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So, let's start off with something: I have kinda gotten past the phase I had of building ultra-super powerful PFS characters. I've figured out how to break the system well enough, and it just doesn't interest me to do that. I want them to be solvent, sure, but now I'm more focused on wacky, fun concepts that may not be as highly optimized as they could be.
In short, I want the character to be solvent, but I'm not looking to make him rediculus.
That being said, I have always wanted to make a character that uses the heal skill well. I know magical healing basically trumps 'normal' healing in every way, but I figured it would be a fun character concept.
So I thought about it and thought about it, and basically came up with this character concept. I'm looking for improvements that helps FURTHER THE CHARACTER CONCEPT. I'm NOT looking for people to say 'Scrap him and build a cleric.' That's not . . . that's not what I am looking for. If you know of a feat or a trick or something that can make him more efficient at what he does, then please let me in on it.
Unchained Rogue (Counterfit Mage), Human
Str:10, Dex:18, Con:14, Int:10, Wis:14, Chr:10
Traits: Caretaker (needed to get heal as class skill) 1 other (Reactionary?)
Alternate Racial Trait: Focused Study
1)Shield Proficiency, Skill Focus: Heal, Weapon Finesse (bonus)
2)Rogue Trick-Weapon Focus (Spiked Gauntlet)
3)Armored Gauntlet Style (Dex-To-damage, spiked Gauntelt)
4)(No Rogue Talent-counterfit mage gets chosen wand powers)
5)Armored Gauntelet Attack, Skill Unlock (heal)
6)Rogue Talent . . . something? Maybe minor magic-read magic so he can use scrolls he finds?
7)Armored Gauntlet Mastery,
8)Rogue Talent . . . something?, Skill Focus UMD (From focused study)
9)Something? Psychic Sensitivity for faith healing, maybe?
10)???
11)???
Things I am looking for:
-Ways to increase the ability of the heal skill, feats, traits, whatever.
-Ways to decrease the time it takes to treat deadly wounds. 1 hour is not optimal, and I'm looking for a way to reduce the time.
Character concept: Basically this character grew up in a small destitute village in Rahadum. Without the prevalence of clerics, after the local adept died of old age, the town had no healers just as a plague was sweeping through the town. One young man, somehow immune to the plague, was thrust into the position of doctor. Without religion to turn to, he was forced to use his skills, both for healing and for stealing from passing caravans and trying desperately to use their magic healing items.
Eventually the town weathered the plague, largely thanks to him, but one of the caravans that he had robbed caught on to him, and he was forced to flee for fear that the caravan would take their wrath out on the village. He fled to the pathfinders, hoping that they would protect him, and in return he could heal their wounded.
Unlike other Rahadumi, he actually doesn't really care about religion. All he cares about is helping to save people. He doesn't worship any god himself, but doesn't begrudge others, as clerics could have helped save his village.

GoblinDaddy |

Traits : Battlefield surgeon(religion), Trained Medic(regional), Caretaker(faith), Ships surgeon(campaign), Devoted Healer(faith)
Skills : Craft Alchemy and Profession Herbalist, as there are a variety of minor helpful items you could create.
Feats : Combat medic(teamwork feat, seems underpowered to me), Expert healing(3rd party-kobold press, much better feat), Skill focus(heal), Self sufficient.
Classes : What about alchemist with Chirurgeon archetype? I’m no alchemist expert so others can probably better advise its healing potential.
Thought – An extract of a Cure spell – is this divine magic and therefore not whats being looked for here? I couldn’t see them classified as such from quick skim...just reagents and magic taken from the alchemists body.
Medic, Rogue Archetype(3rd party-Drop dead studios) Looks like just what you want.
Items : Healers Gloves, Vest of Surgery , Bandages of rapid recovery all spring to mind.
You may not be able to use third party stuff but included in case, otherwise Alchemist(chirurgeon) , with Signature skill feat to unlock Heal, looks good.

RaizielDragon |

The Expert Healing feat suggested by Goblin Daddy above seems really useful, since you can fully heal someone using just a healer's kit and the heal skill, whereas, without it, you can only heal someone of HP damage 1/day.
Take a look at some of these; mostly 3rd party, but what you are trying to do isn't well supported by 1st party:
Of note is Advanced Healing Techniques; a 3rd party Master Ninja Trick that lets you use Treat Deadly Wounds as a standard action as long as you have 1 ki point.
/smurfatar

Mysterious Stranger |

You can easily build a healer who does not use divine magic. The thing is that without magic of some kind this not going to be a viable primary focus for a player character. If you really want to make this work you have a limited number of options. One would be to max out UMD and simply use wands and scrolls. If you do so swap the order of the skill focus and take UMD first instead of heal. You are a rogue so you have the skill points to spend on heal, craft alchemy and other heal related skills, but make sure you save enough skill points so you can do other things. This is probably the closest to your concept.
Another way would be to change your class to something with arcane healing. Alchemists, Bards, Investigators, and Witches all have at least some magical healing. The witch would probably still be looked on with suspicion in Rahadum. Since your concept was a originally a rogue the best choices would be bard or investigator. An archeologist bard is basically a rogue without sneak attack anyways. The investigator is a mix of alchemist and rogue so would also work well. If you go investigator you can use the trait precise treatment to not only get a +1 on heal, but to make it an INT based roll. The Empiricist archetype would allow most skill to be INT based so may work well.
As a side note Adepts are divine casters so would be banned in Rahadum. There was a post on what divine casters would be tolerated in Rahadum and a developer stated that no divine caster is welcome there.

