being martial and as time goes on their spell casting gets better and better. Their domains can really change how they play and usually they lack spells that require high DCs. You can lower that wisdom to 17 safely I'd bet, unless you plan to be blasty or focus on debuffs that allow saves. One of the nice things about playing a cleric is that you can change your spells from day to day with no cost if you feel like you have a better one for a situation or if you feel like your first choice was a mistake.

Liberty's Edge

Reactionary ? Seriously. Why? Please take something else. Im so over every second character taking reactionary.


Matthew Pittard wrote:
Reactionary ? Seriously. Why? Please take something else. Im so over every second character taking reactionary.

Because its optimized and core? Why not offer another choice, instead of complaining about someone else's choice.

Liberty's Edge

Okay how about:

Devoted Healer
Devotee of the Green
Exalted of the Society.


Matthew Pittard wrote:

Okay how about:

Devoted Healer
Devotee of the Green
Exalted of the Society.

Why should he take them though? Any particular reasons? If your going for roleplay wouldn't it make sense to ask what type of cleric this is going to be, who he's going to follow, and what he wants to do with him?

Speaking of which, any extra details on the cleric your making? Your choice in deity can affect a lot of things about your character, as does the playstyle. A cleric can smash faces in pretty well or there are a lot of types of things to specialize in, some don't hurt to just have for versatility. Your choice in deity in particular decides your alignment, domain options, and certain traits you can pick. There might also be other classes to choose from like oracle if you aren't keen on that hassle.(though spontaneous casting is slightly more punishing about bad spell choices.)

Grand Lodge

Matthew Pittard wrote:

Okay how about:

Devoted Healer
Devotee of the Green
Exalted of the Society.

What do these do exactly? Like i said, i play tanks and rogues so i like getting top initiative to catch the people flat footed that first round. I had to through this character together in about 5 min without ever playing a caster in pathfinder before.

Grand Lodge

MrSin wrote:

As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.

Clerics are a bit weird. They start out being capable of being martial and as time goes on their spell casting gets better and better. Their domains can really change how they play and usually they lack spells that require high DCs. You can lower that wisdom to 17 safely I'd bet, unless you plan to be blasty or focus on debuffs that allow saves. One of the nice things about playing a cleric is that you can change your spells from day to day with no cost if you feel like you have a better one for a situation or if you feel like your first choice was a mistake.

My wisdom is only 16, you mean lower my charisma? I have the charisma at 20 for extra channels plus selective channeling. Plus if you read my post i listed my deity and domains. Like i said when i threw him together i made him able to be an amazing healer for level 1s. Ive had to play him twice now because the groups that i get into the last two times haven't had a healer and i see it being a reoccurring problem. I wasn't planning on playing him past level 1 but i also hate playing without a healer so it looks like he is going to be my new primary character. I figure since he has such a high charisma score i would make him a arcane/divine caster by adding sorc or bard and possibly perusing mystic thurge. I have been looking through the sorc bloodlines and like the idea of going elemental and picking fire. Gives me some damage dealing ability along with my damage healing abilities. But the bard gives me alot of skill abilities.

I don't really know what route im taking with him because I've only played casters in 3.0/3.5 and those were only arcane archers and tricksters so my experience with them is very low. That's why im asking for help.

Liberty's Edge

Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.

Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

I apologise for my earlier outburst. I just get fed up of seeing Reactionary being taken. Im decidedly not an optimiser


believe it or not, being latter in the initiative order is a healers best friend. It allows you to react to party damage better, but i recommend you lower the charisma a bit. Only channeling is really effected by that stat... selective is your best friend, but you don't need the ability to exclude 5 foes... if your party is damaging five enemies at the same time, something is wrong.

I would suggest focusing on diplomacy, if you keep that cha. It will make your character more useful in alot of situations.

with erastil as a diety, you may want to look at ranged combat options... though at times that will make healing difficult. Playing a healer is all about reactions on the combat field and adapting.

Grand Lodge

Talon89 wrote:

believe it or not, being latter in the initiative order is a healers best friend. It allows you to react to party damage better, but i recommend you lower the charisma a bit. Only channeling is really effected by that stat... selective is your best friend, but you don't need the ability to exclude 5 foes... if your party is damaging five enemies at the same time, something is wrong.

I would suggest focusing on diplomacy, if you keep that cha. It will make your character more useful in alot of situations.

with erastil as a diety, you may want to look at ranged combat options... though at times that will make healing difficult. Playing a healer is all about reactions on the combat field and adapting.

Well i mainly took erastil because of the community domain so i could get calming touch. The group i made him to play with had 3 barbarians so i liked calming touch to rid them of their fatigue if their rage ended before the battle. I only knew about that because i played a barbarian and took one level of cleric so i could use it to rage cycle better. I only looked into what else my cleric got from her in game two and realized that i get longbow proficiency. Like I've said, i have never played a caster in pathfinder and i threw this character together in about 5min. It wasn't a plan to make it into an actual pc. I thought i was only goingnto play him once. So i know i made flaws in my build.

