
WatersLethe |

If your GM lets you have unlimited time between combats to heal up, then having only one out of combat healer is probably going to be fine. If you're worried about being separated, running into time pressure, or want to be able to spread out your healing among NPCs, you should probably still get Continual Recovery.

Mathmuse |

For end of day healing, the champion with lay on hands will be enough. Treat Wounds would be enough, too.
But for healing while still in the dungeon, sometimes 10 minutes is all the party gets between battles. The champion could lay on hands and then refocus for a second lay on hands, but that helps only two people. What about the other two party members? Continual Recovery will still be useful.
As for the choice between Continual Recovery and another skill feat, a bigger factor is building your barbarian so that he roleplays well. Does the barbarian care about being a good healer? Or would he rather have Intimidating Glare to be able to stare down animals? Or Powerful Leap to jump over ravines? No single skill feat is vital, so go for fun.

breithauptclan |

I'm assuming you can do Risky Surgery on yourself?
Yes. There is no rule against it.
There is even some IRL precedent for it.

Claxon |

I can't imagine a GM consistently allowing you enough time between fights that a sole paladin with lay on hands can cover the entire party's healing needs. Personally, I think someone in the party should be investing in Medicine skill, raising it to legendary and picking up at least battle medicine, continual recovery, and ward medic feats.
Spell based healing can't keep up with the typical party needs for healing, it's more for emergency use mid combat.
Lay on Hands as a focus spell can be used more frequently, but as a sole source of healing I feel it's not reliable. Plus what if the paladin has other things to spend their focus points on? What if they're already used in battle and now you have to refocus before you can even use it? To heal everyone in the party once it could take 40 minutes.
Personally I think it's a good idea to have medicine skill to treat wounds. With the skill feats you can heal in combat, treat the whole party (eventually) and reduce the immune time to 10 minutes.
Now whether your character is obligated to do so...now. No one is obligated to do anything with their character, but from a "wise decision" viewpoint someone in the party should choose it.

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Hehe yes, I was contemplating Godless Healing or Risky Surgery, which one do you guys think is better? I'm assuming you can do Risky Surgery on yourself?
Godless healing.
Crit fail after losing 8 HPs to Risky Surgery is no fun (been there, had that done on me)
Playing a LN Dwarven Animal (Deer) Barbarian with the Sentinel archetype, Battle Medicine, Assurance in Medicine, and Godless healing in PFS.
Pretty fun and some staying power.