Umm... a medic is sort of necessary for a functional combat squad. You're out there doing dangerous shit. Someone needs to put you back together
As so often talked about, healing also tends to be an out-of-combat role - yet it will take up a large portion of a characters "combat resources", such as spellslots.
And since I've been talking about Spheres of Power recently, how do they handle it?
Well, at it's core, the Life-sphere provides not-terribly-efficient out-of-combat healing (1D8+CL for 1 spell point), a way to grant temporary hit points, and a way to heal ability damage and some conditions. So it doesn't really break with the established dichotomy of how healers work. So, what a can a dedicated sphere-healer do?
Well, the most spellpoint efficient out-of-combat healing you can achieve works off the Revitalize talent, which can grant the target fast healing. It starts at Fast Healing 1 for minute/CL - which is already more efficient (at CL 1, you'd heal 10 hp instead of <=9. At CL 5, 50 instead of <=13). Healing 50 hitpoints off a single spell point is pretty damn efficient, and if you really have to you can take Greater Healing to double or triple that.
Oh, and you could take Revitalize again to make it last an hour per caster level, but with a limit of healing 10xCL HP (+same for each time you've taken Greater Healing). This doesn't increase what you heal with it, but rather makes it last through multiple combats. And getting up to Fast Healing 5 is pretty darn good.
So the "hit-point healer" package I'd recommend is this:
Take the Limited Restoration drawback and bar Invigorate (the ability to grant temporary HP), and buy Greater Healing with it. Take the Slow Recovery drawback, which grants Revitalize.
For the low price of one talent, and one spell point each time you need to heal someone, you can fully heal anyone to full hit points within one minute. And as a bonus, you can heal some ability damage and some conditions.
Of course, you can make this even better with my above-mentioned Conjuration-trick, by letting your companions do this for you.
Let them take the Medicinal drawback - now they infuse some liquid to turn it into a temporary potion (which lasts for the rest of the day), so even after they're dismissed it'll stick around. Maximize their caster level by giving them the Studied Healing feat (which'll bump it up to their hit dice). Remember to make them puppets so they're free to summon. Get one companion to provide healing potions, ideally some with hours-long durations. And then the following combinations (using the drawbacks to buy as much of those talents as possible):
- get Restore Senses, Restore Soul and Restore Health. You now have healing potions that heal 4D8+something, and heal all poison, disease, blindness, deafness, etc, ability damage, ability drain, and temporary negative levels. And they don't cost you anything but a single talent.
- Don't take Medicinal. Get Ranged Healing, Restorative Cure, and Restore Composure, Mind and Movement. You probably won't be able to squeeze it all into one companion, so taking two for this might be good. Mass Cure might also be a good idea. Optionally, take the Sympathetic drawback. Maybe don't make this companion a puppet. Their function is to be summoned in combat, and restore any nasty conditions that have been applied - charmed, confused, dazed, entangled, grappled and anything from the Restore-list.
Fluff-wise, this can be anything from shamanic spirits infusing herbal potions you prepared, over calling upon astral merchants whom you've bargained with for their goods, to something that isn't summoning at all but instead, say, just an act of crafting those potions from thin air with your magic.