Grand Lodge

Everyone keeps telling me to drop my cha score but I've said that im looking for advice on making the current build work for me and advice for future levels, not advice on redoing my character.
I keep mentioning cross classing with either fire elemental sorc or a bard and possibly pursuing mystic thurge; and i have been asking for opinions on that, if you think it would work well, and everyone is avoiding the idea. Is it that bad of an idea? I thought it would be a good use of my high cha that i would like to keep to be able to channel as many times as possible. I will take the advice of putting skill points in diplomacy to make use of my high cha.

Major problem i see with cross classing arcane is ditching the armor. Any good way to overcome that except mage/sacred armor, and shield?

Grand Lodge

Matthew Pittard wrote:

Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.

Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

I apologise for my earlier outburst. I just get fed up of seeing Reactionary being taken. Im decidedly not an optimiser

Thank you. Those do seem like much better choices. Do you know if they are combat, faith, or magic.

I really like exalted of the society and devotee of the green.

Silver Crusade

You want a cleric or a healing machine? If you want healing you take an oracle of life, they heal more than a cleric.
If you want a cleric, lower your charisma until 12 and your wisdom to 15 or 14, and rise your str and con.You have 3 +1 channels is quite good, you wanna fun or only nurseing your group?
For traits reactionary is quite good and sacred conduit too because you don't need leave your shield to channel, but you can find better traits that help you to funny character, and multiclassing? no if not with martial class!!

Dark Archive

The problem with going into sorcerer and mystic theruge is that you lose channel progression meaning your channels will cap out at level 3 (for a mere 2d6) and you have sunk most of your point buy into being good at channeling so you dont really want to lose progression on it.

At the moment your build is a purely channel focused heal bot who can remove the fatigued condition, the problem being that as you increase in levels eventually you will come to a stage where being unable to influence the combat will frustrate you and you will cease playing the character (leaving your party without a healer).

You are better off considering a more balanced build either focusing on casting (in which case you probably want to swap your wisdom and cha as with a 20 wisdom you can use spells to influence combats and still have lots of channels for healing), or combat (which considering you are a cleric of erastil would involve you most likely increasing your dex to 16 and ST to 12-14 to give you some more punch with a bow).

Liberty's Edge

inhuman_candyman wrote:

str 10

dex 14
Con 12
Int 7
Wis 16
Cha 20

That doesn't look like a 20 point buy to me.

RPG Superstar 2013 Top 16

You need to identify what kind of Cleric you want to play. If you want to focus on healing, then I second the idea that you should consider an Oracle with the Life mystery. You can use Charisma for your channels AND spells, plus get other healing goodies and more skill points.

I have an Aasimar Cleric that started with stats of 12/12/12/12/17/16, although since I focus on offensive casting, I now wish I'd started with higher Wisdom. But if you want healing and support to be your focus instead. you can afford to tone down the Wisdom in favor of more Charisma.

I would definitely recommend that you NOT try to go into Mystic Theurge. It will almost certainly end up sucking. There are ways of making it suck less, especially with the new ruling that you can use SLAs to meet the spellcasting prerequisites, but if you're not used to playing casters, I doubt you could do it well; it's an expert-level prestige class.


Paz wrote:
inhuman_candyman wrote:

str 10

dex 14
Con 12
Int 7
Wis 16
Cha 20
That doesn't look like a 20 point buy to me.

Yeah, that's a 25 point build.

Liberty's Edge

I suggest:
Str 10
Dex 12
Con 12
Int 7
Wis 16
Cha 18 (+2 from human)

While it is good to have a high selective channel and charisma it really can be your secondary stat. Even if you do not plan on much offensive casting, keeping your primary stat high is good for the bonus spells. As a cleric, the bonus spells arent for you if your a support cleric, but your team. Taking that extra bulls strength, or being able to cast that extra cure spell.

This I think would be better:
Str 11 (A moderate strength is good to hold up that medium armor)
Dex 12 (Since you can wear good armor, high dex is not necessary)
Con 12 (Well...hitpoints?)
Int 8 (Again unimportant. Not many skills you really need, plus as human you get an extra point anyways)
Wis 18 (+2 from human)(18 gives you a good amount of bonus spells)
Cha 15 (This you can raise at level 4. Gives you 2 extra channels, and you can exclude 2 enemies. You do not fight many hordes in PFS so this should be fine.)

As for Traits I do suggest Exalted of the Society, and Reactionary. Initiative is pretty good on a support caster as you can get those buffs off earlier.

An early level cleric can be a bit boring at times, you do not have the damage potential of a wizard, nore the martial prowess of a fighter. Clerics really come into their own around level 4-5. At early levels I suggest:

Magic Weapon x2(people will love you for magicing their weapon for that boss fight)
Divine Favor

I also suggest you carry a wand of Bless and Wand of Cure Light Wounds. Bless will always be appreciated, and with a wand you do not need to take up spell slots. Have a wand of cure light wounds as back up, but make sure to use other peoples wands first.

Grand Lodge RPG Superstar 2012 Top 32

If you're going for a channel-based divine-casting aasimar healer, you should consider playing a life oracle. You can get channeling just like a cleric, except you'll be using the same stat for both channeling and casting instead of trying to straddle the two.

Grand Lodge

I like my build but I know it's not 'Optimal' at all. I went with a Versatile Human (Wis/Cha) and built her to be a versatile channeller.

