Alternate healer build


Advice


Pathfinder Adventure Path, Companion, Rulebook Subscriber

In my current game, my shaman just died a brutal death, and so I'm looking at building a new character. The shaman was the healer of our group, Life Spirit Shaman. I didn't take Witch Doctor, and was doing ok but I had a lot of issues with action economy and was thinking of trying some other build for a healer. Yes, I am aware that many see the healer role as replaceable with a wand, and simply doing more damage is better but can we put that aside and just talk about healers. Note bring in the new character at 7th level.

Option 1: Just a straight cleric w/healing domain.
Honestly, this has a lot of options for spells from a great spell list. Solid number of channels, cures, buffs, remediation for conditions. What's not to like other than it is a bit boring. I have one made Cleric of Sarenrae Healing/Sun domain w/Envoy of healing trait.

Option 2: Life Oracle or Life Oracle/Paladin
A solid alternative choice but just seems a bit metagaming with the Oradin path

Option 3: Life Shaman or it's witch doctor alternative
I found the shaman spell list to be an odd collection. Its doesn't seem to have solid rationale for what is or isn't in the list. Yes, there is a lot of flexibility using wandering spirit/hexes, but I found myself locked into hex or channel in just about every combat. Don't get me wrong, Evil eye + chant is great.

Option 4: Witch
While this does give a better spell list, there is still the action economy that can leave me stuck in a fixed pattern for every combat.

Option 5: Occultist
Here I was thinking about Reliquarian w/Abjuration, Conjuration, Saint's Holy Regalia. Lots of abilities, very limited spells known, and ok healing. Much more interesting to play but substantially weaker healing output

Option 6: Medium
Just started thinking about this but using the outer channeler archetype, pick one of the angels to get healing. This one is probably even weaker than the occultist but has interesting party buffs.

Any other options or suggestions?


Life Oracle is the strongest hit point healer, with two good archetype choices. PeiZin has great action economy and can remove a lot of conditions without using up spells. Spirit guide can have double channel pools and double life links, or switch to a different spirit if you find you don't need as much healing.

Shaman is good if you cheese it out a little. You'll want to take advantage of the human favored class bonus to fill in the missing spells and Arcane Enlightenment is always a tempting choice. Life spirit gets a familiar with fast healing 1, which is great for using with the protector familiar archetype. I wouldn't bother with the witch doctor, because 4 hexes is worth more than a subpar channel and some status removal. You'd be better off to just take the extra channel feat a few times, if you want more channels. And your spells can remove the status effects.

The biggest part of being a damage healer in Pathfinder is damage redistribution. Shield Other and Life Link can double the effectiveness of channeling, while Fey Foundling makes healing yourself much more efficient.


I think it's a play style issue more than a build one.

You'll NEVER outheal enemy damage, that's why Healer is NOT a viable role in Pathfinder.

You need to be proactive and build to disable enemies, blast, or control the battlefield.

If you build to be the best healer in the game, you'll still be subpar as a PC.

That's why I think a Witch would be your best choice. It will force you to be more focused on controlling and treat healing as a secondary tool.


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Secret Wizard wrote:
You'll NEVER outheal enemy damage

You can though. Shield Other+Life Link+Channel+Quick Channel+Fey Foundling. You can't do that all day, but you can do it for multiple combats.

Silver Crusade

Copying this reply from another thread:

Here's my take on a "Healer". I'm fulfilling that role in my Strange Aeons party (currently 8th lvl).

I'm playing a Half-orc, Heavens Spirit, Speaker for the Past Shaman. I typically have Threefold Aspect running (duration 24 hours) and am in crone aspect for spell DCs. I like to pre-buff the frontline PCs with Barkskin and Heroism (both durations 1 hour 20 min).

In a tough fight I would often start out with a big Save or Suck spell like Fear or Slowing Mud (DC 21); the second round would be Haste (Speed or Slow Time revelation). Subsequent rounds might be Fortune Hex + Chant. I have Healing Hex for emergency healing, and the odd scroll like Remove Paralysis. If necessary, I can get someone out of a bad position with the Heavens Leap hex. I often have Calm Emotions memorized in case we run into Confusion (this is Strange Aeons after all). Other healing or condition removal would typically occur out of combat.

