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So my friends and I have been tossing around the idea of doing an agents of edge watch game for a few months, and in preparation for IF it ever gets off the ground, I’ve been tossing around character ideas. I know from experience that in-combat healing can be clutch against some of the higher level bosses in PF2, especially if they get lucky, so I was thinking about a healer. I already have a cleric in PFS, and I wanted to try out some of the other classes before repeating myself, but the extra HEAL spells auto-heightened to your highest level are just so damn good.
With that said, is there a general consensus to the next-best healer?
-Life Oracles are nice bunt can quickly kill them selves if their curse starts getting activated.
-Druids get to pick and choose their spells like clerics, and are also not terrible in melee combat
-I’ve never liked sorcerers. Just , they are either clerics without the cleric stuff or Druids without the Druid stuff. Their bloodline spells don’t make up for that IMHO
-Witches seem like the best bet, they have some healing hexes, and a Fervor witch can buff others to boot. But they have to learn each new level of heal as a new spell right (it doesn’t auto heighten)
I dunno, what am I missing if anything?

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Bard. Best buffer on both offense and defense, plus can heal in a pinch.
The reason I didn’t list bard is because
A) I already have one and, as I said I’m looking to try other classes andB) While Soothe is nice, it just doesn’t have the same versatility or punch that the heal spell has. I can’t tell you how many times our party’s bacon has been saved by a cleric healing everyone and hurting the undead in the area with a three-Action-heal.

NielsenE |
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Wouldn't claim its best, but a forensic medicine investigator who grabs the Medic archetype can be extremely effective even without spell slots.

Darksol the Painbringer |

Darksol the Painbringer wrote:Bard. Best buffer on both offense and defense, plus can heal in a pinch.The reason I didn’t list bard is because
A) I already have one and, as I said I’m looking to try other classes and
B) While Soothe is nice, it just doesn’t have the same versatility or punch that the heal spell has. I can’t tell you how many times our party’s bacon has been saved by a cleric healing everyone and hurting the undead in the area with a three-Action-heal.
I won't disagree that Heal is a much better, you know, heal, than Soothe.
But keep in mind that the Bard's Inspire Defense does add AC, Saves, and physical DR to your party members. I couldn't count on how many times those +1s or so have really saved our players from getting hit or crit, or reducing enough damage to keep players alive long enough for the encounter to end.
Of course, since you already are playing a bard, playing a second one won't be much different, since they are pretty universal in playstyle (even if extremely powerful), so I understand not wanting to play the same class twice.

Arachnofiend |

If you wanna be real spicy about it you can try a Thief Rogue with the Medic archetype, assuming reasonableness wins out and Battle Medicine can be used with one free hand. You don't really lose out on any of the things Rogue is already good at since you're using a 1-handed weapon anyways, plus it fits in nicely with the Godless Graycloak background unique to that AP.

Perpdepog |
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-Witches seem like the best bet, they have some healing hexes, and a Fervor witch can buff others to boot. But they have to learn each new level of heal as a new spell right (it doesn’t auto heighten)
Why not? Witches are prepared casters, and once you know a spell you can put it in whatever level of spell slot it's capable of being put in. You don't need to learn multiple versions.

graystone |

Wouldn't claim its best, but a forensic medicine investigator who grabs the Medic archetype can be extremely effective even without spell slots.
I'd have suggested this before the errata came out but with the confusion over how many hands it takes... If they agree it takes 0-1 hands to use, everything is good with that. forensic medicine/medic is quite good if you can overcome the hands issue.