As a TN Cleric of Phasrasma, Roasa works thru with Death (Pharasma) and Healing as her domains. She can heal awesomely (Automatic empowered + access to Healing spells as domains means she is awesome as a healer), can laugh off negative energy damage.

Typically I have a good level of channelling (20 cha + Selective = fun in fights), and can split my healing between spells and channels with a few channels left over for negative channels and command undeads. And still have a few spells for buffing. Blessing of Fervor is one of my new favorites.

The right items help a LOT too. A reach rod is useful for casting a healing spell at a distance. (Another 5k and I can use it on Breath of Life). Add in a few spells on scrolls for backup and 'just in case' moments like pulling out a cultural adaption just before a social encounter, or a suppress charms/compulsions when your beat stick gets dominated.


inhuman_candyman wrote:


Lawful good aasimar with erastil deity
stats
str 10
dex 14
Con 12
Int 7
Wis 16
Cha 20
Feat: selective channeling. Traits: reactive (+2 initiative), sacred conduit.
Domains : good/ community

He sucks in combat, i built him to just be an amazing healer to keep everyone alive. Now that people have played a few missions and have gold to buy a few cure light potions i can go another direction. I still want him to stay a decent healer because its always helpful to have one of those around but right now he is set up only to heal and i would like to do more than that. I have the xp to take my second level and highly leaning towards sorcerer and building a mystic thurge. Opinions?

Yeah, that looks like a 25 point buy, not 20, he's Aasimir (+2 Wis and Cha):

10 = 0
14 = 5
12 = 2
7 = -4
16 (14) = 5
20 (18) = 17

This is for PFS right? Dropping Cha to 18 and bumping Wis to 18 will give you two extra stat points and make you better overall. (I'd personally go 11 Str, 13 Dex and 14 Con.)

The key to a good cleric is to think of him as a support caster, not a healer. Healing is a sub category of support, but Clerics can do a TON of stuff to make the party better. So you're gimping yourself if you just focus on being an HP battery. A ranger with a Wand of Cure Light Wounds is a sufficient healer for most groups.

With a moderate Wis, you aren't going to be successfully casting spells that require saves very often, so you should focus on spells that help your party members: Bless, Protection from Evil, Magic Weapon, Obscuring Mist, Remove Fear. I would actually suggest spending 2PP on a wand of Bless and starting almost every fight out with that. Use your domain abilities: Touch of Good to help attackers, Calming Touch to allow Babarians to Rage Cycle. Get a long spear or spiked gauntlet and provide flanks.

Support your party, make them more effective first. In WoW, support casters do their buffs out of combat and heal in combat because both buffs and combat last a long time. In PF, support casters tend to heal out of combat and buff in combat because buffs don't last very long (especially at low levels) and combat doesn't last very long, meaning your party mates don't generally run out of HP during combat.

A note on healing: Be VERY careful about healing characters at very low HP in combat, especially characters who have dropped into the negatives. It's almost always safer to stabilize someone who dropped negative than it is to heal them up: If a monster can hit for 14 damage and you heal someone with 12 Con up from -3 to 2 HP, you've just made them prone and within one solid hit of death. This is going to be the case more often at sub tier 3-4+, but still occasionally happens at 1-2. Naturally, this is situational; if someone is getting chipped away at by Mites or Goblins for 1d4 damage a hit, by all means heal him up. But if you're facing someone power attacking for 1d10+9, single digit HP is the worst place for them to be, try and protect them as they withdraw or pop your most powerful heal to get them out of the danger zone, or, if they got knocked unconscious, focus on getting the bad guy down and stabilize them in a couple rounds.


You could make use of your high CHA and build a cleric based on the variant channeling

Take the Rulership variant channeling. Take Improved Channel and Versatile Channeller. Now you have a pretty high DC channel that dazes. Quicken Channel is also a must.

If you are evil, you can also make use of your high CHA with the feat Command Undead .

If you follow that route you will need eventually extra channel.

Quicken spell is a stable when you reach the -teen lvls.

Other good feats to look for are Bestow Hope and Channel Force

Grand Lodge

Thank you guys for all the advice. I would like to stick with cleric mainly for my calming touch since we have 3 people who use rage. Since im still level one i have the ability to change my character completely so it looks like i will be moving my stats around. Funny neither i nor the GM noticed i accidentally built a 25 point build. It's out of habit from playing home games but this was a society character so he is suppose to be a 20 point build. Got to fix that as well. I didn't realize how s$&&ty i had build this character until you guys started pointing things out. Im going to stick with aasimar only because his resistance to acid saved him from going down when he was hit with 2d6 acid and the GM rolled 6 on both dice and he was the only one capable of healing. I have until Saturday to get this character right. There is a convention of all day gaming. I actually hope i don't have to use him but i want him ready for whenever i need to use him. So to turn this forum in a new direction, im needing a 20 point aasimar with erastil as his deity and atleast one domain being community.
im looking for him to be a good enough healer to hopefully keep everyone alive but be capable of helping the party out with other tasks. Either skill based,buffs, debuffs, or actual combat damage. I don't care. He is just starting level 2. I don't need him broken or optimized, just capable to still being an asset to the team if i play him up to level 12.
The rest is open game. Please since im new to casters, step out the character through level progression and explain what things do. I only have a fame of 5 so purchases are limited.

