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paths:healer_path [2024/10/12 19:35] elfinlockspaths:healer_path [2025/11/25 19:22] (current) – [Miracle Worker] vondor
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 Upon taking the Path of the Healer, you gain the following Key Skills: Upon taking the Path of the Healer, you gain the following Key Skills:
  
-  * [[priority:skills:diplomacy|Diplomacy]]+  * [[priority:skills:negotiation|Negotiation]]
   * [[priority:skills:heal|Heal]]   * [[priority:skills:heal|Heal]]
   * [[priority:skills:knowledge|Knowledge]] (Nature)   * [[priority:skills:knowledge|Knowledge]] (Nature)
   * [[priority:skills:knowledge|Knowledge]] (Religion)   * [[priority:skills:knowledge|Knowledge]] (Religion)
-  * [[priority:skills:spellcraft|Spellcraft]]+  * [[priority:skills:research|Research]]
  
  
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 ==== Healing Conduit (Ex) ==== ==== Healing Conduit (Ex) ====
  
-  * **Requirements:** Heal, Knowledge (Planes) or Knowledge (Religion) 3, 10 EXP+  * **Requirements:** Heal, Knowledge (Planes) or Knowledge (Religion) 3, EXP
  
-You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Action, you may spend 2 [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]] to heal an adjacent creature by 1d6 for each tier of HD or CL you possess, to a maximum of 5d6 at 5 HD or CL. For example, if you possess 4 HD and 2 CL, you would use your HD, as it is higher, and thus this Talent would provide 4d6 points of healing to the subject of this Talent.+You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Action, you may spend 2 [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]] to heal an adjacent creature by 1d6 for each tier of BaB or CL you possess, to a maximum of 5d6 at 5 BaB or CL. For example, if you possess 4 BaB and 2 CL, you would use your BaB, as it is higher, and thus this Talent would provide 4d6 points of healing to the subject of this Talent.
 </WRAP> </WRAP>
  
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 ==== Lay on Hands (Su) ==== ==== Lay on Hands (Su) ====
  
-  * **Requirements:** Healing Conduit, Heal, Knowledge Religion, or Knowledge Planes 5, 20 EXP+  * **Requirements:** Healing Conduit, Heal, Knowledge Religion, or Knowledge Planes 5, 10 EXP
  
-You may now use Healing Conduit as a Half Action. In addition, you may now heal up to 10d6, provided that you possess the necessary HD/CL. +You may now use Healing Conduit as a Half Action. In addition, you may now heal up to 10d6, provided that you possess the necessary BaB/CL. 
 </WRAP> </WRAP>
  
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   * **Requirements:** Surgical Savant, Heal 15, 30 EXP   * **Requirements:** Surgical Savant, Heal 15, 30 EXP
  
-You may now roll a [[priority:skills:heal|Heal]] skill check to perform surgery. By spending 1 minute you may heal a creature 2d6 per rank in the Heal skill, heal 1 ability damage per 1 ranks in the Heal skill (1 ability drain per 5 ranks in the Heal skill), or reattach recently severed limbs (but not destroyed) up to 1 minute per rank in the Heal skill, time spent in surgery does not count against this, unless it is interupted for some reason.+You may now roll a [[priority:skills:heal|Heal]] skill check to perform surgery. By spending 1 minute you may heal a creature 2d6 per rank in the Heal skill, heal 1 ability damage per 1 ranks in the Heal skill (1 ability drain per 5 ranks in the Heal skill), or reattach recently severed limbs (but not destroyed) up to 1 minute per rank in the Heal skill, time spent in surgery does not count against this, unless it is interrupted for some reason.
  
 Spending a Hero Point allows the character to perform Surgery as a Half action. Spending a Hero Point allows the character to perform Surgery as a Half action.
  
 Any creature affected by Surgical Genius is fatigued for 2 hours. This time can be reduced based on the results of the Heal check. Every 1 point above a DC 20 Heal check reduces the Fatigue by 10 minutes, alternativle every 1 below increases the time spent Fatigued by 20 Minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death). Any creature affected by Surgical Genius is fatigued for 2 hours. This time can be reduced based on the results of the Heal check. Every 1 point above a DC 20 Heal check reduces the Fatigue by 10 minutes, alternativle every 1 below increases the time spent Fatigued by 20 Minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death).
 +
 +If a Hero Point was Spent to allow surgery to be performed as a Half Action, you may attempt to remove the Dead condition from a target that gained the condition within the last 2 rounds. If the surgery heals the target above the threshold of wounds to gain the Death condition, then its removed.
 </WRAP> </WRAP>
  
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 ==== Swift Restoration (Ex) ==== ==== Swift Restoration (Ex) ====
  
-  * **Requirements:** Lay on Hands, 20 EXP+  * **Requirements:** Lay on Hands, 35 EXP
  
 You may use Healing Conduit on yourself as a Swift Action. It remains a Half Action when used on other creatures. You may use Healing Conduit on yourself as a Swift Action. It remains a Half Action when used on other creatures.
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 ==== Mercy (Ex) ==== ==== Mercy (Ex) ====
  
