Wrath of the Righteous - healing character assistance requested


Advice


I am playing Wrath of the righteous, and my last character died before we cleared Dresen keep, so I am working up a new character at level 7. I think I have a good healer, but any assistance or ideas would be wonderful!

DM has stated all official Paizo books are legal, with the exception of regional kinda books, like the pathfinder society or far east equipment.

Race: Kitsune
Level 7

Alternate race trait
Superior shifter: Replace kitsune magic with Fox form, basically as I turn from fox person to human, I can turn into a single small feral fox.
Campaign trait
Touched by divinity(Shelyn)-Awakened: Choose 2 domains granted by your diety and once per day, cast one of those abilities as a tier/day spell like ability. (Protection-Sanctuary / Agathion-Shield of faith)
Drawback-trait
Magical Knack: +2 Caster level, up to total HD.
Drawback
Self-doubting: The first time each day that you fail a will save/check, take a -2 on the next will save/check of that kind.

Class - Life oracle
Level 3

Mystery - Life
Revelations
Level 1: Lifelink: Link a number of people up to oracle level, as long as they stay within range, if they are 5+ HP below max, they heal 5 damage, and I take 5 damage. Establishing a link is a standard action, and I can end any number of links as an immediate action.
Level 3: Channel: 1+cha mod/day, channel as a cleric of my oracle level (Currently 2d6 in 30ft burst)
Extra revelations: Healing hands: +4 on all heal checks, may provide first aid/treat poison to 2 people(with separate checks) at the same time, and when using heal to treat people, basically treat two times the normal amount, and you can long-term care yourself.

Curse: Clouded vision: cannot see beyond 30ft, but you can see as if you had darkvision. 5th level upgrade, this range increases to 60ft.

Class - Hospitalier Paladin
Level 4

Lay on hands: 1/2lv+cha/day, heal 1/2lv d6 to self as a swift or standard action, or otehrs as a standard touch.
Channel: 3+cha/day, channel as a cleric of paladin lv-3. (currently 1d6 in 30ft burst) NOTE: as a hospitalier, I do not have to burn lay on hands as a normal paladin does to channel, I get a seperate pool at the cost of it being paladin level -3, not paladin level.
Mercy: Fatigue: When using lay on hands, if the target is fatigued, they are no longer fatigued after being healed.
Typical paladin bonuses: +cha to all saves, immune to fear, and 10ft aura of +4 vs fear, and immune to all diseases.

Diety: Shelyn

Gear of note
Shelyn-specific gear
Rosy hauberk: +1 chain shirt, 1/day aspect of the nightingale, 1/day summon instrument
Blade of three fancies: +1 glaive, 1/day color spray, and within 10ft, +4 on a single perform skill
Ring of Seven Lovely Colors: ring of protection +1, 7/day beast shape 4 to turn into a songbird, using a raven's stats
Boots of the rose: +2 perform dance/stealth, move though flowery areas unimpeded(except by magic), as a free action at will, create a beautiful flower that crumbles to perfume and dust after 24 hours.

Healing/Functional gear
Phylactery of positive healing: +2d6 to channels to harm undead or heal living
Bracers of the merciful knight: Basically +2 lay on hands per day, and +2d6 healed by lay on hands, 1/day infuse a lay on hands with lesser restoration.
Cassock of the clergy: display/hide holy symbol that acts as a divine focus, 1/day bless, 1/day sanctuary DC 11, +3 cha checks to those sharing your diety or alignment. (Was debating these or living clothes for flavor, not enough money for both)
Ring of cure light wounds: As a custom magic item, cleared through the DM to be 360GP/casting/day, for a 3/day 1d8+1 at 1080GP, or 5/day at 1800GP
Cloak of resistance +1

Fun gear
Apprentices cheating gloves: at will mage hand/prestigitation
Physician's glasses: constant detect posion/diagnose disease, 1/day delay poison

Feats:
L1: Fey foundling: +2 hp healed for each die rolled, +2 vs death effects, recieve +1 damage from cold iron weapons.
L3: Selective channeling: select a number of creatures equal to CHA mod to exclude from channels
L5: Extra revelation: Healing Hands
L7: Greater mercy:+1d6 damage healed with lay on hands if your mercy isn't used.