Silver Crusade

The OP needs to read a couple of the Guides to Clerics. All of the Cleric guides are pretty good. Clerics can be both versatile and powerful, in keeping with their Tier I status.

He needs to choose which type of cleric he wants to play. Some distinct options are support, healbot, clericzilla (battle or reach), cheerleader, bad touch, blaster, offensive caster, necromancer, and hangover. These play styles feel like different character classes, but are all variations of cleric. All of them make solid healers, if the need arises.

The OP should note that, unlike other classes, Clerics should be completely planned out with a build at first level. Not doing so guarantees mediocrity.

The OP should learn the Cleric spell list. Since a Cleric can easily have full access to any spell on the entire list with 15 minutes notice, know what are the options.

I recently GMed for a ridiculously effective PFS Reach Clericzilla of Erastil with the domains Growth and Feather. Her typical combat first round went: cast a [sacred summons] spell, summons acts, pet acts, quick channel aoe heal the entire party, swift action enlarge, 5' step, roll several AoOs for massive damage, pet intercepts incoming damage. All while screening weaker party members from enemy melee attacks. Note the Summon Monster II (Sacred Elk) Sacred Summons available only to Clerics of Erastil.

Lantern Lodge

inhuman_candyman wrote:

im looking for him to be a good enough healer to hopefully keep everyone alive but be capable of helping the party out with other tasks. Either skill based,buffs, debuffs, or actual combat damage. I don't care. He is just starting level 2. I don't need him broken or optimized, just capable to still being an asset to the team if i play him up to level 12.

The rest is open game. Please since im new to casters, step out the character through level progression and explain what things do. I only have a fame of 5 so purchases are limited.

I don't have time to think this out, but here's a Cleric of Erastil I made for another game (not PFS):

Aasimar (mine was a small Gnome racial type, but you can easily just make him the normal human racial type if you prefer a medium sized character)

STR 13
DEX 14
CON 14
INT 12
WIS 15
CHA 14

Trait (Regional): Savanna Child (+1 Handle Animal & Handle Animal Class Skill)
Trait (Social): Seeker (+1 Perception & Perception Class Skill)

Domains: Animal, Community

Feats:
1-Selective Channeling
3-Extra Channel (to offset your lower charisma 20 down to 14)
5-Boon Companion (this build sucks in melee, but you can have fun with your Animal Companion)
7-Celestial Companion (you're an aasimar, might as well buff your Animal Companion)
9-Your choice
11-Divine Interference (look this one up, it's really fun)

Skills: Handle Animal 1, K/Nature 1, Perception 1


MrSin wrote:

As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.

This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Op, don't dump int. It's cheesy, and you do need some skills. Perception, Ks Religion, Spellcraft, all are useful.

And clerics are reactionary, of all the classes they need Initiative the least.

With Erastil, can't you take Eyes and Ears of the City?

Scarab Sages

I notice people who call dumping int cheesy usely dont like role play. he asked for optimal, and if he likes role playing someone slightly below "average' Int then o be it, not that big of a deal. (70% of humans belive there above average in int. hahaha)


Channeling is a terrible way to heal especially in combat and has awful scaling. The best use it has is out of combat healing. At low levels you want to be using your actions to end the encounter. Being reactionary is close to getting your party killed and ALSO has awful scaling. Eventually, when a status effect drops, you simply won't have whats needed to fix it.

To reiterate, say your in a combat where you have equal action economy as the enemies. Using your action to undue something they did previously is essentially a wasted action unless said condition was preventing further action by one of your compatriots.

It is always better to be proactive.

If your party members are worth anything at all, 4d6 healing per day should be enough to tide them over. Healing in combat should only be done if someone is literally about to die.

Selective Channeling is a ridiculous feat tax to pay to be able to offer subpar healing in combat. We're clerics. We are quite literally feat starved to do what we want to do. Furthermore, it is unlikely everyone in your party will be in need of healing at once, and that is the only time Channel Energy shines.

You are playing an Aasimar who wants to heal but doesn't want to play the best healing build for it? Life Oracle Aasimars heal better than a Cleric ever would since their channels are 50% better. You also get early access to Channeled Revival. A 10th Level Life Oracle channels as a 15th level Cleric. They also get to pump the stat they use for casting for more channels.

To summarize, Channel Builds based on being a good healer are silly. You spend precious stat points and feat choices to boost a skill that scales poorly. At the higher points of the game, you heal a wopping average of 15. Way to go. Remember you can ALWAYS drop a spell to heal. So plan your build to be versatile.

In exchange, you could have been spending points to be amazing at buffing the party, being a better spellcaster, or being a great melee combatant.

Channel Blasting on the other hand can be quite cool.


DrDeth wrote:
MrSin wrote:
As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.
This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Its not a debate, its a fact. Healing is supoptimal because healing is outpaced by damage unless you can really put oomph into it, and it can be useful for saving someone from dead. Even if you manage to pick someone back up, he's still taking damage, its an action you could've spent stopping the threat.

