Multi-classing / Healing Advice needed for : RP a Human / Elf Dhampir Magus (Laughing Shadow) first timer


Advice


Playing a human dhampir and Magus in a party of five characters (none of whom know that I am a dhampir). I thought that the Laughing Shadow Magus was the closest to a vampire's unnatural powers I could get (besides playing a Thaumaturge or Monk perhaps) but didn't count on how difficult module play is compared to homebrew. My group is not optimal build players and that's okay.

After almost being killed by a rampaging boar in our first combat, I need to rethink my recovery. We have one cleric of Ilmater (playing FR with PF2eRe rules) who can't heal me and that's okay since he woudn't know he'd be travelling with someone with void healing.

Besides the following ... is there any Dedication that can get me a bit of free healing everyday at no cost like Alchemist Dedication?
-Godless Healing feat
-Battle Medic
-Medicine Expert

Thank you for reading and responding.

Background:

Playing a late teen 2nd level Dhampir Human Magus with Laughing Shadow drawing from Witcher and Castlevania characters. My main weapon is a Panabas and leather whip which does real damage after I let loose the A. Cascade

Since Dhampirs really aren't that good until level 13, I hoped to take a class, feats, and spells to fill in the void that is a vampire halfbreed's unnatural nature (speed, senses, etc.).

My backstory includes Scion of Slayers Background and being a Ward of a reknown alchemist who betrayed me for many years; pretending to study my illness in the pursuit of a cure ... while actually harvesting my body for components for his many experimental elixirs, etc. Angry, betrayed and distrustful of strangers I am hunted and forced to take on a new life with road weary travellers (other players) who have themselves come upon hard times and misfortune.

My character uses Deception to seem and look ill from a 'mysterious illness' that keeps him very light skinned, underweight, and seemingly tired and coughing. He also fears authority figures and often makes excuses to look away or run an errand.

Thank you for reading and for your advise


Alchemist dedication will do. Elixir of life and drakeheart mutagens should be your best friends.


Pathfinder Rulebook Subscriber

The best thing is probably the Medic archetype, not a multiclass archetype. Battle Medicine will scale better and have better action economy than elixirs from archetypes.


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But battle medicine is once or twice a day at best. Both elixirs scale, can be used more than twice a day and with one feat he can convert the mutagen to healing. Though that last part was mostly for when the fight is over


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Riddlyn wrote:
But battle medicine is once or twice a day at best. Both elixirs scale, can be used more than twice a day and with one feat he can convert the mutagen to healing. Though that last part was mostly for when the fight is over

with godless healing it's once per hour, and with medic you can do it again in a pinch if needed.

at level 7 it'll be twice an hour.

until the remaster comes out, elixir of life though an archetype for survivability is very sketchy, since you are only healing 1d6 until level 10 through your elixirs.


Riddlyn wrote:
Alchemist dedication will do. Elixir of life and drakeheart mutagens should be your best friends.

Especially if one of the inspirations is The Witcher/characters from The Witcher…

Nothing to stop you also picking up Battle Medicine…every “wandering adventurer” should have it in my opinion…


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shroudb wrote:
Riddlyn wrote:
But battle medicine is once or twice a day at best. Both elixirs scale, can be used more than twice a day and with one feat he can convert the mutagen to healing. Though that last part was mostly for when the fight is over

with godless healing it's once per hour, and with medic you can do it again in a pinch if needed.

at level 7 it'll be twice an hour.

until the remaster comes out, elixir of life though an archetype for survivability is very sketchy, since you are only healing 1d6 until level 10 through your elixirs.

If you only make elixirs with reagents. You do get crafting and alchemical crafting from taking the dedication. You can craft higher elixirs sooner and save your reagents for mutagens. There are some other fairly useful elixirs and foods. If witcher is part of the character vibe then it's definitely a good choice. It doesn't stop you from taking battle medicine and the upgrade feats in the medicine line. Assurance medicine and crafting can go a long way


Another very good alternative is Herbalist Archetype you will only need 2 feats (instead of 3 from Alchemist Archetype) and will get access to more potent elixirs earlier:

Alchemist archetype and healing potions by numbers:

  • LvL 1 (with Ancient Elf Heritage): 2 Elixir of Life (Minor) (1d6) per day.
  • LvL 2: 4 Elixisr of Life (Minor) [1d6) per day.
  • LvL 3: 6 Elixir of Life (Minor) [1d6) per day.
  • LvL 4: 8 Elixir of Life (Minor) [1d6) per day.
  • LvL 5: 10 Elixir of Life (Minor) [1d6) per day.
  • LvL 6: 12 Elixir of Life (Minor) [1d6) per day.
  • LvL 7: 14 Elixisr of Life (Minor) [1d6) per day.
  • LvL 8: 16 Elixir of Life (Minor) [1d6) per day.
  • LvL 9: 18 Elixir of Life (Minor) [1d6) per day.
  • LvL 10: 20 Elixir of Life (Lesser) [3d6+6) per day. (need Expert Alchemy feat)
  • LvL 11: 22 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 12: 24 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 13: 26 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 14: 28 Elixir of Life (Moderate) [5d6+12) per day. (need Master Alchemy feat)
  • LvL 15: 30 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 16: 32 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 17: 34 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 18: 36 Elixir of Life (Greater) [7d6+18) per day.
  • LvL 19: 38 Elixir of Life (Greater) [7d6+18) per day.
  • LvL 20: 40 Elixir of Life (Major) [8d6+21) per day.

    Herbalist archetype and healing potions by numbers:

  • LvL 2: 4 Elixisr of Life (Minor) [1d6) per day.
  • LvL 3: 6 Elixir of Life (Minor) [1d6) per day.
  • LvL 4: 8 Elixir of Life (Minor) [1d6) per day.
  • LvL 5: 10 Elixir of Life (Minor) [1d6) per day.
  • LvL 6: 12 Elixir of Life (Minor) [1d6) per day.
  • LvL 7: 14 Elixisr of Life (Minor) [1d6) per day.
  • LvL 8: 16 Elixir of Life (Lesser) [3d6+6) per day. (need Expert Herbalism)
  • LvL 9: 18 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 10: 20 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 11: 22 Elixir of Life (Lesser) [3d6+6) per day.
  • LvL 12: 24 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 13: 26 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 14: 28 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 15: 30 Elixir of Life (Moderate) [5d6+12) per day.
  • LvL 16: 32 Elixir of Life (Greater) [7d6+18) per day
  • LvL 17: 34 Elixir of Life (Greater) [7d6+18) per day
  • LvL 18: 36 Elixir of Life (Major) [8d6+21) per day.
  • LvL 19: 38 Elixir of Life (Major) [8d6+21) per day.
  • LvL 20: 40 Elixir of Life (Major) [8d6+21) per day.

    The clear main advantage of these archetypes is the impressive number of healing items that you are able to create daily.

    Herbalist has the advantage of not require a level 12 feat to keep progressing and get stronger elixirs 2 levels earlier but is restricted to healing only.

    Medic archetype is good but is limited to just only one battle heal per day and its stronger healings have a pretty higher risk of failure (for example a legendary battle medicine can heal 2d8+50+15 what is a pretty good heal but requires a check vs DC 40 with a bonus of +29 at level 16 (if you started with +3 in Wis) what means that you only have 45% of chance of such heal works or suck making it pretty risky while a herbalist have up to 32 Elixirs of Life that heals without checks and are enough to use all day long for you and your allies.

    Shroudb mentioned Godless Healing but this only works for you and 1 hour can be a pretty long time and only works for you (and those who have Godless Healing) if your are exploring a dangerous place. But can be a good alternative also nothing prevents you to get both a Herbalist archetype and Battle Medicine with Godless Healing to improve your healing options.

    Thei main advantage of Medic Archetype IMO is Treat Condition but even this feat is more limited than people think. It only removes the condition but not its source (so if the condition comes from a disease or a curse it will probably reapplied) also sickened doesn't worth the action economy of Treat Condition. Holistic Care extends it to heal frightened, stupefied, and stunned but also requires diplomacy proficiency. Also frightened and stunned usually ends by theirselves without use of extra actions so basically stupefied is probably the only condition that worth to be healed.

    --

    Also we will probably get some revision in these archetypes in PC2. So if possible is maybe better to wait its release to see what archetype will be better for you.

  • Dark Archive

    Medic with godless healing and the 1/day (2/day) override should be fine in most combats, but adding wisdom to a MAD class may be difficult.
    Doctor's Visitation is a great action compression.

    Note that combat in 2e usually assumes that you are full health and used treat wounds etc between encounters.

    Elixiers are nice, but have a difficult action economy: draw and drink are two actions and need a free hand.

    Playing with a cleric that does not know about you IC and may be using three action heal sounds difficult.


    You got a good point about martials without free-hands. The action economy is compromised if you don't have a free hand. Both elixirs and Battle Medicine requires a free-hand (Battle Medicine requires a healer's toolkit and healer's toolkit requires at last a free-hand to use it) what means that you will need to stow/release your weapon to use it if you are with both hands occupied.
    But as you are planning to play as Laughing Shadow Magus you probably will keep a free hand to get Arcane Cascade damage bonus anyway.

    But for martials that have both hands occupied Battle Medicine and item heal usually doesn't worth in such cases your best option probably is a spell.

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