Build:
About Mara bint al-Katheeri
Mara bint al-Katheeri
Female half-orc shaman (speaker for the past) 8 (Pathfinder RPG Advanced Class Guide 35, 111)
CG Medium humanoid (human, orc)
Init +2; Senses see in darkness; Perception +18
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Defense
--------------------
AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)
hp 73 (8d8+30)
Fort +8, Ref +7, Will +16; +1 trait bonus vs. aberrations
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee +1 greataxe +7/+2 (1d12+1/×3) or
. . dagger +6/+1 (1d4/19-20) or
. . light mace +7/+2 (1d6)
Ranged sling +8 (1d4)
Special Attacks hexes (chant, fortune[APG], guiding star[ACG], healing[APG], heaven's leap)
Shaman Spell-Like Abilities (CL 8th; concentration +15)
. . Constant—endure elements
. . 1/day—speed or slow time[UM]
Shaman (Speaker for the Past) Spells Prepared (CL 8th; concentration +15)
. . 4th—fear (DC 21), slowing mud[ACG] (DC 21), threefold aspect[APG]; rainbow pattern[S] (DC 21)
. . 3rd—heroism (3), sleet storm; daylight[S]
. . 2nd—barkskin (3), calm emotions (DC 19); hypnotic pattern[S] (DC 19)
. . 1st—ant haul, bless, cure light wounds, liberating command[UC], remove fear; color spray[S] (DC 18)
. . 0 (at will)—create water, detect magic, guidance, light
. . S spirit magic spell; Spirit Heavens
--------------------
Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 24, Cha 8
Base Atk +6; CMB +6; CMD 19 (17 vs. dirty trick)
Feats Extra Hex[APG], Extra Hex[APG], Extra Revelation[APG], Toughness
Traits bastard, foe of the strange, resilient
Skills Diplomacy +12, Fly +6, Heal +22, Knowledge (dungeoneering) +3, Knowledge (history) +13, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +18, Profession (cook) +13, Sense Motive +14, Spellcraft +13, Survival +11; Racial Modifiers +2 Diplomacy
Languages Aklo, Common, Kelish, Necril, Orc, Sign
SQ naive, no breath, orc blood, revelations of the past (speed or slow time[UM], temporal celerity[UM], time flicker[UM]), stardust
Combat Gear pearl of power (2nd level), potion of cure light wounds, scroll of dismissal, scroll of false life, scroll of fly, scroll of monkey fish, scroll of protection from evil, scroll of remove fear, scroll of remove paralysis, wand of bless (7 charges), wand of cure light wounds (16 charges), wand of lesser restoration (2 charges), alchemist's fire (2); Other Gear mwk mithral chain shirt, greataxe, dagger, light mace, sling, sling bullets (2), phylactery of the shepherd (worth 7,000 gp, 1 lb), ancestor doll (worth 1 gp, 1 lb) (2), bedroll, blanket[APG], flint and steel, healer's gloves (worth 2,500 gp), masterwork backpack[APG], sanitarium shirt (worth 1,000 gp), trail rations (2), waterskin, 3 gp, 6 sp, 7 cp
--------------------
Special Abilities
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Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Guiding Star +7 (1/night) (Su) If outdoors at night, +7 to all CHA skills & activate to Empower, Extend, Silence, or Still a spell.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Naive -2 to AC vs. improvised weapons.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Speed or Slow Time (1/day) (Sp) As std. action, use haste or slow{/} effect.
Stardust (2/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -3 to att & perception checks for 4 rds.
Temporal Celerity (Su) On intiative rolls, roll twice taking best result. Always act in surprise round.
Time Flicker (8 minutes/day) (Su) Flicker gaining concealment.

Notes: We're using automatic bonus progression and background skills.
20 point buy. Stats include the bonuses from crone aspect of Threefold Aspect, which has a 24 hour duration.


The Soulthief Vitalist is my favorite healer.

Collective Healing, Siphon, Transfer Wounds, grab Expanded Knowledge (Hammer)...


I do have to wonder why your shaman died? Did you just get really unlucky? Was your party not looking out for you? Were you using a protector familiar?