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Wouldn't claim its best, but a forensic medicine investigator who grabs the Medic archetype can be extremely effective even without spell slots.
This. Forensic Medicine ups Battle Medicine from 1/day per target to 1/hour and increases the amount it heals by your level. By 7th level, you can be using Assurance for 2d8+22 healing per use, and can use it once on everyone, and twice on one person, every hour. That's not quite on par with a single-target Heal, but it's not bad, and you can do it many, many, times. It's a huge amount of in-combat healing per day.
You do want at least one other person with some healing, so there's something for people who've already gotten hit twice with Battle Medicine this hour, but if you have a Bard that likely fills that emergency need. You could also grab the Blessed One Dedication on top of Medic pretty quick if you like and get yet more healing, though I wouldn't bother going beyond the Dedication in that one, personally.
It's not quite on par with a Cleric, IMO, but over a decent length adventuring day it's probably better than most of the other options, and serves as an excellent skill character and pretty decent martial combatant.
I'd have suggested this before the errata came out but with the confusion over how many hands it takes... If they agree it takes 0-1 hands to use, everything is good with that. forensic medicine/medic is quite good if you can overcome the hands issue.
I don't think the errata made this any more confusing (though I admit it didn't make it much less), but this is still a good point. If you need two hands for Battle Medicine (which you shouldn't, but check with your GM), then this combo gets a lot worse.

lemeres |
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Darksol the Painbringer wrote:Bard. Best buffer on both offense and defense, plus can heal in a pinch.The reason I didn’t list bard is because
A) I already have one and, as I said I’m looking to try other classes and
B) While Soothe is nice, it just doesn’t have the same versatility or punch that the heal spell has. I can’t tell you how many times our party’s bacon has been saved by a cleric healing everyone and hurting the undead in the area with a three-Action-heal.
Soothe isn't the only option. the hymn of healing is actually rather nice, although it isn't all upfront.
It gives 2/fast healing per focus spell level. So 20 per turn, and you can sustain it for 4 rounds. Now, if that was all, this would just be a nice heal option when you have downtime. But the performance also gives you 2 temp hp/focus spell level.... and you refresh that temp HP ever time you sustain the spell.
This gives your target a nice little buffer that helps to insure that they keep that HP they get from fast healing. While you will often prefer to do bonuses with the performance instead, this does seem like an option if you are in a party where you KNOW one person is going to need constant healing at all times.
....yeah, you heard me Steve*. I know you are playing barbarian, but you don't have to run into the middle of EVERY enemy, EVERY time.

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Wouldn't claim its best, but a forensic medicine investigator who grabs the Medic archetype can be extremely effective even without spell slots.
It's quite solid actually. I'll list it out to make it a bit clearer, because it does scale quite differently from a spellcaster.
* You start out with Battle Medicine. You add your level to the healing you deliver with Battle Medicine because of your Investigator methodology. Also, people you heal become immune for only one hour instead of one day.
* At level 2 you can take the Medic archetype which gives you Expert Medicine, and when you use and succeed at the Expert DC (20) or one of the higher ones, boosts the healing from Battle Medicine. You can use Battle Medicine a few more times on people who are temporarily immune.
* You can take the Doctor's Visitation feat to do a Stride + Battle Medicine as a single action. This is a big deal! It allows you to do Devise Stratagem, Strike, Stride and Battle Medicine all in one turn. In other words, you can keep pressure on the enemy at the same time as helping out teammates, instead of having to choose.
* You can take Treat Condition as a skill feat as well, allowing you to "finish" the archetype at level 4 and go into something else again at level 6 if you wish. And since you're an investigator, you have lots of skill feats.
You can augment this nicely with Assurance (Medicine) which will ensure you always succeed at level 2 (because you're Expert) and always succeed at the juicier Expert DC at level 6.
However, you could also just keep your Wisdom up. Wisdom powers Perception which is something Investigators enjoy being good in.
Note on Hands there's ongoing discussion about how many hands it takes to do Battle Medicine. Since this is for an ongoing campaign, you could just ask the GM. You're hoping the answer is 0 (unlikely) or 1 (likely). You can point to the requirements for Treat Condition in the Medic Archetype (which has Battle Medicine) as an indication that 1 free hand and worn tools may be the overall intended working.

