GM wants me to play a healer for our next game but there a problem


Advice

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>

My GM is starting a new game soon and he been telling me to play a healer as no one else plays them.

I not a fan of how cleric work so I try other classes. (just never work right with me when i try making/playing them)

problem is the GM see any other class other then Cleric to not be a good healer, in one game a long time a go I was in with him he had a go at me playing a Oracle of life saying I should of taken turn undead like a cleric would have or that I can not turn my spells in cure spell with Spontaneous Casting like a cleric can.(this is a bad point from him as i get all cure spells known for free but still)

and i got some restrictions on top.

Restrictions wrote:


Class Restrictions:
In the campaign setting of the Knights of Iam a variety of traditional classes are available for Player Characters. Core classes include: Barbarian, Bard, Cleric, Druid, Fighter Monk, Paladin, Ranger, Rogue, Wizard, Sorcerer, Arcane Archer, Arcane Trickster, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Alchemist, Cavalier, Witch, Magus and Gunslinger.

For the purpose of the Gunslinger class, firearms are Very Rare in Naessa.
Clerics and Paladins can only use one of two dieties - Iam (One True God of Good) or The Bent One (Evil).

ORACLE / MAKRYNI Similar to the Oracle class, the Makryni are the divine vessels of Iam’s power on Naessa.
SAMURAI / SENNIN use the Samurai Class within the Pathfinder Ultimate Combat Guide.

20 point. buy. 2 Traits, starting Level is 6, starting gold 16,000 gp. (no more than 5,300gp on any single item), 300+ word background required, start with 3 hero points,
NO: Templates, Rich parents, Noble born, Chosen anything, Bastard, Orphan, 3rd Party, or books published after May 2014.
Optional: 1 Flaw for 1 additional Feat, 1 Drawback for 1 additional Trait.

Has any got any ideas how I can be very good healer with a class and do some other things then just being a heal/buff bot?


What does your GM expect a healer to do?

If the GM expects you to smack people with a CLW wand, throw out a cure spell in combat once in a blue moon and provide status removal (leave slots open so you can do this after combat) then you can play almost any cleric build (any that let you still spontaneously cast cure). You could play a lot of other things too.

If the GM expects you to sit there in combat and spam channel and cure spells on your allies in an attempt to outheal damage then you are pretty much forced into the healbot role. You are going to need Selective Channel (13 Cha, 14 is better if point buy allows), and you will need to devote the majority of your slots to bandaid duty. Not much left for being a decent combatant or debuff specialist, especially since 7->14 Cha is a 9 point difference that will leave you MAD and unable to afford a good Wis as well unless you skimp heavily on the stats a frontliner needs.

Given what you have said about your GM, I suspect that the latter is what he is thinking of. Frankly, he sounds like he has really low system mastery. Turn Undead is barely worth considering if you are in a campaign packed full of undead. Criticizing someone for not taking it makes him sound like an idiot. Criticizing a life oracle(who can't compensate for their hilariously specialized feats with a flexible spell selection AND have better things to do with their feats) makes him sound doubly so. If you aren't willing to play a healbot(nothing wrong with liking it, but most don't) then you need to talk to him and explain that playing a primary healer a)isn't fun for you, and b)is a waste of space compared to a party member that is actually contributing to ending the encounter or crippling the opposition's ability to inflict hurt. If he insists that the party needs combat heals instead of a contributing PC, go play some flavor of Oradin(assuming Makryni use Oracle mechanics) and heal the entire party constantly while you wreck evil faces and shrug off everything with your amazing saves and swift action healing. Whatever you pick though, it isn't likely to be a straight cleric if you want to be able to avoid the healbot playstyle while still providing the party with effective healing.


Oracle of Life works fine as a healing person, possibly even better than a Cleric for pure healing because your channels (which you get as an Oracle of Life) function off of your primary spellcasting stat. You can also focus, thanks to being able to specialize in CHA boosting, on spells that cause debilitating effects on opponents. Oracles of Life also get some cool things like being able to spontaneously swift-cast heals for cheaper than actually using the quicken feat. Oracles also get cool things from their curse. At any rate, you are absolutely right that his argument is wrong, because you can always select Cure spells as one of your spells known and you get them for free as an Oracle of Life. And you're a spontaneous caster.

