Help a Healer out


Advice


I am playing a campaign in which the GM is very good at pushing us to our limits (We're all pretty experienced, so we like the challenge). I'm a cleric and I'd like to know what is the best way to up my healing ability to keep everyone alive. Also I'd like to know if you guys think that oracle is a better healer choice. Thoughts?


Forgot to mention the rest of the party is as follows. Gnome Druid, Tengu Magus, Human Rouge, and a Human Fighter. I am playing a Human.


phylactery of positive channeling is nice, but everyone on this forum hates channeling for some reason
there is a achievment feat

http://www.d20pfsrd.com/feats/achievement-feats/healer-s-touch-achievement


If you're high enough level keep Grace and Breath of Life prepared for those emergency deaths. Also having a Sacred Bond on a few people will make your life a lot easier.


Healing Potions and Wands can be crafted for simple out of combat healing, or if a player gets cut off and out of range of your casting they can keep themselves alive. Sipping jackets can allow for swift action healing, this can help alleviate Sophie's choice moments between so many melee PC's (you may not be able to heal them all).

Anything that gets you more spell slots (cassock of the clergy theoretically frees 2 slots for healing). Ring of spell storing/reach weapon (whip?) of spell storing is 2 free healing spells from the day before.

Ioun stones and wayfinders can increase channeling levels, more spells slots, higher healing per spell, +1 mental stat, etc. Get yourself an alternative movement as well, fly will let you selective channel from safety above the battle (mostly), haste lets you go from one ally to another for touch healing more easily, mobility is your friend, or a way to heal at reach.

I have seen a witch with healing hexes, spontaneous healing spell slot swapping, and a wand of healing (out of combat mostly) do some amazing things for a party, that, coupled with good buffs and debuffs and a good source of fly make them decent healers, brew potion is a nice bonus.


I'm always of the opinion that buffing reduces the need for healing, but I guess if your GM is spamming damage at the party then you may need it.

The Healing Domain's 6th level power automatically empowers all your heals, which can make a difference if you need bigger heals. If it's a matter of getting the heal to the individual then perhaps a metamagic reach rod could help. They're not too expensive and a couple of them will let you keep casting heals (or Breath of Life) from a distance.

RPG Superstar 2012 Top 32

Mystic Healing (3rd party feat in the SRD) gives a scaling bonus of +1d4 to +3d6 when magically healing (lay on hands, channel energy, casting, wands of CLW, etc.).

Grand Lodge

Life Oracle is better at healing than a general purpose Cleric, and about equal to a healing focused Cleric. Cleric will have more channels and a higher Will save. Oracle will have more healing focused abilities thanks to revelations.

Selective Channel is a duh, but Quick Channel is what will let you hit the healing and still apply spell power to the enemy when needed. Extra Channel will give you more staying power while using it. Fey Foundling will help you help yourself while helping others. Phylactery of positive channeling is weighed against your headband of better spells, but if you can get a +2 ioun stone use the phylactery until you can get a +4 headband.

Shadow Lodge

AmyGames wrote:

phylactery of positive channeling is nice, but everyone on this forum hates channeling for some reason

Yep.

People are entitled to their opinions. I think they happen to be wrong on the topic of Channeling Positive Energy.

There have been great suggestions here so far.
The trouble with healing in combat is that unless you build a character to specifically outpace damage, you will be disappointed. Cleric and Oracle can do a lot more than just hand out cures, but balancing your options is how you make yourself effective.

I suggest healing sparingly in combat; use your standard actions to harm/debuff enemies, buff allies, remove conditions, or control the battlefield. Using a standard action to heal (spontaneously casting a cure spell) should be for emergencies, lulls in the action, and out-of-combat only.

Quick Channel and Extra Channel, with a good Charisma score are very important if you want to be effective at healing in combat. This applies to Life Oracles and Clerics.
If you take these feats, you can use your move action to channel.
From plenty of in-game experience, that difference is huge.

Selective Channel is very nice, but not critical.

Life Oracles (if built specifically for it) can outpace damage dealt in combat in a lot of scenarios. Their real strength is being able to maximize their use of the action economy.

Think about Oradin as well. There's plenty of guides for this, but it can be as simple as taking two levels of Paladin and then switching to Life Oracle.
In one round, it's possible for an Oradin to provide healing 5 times.
Standard action: spell
Move action: Quick Channel
Swift action: Lay On Hands (self)
Non-action: Life Link
Free Action: Energy Body (allies have to walk through your space, but it still works)

If you're feeling salty, you can also have Shield Other up too.


Thanks for all the suggestions everyone. This has helped out a lot.

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