shroudb |
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As someone playing a forensic investigator with perpetual bad luck ( i mean, the dude had a nat1 on a medicine followed by a second nat1 on his hero point reroll on the same check^^)
i have to say that relying on the actual medicine roll in the first few levels is extremely swingy, even with a starting wisdom of 14 you only have around 50% to succeed the medicine check. Having your 1/hour healing failing at those levels is battle defining. Even at like level 5 when stat boosts and items have appeared you still will have 30% to fail at the DC20, so missing on average like 1 out of 3 of your heals.
so i view a "level 2 assurace" as an absulute necessity, which means that the DC20 stuff can wait up a bit since i'll be using assurance DC15 till level 6 (and assurance DC20 afterwards).
So early medic is mostly for the upcoming visitation more often than not rather than the raw healing power (the 1/hour double battle medicine doesnt come online till 7 either way, so it really starts to shine at levels 6-7)

Zapp |
Folk,s remember the question is about in-combat healing.
That is, Battle Medicine is in while Treat Wounds is out.
A Cleric gains her Charisma number (+1) of extra free Heals at the highest level she can cast.
Nothing's gonna touch that. That's a mind-blowing advantage over every other healer option. Other spells, Battle Medicine, etc is maybe at 20% of the emergency power to heal of Healing Font. And PF2 sure is a game where you can actually use all that healing.
About the spell itself: Heal is outstanding because its two-action version gives +8 per spell level, which really is key to making in-combat healing viable in PF2 in a way it really isn't in D&D 5E.
(Also it's much more needed in PF2 than in 5E, but that's another topic)
So.
1. Cleric with Healing Font
2. Everything else with access to the Heal spell
3. Everything else
I really think it's that simple.
If you're running an official AP, they are all relentlessly and murderously difficult (especially at low levels). I would not recommend a party to run with anything lower than a #2 healer above, and things really help if you have a first-tier healer.
If you run a home-made campaign, combats are (very) likely (much) easier, and there it is not inconcievable you can make do with no dedicated in-game healer at all. (Maybe just one or two people with Medicine and focus spells will do there)
tl;dr: there is no good alternative to Cleric if you want AMAZING in-combat healing. Everything else is decidedly second-rate.
(That doesn't mean useless. It just means nothing else produces anywhere near the same output of in-combat healing. A bard, for example, makes up for this in part by other kinds of buffing. But it still doesn't come close to actual in-combat healing, which is the question we're discussing here)

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-I’ve never liked sorcerers. Just , they are either clerics without the cleric stuff or Druids without the Druid stuff. Their bloodline spells don’t make up for that IMHO
Sorcerers (and also Oracles) as healers have another problem: counteracting conditions. Most people view "healer" a bit broader than just hit points alone; removing blindness, curses, poison and so on. The problem is that these are counteract checks, so spell level matters. This hoses spontaneous caster, because that would require you to devote a lot of your higher level spells known choices and/or signature spells to condition removal spells, because the task of removing Bad Stuff is spread over many spells.
Prepared casters (clerics, druids, divine witches) do better in this regard because they can just prepare a few high level spells for condition removal if it looks necessary, and otherwise just leave it be. If you're going into the jungle then some Remove Disease spells may be needed but you don't really need to prepare them normally in the city. If you unexpectedly have to do a sewer crawl and get tetanus (I mean, filth fever), you can prepare Remove Disease next day. Divine sorcerers can't make that choice; either they know the spell or they don't. Spells they only need rarely but need badly when they do, are a problem for them.
That said, Agents of Edgewatch takes place (mostly?) in Absalom, so out of combat condition removal should be available from nearby temples. So the divine sorcerer/oracle is not so bad off in this campaign as they would be in a campaign with a different premise.
-Witches seem like the best bet, they have some healing hexes, and a Fervor witch can buff others to boot. But they have to learn each new level of heal as a new spell right (it doesn’t auto heighten)
This isn't correct - prepared casters don't need to learn spells again to heighten them. They can prepare a spell they know in any sufficiently big spell slot. It's spontaneous casters that need to learn spells repeatedly to cast them at more different levels (or make those their signature spells - Heal makes a lot of sense as a signature spell).
So a witch can learn Heal at level 1, and prepare it in any spell slot she has and it heightens normally. However, you don't get the sort of bonus spell slots for Heals that a cleric gets, so you're not going to have as many of them.
Stoke the Heart looks sweet though.

