What is the most healing we can pack onto one character?


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A friend of mine is of the opinion that you can never have too much healing.

With that thought in mind, what is the most healing potential we can pack onto one character?

My first thought is to go cleric, grab the Medicine-based skill feats, then pick up divine bloodline Sorcerer Dedication spell feats to get half again more spell slots to put into even more magical healing.

What else can we do?


Or, angelic sorcerer using halo and the refocus feats to get the max out of their spell slot healing, plus MC cleric for more heals, plus MC champion for using lay on hands multiple times every 10 min once the spell slots are empty?

If there are class feats left, MC alchemist too why not?


Well, also picking up the Champion Dedication/Healing touch gives you a renewable source of healing throughout the day. If the character also has a Sorcerer focus spells, then all they have to do is ‘exist’ to regain spell points. In battle, another source of healing (not has much as the ‘Heal’ spell, but much easier to renew.). Outside of battle, because of Sorcerer, you can Lay on Hands, followed by 10 mins of ‘Treat Wounds’, which at the end you would regain the spell slot allowing you to use Lay on Hands again.

Edit: ninjaed on the Lay on Hands :p


IIRC, Angelic Halo makes each spell more efficient but total healing is still lower than the 1+CHA bonus free healing spells the cleric just gets.

But I guess it all comes down to how many people are within 30 feet that can all take the healing and not overflow.


Draco18s wrote:

IIRC, Angelic Halo makes each spell more efficient but total healing is still lower than the 1+CHA bonus free healing spells the cleric just gets.

But I guess it all comes down to how many people are within 30 feet that can all take the healing and not overflow.

If you compare class by class, the Sorcerer heals more. But the Sorcerer can't get Healing Hands while the Cleric can get Angelic Halo.

Anyway, it's kind of ridiculous, as both classes heal like crazy.

On mono target, I think the Chirurgeon Alchemist is better. He can get as high as 84 True Elixirs of Life.


Before considering multiclassing as a cleric it may be worthwhile to do the math on your own class features as a comparison. Grabbing sun domain, 3 focus points, the positive luminance focus spell and the ability to refresh 1 to 3 focus points every 10 minutes (@levels 12 and 18) for 40 to 100 points of healing done per focus point spend is not too bad (and that spell has a lot of other uses too). At least my warpriest of Sarenrae will probably go down that road in addition to stacking medicine feats and having healing hands.


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Cloistered Cleric (Healing Domain), MC Sorc(Angelic), MC Druid(Leaf).
Climbing two multi-class spellcasting trees is very class-feat intensive, so I'm dropping Angelic Sorc for now. We rely on Healer's Blessing instead of Angelic Halo (good for single target healing, less good for 3 action channels). Since we've picked a Healing Domain god, we can refocus while we use Treat Wounds on our allies, so that's fine.
Goodberry gives on average more healing per Focus spent than Lay on Hands, so I went with that. Domain Focus / Wellspring means you recover 3 Focus every 10 minutes you are praying or healing, not too shabby.
Then it's a question of Master Druid Spellcasting or an extra 10th level Cleric slot, but if you've taken Primal Breath, Master Druid is likely more appealing.
Example Class Feat Breakdown for a Human
Cloistered Bonus: Domain Initiate(Healing)
Natural Ambition: Healing Hands
2nd: Druid Dedication (Leaf Order)
4th: Basic Druid Spellcasting
6th: Order Spell (Goodberry)
8th: Advanced Domain (Healing)
10th: Primal Breadth
12th: Domain Focus
14th: Expert Druid Spellcasting
16th: Ressurectionist
18th: Domain Wellspring
20th: Master Druid Spellcasting


First World Bard wrote:

Example Class Feat Breakdown for a Human

Cloistered Bonus: Domain Initiate(Healing)
Natural Ambition: Healing Hands
2nd: Druid Dedication (Leaf Order)
4th: Basic Druid Spellcasting
6th: Order Spell (Goodberry)
8th: Advanced Domain (Healing)
10th: Primal Breadth
12th: Domain Focus
14th: Expert Druid Spellcasting
16th: Ressurectionist
18th: Domain Wellspring
20th: Master Druid Spellcasting

Solid build though I dislike Domain Initiate (Healing) as long as you are the only magical healer in your group and you have reached level8, just because I can not see me casting the spell very often once I have access to other direct focus healing spells. Top level Healers Blessing is like +19HP per magical healing, while Goodberry will do an average of 95 points of healing, Rebuke Death will do an average of 94.5 points of healing and Positive Luminance will restore 100HP. Granted Healers Blessing is one action only and can boost single heals to unreached heights you would still need to utilize it 6 times of more in order to surpass any of the other focus heals in terms of total HP healed. But this is just my opinion.


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Ubertron_X wrote:
Solid build though I dislike Domain Initiate (Healing) as long as you are the only magical healer in your group and you have reached level8, just because I can not see me casting the spell very often once I have access to other direct focus healing spells. Top level Healers Blessing is like +19HP per magical healing, while Goodberry will do an average of 95 points of healing, Rebuke Death will do an average of 94.5 points of healing and Positive Luminance will restore 100HP. Granted Healers Blessing is one action only and can boost single heals to unreached heights you would still need to utilize it 6 times of more in order to surpass any of the other focus heals in terms of total HP healed. But this is just my opinion.

I believe Domain Initiate(Healing) is a prerequisite for Advanced Domain(Healing) / Rebuke Death. I agree that it is less healing per focus point than other choices, but if you are in an encounter and your allies have not yet fallen unconscious, it's your best choice. Now if an ally has fallen unconscious near you, a one action Rebuke Death followed by a two action heal works very well. Not applying the Wounded condition is awesome.

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