Math and More Information:
Damaging spells pace at about D6 per level, channel at D6 per odd(almost half), and cure at D8 per spell level + level(caps out, turns into mass which is also very weak). Damaging spells can also have rider effects, which makes them far worse because they can put you out for good or disable you, which your channeling or cure spell likely won't get rid of. 9th level wizard throws out an elemental rime fireball, you can heal back a little more than half of the damage but not save anyone from the entangle, or you could smash his face in.

One guy gets knocked down by a 9th level magus who managed to hit him once with his spell combat, D6+6+9D6 intensified shocking grasp and sword, ouch! Luckily you had a cure critical saved today, and you have the healing domain! Your 7th level cleric rushes to his aid and lays down a heal, 4D8 averages 4.5x4=18+7=25x1.5=37 hit points! You even rolled higher, you got 41 back! How much did that shocking grasp do again? oh... he did exactly his average, 41. Well at least you get to heal your friend back to full, but your going to fight a lot of foes today and that was one of your higher level spell slots... If you were 2 levels higher you don't get a better heal either, you just get 2 more healing with what you had. You fight a lot of guys that day... Umm... crap. Then the magus survives to his turn and deals 39 damage, right back where we started... At least it was empowered, if it wasn't you'd only heal 25, and your friend might've been dead! For the same spell slot, you could cast divine power and take his place fighting back the hordes of evil or you could cast holy smite and possibly blind several foes while doing some damage, or if you for some reason have time(doubtfully so), you can cast summon monster IV to bring out a hound archon who has Aid at will, constant circle of protection from evil, and can fight or defend or do a variety of other task for you. In sever rounds he could give 5 party members aid, giving them a minor bonus to attack and D8+6 temporarity hitpoints each(5D8+30(52) hp). Every attack you stop is effectively one healed.

Nice thing is, you can always use the channels after combat and they don't require a lot of investment to use at all.


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If you build specifically to heal in combat... your healing will outpace the damage. I've played an only moderately optimized Life Oracle... and there was no way anyone would have ever, ever died while he was healing. (Except maybe him, it got close a few times) Everyone stayed at or near full HP in just about every encounter.

I keep hearing this "don't heal in combat" stuff people keep on recycling, but I think the truth is simply that no one enjoys playing a dedicated healer, especially the optimizers.

Check it out...

Level 10 Agathion Aasimar Oracle of Life
FCB +1/2 Lvl for channeling
Gear: Phylactery of Positive channeling, +4 Cha headband, +4 Con belt, whatever else.
Str 7
Dex 12
Con 22
Int 10
Wis 12
Cha 24
Feats: Fey Foundling(+2 healed to self per die of heal), Selective Channel(select out 7), Extra Channel(+2 channel/day), Quicken Channel(2uses to move action), Extra Revelation (energy body)
Revelations: Channel(Effective lvl 15; 8d6+2d6 dc 24 10/day), Life Link(Exfer 5 damage to self), Energy Body(1d6+10 10rnds/day), Combat Healer(quickens cure)
HP: 113

Laying down some HEALS son;

• No action: Heals 5 hp heal automatically to up to 10 party members at the beginning of his turn, he takes this damage himself.
• Standard: Channel 10d6 aoe heal in 30ft radius, can select up to 7 out. Avg heal is 35 hp. He heals 10d6+20 himself, avg 55hp.
• Move action: Channel again 10d6 again, another 35 hp, 55 to himself.
• Swift: Battle Healer'd Cure Critical for 4d8+10 avg 28, or 4d8+18 to self avg 36.
• Non action: Ally moves through his square is healed 1d6+10, avg 13.5

Avg healed to all allies 75 hp, one ally could get the cure and energy body heal for 117 avg total, avg healed to self 110 hp.

Yea, that is correct... he would full heal in an AoE fashion. An optimized healer. That doesn't even scratch the surface with his other capacities, given a full caster progression n whatnot. Can cast as standard, quick channel as move, or use move to energy body someone. Several healing options... and those numbers are obscene.

If you have a party member taking over 117 damage per round at level 10... you got pretty big issues going on somewhere... and it isn't whether or not you are playing a healer.


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Same guy @6th

Gear:headband +2, phylactery, whatever
Str 7
Dex 12
Con 18
Int 10
Wis 12
Cha 21
HP 57
Feat: Fey foundling, selective channel(select 5), quick channel
Revlations: Channel(effective lvl 9 5d6 dc 19 6/day), Life Link

• Non action: 5 hp to all
• Standard: 7d6 channel(7d6+14 self) or 3d8+6 cure(3d8+12 self)
• Move: 7d6 channel(7d6+14 self)

Avg heals: 54 to everyone, 77 to self by double channeling. Or 29.5 to everyone, 49 to one, and 38.5 self with cure and channel.

Options abound…

Grand Lodge

Remy Balster wrote:

Same guy @6th

Gear:headband +2, phylactery, whatever
Str 7
Dex 12
Con 18
Int 10
Wis 12
Cha 21
HP 57
Feat: Fey foundling, selective channel(select 5), quick channel
Revlations: Channel(effective lvl 9 5d6 dc 19 6/day), Life Link

• Non action: 5 hp to all
• Standard: 7d6 channel(7d6+14 self) or 3d8+6 cure(3d8+12 self)
• Move: 7d6 channel(7d6+14 self)

Avg heals: 54 to everyone, 77 to self by double channeling. Or 29.5 to everyone, 49 to one, and 38.5 self with cure and channel.