Silver Crusade

I think it's important to have a good party buff and/or powerful offensive spell to use in the first 1-2 rounds of combat. Healing is typically not urgent at that point anyway.

I usually don't heal someone unless they're in danger of dropping next round.


If you're looking for other healing options just for giggles, the Onmyoji Spiritualist can handle out of combat healing pretty well, while having a handy pet for backup.


Agodeshalf wrote:

Option 2: Life Oracle or Life Oracle/Paladin

A solid alternative choice but just seems a bit metagaming with the Oradin path

I just want to say that this is only as meta-game-y as you want it to be. My Bloodrager has a level in Oracle for the Lame Curse (fatigue immunity at level 9). However I only took this dip because my character died just as we leveled up to level 7, so he was brought back to life with an injury that won't heal, and a malevolent spirit came back with him (dual-cursed, possessed/lame). My GM is the most anti-power-gamer in our group, and even after I explained all the benefits I was getting from this he was over the moon about the flavour of my character. You don't have to take this option, but I wouldn't rule it out just because of how it works.

Agodeshalf wrote:

Option 5: Occultist

Here I was thinking about Reliquarian w/Abjuration, Conjuration, Saint's Holy Regalia. Lots of abilities, very limited spells known, and ok healing. Much more interesting to play but substantially weaker healing output

Just to put it out there, the Occultist has limited spells until it doesn't. At level 7 you'l have 16 spells known, and you won't get any more at levels 8 or 9. Then at level 10 you'll jump to 25 spells known (new implement plus new spell level). I'd have to re-check the reliquarian to make sure it doesn't change anything, but Occultists end up with more spells known than a Sorcerer (barring Human Sorcerer FCB). It's probably not the best choice for healing anyway, but that particular limitation isn't as big as people say.

Another option you could look at is the Alchemist. Extracts for status removal and Healing bombs for HP damage (even better when fighting undead - unlike channel you don't have to choose between damaging undead and healing the living). Again this is probably not as strong a healer as a full caster, but it's something different and it should be viable in a non-suicidal party.

Sovereign Court

Summoner? I mean, with Summon Good Monster or Expanded Summon Monster you can get a couple Lyrakien Azatas (probably 1d3+1 with Superior Summoning), and they each have 1/day Cure Light Wounds for 1d8+3 (and can remove Exhausted/Fatigue with 1 minute of perform). Which doesn't sound all that great at this level... however, you can do it a lot (3+Cha). Or summon multiple Lantern Archons to pre-Aid everyone for Temp HP. Also touch attacks that aren't reduced by DR for whatever that's worth.

At 9, you can start summoning Bralani Azatas (who have 2/day Cure Serious), Vulpinal Agathions (Lay on Hands 3d6 7/day, Remove Disease/Dispel Evil 3/day), and Unicorn (Neutralize Poison/Cure Moderate 1/day, 3/day Cure Light).

11, start summoning multiple of the above list, or Kirin (Lesser Restoration 7+/day, Cure Light/Remove Fear 8+/day, Break Enchantment 1/day), or Lillend Azata (Inspire Courage as a move action, 2/day Cure Serious, 5+/day Cure Light).
13, multiple above or Movanic Deva (at-will Dispel Evil/Magic, at-will Remove Curse/Disease/Fear, at-will Aid, 7/day Cure Serious).
15, multiple above or Monadic Deva (similar to Movanic, but fewer Cure Serious, and has 1/day Heal), Leonal Agathion(via expanded summon monster) (9/day Lay On Hands for 7d6, 3/day Cure Critical/Neutralize Poison/Remove Disease/Wall of Force, 1/day Heal, also at-will Fireball) or Lammasu (4/day Cure Serious, 7+/day Cure Moderate/Lesser Restoration/Resist Energy, 7+/day Cure Light, 3/day Greater Invisibility(not self only)).
17, multiple above™ or Ghaele Azata (13th level cleric, go look at the list, at-will Cure Light/Dispel Magic), Trumpet Archon (14th level cleric, 2 Heal, several Mass Cures, but no at-will Cure Light), Astral Deva (Similar to Monadic but Cure Light instead of Serious, Holy Aura/Word goes to at-will), or Valkyrie (not great support, but 1/day Breath of Life and Heal).

