| Taku Ooka Nin |
So in my group they killed good old Klegg without letting him arm himself or really defend himself in any major way so Silastrix (werewolf) is headding out of Second Darkness and headding to Magnamar to see the temple of Ashava there (the other person's werewolf that is coming in told him about it.)
So my next char is a Beast-Bonded Witch who focuses on cloud spells but only memorizes one per level and leaves the rest of the slots open for whatever is needed.
My question:
Is a witch without the healing hex sufficient to heal the party? As a crafter he can make a great deal of things to help the party survive, and at the costs that it costs for him to make things for them they will be particularly more powerful than otherwise.
All healing is out-of-combat healing, save for maybe one cure per level that will be memorized at the start.
Our cleric is leaving the party so she can bring in a halfling barbarian. Our rogue, "batman" died to a water-troll's full attack, so he is bringing in a werewolf Commoner 2/ magus 3 as I detailed in my post about balancing template with negative point buy--he liked that option more.--
So this leave the witch as the only healer. This wont be so much of a problem in the future, as the first thing he is going to do at level 11 is build staves that can cast devil's blood[CL8] (10 charges) and Cure x wounds [CL 10] (1 charge) so healing becomes trivial, as well as making a staff that can cast restoration [10 charges] and Raise Dead [10 charges]. Cheap, but relatively ineffective staves for the win.
| CriticalQuit |
Hedge Witch is a pretty good healer witch, but you're already taking a different archetype.
Invest in wands, and make sure the party isn't surprised that you can't heal like a cleric. Staves aren't quite as practical a solution because you can only put one charge back into one staff each day, and it uses up a spell slot to do so.