KrispyXIV |
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I'm getting great mileage out of a Playtest Angel Summoner with the Medic Archetype - and nothing in the playtest update indicates the build will get anything but better.
I can allow my Eidolon to carry my offensive combat actions and still have an effective number of spell slots for casting Heal.
The Medic Archetype keeps Battle Medicine relevant, and Doctor's Visitation is extremely action efficient for the class.
Its not the Healer a Cleric is, but its significantly more versatile in play and still retains 4 high level heal slots as a "Martial" proficiency character with action economy benefits that favor Medic...

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First of all: thanks for all the great info. I hadn’t considered a lot of these options (including angel summoners) so I’ll look into this.
As for the whole ‘two hands battle medicine’ thing, wouldn’t a gauntlet or spiked gauntlet solve that problem? I mean, sure it is a d4, but as an investigator you were probably going to use a short sword or rapier which is a d6. Or, after picking up a few medic feats you could take martial artist dedication and punch people for d6s with no issue. Just a thought.

Watery Soup |

Folk,s remember the question is about in-combat healing.
While true, I think it's being considered too narrowly.
In the scenario where there are multiple combats per day, the battles later in the day will require in-combat healing but per-day resources will be depleted.
So, for instance, Battle Medicine with Medic is way better than Battle Medicine without Medic, because it increases the chances that you can use Battle Medicine in later combats. Treat Wounds outside of combat can save Heals for combat, so Treat Wounds isn't completely irrelevant to the discussion.
Even feats like Continual Recovery and Ward Medic are worth factoring in because they shorten the post-combat rest period. This could be good or bad - they can decrease the chance the party gets surprised by a patrol, but they can also increase the total number of encounters per day if the party keeps pushing forward.
Speaking of that, the behavior of a party will skew what they find useful. A party that scurries back to the inn after every encounter to rest (1 encounter/day) is going to find the divine witch / divine sorcerer way more useful than a party that presses forward until everyone is totally out of spells and HP.

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So.
1. Cleric with Healing Font
2. Everything else with access to the Heal spell
3. Everything else
I'd argue the Forensic Medicine Investigator Medic discussed above is often better than non-Clerics with Heal, and certainly usually on par. I do agree that Cleric is by far the best healer in the game.
But this thread was about non-Cleric options. Everyone knows Clerics are best, but they aren't mandatory, just very good, and the original poster wanted non-Cleric options. So we gave those.

PlantThings |
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Don’t count out the Life Oracle too quickly. Think of all the stories you could tell of multiple close calls and general strained survival.
On a more serious note, the Life Oracle’s focus spell Life Link offers a unique healing playstyle if you’re interested in playing into it. You focus more into amalgamating the party’s HP pool into a singular one that you get to burden. Life Link the party for general damage reduction and you heal off the damage funneled into you. You’re always in range of who needs the most healing (you) and the party-wide damage reduction creates ideal scenarios for efficient 3-action heals.
Fun, different and hilariously risky. Works better with higher levels, assuming you survive to get there. Medic Archetype and Medicine investment also recommended.

Bast L. |
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I don't think the errata made this any more confusing (though I admit it didn't make it much less), but this is still a good point. If you need two hands for Battle Medicine (which you shouldn't, but check with your GM), then this combo gets a lot worse.
I don't think it's too confusing now, but I disagree with how many hands it now takes, so I guess it's confusing for at least one of us.
"This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287."
Under hands, page 287, it says "This lists how many hands it takes to use the item effectively."
Since Battle medicine now requires you to use healer's tools, and using healer's tools requires 2 hands, battle medicine requires 2 hands, unless I'm missing something (and I very well may be, as the FAQ apparently doesn't include everything that's updated, and it's weirdly mixed together).
Which makes battle medicine very bad, and not worth taking.
This errata...

