Nature healing


Advice


Hello community. In a coming game of the new Kingmaker, I plan to play a Phoenix Bloodline sorcerer (human). The character will focus on blasts, summons, and heals. I have considered taking the Elementalist archetype, which sadly leaves magical healing out. The character will also be taking Beastmaster for an animal companion because concept is king and I want one regardless of effectiveness.

So to my inquiry, what methods given the above (I may stick to the standard primal list) would provide good healing for the party using Nature? I do not wish to go with the Medicine skill.


With just Nature skill and no Medicine, you can get Natural Medicine which will let you do Treat Wounds once per hour on each character.

While that isn't great, it is better than nothing.

If you bump your Medicine skill up to Expert - even if you don't use it and continue using Nature instead - then you can qualify to get Ward Medic and Continual Recovery. From the wording, those both change how Treat Wounds works, but doesn't specify that you have to use Medicine for the Treat Wounds check. So it should be compatible.

Battle Medicine doesn't actually use Treat Wounds - it just borrows the DC and healing amounts from it. So you can't use Nature for that.

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But all of that is only considering skill based healing.

There are still spells and other such things that you will have available. Including the Phoenix focus spell Rejuvenating Flames that you get automatically. While it isn't a huge healing amount, it is at least immediate healing rather than heal over time like Hymn of Healing.


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There's the herbalist archetype, but you're already locked into beastmaster.

Could also just ask your gm if you can use nature instead of medicine for feats since every party needs a medicine bot and if you don't have one you're going to run into issues.


breithauptclan wrote:

With just Nature skill and no Medicine, you can get Natural Medicine which will let you do Treat Wounds once per hour on each character.

While that isn't great, it is better than nothing.

If you bump your Medicine skill up to Expert - even if you don't use it and continue using Nature instead - then you can qualify to get Ward Medic and Continual Recovery. From the wording, those both change how Treat Wounds works, but doesn't specify that you have to use Medicine for the Treat Wounds check.

Natural Medicine is a definite and was planned. I figured I may be even able to convince my GM to allow Healing Plaster to qualify for “natural ingredients” for the circumstance bonus. I am not counting on it, though. Taking expert medicine just for the feats if applicable to use with Natural Medicine is not terrible. It still costs skill boosts I didn’t want to spend.

I am tired of having a Medicine tax to at least one party member and would like a viable alternative. Herbalist didn’t look that good for an archetype and seems like a weaker version of MC Alchemist.

On another note- The new treasure book coming out evidently has Nature skill crafting so maybe healing potions made via Nature will be an option.

Liberty's Edge

Well, you've got rejuvenating flames which, while not much, can be pretty efficient healing for small injuries to the group. Someone else could pick up a different focus spell like lay on hands or life boost.

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