Mythic
Path: Heirophant tier 1
Inspired spell: -1 mythic point, cast any spell on your spell list that you can normally cast at +2 caster level

Mythic feat 1: Dual paths: Archmage
Path 1: Item crafting (Treated as having all craft feats)
Projected: Take relentless healing tier 2, which should be very soon, and tier 3 comes legendary item and probably mythic crafter.

Backstory: He was a typical Kitsune, if on the more evil side of things, tricking people, robbing, breaking hearts callously, etc. Though he came down with a fatal disease. And as most people do, he turned to prayer in his time of need, praying to anyone, anything that if they helped him, he would change, do whatever they wanted of him. The months dragged on, the kitsune bedridden and miserable, slowly dying in a hospital bed... And on the day that he died, and was reborn, a songbird landed on his windowsill and chirped and sang to him in his bed. So, after this, he attributed Shelyn to his survival and recovery. It was at this time he gained his life mystery, and as a cruel punishment he thinks, the clouded vision curse. Though not necessarily true, he believes that while Shelyn saved his life, she is punishing him for his past misdeeds by removing the beauty of the world from him until he maybe makes up for his past sins. After consulting the town shelyn temple, started attending services and learning about the diety, eventually devoting his life to his reformation, first as that promised payback and gratitude. Then because he started to realize what a rewarding experience it was to help others. This lead him to start worshipping more and finding himself more and more drawn to the life, the people, and the wonderful warm feeling when he was thanked for his hard work. He started taking paladin levels, and focused on healing others, remembering his dying months in the hospital. Though of course typical divine magics were more suited to battle wounds, he does his best to embody Shelyn now, and recently had a VERY positive indication of his devotion working off, his 30ft blindness having doubled! Though he doesn't do it out of hope for himself anymore, it certainly redoubled his faith in that he was doing the right thing. Now he feels drawn to the worldwound, by his dreams of his diety and he has to admit, going there and fighting demons, whom thrive and love to inflict suffering and pain would be the best place for someone like him.

Goals
Regain his sight (Out of character knowledge, this will be done tier 6 with the hierophant mythic power to be immune to curses.)
Prevent as many others from dying as he can, and ease suffering however/whenever he can (he'll be in a hospital/medical tent any time he's not specifically leveling, crafting something, or adventuring.)
Obey Shelyn's tenets and requests(via his campaign trait touched by divinity).
Spread the word of Shelyn and his story of her effect on his life.
Master a craft, and start a new one.
Become worthy enough that (whether he's able to or not) at the end of his career/death, become a vulpinal in Shelyn's Nirvana.

At this level, I should get something like 8 Lay on hands (2 level, 2 bracers, 4 ish from Cha) healing 4-5d6+10 (2 level, 2 bracers, 1 greater mercy, +10 fey foundling) and 2 sets of channel, 7 paladin channels at 3d6, and 5 oracle channels at 4d6 channel. Basic turn should be Damage from lifelink, swift action heal, then normal turn for spellcasting/selective channel or attacking.

I am looking for feat/item/mythic suggestions, or just general feedback. I don't want my character to be too far behind the power curve, but I don't mind taking a few sub-optimal abilities or feats just for flavor or to make my character more interesting. Thank you all for stopping by and for any feedback you give!


15 CLW wands.


I'm trying to figure out why you took a drawback(trait) for an extra trait if you start out with two traits and only have two traits selected. I see the Race trait, but that is part of race and not part of the traits you select from what I can tell.

Silver Crusade

I am very coincidentally also playing a healer in WOTR. Although my character is wisdom based and your's isn't, your oracle revelation of the healer's hands makes the below actually even more effective for you.

Try the following combo of feats:

-Healer's hands (conduit version)
-Signature skill (heal) to get the unchained skill unlocks for heal.

> This allows you to treat deadly wounds as a fullround action a number of times per day equal to your ranks in knowledge plains, even on a previously healed by this target. If you hit a DC 25 heal check you add your wisdom to the hit points restored and if you hit dc 30 then you also add your ranks in knowledge religion. The amount of hitpoints restored scale with your ranks in heal and the target's hit dice.

