Healer / Trapspring..errr.... Trapfinder! Character Advice


Advice


Somewhat important info:
Someone new(ish) to my group is wanting to run Rappan Athuk. I've never played or GMed it so not entirely sure what to expect.

Our group is a little larger than normal. Somehow, it came down that we didn't have a healer (there was someone going to be a life oracle/pld celestial summoner guy, but he changed him mind when he realized that he was going to be railroaded into a healer). We were also down someone that could find and disarm traps (beyond just burning summons or the like).

As is quite normal for me, I tend to fill whatever role(s) is(are) needed. So in keeping in line with how I normally do things, I have chosen to try to take up both roles.

Other Characters: Future Champion of Irori (the Enlightened), Paladin (Undead Scourge), Wizard (transmuter), Wizard (conjurer), Inquisitor (don't have more info on this character). There are at least 2 (maybe 4) more people, but not sure if they'll play. Knowing these players they will most likely be martial characters (another pld, a rogue that focuses on combat and never trapfinding, heavy martial DDs (melee and ranged) for the others).

We don't have all the character creation info just yet, but I do know that it is 25 point buy. No word on restrictions yet, so this might have to change later.

Level 1 Info:
Healer/Trapspringer character:
Aasimar (Deathless Spirit Racial)
Consumed Oracle (Seeker) of Life
Str:8, Dex:16, Con:12, Int:10, Wis 14 (+2=16), Cha 16 (+2=18)
Points: -4+10+2+2+5+10
Curse: Consumed
Mystery: Life
Revelation: Channel
Feat: Fey Foundling
Traits: Blessed Touch or Devoted Healer (thinking about the other one)

Spells @ 1st: 0- Light, Create Water, Guidance, Detect Magic. 1- CLW, Bless, Protection from Evil.

Skills: Disable Device, Heal, Perception, Spellcraft.
We normally do a house rule that all classes get Perception as a class skill. If the new GM doesn't agree, I might use my second trait to pick it up as a class skill at that time.

I chose Consumed for my curse for the Auto-stabilize perk. I know that +1/2 non-lethal damage every time I take lethal damage is going to suck (especially once I pull up life link). Luckily, since I'll be curing myself often, the non-lethal should go away quickly enough.

I am looking at Taking the following Revelations (some will come from extra revelation feats):
3- Life link (or safe curing)
5- Safe Curing (or link here)
7- Enhanced Cures
11- Energy Body or Spirit Boost
19- Spirit Boost or Energy Body

Haven't decided if I'll burn more feats for revelations or not. I am not sure what direction to take for other feats (debating between Eldritch Heritage or grabbing a couple of pld levels for LOH for extra channels). A lot of the later choices will be affected by how things go in the adventure.

Thoughts? Suggestions? Things that might I want to consider taking into account the nature of the adventure (not asking for spoilers).

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