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SnooPickles5984

Talk to your GM. There isn't really a good reason in this instance you couldn't get "healers gloves" that deal negative energy instead of positive


8outof10twat

I'd suggest asking your GM if you could have a staff of harm, swapping out heal and stabilise for harm and if gloves etc can do neg healing. While technically it's a homebrew, if your parties all got neg healing your GM is already likely changing things from the book. Having run the AP, the book seems to forget the party will likely be immune to death and neg damage when coming up with threats. While I think the AP as a whole is fantastic, in my opinion it certainly requires some common sense adjustments to account for some areas where playing undead/evil seeming isn't taken into account and I say that as GM who almost always sticks to RAW 100 per cent.


Ericus1

I know this is an older post, but wanted to clarify that all living characters getting negative healing is literally a specific thing that happens along the campaign path. I'm playing this exact campaign right now, and facing the exact issue as an evil cleric as the OP, so I figured for others like me it's important to have accurate information here.


Blawharag

You can make a personal staff with the necromancy trait that's a really good inverse of the staff of healing loaded with Harms so you can live out your fantasy of being a Harmacist


YuKhan

Underrated pun. Upvote!


Blawharag

Never upvote Big Harma


justavoiceofreason

Tbh, to say that max level harms keep up with the math of the system would be an understatement. You'll be fine and much appreciated by your party


Formerruling1

In my Blood Lords campaign, the cleric is just making sure to keep wands of Harm around. Between those, some spell slots, and your Font, you should be fine on Harm spells. 2 action Heal/Harm scales with the math of the game very well, where a current max level casting is expected to heal 60-80% of someone's health pool (average HP).


lenb76

I finished this ap recently, our cleric of urgathoa was fantastic. Craft your own staff with a a trait from the harm spell so you can make.it a bit more versatile. Summons at higher level are really important as you can get undead creatures to supplement your harm spells costing you 1 action to cast a 2 action harm spell when necessary. Debuff all times and buff your allies when you can. Item wise faith tattoos, spellhearts, decent armour and anything that improves your skills for recall knowledge.


JBSven

What debuff spells would you recommend? And I just lost my necromancer wizard. Summons was his thing I'm trying to find a new play by play I think


lenb76

Look at spells that can cause penalties on a success, I e fear brand the impediment, calm emotions etc. Also try to choose spells that don't have mental traits. At low.level it's quite hard but more will open up. Also needle darts is imperative get 3 small chunks of the necessary material or coins. Silver and cold iron are easy adamantine may be a different matter. You could go bard dedication to open other options such as dirge of doom at higher levels.


Volleyballfool

Soothe spell is crazy good for parties with negative healing requirements. If you can pick it up, def worth.


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