If you are an Unchained Summoner, you can pick up an Agathion Eidolon for Lay on Hands at 8th, or Astral to give one of your new summons some evolutions (and so that you wouldn't have use a standard action to desummon your Eidolon). Take Debuff/Buff/Utility type spells like: Glitterdust, Invisibility Bubble, Barkskin, Haste, Fly, Draconic Ally, Pit spells, Wall spells, Teleports, etc. And of course Summon Eidolon so you can have your Eidolon and Summon Monster SLA active at the same time.


Pathfinder Adventure Path, Companion, Rulebook Subscriber
Melkiador wrote:
I do have to wonder why your shaman died? Did you just get really unlucky? Was your party not looking out for you? Were you using a protector familiar?

We got ambushed by 6 fighter/rogues who had 2 trained dire lions...at least a CR10 encounter. Our party consists of 4 PC (cavalier, ranger, alchemist, and shaman) all 7th level. We all rolled poorly for our perception, and we went on to roll poorly for our initiative. The lions killed two of the horses in the first round, and they fell on their riders trapping them failed ride checks all round. These were the frontliners. The alchemist and I were able to jump off our light horse who were ready to flee. In retrospect, staying on the fleeing horse would have been better. The rogues targeted the alchemist and shaman. One round of surprise, one round of flatfootedness, then we go to act. I kept being forced to have to channel just to keep people alive, and could never get off any of the crowd control spells that I had. With several people pinned, and the soft targets getting eviscerated, we were in trouble and we knew it, but there simply was no escape. They focused fire on my shaman, and I dropped. The alchemist got me back to conscience and I channeled one last time, only to have the commander of the ambush tell the lions to kill that damn shaman. Pretty much all she wrote. The alchemist was the last man standing.


There's an alchemist or investigator with infusion. Not great action economy for the party maybe, but being able to give out extracts to others to use as necessary is great action economy for you.

Silver Crusade

Agodeshalf wrote:
Melkiador wrote:
I do have to wonder why your shaman died? Did you just get really unlucky? Was your party not looking out for you? Were you using a protector familiar?
We got ambushed by 6 fighter/rogues who had 2 trained dire lions...at least a CR10 encounter. Our party consists of 4 PC (cavalier, ranger, alchemist, and shaman) all 7th level. We all rolled poorly for our perception, and we went on to roll poorly for our initiative. The lions killed two of the horses in the first round, and they fell on their riders trapping them failed ride checks all round. These were the frontliners. The alchemist and I were able to jump off our light horse who were ready to flee. In retrospect, staying on the fleeing horse would have been better. The rogues targeted the alchemist and shaman. One round of surprise, one round of flatfootedness, then we go to act. I kept being forced to have to channel just to keep people alive, and could never get off any of the crowd control spells that I had. With several people pinned, and the soft targets getting eviscerated, we were in trouble and we knew it, but there simply was no escape. They focused fire on my shaman, and I dropped. The alchemist got me back to conscience and I channeled one last time, only to have the commander of the ambush tell the lions to kill that damn shaman. Pretty much all she wrote. The alchemist was the last man standing.

For what it's worth, a Speaker for the Past Shaman, with the Temporal Celerity and Speed or Slow Time revelations, can cast Haste during the enemy surprise round in that type of situation.


avr wrote:
There's an alchemist or investigator with infusion. Not great action economy for the party maybe, but being able to give out extracts to others to use as necessary is great action economy for you.

I have an good Chirurgeon/Wasteland Blighter/Sacrament Alchemist build utilizing the Heal skill, which makes for a very interesting and unorthodox healer.


Another "unorthodox" healer would be a Sensei Monk. Sharing Wholeness of Body with the party may not be the most efficient way to heal, but basically saying "Shut up and heal yourself already!" to people does have its appeal.


FWI:
Purifying Channel to both heal and damage enemies ^^
(Making healing a very good job!)
(Also, don't listen to the one that say "healer are useless", they never got saved from death by one)


Pathfinder Adventure Path, Companion, Rulebook Subscriber

I like the idea of an alchemist healer but it seem to be a bit low on the healing potential, but I've not really looked at healing bomb, and the other aspects of this.