Options abound…

Is this build pfs legal? Where is fey foundling located?

If this build is pfs legal i would like you to step out this build by level please. Send it to me as a private message please. I have no problems playing a dedicated healer, i was a corpsman in the Navy. I think i could play this character real well.


Here is my recommendation:

Cleric of Erastil
Angel-Blooded Aasimar
Domains- Community, Animal(Feather Subdomain)
Str 18
Dex 12
Con 14
Int 7
Wis 14
Cha 14
HP: 11

Use a Longspear, it has 10ft reach, and is 2 handed. Have a Spiked Gauntlet just in case.
Traits: Fate’s Favored and Gifted Adept-Divine Favor (This gives you an extra 1 to ‘every’ luck bonus you ever get, as a cleric, that’ll be always. And it increases Divine Favor’s CL by 1, so it gives +2 attack/damage by level 5, and that gets a bump to +3 total…and from even level 1, you get +2 attack/damage from divine favor)
Feat: Selective Channel is fine. Can channel 1d6 5/day. Selecting 2 out. That should be sufficient.
Angel-Blooded Aasimar have the normal energy resists, and darkvision. But instead of the Wis they get Str, and have Alter self 1/day instead of daylight. Trades diplo/perception for Heal/Know:planes too.

Alter self – use it to turn into a human version of yourself and get +2 str. Cast divine favor to get +2 attack/damage. Bless for +1 attack.
Longspear +8 to hit 1d8+9 damage @ Level 1

As you progress, you’ll get nice benefits from the feather domain, perception and initiative, access to Fly (and at perfect maneuverability too) And even a druid animal companion @ level 4. Try to aim for mithril breastplate eventually. Your level 3 feat can go to a lot of things, I’d recommend Boon Companion at 5th, so your companion is now equal to a druid’s of your character level. I hear Tigers are fun.


inhuman_candyman wrote:

Is this build pfs legal? Where is fey foundling located?

If this build is pfs legal i would like you to step out this build by level please. Send it to me as a private message please. I have no problems playing a dedicated healer, i was a corpsman in the Navy. I think i could play this character real well.

I'm fairly sure it is legal, barring any recent changes I haven noticed.

Fey Foundling is from The Inner Sea World Guide. It must be taken at level 1. Whenever you recieve heals, you get an extra 2 hp per 'die'. There is a side effect, in that your character is vulnerable to cold iron, and takes 1 additional damage from cold iron weapons.

Here is the breakdown:

Agathion Aasimar - Oracle (Life Mystery)
+2 Con, +2 Cha

20 Pointbuy
Str 7 (-4)
Dex 12 (2)
Con 16 (10)
Int 10 (0)
Wis 12 (2)
Cha 16 (10)

With Racial mods
Str 7
Dex 12
Con 18 (Secondary Stat, Get a belt when you can)
Int 10
Wis 12
Cha 18 (Primary Stat, Advance this whenever possible)

Level 1 feat: Fey Foundling
Level 1 revelation: Channel

Use the Aasimar Oracle Favored Class Bonus on Channel revelation. Every level up. This added to your effective oracle level for this revelation. It adds 1/2 level each level.

This breaks down to this progression:
Lvl Effective Lvl Channel
1 (1.5) 1d6
2 (3) 2d6
3 (4.5) 2d6
4 (6) 3d6
5 (7.5) 4d6
6 (9) 5d6
7 (10.5) 5d6
8 (12) 6d6
9 (13.5) 7d6
10 (15) 8d6
11 (16.5) 8d6
12 (18) 9d6
Get a Phylactery of Positive Channeling as a high priority, costs 11k, but adds 2d6 to all your channels.
At 3rd level you get another feat, and another revelation. Take Selective Channel, and now you are serious business. You can channel in combat without fear of healing your enemies. For the revelation, take Life Link. You can keep this up on 3 allies (1 target per oracle level) and it transfers damage from them, to you, at a rate of 5 damage per round. This is why your con is your 2nd favored stat.

Continue on with Quicken Channel, Extra Channel if you need em… (if you quicken a lot, you will) etc.

Other good revelations: Energy Body, Safe Curing, Battle Healer, Lifesight.

Grand Lodge

Awesome dude. Thanks.

Grand Lodge RPG Superstar 2012 Top 32

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MrSin wrote:
DrDeth wrote:
MrSin wrote:
As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.
This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Its not a debate, its a fact. Healing is supoptimal because healing is outpaced by damage unless you can really put oomph into it, and it can be useful for saving someone from dead. Even if you manage to pick someone back up, he's still taking damage, its an action you could've spent stopping the threat.

** spoiler omitted **...

From having played alongside a PC who was extremely effective as an in-combat healer, my assessment would be that it's kind of like armor class: often maligned as not worth doing because it's so difficult and/or costly to do effectively. You really have to go whole-hog on either of them to make it work, and being only a little below the threshold reduces your return dramatically (and rather disproportionately). But both can be done well, if you're willing to pay the price.


4 people marked this as a favorite.
Talon89 wrote:
believe it or not, being latter in the initiative order is a healers best friend. It allows you to react to party damage better,

I disagree with this completely. Clerics want to go first. This lets them get a Buff in such as Bless or Prayer and then on their next turn heal if they choose too. Going first is like going last and getting an extra round for buffing.