KrispyXIV |

Deadmanwalking wrote:I don't think the errata made this any more confusing (though I admit it didn't make it much less), but this is still a good point. If you need two hands for Battle Medicine (which you shouldn't, but check with your GM), then this combo gets a lot worse.I don't think it's too confusing now, but I disagree with how many hands it now takes, so I guess it's confusing for at least one of us.
"This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287."
Under hands, page 287, it says "This lists how many hands it takes to use the item effectively."
Since Battle medicine now requires you to use healer's tools, and using healer's tools requires 2 hands, battle medicine requires 2 hands, unless I'm missing something (and I very well may be, as the FAQ apparently doesn't include everything that's updated, and it's weirdly mixed together).
Which makes battle medicine very bad, and not worth taking.
This errata...
Yeah, that's now a pretty solid reading based on how the errata is written. I'm still not convinced its what they meant for it, but luckily its easy enough for me to houserule at home until it finally gets sorted out.
The feat is essentially useless for most characters if it really requires both hands free - and given the fact that there's a subclass and dedication that both seem to assume it isn't useless, I have to assume there's a mistake somewhere...
Edit: Worse, the actual written wording on the feat still only says "holding or wearing healers tools" meaning that the "must use healers tools" portion of the errata still isn't reflected in RAW anywhere...

Zapp |
Zapp, it's really, really hard for a cleric to be a good non-cleric.
If the question had been "what's the best healer" then sure, cleric is the answer. If someone doesn't want to play a cleric and is asking for the next best thing, cleric isn't it.
I guess my point is this:
The answer to the question "Best non-cleric class for in-combat healing?" is none of them.
Sure, one is likely to technically and mathematically be slightly better than the others as regards "HPS" (healing per second :-) but that obscures the pertinent fact:
That either you have Healing Font or you don't.
Sure you can be a Bard or Druid or whatever and devote all your slots to Heal... but why would you do that instead of having one character handle the Heals, and your Bard or Druid doing the Bardy-y or Druid-y stuff you're best at?
And one answer can be: because you're playing a smaller group. And that's fair, since less healing is needed in a smaller group.
Or if you have two in-combat healers in the group. If there's both a Bard and a Druid they can share the load. (That relies on both players actually sharing the load!)
So again, no the OP isn't missing anything. The extra HEAL spells auto-heightened to your highest level really are just so damn good.
Hope that cleared things up!

KrispyXIV |
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I guess my point is this:The answer to the question "Best non-cleric class for in-combat healing?" is none of them.
Sure, one is likely to technically and mathematically be slightly better than the others as regards "HPS" (healing per second :-) but that obscures the pertinent fact:
Personal experience tells me that both Investigator-Medic with Forensic Medicine and Summoner-Medic have significant advantages over other classes as healers, though.
The Investigator just straight up has math advantages over other non Clerics, healing for more and more often.
The Summoner has essentially an extra action that can be used for Battle Medicine/Healing - or "two" once you have Doctors Visitation - and can supplement with flexible access to Heal spells on demand.
I've also looked at making an Alchemist healer that abuses a familiar to deliver healing and beneficial elixirs that I think would be fully viable, though I haven't actually watched that one work like I have the other two.
And that's the question here - after Clerics, who does the best? We know Clerics are the best, but if the best is the only acceptable benchmark then you're going to limit all of your options really quickly.