However, I recommend Cleric for healing if you like to be able to focus on other things. A Cleric can easily invest minimally in Wisdom and Charisma (probably a 14-15 Wisdom minimum and 10+ possibly at least 12+ Charisma) while focusing on more physical stats (Strength or Dexterity) and function quite well as a combatant. Clerics get 3/4 BAB progression which is perfectly acceptable, especially since they can buff themselves to meet or exceed full BAB classes (like Fighter and Barbarian). At 3/4 BAB progression, they are on par with the Rogue and the vast majority of other combat-capable classes. They are a little low on feats compared to the Fighter, but what other class isn't? That just means you need to specialize and stick with it, and preferably have a goal.

Clerics can do very well with archery, polearms, or the classic sword and board (more likely a Morningstar and Heavy Steel Shield) and have good defense with medium armor. It depends on what you want them to do. You could even spend a feat to get Heavy Armor Proficiency and perhaps even another for Tower Shield Proficiency, and become an AC tank with built-in healing, and still be able to attack decently. There are many paths available to you as a Cleric. There is also a lot that you can do with an Oracle, even without being an Oracle of Life.

Point is, there is a lot available to you. The main thing to remember is that your primary spellcasting stat, unless you plan to be primarily a spellcaster and nothing else, only needs to be equal to 10 + the level of the spell you would like to cast. So with 15 Wisdom as a Cleric you can cast up to level 5 spells. But remember that you get extra stat points at levels 4,8,12,16 which allow that, if you spend them on nothing else, to get you to up to 19 Wisdom AND at every level that you NEED them to cast spells at the levels you need to cast. However, you can also depend on Wisdom stat boosting items, too.

Hope that helps.


I'm not a fan of the over simplification of the gods he has in his world, since it sort of castrates the entire idea of multiple gods. You're either worshiping the real god or the discount bad-guy.

However, that aside: Oracles make great healers, albeit slightly more limited in what they can do. If you can be an Oracle, or whatever he wants to call it, of life then you're flat-out better than a cleric at healing due to Life-Link and Channel. Just make sure you max out your HP as much as possible since life-link effectively heals other people by giving them your HP.

A vivisectionist Alchemist can, with the right discoveries, be a decent healer and damage dealer. The easiest way of which is to dual wield guns, and eventually mix it with Greater Invisibility.

The easiest way to do what you want to do is to play a melee cleric.
Just build your cleric as a fighter, set his Wis at 13 so you can eventually cast lvl 9 spells with a headband, and then build him as a fighter by pumping his statistics into STR and Con. I recommend the Crusader Cleric, since you trade spellcasting for combat feats.

Just remember that at the end of the day it is your character.


A witch with Healing patron and Healing hex might be an option. That leaves you some room for other spellcasting. If you want to go crazy, combine witch, cleric and mystic theurge.

From experience: Don't let someone force you into a certain role. If you don't want to be healer at all (even not with different classes), there are other options: Cure Light Wounds wands, healing NPCs, reduced nasty effects which are usually healed by clerics. My group works without cleric also - the closest they have is a druid.


14 people marked this as a favorite.

Tell him if he wants a healbot, play one himself.


Yep, Nawtyit has it down. Play what you'll enjoy, not what somebody else desires. It doesn't matter if it's another party member, or the GM. If you want to play a cleric do so. if you'd rather just be a barb, rage out and cut down foes with a big sword, do so.


*snarky on* Sounds like a good campaign to see how far you can get without a TPK without a healer then switch DMs. *snarky off*

Railroading a player into a healer is a good way to ruin a game, at least for said player. A hedge witch can make an interesting healer that may be worth trying and will still give a lot of in play options and rp fodder.


I'm inclined to agree with Nawtwyit and Combat Monster.
If the GM knows you don't have a healer than wands of cure light wounds should either drop like hotcakes or be easily bought in town.

I also like Mellok's idea. Wait to see how far the party gets before a TPK, but instead of switching GMs just see if someone else caves to make the Judeochristian/Islam stylized priest this GM seems to want.

The Exchange

Even melee clerics should get 14 wis imo. I do that. Try hedge witch, you can spontaneous CLW. Hope there aren't too many undead or hexes are going to be affected. Otherwise, you could evil eye, slumber, misfortune and cackle all day long.

I hate people shoehorning clerics into healbots, and will always be out to break the stereotype (generally by dumping cha so I cannot take selective channel, or by becoming a hangover cleric that channels negative energy to daze).