Semi copied from an older thread and edited by me for some easy of play depending on hight of skillchecks:

• Levels 1-4: heal any creature that can be healed by positive energy by 1 hit point per hit dice. (heal 25: + wis mod, heal 30: + ranks in religion) the only drawback being this is all a supernatural effect.
• Levels 5-9: Double healing to 2 hit points per target's hit dice, and also remove up 2 ability damage from each ability score, healing 10-18 hit points on equal-level targets without hitting DC25 or 30 (if you hit it: level x 2 + wis mod + ranks in religion)
• Levels 10-14: Healing per hit dice and ability damage recovery doubles to 4, healing 40-56 on equal level targets without hitting DC 25 or 30. (if you hit it: level x 4 + wis mod + ranks in religion)
• Levels 15-19: Potency of effects increase to 6, healing 90-114 hit points on equal level targets without hitting DC 25 or 30 ((if you hit it: level x 6 + wis mod + ranks in religion)
• Levels 20: As a full-round action up to 20 times a day, heal a target of 12 hit points per hit dice, plus up to 12 points of ability damage to each ability score - by now if not sooner you should be able to hit DC30 on Heal checks, adding another 20 hit points to your healing for a total of 32 hit points on one-hit dice targets, and 140 on equal level targets.

As an example, at level 7, since I'm specced into wisdom and heal I can do this free heal fairly reliably for 28 hp (2x target hd + my wisdom + 7 ranks in religion), 7 times per day. Considering this doesn't cost me any spells or mythic power I already find this quite good. I should note that 28 hp is only slightly less than what a mythic cure moderate wounds would heal on average at level 7 (32).

However, heal as a skill can get much better; It can get rediculously good. Buy a healer's satchel (+maybe some healy myrh/bloodblocks/bandage consumables or whatever elses strikes your fancy) for 3000 gold, or even better, two of them. The healer's satchel allows you to, five times per day, add your wisdom modifyer again AND double the total amount of healing for someone undergoing long term care. And from level 10 your heal skill now acts as if a target is undergoing long term care, still as a fullround action. So... at level 10 you would heal at minimum for 80 hp (likely much higher with some wisdom and since your ranks in planes on dc 30 would count twice, effectively).

This basically gives you an almost equivalent of the heal spell (level 6 cleric) without the status condition removal, for free 10 times per day.

And since you are an oracle and have your life mystery unlock... you can treat deadly wounds on two people at the same time. So make that a heal castable on two critically injured members at the exact same time for no additional cost, basically a heal metamagiced into twinned spell.

Enjoy this font of healing added on top of your other paladin/oracle stuff. There's a good chance the DM will ban at least the healer's satchel though, to give a fair warning, due to it being fairly bonkers (mine did). But since this is WOTR and there is mythic stuff out there that is much more broken, your DM might not. (If you're reading this Quentin, this is not meant as critique towards that ruling).

Shadow Lodge

An old saying goes 'The best defense is a good offense' and in Pathfinder, the best healer is generally the guy who helps kill the enemy before they actually inflict damage.

I covered the 'Healing' role in my WotR campaign as an Oracle, but didn't specifically spec for it:

  • Spirit Guide Archetype for flexiblity (channeled the Life Spirit once to cleanse a Negative Level before it became permanent, but didn't otherwise feel the need for additional healing capacity)
  • Heavens Mystery (more useful at low levels than high)
  • Mnemonic Vestment for emergency casting (Probably less needed with actual Mythic powers (our campaign used watered down mythic rules, so we couldn't cast any spell from our class list for a power point)).
  • Sacred Bond spell so you can heal from a distance.
  • Breath of Life spell in case someone dies.
  • And of course, Heal spell.
The one actual death in our campaign was when our Paladin got crit by a big, nasty opponent around levels 13-14: When my turn came up, a Quickened (via metamagic rod) Breath of Life was enough to get him alive, and a Heal spell got him back into the fight right away (both spells cast through the Sacred Bond so I didn't have to get into melee). He didn't even have to stand up, as his death triggered the Revenant Armor spell I had put on his armor every week or so (from a Scroll using my Robe).