With regards to the occultist, if you take reliquarian, you lose one implement, so as I currently have it spec'ed out implements are conjuration, abjuration, Saint's Holy Regalia. That gives you 3 implements and the reliquarian dumps knacks for orisons, and grants you the domain spells as spells known. Freeing up options from conjuration other than the cures. So 3 orisons, and 3 first, second and third level spells from the occultist list (abjuration/conjuration) and the domain spells. Is getting the healing domain and domain spells worth the cost of a implement? Probably.

The vitalist looks cute but also doesn't look like its that much of a healing powerhouse. Interesting but I'm not sure my GM will go for a psoinic character.

With regards to PeiZin/Spirit Guide, do you go straight life oracle or do this in conjunction with Paladin?


Firebug wrote:
Summoner?

The eidolon also has the Sacrifice evolution for out of combat topping up. And at level 11, they have the fast healing evolution, so you can end every combat by healing the party to full health.

If don't want to go with Firebug's summoning healer, then you could go with a life spirit summoner. You'd have ok channeling and some other shaman healing options.
The spirit summoner can grab some of the missing healing spells from the life spirit, but you'll still be lacking in a lot of condition removal.


Melkiador wrote:
Secret Wizard wrote:
You'll NEVER outheal enemy damage
You can though. Shield Other+Life Link+Channel+Quick Channel+Fey Foundling. You can't do that all day, but you can do it for multiple combats.

Yeah you can easily keep up to damage. Cant understand why people think it's not possible. Capital letters even.

Sovereign Court

Melkiador wrote:
Secret Wizard wrote:
You'll NEVER outheal enemy damage
You can though. Shield Other+Life Link+Channel+Quick Channel+Fey Foundling. You can't do that all day, but you can do it for multiple combats.

"Can't do that all day" hasn't invested in Ki Channel and Tea of Transference... Granted it does require at least a 2 level dip into something else(Ninja, Teisatsu Vigilante) unless you are playing a Shigenjo Life Oracle.

Or Feat Tax with Steel-Shattering Spirit/Perfect Style, or Race (Dwarf: Iron Within). There might be a few other ways I am missing though.


I try to stay away from things that are blatant exploits. But also, the damage race is pretty tight and losing just one dice of channel can hurt. At the same time, a healing build is pretty feat heavy: fey foundling, selective channeling, quick channel, reactive channel, reach spell, and I feel like I’m forgetting another important one.

But despite the charisma penalty, the dwarf option might be good. The oracle doesn’t need the highest DCs and having a bonus to constitution is nice for the damage you absorb. If you expect to have infinite channels, I guess the pei-zin is better than the double life spirit guide.


Agodeshalf wrote:
I like the idea of an alchemist healer but it seem to be a bit low on the healing potential, but I've not really looked at healing bomb, and the other aspects of this.

Essentially Healing Bombs turn a potion or extract into group healing - at the cost of a bomb. If fighting undead this is fantastic, but at other times it's still great if you can spare the bombs. You also get status removal stuff, and can give them to your allies to use on themselves if needed.

Agodeshalf wrote:
With regards to the occultist, if you take reliquarian, you lose one implement, so as I currently have it spec'ed out implements are conjuration, abjuration, Saint's Holy Regalia. That gives you 3 implements and the reliquarian dumps knacks for orisons, and grants you the domain spells as spells known. Freeing up options from conjuration other than the cures. So 3 orisons, and 3 first, second and third level spells from the occultist list (abjuration/conjuration) and the domain spells. Is getting the healing domain and domain spells worth the cost of a implement? Probably.

So I had a look at the reliquarian, and if you go healing domain plus Saint's Holy Regalia you end up with some powerful cure spells. Your Cure Medium Wounds (2nd level spell) will heal more than a normal Cure Critical Wounds (4th level spell) from level 6 onwards (normal CCW almost catches up at pevel 20). You could go a different subdomain, or even change to Community/Glory/Protection domains for some more defensive options if you prefer - Healing domain does get Breath of Life at level 13 though.

Note on Reliquarian - your Mental Focus points run off WIS, but your spells still run off INT. This is likely an oversight (these books didn't get as much love as they could have), but you could check with the GM if you can just make spells run off WIS. If not it's not the end of the world, you have one less implement and your panoply will stretch your Menatl Focus points further, so you'll probably have enough anyway.