I dont believe that wands of clws should drop like hotcakes, but at least the party should be given access to one, when they earn enough money to buy it.

Oracles of life have more spells to spend on clw then clerics, have more channels with higher channel dc then most clerics except for hangover clerics, and have a relevation called enhanced cures to boost their cure spells. Well healing domain is better, but how many clerics would actually take healing domain?

Sczarni

You could always take a level dip in cleric. I have a cleric/sorcerer. My cleric's domains are travel, and curse. Travel automatically adds 10 to your speed and gives you agile feet (highly useful against difficult terrain); curse gives me malign eye (targets receive -2 on saving throws against my spells, for 1 minute). My domain spell is bane. My caltrips are guidance, spark, and stabilize. I cast cure light wounds, and murderous command (make your enemy kill themselves). Also, I channel positive energy 6 times a day.

My sorcerer, at first level (now at 5th), had acid splash, detect magic disrupt undead. dancing lights, open/close, read magic was added later. My bloodline is elemental (air); I can shoot a bolt of lightening (1d6 + 1 per 2 caster levels) 6 times per day. Burning hands and mage armor were my first choices. Burning hands can be changed to electricity when fighting monsters immune to fire, thanks to my bloodline.

Later I grabbed shocking grasp, snowball, vanish (great substitute for invisibility), Badger's ferocity, mirror image (always use this spell) are my second level spells, while scorching ray was free with my bloodline.

My high charisma modifier helped with channel positive energy, my bloodline power, while my high wisdom helped with agile feet, and malign eye.

This character is very adaptive to his environment, and very helpful in most scenarios. Burning hands is an important low level spell to have. Also, I am looking forward to spells like: mad monkeys, keen edge.

I dipped in cleric, because the game can be difficult without one. Truthfully, though, it was the best thing I did for my character. I have all the caltrips I needed, and I am able to play aggressively thanks to mage armor, and mirror image.

Hope this helps.

Silver Crusade

Honestly? Play a cleric, I used to be like you and dislike them, however after some further reading, (and a game or two) they are pretty fun.

Heres what you do.

Go cleric, take healing domain, and any other domain that suits you. The healing domain is pretty boring so make sure to grab another that interests you.

Focus your spells on self buffs/summoning

and rely on your channel to heal.

go angel-kin Aasimar, and take the option to swap your spell like ability for a +2 stat (put into wisdom)

Here is a build I would use-

Aasimar Cleric5/fighter1

Ability scores:
Str: 17 (+2)+1 (put level 8 increase here)
Dex: 12
Con: 14
Int: 08
Wis: 16 (+2) (last 3 here)
Cha: 16 (+2)

Feats:
1- Power attack, Weapon focus (insert weapon of choice here, preferably two handed)
3-extra channel
5- quicken channel.

Magic Items would be-

+1 weapon
+1 Full plate
+2 cloak of resistance

you still have about 6900g left to spend!

you can now channel as a swift action if you need too.

Grand Lodge

1 person marked this as a favorite.

There is also the Hospitaler Paladin, Arcane Healer Bard, Chirurgeon Alchemist, and Hedge Witch.

Did you know their is a Healing Bomb Discovery, Healing Hex, and Life Budding in Salted Earth Bardic Masterpiece?

If the DM gives you no choice, ask him if he wants to run the PC.

It may as well be his.


After playing in three campaigns where three separate players all decided to heal-bot cleric, we're now in a campaign (we've lost those players for various reasons) where we've decided we don't even need divine spellcasting.
Well, not exactly. We have a Ranger and a Paladin, so they've been smacking people with CLW wands post-combat, and the Paladin has been making good use of his LoH and Mercies. But otherwise its all up to my UMD using Wizard, crafting up scrolls and wands and buying other scrolls and wands, and eventually being able to use my CL on the scrolls.
Normally we would have had at least one party wipe by now, but we're into chapter 4 of an AP with only one character death. Part of it is likely better system mastery all around, but I think a good portion is knowing we don't have a healbot so we're more cautious in our strategies. Fights seem to play out smarter.

Our next campaign, our only healing might be from a Bard. We're looking forward to it.

The Exchange

Rorek - if you really want to channel, rather you spent extra channel feat on selective channel. You don't want to give free heals to baddies afterall. And honestly I'd say don't multiclass, you're diluting caster levels and domain powers. A breastplate is fine. Also, quicken channel lets you channel as a move action, not a swift action. Yay for lessons in hangover cleric school 101!