RPGnoremac |

Deadmanwalking wrote:I don't think the errata made this any more confusing (though I admit it didn't make it much less), but this is still a good point. If you need two hands for Battle Medicine (which you shouldn't, but check with your GM), then this combo gets a lot worse.I don't think it's too confusing now, but I disagree with how many hands it now takes, so I guess it's confusing for at least one of us.
"This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287."
Under hands, page 287, it says "This lists how many hands it takes to use the item effectively."
Since Battle medicine now requires you to use healer's tools, and using healer's tools requires 2 hands, battle medicine requires 2 hands, unless I'm missing something (and I very well may be, as the FAQ apparently doesn't include everything that's updated, and it's weirdly mixed together).
Which makes battle medicine very bad, and not worth taking.
This errata...
See that is exactly how I read it too, which makes it seem a lot worse overall but then I was told it was just one hand because of...
248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"
So I think by the new RAW it would be one hand since this is a rule for healer's tools specifically. I don't really understand though why do healer's tools even say two hands then? Just seems weird to be that it requires two hands but you never need two hands free.
So overall it is quite confusing and can definitely see why everyone is confused. There are like 5 different things referencing battle medicine/healer's tools and other tools.

graystone |

Bast L. wrote:Deadmanwalking wrote:I don't think the errata made this any more confusing (though I admit it didn't make it much less), but this is still a good point. If you need two hands for Battle Medicine (which you shouldn't, but check with your GM), then this combo gets a lot worse.I don't think it's too confusing now, but I disagree with how many hands it now takes, so I guess it's confusing for at least one of us.
"This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287."
Under hands, page 287, it says "This lists how many hands it takes to use the item effectively."
Since Battle medicine now requires you to use healer's tools, and using healer's tools requires 2 hands, battle medicine requires 2 hands, unless I'm missing something (and I very well may be, as the FAQ apparently doesn't include everything that's updated, and it's weirdly mixed together).
Which makes battle medicine very bad, and not worth taking.
This errata...
See that is exactly how I read it too, which makes it seem a lot worse overall but then I was told it was just one hand because of...
248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"
So I think by the new RAW it would be one hand since this is a rule for healer's tools specifically. I don't really understand though why do healer's tools even say two hands then? Seemed like it would be SO much simpler if they just said healer's tools required 1 hand then they wouldn't have to fix all this stuff.
The errata added that but it also added this: "This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287." It's both telling you it requires a free hand AND telling you to use the tools which requires 2 hands.

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Guys? Can we focus. Battle medicine hand requirements aside, (and like I said you could go the punchy route) I was thinking of good healers that aren’t clerics. I’m liking witch, as they have some hexes that grant fast healing and such. Actually built out a dude so see how it would work. It’s
Interesting.

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I don't think it's too confusing now, but I disagree with how many hands it now takes, so I guess it's confusing for at least one of us.
"This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287."
Under hands, page 287, it says "This lists how many hands it takes to use the item effectively."
Since Battle medicine now requires you to use healer's tools, and using healer's tools requires 2 hands, battle medicine requires 2 hands, unless I'm missing something (and I very well may be, as the FAQ apparently doesn't include everything that's updated, and it's weirdly mixed together).
This is, I believe, all technically true, but the designers very specific refusal to confirm that this is their intent, several other related Feats not working that way, and the errata having stated a need for only one hand free are all strong arguments that this may not be the way it's supposed to work.
Which makes battle medicine very bad, and not worth taking.
This is actually not true at all even if it does require two hands. The specific build in question becomes much worse, but many characters, from Monks to a majority of spellcasters can easily have nothing in their hands most times, and Battle Medicine remains a good Feat for such characters.
Heck, even for characters with weapons, it basically just makes it two actions rather than one (dropping a weapon is a free action, picking it up is one). That's still not great for Investigators specifically, though it's slightly better with Medic and Doctor's Visitation, but it's workable for many characters.

graystone |

Guys? Can we focus. Battle medicine hand requirements aside, (and like I said you could go the punchy route) I was thinking of good healers that aren’t clerics.
A character focused on battle medicine/medicine IS a good healer if you have enough hands to use it. I'm not sure I get the complaint.