Generally speaking, I think having the Heal spell is more important than your spec if you intend to fill the 'healing' role in this campaign: By the time you get into the teen levels, nothing else is going to keep a character alive if a boss gets more than one full attack routine off (it's not just Rocket Tag, it's MYTHIC ROCKET TAG!).


Scrapper wrote:
I'm trying to figure out why you took a drawback(trait) for an extra trait if you start out with two traits and only have two traits selected. I see the Race trait, but that is part of race and not part of the traits you select from what I can tell.

Because it's an alternate race trait. Dm's rule, and I forget where he showed me, but apparent;y it's part of either the rules somewhere, or houserule, that an alternate racial trait takes up a trait, because typically it gives you something more useful/specialized then the default.

trevor86 wrote:
I am very coincidentally also playing a healer in WOTR. Although my character is wisdom based and your's isn't, your oracle revelation of the healer's hands makes the below actually even more effective for you.

That's certainly very interesting! I'll have to look more into applying the heal skill as well especially since that fits in well with the theme of the character.


Kiba Kurokage wrote:
Scrapper wrote:
I'm trying to figure out why you took a drawback(trait) for an extra trait if you start out with two traits and only have two traits selected. I see the Race trait, but that is part of race and not part of the traits you select from what I can tell.

Because it's an alternate race trait. Dm's rule, and I forget where he showed me, but apparent;y it's part of either the rules somewhere, or houserule, that an alternate racial trait takes up a trait, because typically it gives you something more useful/specialized then the default.

trevor86 wrote:
I am very coincidentally also playing a healer in WOTR. Although my character is wisdom based and your's isn't, your oracle revelation of the healer's hands makes the below actually even more effective for you.

That's certainly very interesting! I'll have to look more into applying the heal skill as well especially since that fits in well with the theme of the character.

Found it, Blood of the Beast/Pg. 12/Superior Shapeshifter(Racial Trait), if your DM is charging you a trait pick for it, they are cheating you out of a trait because it's a Racial Trait that already trades out Kitsune Magic Racial Trait. It is Not a Race Trait. You should either drop the Drawback Trait or pick a third trait. You can check forums for more explanation, but Racial Traits and Race Traits are Not related, You can not use your two starting traits for picks on Racial traits as these are self contained adjustments to the character that include a balancing change. Also Racial traits are perhaps better explained in the Advanced Races Guide.


Look at the Phi something or other archetype for life oracle.
it gives you (basically) lohs.

I have a life oracle who focuses on shields, he uses aid another boosters and bodyguard to block and prevent quite a lot of damage.
life link for constant healing effects.
self heal via swift action loh like thing.

then there is a feat that lets you use LoH or Channel (on self only) if your hp goes below 0.. can't remember the name off hand though..

but this basically lets him auto heal while doing other things, topping himself off with swift actions. and an occasional channel when things go extra hard sideways.

I could transfer the character sheet over and loook up the names for stuff if any of that sounds interesting.


Zwordsman wrote:

Look at the Phi something or other archetype for life oracle.

it gives you (basically) lohs.

Pei Zin Practioner

Quote:
then there is a feat that lets you use LoH or Channel (on self only) if your hp goes below 0.. can't remember the name off hand though..

Reactive Healing. Requires Quick Channel.

The Exchange

Open up mythic adventures. Turn to the spells. Get deathless. Grab the Marshall ability to let friends not go unconscious at 0 or less hp.


Trevor86 wrote:
I am very coincidentally also playing a healer in WOTR.

I think that's great. I think I'll do my current build, see if I can squeeze the gold out for a healer's satchel or two, and work on taking the two feats, Healing hands & signature skill at the next levels.

Which only brings up my two current questions.
1: Should I dual path to archmage for some of those fun abilities(Doing it now for the craft anything path ability), or dualpath to trickster to get the trickster fleet attack thing and the path dabbling to grab the craft anything path
2: If I should take Oracle or Paladin for my next levels... Oracle is already the stronger channel, and will help with the curse faster, but also one more level until Level 2 spells. And at level 7 going on 8, it's kinda overdue. Or paladin, to get my divine bond(probably choose alternate bond Agathion for healing augment and flavor) and to up both lay on hands and put my paladin channels on par with my oracle ones...