Silver Crusade

Just a Mort wrote:
Rorek - if you really want to channel, rather you spent extra channel feat on selective channel. You don't want to give free heals to baddies afterall. And honestly I'd say don't multiclass, you're diluting caster levels and domain powers. A breastplate is fine. Also, quicken channel lets you channel as a move action, not a swift action. Yay for lessons in hangover cleric school 101!

psh posh, take magical lineage for the caster level, also, you gain-

+1baB, 1 feat, heavy armor proficiency, martial weapon proficiency.

well worth it in a lower level game. Though you are right about quicken channel, that was me having a brain derp.

selective channel is something I always forget >.> (to my chagrin one game) but you are right, I say push quicken channel back to level 7 feat, you will need the extra channels to make use of it effectively.


Shaman with Life spirit is also a notable alternative healer class.
With hexes. Hexes are cool.


Play what you want and sort out healing with the rest of the party. It is everyone's responsibility.

Grand Lodge

My boyfriend plays a standard human cleric with a reach build. At first level he took selective channel and combat reflexes. He casts spells on his turn, and with reach tactics (he has a glaive but a spear would work) he attacks the bad guys on their turns. He has a lot of fun as a melee cleric who can also heal when needed.

I think it's time to talk to the GM. Life oracles are amongst the best healers in the game. Combine that with 2 levels of Paladin and you get someone who can heal everyone else and fight. Other oracles with Spirit Guide Archetype can take life link at 3rd level and get channeling at 7th if they take the life spirit.

We had a conversation with our GM at the beginning of our game when we realized we no dedicated healer but we had a bunch of people who could trigger CLW wands. It's worked out great. Funneling someone into healbot role is a great way of marginalizing them into that person that everyone else takes for granted.


As it is going to last in time, do not play anything that you don't feel confortable with. I say it by experience, you can stand it at the begining, but then it goes worse and worse and can make you stop playing.


rorek55 wrote:
Just a Mort wrote:
Rorek - if you really want to channel, rather you spent extra channel feat on selective channel. You don't want to give free heals to baddies afterall. And honestly I'd say don't multiclass, you're diluting caster levels and domain powers. A breastplate is fine. Also, quicken channel lets you channel as a move action, not a swift action. Yay for lessons in hangover cleric school 101!

psh posh, take magical lineage for the caster level, also, you gain-

+1baB, 1 feat, heavy armor proficiency, martial weapon proficiency.

well worth it in a lower level game. Though you are right about quicken channel, that was me having a brain derp.

selective channel is something I always forget >.> (to my chagrin one game) but you are right, I say push quicken channel back to level 7 feat, you will need the extra channels to make use of it effectively.

The caster level isn't a big deal.

It's the one level delay to new spell levels that is what really hurts.

Heavy Armor Proficiency can be given a pass, because Mithril Breastplate is damn good. Martial Weapon Proficiency only is a big deal if you don't get a good favored weapon. BAB is only ahead for 1 out of every 4 levels(you are only up .25BAB). It is entirely possible all you are getting for losing a trait to magical knack and a 1 level delay to spells is a single feat and an extra BAB 1/4 of the time. That's...pretty bad, actually. Even at low levels, when the cleric won't be able to benefit much from a bow over a crossbow, and can't easily afford fullplate.


I honestly would suggest the GM run this healbot he wants as his own character in the group, letting you play whatever you want to play. In my groups if we have a needed spot open and no one is willing to play it then whoever the GM is will make a character and run it just to fill that spot.

Thankfully this is is a rare occasion.


Tell your GM to sod off. Any class that has a spell list that includes CLW can do perfectly fine as a healer. A class that also has access to status removal spells is also nice since those are usually more debilitating than HP in an immediate sense.

But a cleric is not the end all be all of healing, and further you don't even need a dedicated healer. Healing is combat is usually a waste of your action, at least until you get access to the Heal spell. You are nominally trading your action to heal an amount of HP equal to what the enemy can deal, usually the enemy can deal even more than can be healed by magic (unless you use the Heal spell). Excepting situations where an ally is about to be knocked unconscious or die, healing is not a useful action and not a fun role to have in combat.

So tell him no. Play an oracle, or a warpriest, or a inquisitor, or whatever you really want. Including a cleric if you like. But you don't need to build around healing and don't let someone dictate to you what to play.