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You can easily build a healer who does not use divine magic. The thing is that without magic of some kind this not going to be a viable primary focus for a player character. If you really want to make this work you have a limited number of options. One would be to max out UMD and simply use wands and scrolls. If you do so swap the order of the skill focus and take UMD first instead of heal. You are a rogue so you have the skill points to spend on heal, craft alchemy and other heal related skills, but make sure you save enough skill points so you can do other things. This is probably the closest to your concept.
Another way would be to change your class to something with arcane healing. Alchemists, Bards, Investigators, and Witches all have at least some magical healing. The witch would probably still be looked on with suspicion in Rahadum. Since your concept was a originally a rogue the best choices would be bard or investigator. An archeologist bard is basically a rogue without sneak attack anyways. The investigator is a mix of alchemist and rogue so would also work well. If you go investigator you can use the trait precise treatment to not only get a +1 on heal, but to make it an INT based roll. The Empiricist archetype would allow most skill to be INT based so may work well.
As a side note Adepts are divine casters so would be banned in Rahadum. There was a post on what divine casters would be tolerated in Rahadum and a developer stated that no divine caster is welcome there.
I'll just change that part of the story to 'witch that died of old age.'
He has some magical healing, that's why I took the counterfeit Mage archetype. It gives me a wand I can use without UMD at level 4 (1 wand/day) and at level 6 I use my dex for UMDing wands, not my Chr.
The idea is that basically, this character had a book that taught him the basics of the heal skill, but he just didn't have any magical training whatsoever, so he was forced to make do.

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Okay, so looking into this, it actually looks like I could heal a decent bit of damage. The problem is that it still takes an hour to do.
And thanks for all the third party sources, but I am planning on playing this guy in PFS sooooooo . . . Paizo-only stuff.
1) Levels 1-4 are pretty boring. I can heal 1 HP per hit die +wis modifier.
2) Level 5, with the skill unlock nets me the ability to heal 2 HP per hit die with a treat deadly wounds. If utilized with the bandages of rapid recover, that becomes (4+HD)x2 HP, which starts to make it worth it.
3) This build really takes off when I grab a comfort's cloak. I won't wear it most of the time, but I will put it on my patients. Then when I treat deadly wounds it becomes:
HDx5 HP
Or if I use the bandages, (4+HD)x5 HP
At level 10, I can increase the multiplyer. Because of the 'pathfinder multiplying rule' the 'double' from long term care and the 'quintouple' from the cloak merge to become x6, thus:
(HD+4)x6 HP
And so at level 10 I can heal a 10 HD creature for 84 damage (or technically, 84+wisdom mod if I roll a heal check DC 25 or higher.)
Use the Vest of the Surgeon so I don't run out of healer's kits . . . anything else? I'd still like to reduce it to less than an hour to make the check.

Cavall |
Actually I can help with this! Magical tactics handbook had a feat that allows an item mastery. If you have an item that uses a level 2 conjuration healing spell to make it, you can once a day use it to cast lesser restoration.
And the vest of surgery uses lesser restoration to make it, meaning you can use the item to cast it, then use your feat to cast it again!
Also if you have items that use level 3 soells and the skills at 9 or higheryou can have those items cast remove paralyze and blind/deaf
Restoration item mastery.
Fort save 3 heal 5 umd 5.
At Fort 9 and 12 use one more time a day.
I think this is a great option to say you're going to cast lesser restoration from an item that casts lesser restoration once a day anyways.
Hope that helps. My only other advice would be pumping your Wisdom. It'll help heal check and help the hp gained as a bonus.

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I think the Phantom Thief archetype would be really good for this, as it allows you to get the benefits of Rogue's Edge much faster, nu?
Yeah, but giving up sneak attack and trapspotter? Pretty much just turns me into a skill monkey with little to no combat ability. Thanks for the info though, that is an interesting archetype.

Secret Wizard |

You get all the Combat Feats you want! Who says you won't have any combat ability?
Just abuse your massive DEX with Combat Reflexes + Body Guard + In Harm's Way. You can then get Defensive Roll to reduce damage from In Harm's Way that would kill you.
To supplement this, you could exploit stuff like Disarming with Weapon Snatcher.
No better medicine than prevention.