Peg'giz
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Hi there,
we're currently starting over RotRL with a party of three (Ranger, Sorcerer and me as a Fighter) and as you can see, we lack "a little" on the healing side.
So I thought about how to get some more (self) healing? (withoug going away to far from my sword & shield fighter route (or get to complicated, as I wanted to keep my character simple).
Any of you guys know how to get some healing abilities as w fighter (beside potions^^), without going all out crazy with multiclass/archetype shenanigans?
| Derklord |
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we're currently starting over RotRL with a party of three (Ranger, Sorcerer and me as a Fighter) and as you can see, we lack "a little" on the healing side.
I don't see it. The Ranger can use Wands of CLW, and the Sorc can use Wands of Infernal Healing. That's all the HP healing that's needed.
Any of you guys know how to get some healing abilities as w fighter (beside potions^^), without going all out crazy with multiclass/archetype shenanigans?
Healer's Hands. Takes a feat and a skill rank per level, but it's the best non-consumable non-class-based healing capability in the game. Here are a bunch of ways to increase this.
| SheepishEidolon |
Well, you can get through the first few levels with a generous GM handing out potions like candy. But over the course of levels, you will need more potions, and the prices for stronger ones skyrocket, so I'd see it as a temporary strategy only.
That said, I see it as the ranger's and sorcerer's job. In addition to the class spell lists (Cure Light Wounds respective Infernal Healing), ranger has a lot of skill ranks to spare, some Wisdom and Heal as a class skill - so they are way better suited to use Healer's Hands. And the sorcerer has high Charisma and Use Magic Device as a class skill, meaning they can use pretty much any magical item sooner or later.
As a fighter, you already contribute a lot during the campaign. There is no need to dabble into things the class isn't suited for.
| Wonderstell |
Healer's Hands. Takes a feat and a skill rank per level, but it's the best non-consumable non-class-based healing capability in the game. Here are a bunch of ways to increase this.
The healing is dependent on making the Heal check, but the uses per day is based on your ranks of Know: Planes. So realistically you'll want both of them maxed. And Healer's Hands by itself is nothing impressive, it requires either Incredible Healer or Signature Skill to become useful.
Two feats and two skill ranks per level, and further investment in the Heal skill to easily succeed on the DC. Like a Trait to make it a class skill. So effectively 4.5 feats.
without going all out crazy with multiclass/archetype shenanigans?
Best I can do is dipping one level outside of fighter and choosing the Eldritch Guardian archetype for fighter. That would give you a familiar with maxed out Heal and Know: Planes that can heal you with its own actions.
Completely understandable if that's not something you want to do, though.
| Mysterious Stranger |
As a fighter the best way you can help with healing is to alleviate the need for it. Instead of trying to figure out a way to help with healing focus on taking down the enemy before they can inflict wounds on your party. Getting extra attacks is just as important if not more so than dealing damage. Overkill is something that wastes attacks. If you deal enough damage to almost kill something in one shot the second shot is mostly wasted. Being able to deliver damage where it is needed is important.
Secondary to dealing damage, but still important is avoiding damage. HP damage is fairly easily dealt with, as others have said the ranger can use wands. What is going to be more difficult is condition removal. Boosting your save can help this by avoiding the need for condition removal. The good news is as a fighter you have a good fortitude save. The bad news is your will save sucks. Work on boosting that to avoid conditions that can be avoided by a will save. Reflex saves are usually for half damage so those are less important.
| strayshift |
Try the following feats relating to the Heal Skill:
1. Develop Heal skill and Knowledge Planes.
2. Healer's Hands;
3. Psychic Sensitivity/Psychic Healing;
4. Incredible Healer
Trait Combat Medic (2 x deadly wounds/day healing).
Basically, you have a scaling healing skill roll where you heal your heal skill roll in hit points PLUS if over 5 you can add your wisdom bonus and if over 10 you can add your levelsin knowledge planes, ALSO if you exceed your hit points the extra healing is gained as temporary hit points for an hour.
| VoodistMonk |
My Titan Fighter, Harley Quinn, has Battlefield Surgeon to get Heal as a class skill, as well as treating Deadly Wounds an additional time a day, per target. Precise Treatment to key Heal off of Intelligence... more skills per level, and Knowledge skills are Intelligence-based. And, speaking of Knowledge skills, she took a drawback in order to grab Fiend Blood to get Knowledge Planes as a class skill.
I prioritized the healing aspect, because it makes a bigger difference early... so she doesn't even pick up Power Attack until level 4... but starts with Psychic Sensitivity and Healer's Hands, and has Incredible Healer and Signature Skill (Heal) by level 7.
At level 8 she has Power Attack, Furious Focus, Weapon Focus, and Greater Weapon Focus for combat. Between Incredible Heft and GWF, she is swinging her size Large Earthbreaker without penalty.
And still had her 3rd level feat open for Iron Will.
Level 9 is reserved for Flickering Step, and every Bonus Feat from 10 to 16 is spent picking up Dimensional Savant.
Level feats 11-19 are free, and you still have two Bonus Feats left open.