Pathfinder Lost Omens Subscriber
HiddenBoss wrote:

My GM is starting a new game soon and he been telling me to play a healer as no one else plays them.

I not a fan of how cleric work so I try other classes. (just never work right with me when i try making/playing them)

problem is the GM see any other class other then Cleric to not be a good healer, in one game a long time a go I was in with him he had a go at me playing a Oracle of life saying I should of taken turn undead like a cleric would have or that I can not turn my spells in cure spell with Spontaneous Casting like a cleric can.(this is a bad point from him as i get all cure spells known for free but still)

and i got some restrictions on top.

Restrictions wrote:


Class Restrictions:
In the campaign setting of the Knights of Iam a variety of traditional classes are available for Player Characters. Core classes include: Barbarian, Bard, Cleric, Druid, Fighter Monk, Paladin, Ranger, Rogue, Wizard, Sorcerer, Arcane Archer, Arcane Trickster, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Alchemist, Cavalier, Witch, Magus and Gunslinger.

For the purpose of the Gunslinger class, firearms are Very Rare in Naessa.
Clerics and Paladins can only use one of two dieties - Iam (One True God of Good) or The Bent One (Evil).

ORACLE / MAKRYNI Similar to the Oracle class, the Makryni are the divine vessels of Iam’s power on Naessa.
SAMURAI / SENNIN use the Samurai Class within the Pathfinder Ultimate Combat Guide.

20 point. buy. 2 Traits, starting Level is 6, starting gold 16,000 gp. (no more than 5,300gp on any single item), 300+ word background required, start with 3 hero points,
NO: Templates, Rich parents, Noble born, Chosen anything, Bastard, Orphan, 3rd Party, or books published after May 2014.
Optional: 1 Flaw for 1 additional Feat, 1 Drawback for 1 additional Trait.

Has any got any ideas how I can be very good healer with a class and do some other things then just being a heal/buff bot?

you could just tell him since no one wants to be a healer, that he could just make healing easier. you could show him the vigor-wound system.


Since you are starting at 6th level a hospitaler paladin with the oath of charity would easily be able to cover the role of healer. You get the normal paladins lay on hands except when you heal others you heal an additional 50%, the down side is you only heal 50% when you use your lay on hand on yourself. You also get a separate pool of channel energy at -3 off your level. You can also change your mercies every day for different condition removal. You still get smite evil just not as many of them. Fey Foundling will help with the self-healing.


I want to echo the "don't play a character you don't want to play" refrain. A wand of cure light wounds and a handful of scrolls in the hands of a character with a decent UMD skill is going to handle any healing you need.

That said, people have given some good ideas on some "healers" which are more than just a healbot and can do more than buff / heal. Here are a couple more:

Ranged combat paladin - play a paladin who specializes in using ranged weapons. You can smite with a bow and that's pretty slick.

Warpriest - you have some good self-buffs and can wade into melee combat along side any dedicated martial plus you can cast the occasional CLW and such.

Bard - CLW is on the bard's spell list so you could be a "healer" but you can focus your spell casting on a bunch of other stuff.


1500gp will buy you a want of CLW and one of Lesser Restoration. No need to play a class you don't want to play.


Pathfinder Rulebook Subscriber

I'm going to chime in with support for play what you want to play. Plenty of good suggestions here already. I've had a lot of fun with the Oradin myself, but don't let him force you into anything which helps at all if you don't want to.


Personal experience a GM wanted me to play a 3.0 Barbarian as a slave to another character. I couldn't suicide him fast enough. Play what you want. Period.


JuanAdriel wrote:
As it is going to last in time, do not play anything that you don't feel confortable with. I say it by experience, you can stand it at the begining, but then it goes worse and worse and can make you stop playing.

Been there too.

Do not play a character concept you do not truly like, just so the group can have the "perfect" party setup.
1. It will diminish your enjoyment of the game.
2. You dont even need it to survive. You do not need to aim for the "perfect" party setup each and every time. Wands of CLW and adjusting your tactics to your unique group makes the game much more flexible than many people can imagine.


He hasn't said he doesn't want to play a healer guys, just doesn't want to play a cleric.

I will second (or third) the hedge witch with healing patron. Get scar as a hex and then later on (much later) grab split hex.