KrispyXIV |
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Guys? Can we focus. Battle medicine hand requirements aside, (and like I said you could go the punchy route) I was thinking of good healers that aren’t clerics. I’m liking witch, as they have some hexes that grant fast healing and such. Actually built out a dude so see how it would work. It’s
Interesting.
It is vaguely relevant.
My Summoner example functions quite well with both hands free, since she has an Eidolon for doing violence to people.
Anyone else relying on Medic at this point needs to consider how their GM will enforce Battle Medicine, at least.
I think it will end up being "one free hand" eventually, which will allow your Investigators and casters to make good use of it, but I gotta agree that the Errata made such options more GM dependent.
That said, I think anyone that gets Focus Mechanics (or even if they dont) but whom doesn't get access to good Focus Spells (Wizards, some Rangers, even Fighters) make great use of Blessed One as an alternative to Medic. Lay on Hands isn't insignificant healing.

RPGnoremac |

I love Pathfinder 2e and IMO the flexibility is crazy. Pretty much you can take any combination of medic/blessed/divine casting/primal casting/alchemist and be good to go.
Witch is a good suggestion if you like the idea of being intellect focused with a familiar and/or hex focused.
Personally I love spontaneous casters since you could take heal as a signature spells and be good to go. I see the benefits of prepared casters too though.
It is really up to do of the flavor you want to go with. You can even go the "tank" healer route too. There are 100s of options of "good" healers imo.
Also wanted to add Monk with Medic and/or Blessed one archetype would be really fun too. You run around so fast and if you are in melee can throw 2 quick attacks and run away to heal someone. It would take awhile but eventually you could cast two lay on hands per encounter while flinging battle medicines left and right.

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It is really up to do of the flavor you want to go with. You can even go the "tank" healer route too. There are 100s of options of "good" healers imo.
That is actually the witch I theorycrafted out. 16 str and int, and at level 2 they go into sentinel for that breastplate action. Run around with a mace and a shield (no shield block, but yes to 2 extra AC. Can’t touch fighters especially since he’d only get to expert but hey, not too bad. Certainly wouldn’t ‘look’ like a healer witch.

KrispyXIV |

RPGnoremac wrote:That is actually the witch I theorycrafted out. 16 str and int, and at level 2 they go into sentinel for that breastplate action. Run around with a mace and a shield (no shield block, but yes to 2 extra AC. Can’t touch fighters especially since he’d only get to expert but hey, not too bad. Certainly wouldn’t ‘look’ like a healer witch.It is really up to do of the flavor you want to go with. You can even go the "tank" healer route too. There are 100s of options of "good" healers imo.
Just to throw this out there, a Shield cantrip is 1 less AC than a real shield but comes with a "Virtual" Shield Block for free - everyone loves free effective HP!

KrispyXIV |

KrispyXIV wrote:Just to throw this out there, a Shield cantrip is 1 less AC than a real shield but comes with a "Virtual" Shield Block for free - everyone loves free effective HP!only once per combat OTOH
Thats true, but its worth it to look at most combats and check how much you're actually getting attacked.
If you're playing aggressively and getting attacked more than once an encounter, id highly recommend a Sturdy Shield, Shield Block, and Bastion at some point.
For most casters, the cantrip is generally sufficient and leaves both hands free - potentially for things like Battle Medicine ;)

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The answer to the question "Best non-cleric class for in-combat healing?" is none of them.
Why are you even posting in this thread if your only point you want to make is that Cleric is the best Healer? Seriously, the entire point of the thread is to assess what the best NON-Cleric option people prefer.
They said in their very first post that they're not interested in making another Cleric so please, just take your 2cp refund and move along, I am more than happy to offer you a refund if you just learn to read the room.
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Onto the OP's question: I have to say I have a SOLID preference for an Oracle of Life with the Medic Archetype just purely out of the fact that I had the chance to play in a one-shot game which had another player using one and they did a rock-solid job or keeping everyone standing in combat when needed. I don't have numbers or spreadsheets to back any of this up as it's purely an anecdote on my own experience.