Silver Crusade

Kiba Kurokage wrote:
Trevor86 wrote:
I am very coincidentally also playing a healer in WOTR.

I think that's great. I think I'll do my current build, see if I can squeeze the gold out for a healer's satchel or two, and work on taking the two feats, Healing hands & signature skill at the next levels.

Which only brings up my two current questions.
1: Should I dual path to archmage for some of those fun abilities(Doing it now for the craft anything path ability), or dualpath to trickster to get the trickster fleet attack thing and the path dabbling to grab the craft anything path
2: If I should take Oracle or Paladin for my next levels... Oracle is already the stronger channel, and will help with the curse faster, but also one more level until Level 2 spells. And at level 7 going on 8, it's kinda overdue. Or paladin, to get my divine bond(probably choose alternate bond Agathion for healing augment and flavor) and to up both lay on hands and put my paladin channels on par with my oracle ones...

If you're doing archmage only for that ability and trickster would get you that too, I'd probably pick trickster, since my understanding of archmage is that without the ability to cast arcane spells the rest of tha path isn't really that good.

Between paladin and Oracle I'd ask you where you want to go from here. Do you want a damage dealer/tank that can heal a bit (paladin main) or a healer/summoner/utility caster who can tank a bit (oracle main)? If you want to be the groups main healer then you need the heal spell, which oracle would get you. Unless your DM allows the entire combo of healer's hands + signature skill heal + life oracle revelation for healing 2 people at the same time + healer's satchel, that is, since with that only you can heal fine as a paladin - assuming you'd have one free hand available to use the healer's satchel (probable means you're limited to buckler as a shield.

One problem that you'll have on the oracle route is that you're unable to reach ninth level spellcasting, since that would require oracle level 18 (unless a hierophant path ability or mythic feat exists rthat flat out gives you +1 level of spellcasting twice. That means it's impossible for you to gain the best cleric spells like miracle and mass heal. And one thing about paladins as healers that isn't discussed often is the targeted mercy at level 6, which gives the target of LoH a super sanctuary for free, which saved lives.

But again, in the end this is a personal preference call.


Hm...Were I going to make a mythic healer, i'd probably go for an Aasimar cleric/heirophant and focus on channelling/summoning.

I'd probably go with Blossoming Light as the archetype, spend feats on summon boosts with 1 or 2 channel boosts, and take sun/glory as domains. The Hierophant has plenty of abilities to make the channel and summon thing work out well.

I do like my supporter chars tho.


Trevor86 wrote:


One problem that you'll have on the oracle route is that you're unable to reach ninth...

That was never really much of a concern, I'm a little more focused on the immediate future, as sadly, I can only stay with this group for another 2 months/8 sessions or so before having to move. So the question was more, what was more valuable, the bonus to lay on hands and paladin channel and the agathion divine bond from 2 levels paladin, or second level spells and maybe getting an extra "free" revelation from oracle. Or maybe just do a 1/1.

I think with inspired spell from hierophant, second level oracle seems promising because of all the spells I get access to then.

And as far as the paths, Sadly again, it's only 8 more sessions, but we are about at the end of this book, we just have to take Dresen keep from the demons, and probably have the "make up mythic trial" so I can be tier 2. But at MOST we'll be looking at mythic 3. probably just mythic 2. And I was between paths on what I wanted, but will probably either do legendary item, or relentless healing. With a most likely on relentless healing tier 2, and the item at tier 3.

To help though, our current party is an elf/half-elf wizard, a half-orc barbaian/skald, an aasamir paladin of iomedae, An infrit investigator. And now me and one other player both making new characters, it sounds like the other is going to be a demon-hating kitsune ranger(and my twin sibling). So I think that we have frontliner's/tanks down, and mostly need more dedicated diving support. but I'll be using a glaive, so I'll be making spells/swings from behind those two hopefully.

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