-  * **Requirements:** Lay on Hands, HD or CL 3, Variable EXP Cost+  * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 6, Variable EXP Cost
  
 Your Healing Conduit grows stronger, providing relief for one status effect of your choice upon use. You may purchase this Talent multiple times - every time you do, you gain one additional status effect that you may remove with Healing Conduit. All unlocked status afflictions are cured upon you using this ability on a given target (including yourself, provided that you are capable of acting to apply Healing Conduit to yourself in the first place). Every time you purchase the Mercy Talent again, you may unlock additional status effects. Your Healing Conduit grows stronger, providing relief for one status effect of your choice upon use. You may purchase this Talent multiple times - every time you do, you gain one additional status effect that you may remove with Healing Conduit. All unlocked status afflictions are cured upon you using this ability on a given target (including yourself, provided that you are capable of acting to apply Healing Conduit to yourself in the first place). Every time you purchase the Mercy Talent again, you may unlock additional status effects.
  
-The status effects you may choose from are limited by your HD or CL, and by Experience cost, as follows:+The status effects you may choose from are limited by your [[chargen:common_terms#core_stats|CST]], and by Experience cost, as follows:
  
 ---- ----
  
-=== 3 HD/CL - 10 Experience Each ===+**[[chargen:common_terms#core_stats|CST]] 6: 10 Experience Each**
  
   * **Shaken** - The target is no longer shaken.   * **Shaken** - The target is no longer shaken.
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 ---- ----
  
-=== 6 HD/CL - 10 Experience Each ===+**[[chargen:common_terms#core_stats|CST]] 12: 10 Experience Each**
  
   * **Dazed** - The target is no longer dazed.   * **Dazed** - The target is no longer dazed.
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 ---- ----
  
-=== 9 HD/CL - 20 Experience Each ===+**[[chargen:common_terms#core_stats|CST]] 18: 20 Experience Each**
  
   * **Confused** - The target is no longer [[priority:magic:spells:tier4:confusion|confused]].   * **Confused** - The target is no longer [[priority:magic:spells:tier4:confusion|confused]].
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 ---- ----
  
-=== 12 HD/CL - 30 Experience Each ===+**[[chargen:common_terms#core_stats|CST]] 24: 30 Experience Each**
  
   * **Amputated** - Your Healing Conduit also acts as [[priority:magic:spells:tier8:regenerate|]], but only for the purposes of regrowing severed body members, broken bones, and ruined organs. You must have the Injured mercy before you can select this mercy.   * **Amputated** - Your Healing Conduit also acts as [[priority:magic:spells:tier8:regenerate|]], but only for the purposes of regrowing severed body members, broken bones, and ruined organs. You must have the Injured mercy before you can select this mercy.
   * **Blinded** - The target is no longer blinded.   * **Blinded** - The target is no longer blinded.
   * **Deafened** - The target is no longer deafened.   * **Deafened** - The target is no longer deafened.
-  * **Ensorcelled** - Your Healing Conduit also acts as [[priority:magic:spells:tier3:dispel_magic|]], using your hit die as the caster level (maximum 20).+  * **Ensorcelled** - Your Healing Conduit also acts as [[priority:magic:spells:tier3:dispel_magic|]], using your BaB as the caster level (maximum 20) unless you have a higher CL.
   * **Paralyzed** - The target is no longer paralyzed.   * **Paralyzed** - The target is no longer paralyzed.
   * **Petrified** - Your Healing Conduit ability also acts as [[priority:magic:spells:tier6:stone_to_flesh|]], but only for the purpose of removing the petrified condition from a creature.   * **Petrified** - Your Healing Conduit ability also acts as [[priority:magic:spells:tier6:stone_to_flesh|]], but only for the purpose of removing the petrified condition from a creature.
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 ==== Holy Hands (Ex) ==== ==== Holy Hands (Ex) ====
  
-  * **Requirements:** Incredible Healer, HD 10, 40 EXP+  * **Requirements:** Incredible Healer, [[chargen:common_terms#core_stats|CST]] 15, 40 EXP
  
 You may spend triple the [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]] cost of Lay on Hands to maximize the effect of your Healing Conduit, treating the healing effect as if you had rolled a 6 on every dice. The action required to use Lay on Hands increases by one step (Swift becomes Half, Half becomes Full). You may spend triple the [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]] cost of Lay on Hands to maximize the effect of your Healing Conduit, treating the healing effect as if you had rolled a 6 on every dice. The action required to use Lay on Hands increases by one step (Swift becomes Half, Half becomes Full).
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 ==== Masterful Healer (Su) ==== ==== Masterful Healer (Su) ====
  
-  * **Requirements:** Lay on Hands, HD 1125 EXP+  * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 1715 EXP
  
-You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary HD/CL. +You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary BaB/CL. 
 </WRAP> </WRAP>
  