I played one until level 17 all the way through an entire adventure path. You'll find you actually save a lot of your spells with hex healing, and can heal at range with Scar.

Then even of you do need to heal, you can change your spells to cures like a cleric could.

This allows you to take spells that you want, and still heal when they need it. You'll still be able to hurt undead with healing hexes too.

I also used hair and flight hex a lot to help get around to use healing. Hope that helps. If you try this method you'll enjoy healing and being a debuffer and crowd control with a bit of damage too!


"My GM is starting a new game soon and he been telling me to play a healer as no one else plays them."

Well that's your problem right there. Do you want to play a "healer"?

Before you go getting wrapped up in the mechanics of builds and items you need to answer that question. Then (as someone else mentioned above) work it out with the rest of the party, whichever way you go.

Grand Lodge

1 person marked this as a favorite.

Play a cleric. Punish him for shoehorning you.

My choice:

Human Evangelist cleric w/ heroism domain

Feats:
Combat reflexes
Spell focus- conjuration
Augmented summoning
Sacred summons
7- power attack
9- Superior summoning
11- divine interference
13- Quicken spell

Point buy:
Str: 14
Dex:12
Con:13 (+1 this @ 4)
Int: 10
Wisdom:18
CHA:10

Avoid all channel feats...only Hang over builds need them and channeling will always be better with an Oracle.

The whole point of the build is using a longspear and using your standard action to summon via sacred summons, move into position that will get AoO. Poke them to death with AoOs while your summons provide flanks and extra damage. Once your 7 your performance becomes a move action. At 12 it becomes swift.

You buff with performance+heroism your team will shred enemies. Each attack on a summoned critter is one less heal you need to do.

First buy is a wand of cure light wounds.
I recommend a +1 weapon, lesser rod of extend, mithral shirt as your main items.

Use extend rod for magic vestment, bless, and a choice buff.


I happy to try one out, I not sure about the others do it but we some times end up having gm's start games only for them to end 3 games in due to people having work and so on, so I been just shooting Arcanist builds at the wall to see what games work and lucky i got one that going well and other doing ok but we have to see, so I ok to be trying new class's now that i got them going.

i think i may try the hedge witch with healing patron and see how that turns out.

there a Magic Trait call Precise Treatment where i can use my Intelligence modifier when making Heal checks instead of my Wisdom modifier. do you think this a good idea to pick up so i can do magic and mundane healing and does it let me me use my Intelligence modifier in Treat Deadly Wounds if i beat the dc by 5 for adding added healing?

any magic items or spells that be useful as well to pick up?

oh and thx for the help.

Silver Crusade

Snowblind wrote:
rorek55 wrote:
Just a Mort wrote:
Rorek - if you really want to channel, rather you spent extra channel feat on selective channel. You don't want to give free heals to baddies afterall. And honestly I'd say don't multiclass, you're diluting caster levels and domain powers. A breastplate is fine. Also, quicken channel lets you channel as a move action, not a swift action. Yay for lessons in hangover cleric school 101!

psh posh, take magical lineage for the caster level, also, you gain-

+1baB, 1 feat, heavy armor proficiency, martial weapon proficiency.

well worth it in a lower level game. Though you are right about quicken channel, that was me having a brain derp.

selective channel is something I always forget >.> (to my chagrin one game) but you are right, I say push quicken channel back to level 7 feat, you will need the extra channels to make use of it effectively.

The caster level isn't a big deal.

It's the one level delay to new spell levels that is what really hurts.

Heavy Armor Proficiency can be given a pass, because Mithril Breastplate is damn good. Martial Weapon Proficiency only is a big deal if you don't get a good favored weapon. BAB is only ahead for 1 out of every 4 levels(you are only up .25BAB). It is entirely possible all you are getting for losing a trait to magical knack and a 1 level delay to spells is a single feat and an extra BAB 1/4 of the time. That's...pretty bad, actually. Even at low levels, when the cleric won't be able to benefit much from a bow over a crossbow, and can't easily afford fullplate.

So we have Oracle level magic scaling. Honestly it won't hurt -that- much considering that.

Mithril breastplate is nice, if you have dex to make it matter. Full plate is 3 AC over it. (That's a good bit.)

Fair enough on the favored weapon, but all of the -really- nifty reach weapons are not on the favored list. Also, when you come across a +3 two handed weapon, and you're still swinging a +1, I like to be able to pick it up and start swinging.

