Best way to be a healer in MRQII?

daddystabz

Mongoose
We are starting a new MRQII campaign the week after next and so far we have a need for a dedicated healer-type character in the party. I was thinking about this and was wondering if those of you more experienced with the system might be able to inform me on the best way to go about building a dedicated healer? Would it be better to pick a Physician character career or maybe instead to build a Sorcerer with all his spells into heals?
 
A Sorcerer with Regenerate + Treat Wounds. Is the fastest and most versatile healer. Probably the only one who can do it in combat, since needing to run around and touch your friends might be troublesome. He can manipulate range to get people back up fast.

A Divine Spellcaster with the common magic healing 1, and an extended amplify will heal the most. If you put a few of your dedicated spells to Heal body as well, you can keep healing all day long. (giving a POW 12 Acolyte the ability to heal around 70 hp/day)

Off course a physician can keep going all day, but it is very slow, and can only be used once on each person. So I'd call it pretty sub-par to using magic.

The very best would probably be to combine one of the two above with a spirit magician who can Nick his Fetch's spell points for extra much healing fun.
 
daddystabz said:
We are starting a new MRQII campaign the week after next and so far we have a need for a dedicated healer-type character in the party. I was thinking about this and was wondering if those of you more experienced with the system might be able to inform me on the best way to go about building a dedicated healer? Would it be better to pick a Physician character career or maybe instead to build a Sorcerer with all his spells into heals?

A sorcerer with Regenerate and Treat Wounds is insanely good at healing... Perhaps too good, at least for my taste.

- Dan
 
Sorcery with a little bit of Divine will make you a great healer.

Regenerate requires time and focus, so it's no much help in the actual fight, but can keep a party from a slow, painful transformation into amputees. :lol:

If you can get Heal Body, that can come in handy.

First Aid and Healing ain't bad either.

I've had a guy have to use Sorcery, common magic and First Aid / Healing to patch one person back together.
 
Possibly depends on your character concept and the world itself. For example a civilised physician might also be interested in alchemy and anatomy and so on. Skills like Lore (Anatomy) and Lore (Alchemy) as well as First Aid and Healing mean that he's not relying on magic and might be more fun to play. He could of course still have spells like Treat wounds and Regenerate though as a GM I don't like Regenerate being able to regrow/re-attached severed limbs. Your GM may vary.*

Alternately you might be spirit follower with common magic healing, lore (herbs), lore (spirits) and contacts with healing spirits.

Finally you could just worship a healing deity however you often find that comes with a fair few geases and taboos.

Basically all of them will work but with quite different pros and cons.

*For example, imagine someone with form/set and animate iron as well as Healing skill. He might be able to use them together to perform surgery then animate some iron to burrow inside the body and hold two bones together. You can have all sorts of fun.
 
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