Yes, you read that right - Thumper is a Hoop. Hop into the obscure RPG wayback machine, and you will see Hoops as a powerful villain race in Gamma World. Their ability to turn metal into rubber made them feared. Being a 8' anthropomorphic rabbit with opposable thumbs certainly didn't hurt in the "feared" category.
So since the GM and I are both Gamma World fans, making a playable race based on Hoops seemed like a great idea. Obviously rubber is not something you encounter a lot in Pathfinder, so that was the first thing to change. We made it an always on Detect Magic trait. This was to show case the original idea of the Hoop as a race that sought after and venerated ancient technology. Replace "ancient technology" with "magical artifacts" and you get the idea. Added Jump as a trait, removed the 2+ meter height.
To me, the idea of an investigator, Indiana Jones-type character who actively seeks out artifacts, made sense. I like the skills and the skill points for the Investigator class, and I really like Inspiration dice. So I went with that for 4 levels. Maybe it was the build, maybe it was how I played it, but the limitations of the Investigator class seemed to outweigh the benefits. Taking time to buff, slow spell (extract) progression combined with having to take an extra ability to use those spells (extracts) on others, seemed to make my character not even very good at a support role. I knew striker or even Rogue abilities would be slow to evolve. When it became painfully obvious that we needed a healer in our party, I took a level in a Conjuring/Transmutation Occultist.
The Occultist level dip provided much more flexibility in support, not the least of which was the ability to buff others with Bane. Giving your swing-for-the-fences melee party member 10 rounds of an extra 2d6 worth of damage, plus a +2/+2 to hit/damage, is amazing. Using healing magic items without UMD was also a draw. While that need for addition healing was satisfied, we still didn't have much in the way of distance support, so at 6th level I dipped into Fighter specializing in archery.
Now we had some range support, and the Bane was also helpful on my bow. A second level in Fighter seemed in order. I took Precise Shot at 7th on top of Point Blank Shot at 6th, so firing into melee was a lot more effective. What we did not have, still, was reliable healing. I spoke with my GM about that. He agreed to let me re-specify my character to incorporate some healing.
Here is what I did:
- I traded the Artifact Hunter feat for Healer's Hands and took Signature Skill (Heal) and Precise Shot as Fighter2 at level 7.
- I retrained my skill points in Appraise, Ride, Climb, Diplomacy for points in Heal and Knowledge Planes, bringing each to 6.
- Six (6) times a day (total number of Healer's Hands usage = Knowledge Planes ranks) I can take a full round action to attempt a DC 20 Heal Check. Using the Unchained Heal skill, if successful I will heal the character's HD x 2 and 2 points from each ability score damage. This is applied one person at a time, not a channel. If I hit a DC30, the character being healed get an addition number of HP equal to my Knowledge Planes ranks.
- Combining this with a Vest of Surgery (+2 heal circumstance), Healer's Gloves (+5 heal competence), and an Amulet of Wisdom +2, turned my heal check into a +17 (3 class skill, 6 ranks, 1 WIS, 2 vest, 5 gloves). Tack on the Investigator Talent of Expanded Inspiration and my Heal rolls received an additional d6.
At 8th level, I went back to Investigator (Investigator 5, Occultist 1, Fighter 2), mostly for the skill points. My Heal roll is now +19 and I can use Healer's Hands 8 times a day (+2 skills points to Heal and Knowledge Planes).
Likely progression, levels 9-12:\
All Investigator levels
9th Level - Investigator 6, Occultist 1, Fighter 2
- Feat: Weapon Focus (longbow)
- Heal and Knowledge Planes 1 rank each, +20 heal, Healer's Hands 9/day
- Spells - 2nd and 1st
- +1 Inspiration
- Studied Strike 2d6
10th Level - Investigator 7, Occultist 1, Fighter 2
- Investigator Talent - Amazing Inspiration
- Heal and Knowledge Planes 1 rank each, +21 Heal, Healer's Hands 10/day
- Spells - 3rd and 2nd
11th Level - Investigator 8, Occultist 1, Fighter 2
- Feat: Ranged Focus
- Heal and Knowledge Planes 1 rank each, +22 Heal, Healer's Hands 11/day
- +1 Inspiration
- Spells - 3rd and 2nd
- Studied Strike 3d6
12th Level - Investigator 9, Occultist 1, Fighter 2
- Investigator Talent - Quick Study
- Heal and Knowledge Planes 1 rank each, +23 heal, Healer's Hands 12/day
- Spells - 3rd and 2nd
- Ability Score Bonus - +1 INT (+1 skill point/level, +1 Mental Focus, +1 Inspiration), +1 STR (+1/+1 hit/Damage, +1 CMB), or +1 WIS (+1 Will, +1 Heal)