I suppose I've just gotten a little fond of dipping. (Another thing is the fighter nets you +2hp lol. Don't tell me that doesn't matter, I've had characters live with a single hit point left.)

Note- lower levels for me is 1-5. At 5th level, if you can't afford full plate, your GM is ultra stingy. (Breastplate is slightly under half the cost of full plate but w.e.)

This aside, if its just the player not wanting to play a cleric, there are plenty of other options, I just think everyone should -try- the cleric at least once.

The Exchange

Oh..I've been on campaign that GM be stingy with lewt. Fruian, do you really need 18 wis for summoning? :p Id run 16 str, 14 dex, 14 con and 14 wis, other stats at 10, for reach clerics. Unless you intend to use command to draw AOOs. You don't need no nifty reach weapons for a reach cleric, a longspear works right fine. I'm for the don't dip cleric school, though I have dipped before to get darkvision on my animal companion.

I dunno about treat deadly wounds, usually never get to see the heal skill put into play.

And rorek, you're using a reach weapon so you can function from 2nd rank, so do it smartly, and its not that easy for baddies to have full attacks on you. Frankly would rather take heavy armor proficiency as a feat then dip fighter.


You can also use the Warrior of the Holy Light Paladin, while it's not as healing capable as say a cleric or hospitaler paladin, it's pretty fun, gets some extra uses of LoH and has a very fun buffing ability.


Also keep in mind that a summoning focused cleric can be a monster with sacred summons and summon good monster. You end up spending a lot of feats to be able to do it, but you more or less become a pet-master of doom.
If you go Human I'd recommend:
(Human) Spell Focus (Conjuration)
(1st) Augment Summoning (+4 Con and Str for summoned monsters)
(3rd) Superior Summoning (+1 monster when summoning multiple monsters.)
(5th) Sacred Summons
(7th)
(9th)
(11th) Summon Good Monster

Superior Summoning is amazing at more or less all levels. If you summon a creature that can cast Cure Light Wounds x times a day, well, now you have 1d3+1 or 1d4+2 of them. Remember that these monsters are more of setting up the other PCs to be awesome and just being utility more than they are useful for their combative prowess, not that the latter most is unimportant. With one spell you can prevent enemies from attacking key allies in combat, while also ensuring your allies that sneak attack can do so every round.

However, if worst comes to worst, a single summon monster 1 cast at 1d4+2 can typically set off traps or scout rooms for you. Your GM may or may not allow summoned monsters to fill in the map or aggro monsters.
However, I do not need to tell you how useful it is for a pack of ponies to eat disintegration traps instead of your allies.

You also don't need to invest in armor as a summon based cleric when your sacred summons come out as a standard action. If an enemy threatens you, either 5-foot step or move away (provoking an AOO if the monster has reach or Step-up) and summon some monsters to protect you.

If your GM lets you, take Craft Wondrous Item and make all of your gear for 1/2 price. If you want to be the ultimate pet master, I recommend the Leadership (Nobility) Domain as it gives you a spammable buff that eventually lets you buff most if not all of your summons at once. You also get Leadership for free at level 8, meaning you can then pick up the Healbot 9,000 if your GM really, really, really, really wants you to be a healer.

Cheers.

Silver Crusade

additionally to the paladin-

extra lay on hands is awesome. (4 uses), you can easily pump up your healing capabilities with this feat. (since, the only other feats you really need are fey-foundling, power attack, and maybe Cleave)


I'd advice the Alchemist.

"Here's an infusion. Now heal yourself and stop bothering me while I throw bombs."


Taku Ooka Nin wrote:

Also keep in mind that a summoning focused cleric can be a monster with sacred summons and summon good monster. You end up spending a lot of feats to be able to do it, but you more or less become a pet-master of doom.

If you go Human I'd recommend:
(Human) Spell Focus (Conjuration)
(1st) Augment Summoning (+4 Con and Str for summoned monsters)
(3rd) Superior Summoning (+1 monster when summoning multiple monsters.)
(5th) Sacred Summons
(7th)
(9th)
(11th) Summon Good Monster

Superior Summoning is amazing at more or less all levels. If you summon a creature that can cast Cure Light Wounds x times a day, well, now you have 1d3+1 or 1d4+2 of them. Remember that these monsters are more of setting up the other PCs to be awesome and just being utility more than they are useful for their combative prowess, not that the latter most is unimportant. With one spell you can prevent enemies from attacking key allies in combat, while also ensuring your allies that sneak attack can do so every round.