Jiggy wrote:
From having played alongside a PC who was extremely effective as an in-combat healer, my assessment would be that it's kind of like armor class: often maligned as not worth doing because it's so difficult and/or costly to do effectively. You really have to go whole-hog on either of them to make it work, and being only a little below the threshold reduces your return dramatically (and rather disproportionately). But both can be done well, if you're willing to pay the price.

I think there's also a propensity to do it wrong when healing, and the "don't heal in combat" crowd is reacting to that. I've seen a lot of players (especially new players) cast a weak heal when someone takes a relatively minor amount of damage when they really should have done something offensive. For example, I saw a paladin move out of flank and poke a rogue with a CLW wand because the (level 2) rogue took a couple 1d8+2 hits. The enemy he moved away from was at 2 HP, and the rogue missed the next attack. Net result: Burned 15 gold to end up a couple HP lower.

It's not always that blatantly obvious a bad decision, but if you don't build to heal (heck, even if you do build to heal), it's often a better decision to be offensive, finish the fight faster and then heal afterwards. Get those buffs up in the first couple rounds, toss out some battlefield control, provide a flank and an extra body to spread out damage. Once you look around and see that everything is in hand, or someone really needs rescuing, that's the time to look at healing.

Akerlof wrote:


This is for PFS right? Dropping Cha to 18 and bumping Wis to 18 will give you two extra stat points and make you better overall. (I'd personally go 11 Str, 13 Dex and 14 Con.)

Sheesh, I point out that it's a 25 point buy, then suggest a different 25 point buy? >.>

As for being the only healer in the group, if for some reason your group really doesn't have any of the half of the classes in the game who can use a wand of CLW (or has ranks in UMD), keep a potion of CLW on you and let your party members know where it is. Also, Smelling Salts from the APG will wake you up and give you a chance to heal yourself. (And can be re-used if the heal wasn't enough to bring you into the positives.)


MrSin wrote:
DrDeth wrote:
MrSin wrote:
As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.
This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Its not a debate, its a fact. Healing is supoptimal because healing is outpaced by damage unless you can really put oomph into it, and it can be useful for saving someone from dead. Even if you manage to pick someone back up, he's still taking damage, its an action you could've spent stopping the threat.

Nope sorry. Remember, from offensive spells you get a miss chance or a save, or maybe ER. Thus, overall, offensive spells should be expected to do half-3/4 damage. From friendly healing you get it all. And, sure, you can put “oomph” into offensive spells- but also “oomph” into healing as anyone who has ever seen a healing oracle at work can testify. And if it’s not a debate, then how about all those 20 page threads here? Even James Jabobs sez in combat healing is critical. So, should we listen to your "facts' or James Jacobs? Hmm....


Scavion wrote:
Channeling is a terrible way to heal especially in combat and has awful scaling. The best use it has is out of combat healing. At low levels you want to be using your actions to end the encounter. If your party members are worth anything at all, 4d6 healing per day should be enough to tide them over.

It’s a great way and has great scaling (depending on the campaign) . It also can be used as a move action, once you get that feat.

‘If your party members are worth anything at all, 4d6 healing per day should be enough to tide them over”- ah the old “if they take damage that’s their fault, and you’re just enabling them by healing” argument? Campaigns & DM’s differ. It’s very common to have a DM who wants to challenge the party and wants to make sure a lot of damage is done. Other games are “rocket tag” where combat is over on Round two.

Know your DM and campaign. Yes, in some campaigns, a wand of CLW might be all that’s needed. In others, massive in combat healing is required. We don't know which is the Op's.


DrDeth wrote:
MrSin wrote:
DrDeth wrote:
MrSin wrote:
As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.
This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Its not a debate, its a fact. Healing is supoptimal because healing is outpaced by damage unless you can really put oomph into it, and it can be useful for saving someone from dead. Even if you manage to pick someone back up, he's still taking damage, its an action you could've spent stopping the threat.

Nope sorry. Remember, from offensive spells you get a miss chance or a save, or maybe ER. Thus, overall, offensive spells should be expected to do half-3/4 damage. From friendly healing you get it all. And, sure, you can put “oomph” into offensive spells- but also “oomph” into healing as anyone who has ever seen a healing oracle at work can testify. (See Remy's excellent post on this).

And if it’s not a debate, then how about all those 20 page threads here? Even James Jabobs sez in combat healing is critical. So, should we listen to your "facts' or James Jacobs? Hmm....


DrDeth wrote:
So, should we listen to your "facts' or James Jacobs? Hmm....

You should listen to my facts. No quotations when you use the word fact. Back up your statements, don't just dismiss others and say they aren't facts.

I also didn't say its not impossible to make a healer, just that it was suboptimal. Aasimar life oracle is definitely an example of someone putting oomph into their healing, and you can still have room to do other things because full casters don't require a lot of investment, and neither does your channeling(beyond your favored class). Keep in mind even if your healing, you still likely won't be able to break status effects. Sadly, can't boost channeling like that with a cleric.