KrispyXIV |

Onto the OP's question: I have to say I have a SOLID preference for an Oracle of Life with the Medic Archetype just purely out of the fact that I had the chance to play in a one-shot game which had another player using one and they did a rock-solid job or keeping everyone standing in combat when needed. I don't have numbers or spreadsheets to back any of this up as it's purely an anecdote on my own experience.
I'm of the opinion in this case, that anecdotes are better than spreadsheets.
That's because each individual parties needs for healing will depend on composition and tactics, with some parties doing well with a Cleric and others where having less healing and more other stuff to do with your time will be more fun.
That means sharing a variety of options and opinions - and talking about what these options bring in addition to healing - is IMO the best way to address the OPs question.

Decimus Drake |

Throwing Monk with Battle Medicine and maybe the Medic archetype into the ring. Monk has such an amazing action economy and speed to run around the battlefield while being tanky. Too bad Doctor's Visitation is a flourish move.
I'm imagining an elf monk/medic with Nimble Elf and Fleet. Take Doctor's Visitation at level 4 and you'll be moving 50ft and using Battle Medicine for 1 action.

Deriven Firelion |
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Angel Sorcerer
Polymath Bard
Life Oracle
Druid: I play a druid healer. This is the most versatile and fun. I wouldn't bother with goodberry. Just make a storm sorcerer with an animal companion and do so much extra damage you barely need healing.
Witch Healer: We have this in one group. Seems fun. More to do when not healing with hexes. Stoke the heart is a nice damage buff.
Bard: You could probably do a bard soothe healer. See how it works. Not sure how great it would be, but seems doable.
If you want to be a hammer while being the healer, druid is your best bet IMO.

Decimus Drake |
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Druids also have the advantage of wisdom being their key stat which helps their Medicine checks.
I think an important question to ask is, what do you want to be doing when no one needs healing?
Also, I think it says a lot about the state of the chirurgeon alchemist when not one person brings it up in a thread about non-cleric healers.

Arachnofiend |
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Druids also have the advantage of wisdom being their key stat which helps their Medicine checks.
I think an important question to ask is, what do you want to be doing when no one needs healing?
Also, I think it says a lot about the state of the chirurgeon alchemist when not one person brings it up in a thread about non-cleric healers.
Chirurgeon: for when you want all of the drawbacks of being a Medic, without the benefit of having a functional martial chassis on top of your extra healing benefits.

graystone |

Decimus Drake wrote:Chirurgeon: for when you want all of the drawbacks of being a Medic, without the benefit of having a functional martial chassis on top of your extra healing benefits.Druids also have the advantage of wisdom being their key stat which helps their Medicine checks.
I think an important question to ask is, what do you want to be doing when no one needs healing?
Also, I think it says a lot about the state of the chirurgeon alchemist when not one person brings it up in a thread about non-cleric healers.
Don't forget the amazing ability to create all the 24hr duration Antiplague elixirs you want! What an amazing at will ability... :P

shroudb |
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Arachnofiend wrote:Don't forget the amazing ability to create all the 24hr duration Antiplague elixirs you want! What an amazing at will ability... :PDecimus Drake wrote:Chirurgeon: for when you want all of the drawbacks of being a Medic, without the benefit of having a functional martial chassis on top of your extra healing benefits.Druids also have the advantage of wisdom being their key stat which helps their Medicine checks.
I think an important question to ask is, what do you want to be doing when no one needs healing?
Also, I think it says a lot about the state of the chirurgeon alchemist when not one person brings it up in a thread about non-cleric healers.
chirurgeon's perpetual alchemy works best when you combine with a toxicologist.
you have him develop a plague in the city, and then you rake in some serious $$ as you provide all the civilians with antiplagues and antidotes 3-4 times per day each!