Building a healer (oddly)


Advice


Greetings fellow gamers,
The party in my Rise of the Runelords campaign does not have a healer. (We have a bard and an inquisitor with some low-level healing.)

I'm trying to steer my players towards magical items that can replicate healing functionality, and the Sorcerer's UMD is off the charts, she can get a DC 20 without even rolling.

What are the best healing/restorative items for the buck? The sorcerer and bard have just built a wand of Cure Light Wounds... but it's starting to lag behind as viable healing with an Average Party Level of 8 (and nearly 15 creatures in the party counting cohorts, NPCs, familiars, animal companions, etc)

Spoiler:
They are about to mount their assault on Fort Rannick and have the three Surviving Black Arrows rangers with them

The cleric in town Maelin Shreed is willing to cast any spell that doesn't have a high material component cost on the PCs gratis, but he's only just gotten to 5th level, so he doesn't have a lot to offer.

Spoiler:
I let my PC's spend their own money to train NPCs using Ultimate Campaign Downtime if they so desire (to a maximum level of Character Level -2, so they can 'build' their own potential cohorts, or make some of the local folks. But not all of the NPCs can be cohorts, so sometimes the leveling of NPCs is just a way to get access to higher level spellcasting, or to boost a town's defenses. (They gave some training to Sheriff Hemlock and Mayor Deverin in Sandpoint)

Sometimes it doesn't benefit them though. Training Justice Ironbriar kind of bit them in the ass.

TL;DR what items (or collection of items) can replace a healer between encounters.

Very Respectfully,
--Bacon

Very Respectfully,
--Bacon


If you are willing to dip into 3.5, my group has carried over the awesome Healing Belt. 750 gp 3 charges per day 1 charge 2d8, 2 charges 3d8 and 3 charges 4d8.
Having a Sorcerer with awesome UMD should solve the problem for the party, just buy shopping and buying the appropriate wands.


The cheapest healing is usually wands of CLW... specifically when they can craft it themselves.

If you allow custom crafting you can create something that have 5/day cure mod (or higher if the got the spells...)

You can also choose to create any item yourself with any spell you want as part of their loot...


The real healing a party needs is almost never hit points but status effects, such as stunning, paralyzing, blindness, exhausted, poisoned, diseased, etc. And often that cannot wait until you are back in town three days later. Carrying wands for all that is just not feasible, so I would encourage the bard and inquisitor to pick up one or two "remove" or "restore" type spells each and add them to their list of spells learned, and cover the emergencies with potions or wands.


Page of spell knowledge.

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