DrDeth wrote:
Scavion wrote:
Channeling is a terrible way to heal especially in combat and has awful scaling. The best use it has is out of combat healing. At low levels you want to be using your actions to end the encounter. If your party members are worth anything at all, 4d6 healing per day should be enough to tide them over.

It’s a great way and has great scaling (depending on the campaign) . It also can be used as a move action, once you get that feat.

‘If your party members are worth anything at all, 4d6 healing per day should be enough to tide them over”- ah the old “if they take damage that’s their fault, and you’re just enabling them by healing” argument? Campaigns & DM’s differ. It’s very common to have a DM who wants to challenge the party and wants to make sure a lot of damage is done. Other games are “rocket tag” where combat is over on Round two.

Know your DM and campaign. Yes, in some campaigns, a wand of CLW might be all that’s needed. In others, massive in combat healing is required. We don't know which is the Op's.

Did I not recommend the Life Oracle if he wanted to be a healbot? A cleric simply can't channel well unless he spends many feats and even then will only be subpar. And what sadly makes that Oracle build work is the Race itself.

Its actually kinda hilarious really considering that if you do go Oracle you tend to not be able to cure many of the status effects till higher levels at all what with limited spells known.

So for nice healing, Oracles sacrifice an insane amount of versatility. This is why clerics are better. Did you learn Restoration with one of the 2 spells known? What about Deathward? You have absolutely nothing for negative levels or ability drain. Remove Curse? I can Raise Dead the next day or Air Walk.

So cool. You optimize and build a character completely around healing physical damage. Its a shame fight enders are almost never due to HP damage.

Grand Lodge

Okay again I'm way behind the curve on casters but couldn't i always grab wands of lesser and greater restore, remove curse and the likes? If i play this character the way i think im going to, as a conscientious objector (pacifist), the money i save from buying weapons and damage dealing items i could spend on buffing/ debuffing and condition repairing wands right? Also how bad would a one level dip into either bard or sorc hurt the build that remy posted so i could grab arcane wands/scrolls as well.
Or dipping one level unbreakable fighter to get heavy armor and tower shield for my protection and getting endurance and die hard so i can get the feat fast healer? And if it wouldn't hurt much, what level would be a good choice for it?


inhuman_candyman wrote:
Okay again I'm way behind the curve on casters but couldn't i always grab wands of lesser and greater restore, remove curse and the likes?

You definitely can, you can also nab scrolls. First thing I suggested was nabbing a wand of infernal healing or cure light wounds to heal your party members after combat, its actually an expectation in PFS to do so! Its not a bad idea to buy one with your first 2 PP, even if you can't use it someone else can.

inhuman_candyman wrote:
i play this character the way i think im going to, as a conscientious objector (pacifist), the money i save from buying weapons and damage dealing items i could spend on buffing/ debuffing and condition repairing wands right?

I would advice against that actually. Wands can get pretty expensive, won't scale with your level, and PFS will always have at least one combat and usually have several. A pacifist isn't the best pathfinder, and is best saved for another campaign imo.

However, wands and scrolls can be very useful out of combat, so I wouldn't just say no to them. In combat carrying around scrolls of those spells you just might need one day, but never seem to prepare or choose as a spell known is not a bad idea.(Many utility spells work great as wands or scrolls.)

inhuman_candyman wrote:
Also how bad would a one level dip into either bard or sorc hurt the build that remy posted so i could grab arcane wands/scrolls as well.

Quit a bit, you slow down your channel progression twice effectively, and full casters just don't want to multi-class outside of rare examples. In this case, its probably smarter to just pump your UMD, your a charisma based caster if your an oracle. You also have 4+ skill points per level so your not some drooling moron, you've got some skill points to spend! Casters, and most classes in pathfinder really, don't multi-class well. Casters in particular don't want to lose their spellcasting progression, it hurts them in a lot of ways.

Grand Lodge

I've already bought a wand of clw but what is infernal healing? And im not real sure how purchasing things with prestige works. Or how fame works for dictating what you can and cannot buy. Im real new to pathfinder and society. I played 3.0/3.5.


DrDeth wrote:
MrSin wrote:
DrDeth wrote:
MrSin wrote:
As far as healing goes, you can always nab a wand of cure light wounds or infernal healing with your PP after your first game. In combat healing is a bit bleh because it doesn't scale very well.
This is a matter of great debate, and I disagree. In fact, looks like the Op is going for channeling, which is a great way to heal, even during combat.

Its not a debate, its a fact. Healing is supoptimal because healing is outpaced by damage unless you can really put oomph into it, and it can be useful for saving someone from dead. Even if you manage to pick someone back up, he's still taking damage, its an action you could've spent stopping the threat.

Nope sorry. Remember, from offensive spells you get a miss chance or a save, or maybe ER. Thus, overall, offensive spells should be expected to do half-3/4 damage. From friendly healing you get it all. And, sure, you can put “oomph” into offensive spells- but also “oomph” into healing as anyone who has ever seen a healing oracle at work can testify. And if it’s not a debate, then how about all those 20 page threads here? Even James Jabobs sez in combat healing is critical. So, should we listen to your "facts' or James Jacobs? Hmm....

Who said anything about damage spells? He merely said that healing is outpaced by damage. Which is in fact, true without a boatload of investment. Do you require the math to back it up?

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