Sacred summons start taking off at level 5. If you want to be a reach/summon cleric I'd take a long look at the Herald Caller archetype. Free Augment Summons (4th level) and Superior Summons (8th level), and you get to spontaneously cast summon monster spells. It costs you a domain and medium armor proficiency.

This frees up three feats (not needing Spell Focus) to let you pump your healing and killing abilities. You could do a lot worse than Power Attack, Combat Reflexes, Selective Channel, a reach weapon, and a 16/12/14/8/14/14 statline.


VRMH wrote:

I'd advice the Alchemist.

"Here's an infusion. Now heal yourself and stop bothering me while I throw bombs."

This is something I'm planning on doing in an upcoming game.


Play a halfling rogue with a backpack full of bandages and a maximized Healing skill. Then as you are bandaging your comrades after the fight, make use of your maximized Sleight of Hand skill to pick their pockets.


Pathfinder Adventure Path Subscriber

I'm with the majority of the folks above.
Play what you want.
If you really want healing then Life Oracle (remember they are still a full caster which means you can contribute as well as be one of the best healers, period.)

A witch with healing patron will be can function quite well. Double-trait (Magical Linage, Wayang Spellhunter) on Ill Omen, grab Quicken Spell and Pop a quickened Ill Omen (as a 3rd level spell) before tossing your debuff Hex of choice. Also scar hex and healing hex. It's too bad your GM doesn't allow Hex Vulnerability. As a wand it becomes much more effective than CLW as your Heal Hex levels up.


Fruian Thistlefoot wrote:

Play a cleric. Punish him for shoehorning you.

My choice:

Human Evangelist cleric w/ heroism domain

Feats:
Combat reflexes
Spell focus- conjuration
Augmented summoning
Sacred summons
7- power attack
9- Superior summoning
11- divine interference
13- Quicken spell

Point buy:
Str: 14
Dex:12
Con:13 (+1 this @ 4)
Int: 10
Wisdom:18
CHA:10

Avoid all channel feats...only Hang over builds need them and channeling will always be better with an Oracle.

The whole point of the build is using a longspear and using your standard action to summon via sacred summons, move into position that will get AoO. Poke them to death with AoOs while your summons provide flanks and extra damage. Once your 7 your performance becomes a move action. At 12 it becomes swift.

You buff with performance+heroism your team will shred enemies. Each attack on a summoned critter is one less heal you need to do.

First buy is a wand of cure light wounds.
I recommend a +1 weapon, lesser rod of extend, mithral shirt as your main items.

Use extend rod for magic vestment, bless, and a choice buff.

This is kinda funny, the cleric in my Mummy's Mask Ap is running something very similar. Evangelist with longspear with summoning and looking out for AoO. Also has a mithral shirt thanks to armor expert.


I'll chime in with the "play what you want" crowd. All the party needs is just one person to take one of the eight or so classes that has Cure Light Wounds on the spell list. They don't have to ever load the spell to use a wand of CLW. A dedicated healer is entirely unnecessary, unless someone wants to play one.


Play a Halfling Life Shaman with a Mauler familiar. In it's Battle form you can ride your familiar.

Take Quickened Channel and Selective Channel and the feat that gives you a Witch Hex. Take Slumber (duh).

Put people to sleep with your Standard action. Channel with your move action.

Guide your Familiar for free (because you can talk to it and tell it where to go and what to do).

With a little coordination you can ride near a fight with your mount's action, burst heal and put something to sleep, and then have your mount continue moving back behind some kind of cover.

Add in the Shaman's spell list for versatility and you have a really fun, incredibly effective character.


Sadly, only cleric and healing patron witch have all the condition removers on the expected schedule with no spells known limit. Well, unless one of the occult classes has them; I haven't looked at them.

Grand Lodge

The ACG errata added Remove Disease to the Shaman, I *think* they have all the status removal now?


Tell the GM you'll be happy to play the healer if he gives you a Wand of CLW. Then, you can play a Cleric, Oracle, Inquisitor, or pretty much any other divine class and be a fine healer. Clerics aren't the only ones who can cast Cure spells.

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / GM wants me to play a healer for our next game but there a problem All Messageboards

Want to post a reply? Sign in.