Other than cleric, which class heals?

The crusader (tome of battle) has a limited ability to heal his allies. The upside is that you can do this while attacking, so you get to contribute in battle. The downside is that it is not very reliable (since it only works if you hit).
 

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With magic items, out of combat healing is not much of a problem, what you really need is to deal with debilitating conditions and the ability to heal giant chunks of hp in a crisis.

The Touch of Healing feat can do a lot towards making a Druid sufficient at keeping the party alive.
At higher levels, the Rejuvenation Coccoon spell (SpC) is only spell level 5 (1 level below a Cleric's Heal, and 2 for Druid) and is basically the same as a heal -- 10 hp/CL, up to 150. The only downside is that it takes the target out of combat for 2 rounds. But, they're protected at least, and if they're really in trouble, they can deal with some quiet time.
And yeah, the lesser vigor spell (in wand form) basically makes out of combat healing a moot point.

The Healing Lorecall spell, if you're willing to take heal ranks, can make Bards, Druids, and Rangers (they can cast it too, iirc) sufficient at removing negative conditions much of the time.

At lower levels, healing belts are decent for large amounts of in-combat healing.

There is a Bardic music variant in C.Champion for healing, I think, might be worth a look.

If you can't help a wounded ally immediately in battle, the psion or arcanist could use powers/spells like Time Hop or Resilient Sphere to keep him or her safe until the enemis are defeated.
 

For classes that have healing spells (as opposed to only a Lay on Hands ability), the Feat Reach Spell lets you turn a touch spell into a ray- which means you can use your healing spells at range...at a cost of +1 level for memorization/casting purposes (as I recall).
 

Or as mentioned in the handbook above, you can take Divine Ward from PHBII and use turn attempts to extend the reach of your spells to allies without costing spell levels or even more feats (even more feats would be to have Reach Spell and also have Divine Metamagic (Reach Spell) ). Divine Ward works only on people you create a ritual connection to each morning, so can't be used for things like Harm or Slay Living.
 

Sorry if this is mentioned above but the current luck of time did not allow me to look the previous posts. If each member of the party has a feat to spare and they alla decide to take from Libris Mortis the feat Tomb-Tainted Soul then negative energy heals you and as it is known the dread necromancer class apart from the inflict and harm spells has a supernatural ability of inflicting negative energy at will... So the party has infinite healing between battles
 

Reach Spell is actually +2 levels, I think. Too costly for any non-cleric healer to afford, generally. Even with a druid, he's paying +1-2 levels for many healing spells already.

Divine Ward use basically means using a cleric, which the OP didn't want to do. Maybe a few others can get turn undead in some manner, but you may as well just be a cleric at that point.
 

Reach Spell is actually +2 levels, I think.
[Ed McMahon]You are indeed correct, sir!
[/Ed McMahon]

Good catch!

However, I'd still recommend the feat if you're playing a healer who simply can't afford to get into combat- for whatever reason.

In addition, it gives any healer a ray weapon he can use against undead.
 

To run an adventure without cleric, the healing ca be made by :

Paladin, Druid, Adept, Healer (even Adept is better than ths class), Favored Soul, Bard, Shugenja. I don't talk about psionics because I don't play them ...
 


To run an adventure without cleric, the healing ca be made by :

Paladin, Druid, Adept, Healer (even Adept is better than ths class), Favored Soul, Bard, Shugenja. I don't talk about psionics because I don't play them ...

I'll allow that the Healer is way weak and kind of illogical, but in what way is an Adept better?
 

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