Both lchemist and Occultist are 6/9 casters, so you'll get spells later. They both have ways to improve their HP-healing spells (healing bomb or panoply+domain), but the status removal will come later.


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Secret Wizard wrote:
You'll NEVER outheal enemy damage, that's why Healer is NOT a viable role in Pathfinder.

Well, you don't have to outheal them. Healing half the damage to your party means they last twice as long. Meaning they have twice the time to do damage.

Or, to put it another way: Healing half effectively doubles the amount of frontliners. If one becomes two, it's not a loss that you aren't a frontliner yourself. If two becomes four due to this, well, party can be happy you are not just another frontliner (who would have been just number 3).


The antiquarian investigator can be an ok healer. It casts spells, so you don’t have to bother with infusions and can use a lot of wands without bothering with UMD. And you can prep a spell in just a minute, so you can leave slots open for the random status removal you’ll need.


If you decide to go cleric, why healing domain? I mean sure free empowered cure spells are nice, but honestly if you look at other domains you should be able to find something fun to do.

Like with your Serenrae cleric maybe drop healing and go Glory/Sun instead. Now instead of being stuck channeling, you could use your glory divine power to cast an decent DC Sanctuary on your party and give everybody a few rounds to collect themselves before getting back to the fight.

Also your 4 man seems to be weak on buffing, and utility. Clerics have a ton of buffing spells you can rely on. Being able to select from the entire Cleric spell list also makes you one of the best utility casters in the game.

Cleric solves a lot of potential problems, not just healing.


I really like the trickery domain for healing. Copycat quickly becomes available in every fight with good action economy. And invisibility can be great against a lot of enemies.


I'm in the camp that says the more damage you do to your enemies, the less damage they can do to you...

That's why I said that the Soulthief Vitalist is a decent "alternative healer build".

You are a decent, not great but decent, combatant and you have the ability to heal your party with the damage you deal.

This is a bit more interesting and useful as a healing build, because you are also serving damage on an equal basis.

Even if you aren't the biggest damage dealer, you will still contribute to your party ending encounters faster, AND surviving longer.

Plus it's fun to literally siphon the health of your enemies into your friends, and still contribute in combat.


MrCharisma wrote:
Agodeshalf wrote:
I like the idea of an alchemist healer but it seem to be a bit low on the healing potential, but I've not really looked at healing bomb, and the other aspects of this.
Essentially Healing Bombs turn a potion or extract into group healing - at the cost of a bomb. If fighting undead this is fantastic, but at other times it's still great if you can spare the bombs. You also get status removal stuff, and can give them to your allies to use on themselves if needed.

Gets even better. Read on for block of text.

Spoiler:
Archetypes

Chirurgeon: Healing school spells are automatically infusions, free Skill Focus (Heal), Breath of Life.

Wasteland Blightbreaker: Unlimited touch injections delivered as swift actions once absorbed, Break Enchantment.

Sacrament Alchemist: Gets a cleric domain instead of mutagens, can take a free floating discovery every day.

These all stack together.

Discoveries

- Infusions (free from Chirurgeon)
- Healing Touch
- Healing Bombs

Domain

Medicine: (Requires Acolyte of Apocrypha trait) Lets you Treat Deadly Wounds in 1 minute instead of hour (useful if out of Healer's Hands uses).

Feats

Healer's Hand: lets you add your ranks in Knowledge (planes) to the damage healed by treating deadly wounds (which this feat lets you do as a full round action a number of times per day equal to your ranks in K(planes))

Open Conduit: Adds 5 to your effective ranks in Knowledge(planes) for Healer's Hands (so +5 healed, +5 uses).

Incredible Healer: Instead of healing an amount of damage equal to it's HD, you can instead heal for an amount equal to the Heal check you made, which can end up being quite high (Skill Focus, ranks, Int mod, etc).

Traits

Precise Treatment: +1 to Heal and make it an Int skill.

Acolyte of Apocrypha: Required for Medicine Domain.

Clockwork Surgeon: If not interested in the domain, this is a nice alternative. Either adds Int to healed damage or halves time taken to Treat Deadly Wounds.

And none of this even touches the Skill Unlocks for Heal and items that enhance healing (of which there are many).

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