 +<WRAP round box>
 +==== Ascendant Healer (Su) ====
 +
 +  * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 25, 15 EXP
 +
 +You may now heal up to 20d6 with Lay on Hands, provided that you possess the necessary BaB/CL. 
 +</WRAP>
 ---- ----
  
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 ==== Battlefield Chirurgeon (Ex) ==== ==== Battlefield Chirurgeon (Ex) ====
  
-  * **Requirements:** Incredible Healer, HD or CL 10, 30 EXP+  * **Requirements:** Incredible Healer, [[chargen:common_terms#core_stats|CST]] 20, 30 EXP
  
 You may now use your Healing Conduit as a Swift Action within Touch range of your target. Alternatively, you may direct it unerringly (no attack roll required) to a willing target within 30 ft. of you as a Half Action. You may now use your Healing Conduit as a Swift Action within Touch range of your target. Alternatively, you may direct it unerringly (no attack roll required) to a willing target within 30 ft. of you as a Half Action.
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 ==== Healer’s Channel (Su) ==== ==== Healer’s Channel (Su) ====
  
-  * **Requirements:** Channel Energy, CL 2, Knowledge Religion 3, 5 EXP+  * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 3, Knowledge Religion 3, 5 EXP
  
-You may use your channel to heal all creatures within the area of effect instead of inflicting damage. To heal living creatures, you must channel Holy energy. To heal undead creatures, you must channel Unholy energy. Elemental energy may heal either, but you may only select one (living or undead creatures), and this choice is permanent.+You may use your channel to heal all creatures within the area of effect instead of inflicting damage.
 </WRAP> </WRAP>
  
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 <WRAP round box> <WRAP round box>
-==== Barrier Channel (Su) ====+==== Protective Channel (Sp) ====
  
-  * **Requirements:** Healer’s Channel, Knowledge Religion 5, CL 3, 15 EXP+  * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Religion 5, 15 EXP
  
-Your Channel now applies Barrier instead of healing to affected creatures. This only works if the use of channel energy would have healed the creatures normally (For example, a Channeler of Unholy energy cannot use this ability to grant a barrier to **living** recipients…). The Barrier lasts a number of rounds equal to your CL.+Your Channel may now apply [[chargen:common_terms#shell|Shell]] instead of healing to affected creatures. You must still exclude enemies with [[paths:devoted_path#selective_channel|Selective Channel]].
 </WRAP> </WRAP>
  
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 ==== Disruptive Channel (Sp) ==== ==== Disruptive Channel (Sp) ====
  
-  * **Requirements:** Healer’s Channel, Knowledge Religion 10, CL 5, 25 EXP+  * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 8, Knowledge Religion 10, 25 EXP
  
-Creatures damaged by your channel must now make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute) or be Dazed for one round.+Creatures damaged by your channel must now make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute) or be [[game_systems:combat:status_conditions#stunned|Stunned]] for one round.
 </WRAP> </WRAP>
  
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 ==== Assize (Sp) ==== ==== Assize (Sp) ====
  
-  * **Requirements:** Disruptive Channel, Knowledge Religion 15, CL 8, 35 EXP+  * **Requirements:** Disruptive Channel, [[chargen:common_terms#core_stats|CST]] 12, Knowledge Religion 15, 35 EXP
  
 You may now double the cost of your Channel to damage enemies and heal allies with your channel simultaneously. You may now double the cost of your Channel to damage enemies and heal allies with your channel simultaneously.
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 ==== Benediction (Sp) ==== ==== Benediction (Sp) ====
  
-  * **Requirements:** CL 7, Knowledge Religion 10, Heal 10, Healer’s Channel, Mercy, 30 EXP+  * **Requirements:** Healer's Channel[[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:knowledge|Knowledge]] (Religion10, [[priority:skills:heal|Heal]] 10, 20 EXP
  
-As a Half Action, you may bring life back to those recently slain by spending 10 MP. This cures 5d8 + your Caster Level, and stabilizes a slain creatureif they are not brought back from negative HP from using this ability. If the targeted creature was slain by a death effect, you must make a Caster Level check against the CL of the death effect, otherwise this ability fails.+As a Half Action, you may bring life back to those recently slain by touching their body, and spending 5 [[priority:magic#mana|MP]]. This cures 5d8 + your Caster Level (including negative [[game_systems:health|Wounds]]), and remove the Dead Status condition a slain creature (if you heal them enough to restore them to life)
  
 You must use this ability on a creature which has died within a number of rounds equal to your Caster Level - they are otherwise too far gone. You must use this ability on a creature which has died within a number of rounds equal to your Caster Level - they are otherwise too far gone.
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 ==== Regen (Sp) ==== ==== Regen (Sp) ====
  
-  * **Requirements:** CL 10, Knowledge Religion 12, Heal 12, Benediction, 45 EXP+  * **Requirements:** Benediction, [[chargen:common_terms#core_stats|CST]] 15[[priority:skills:knowledge|Knowledge]] (Religion12, [[priority:skills:heal|Heal]] 12, 25 EXP
  
-You may spend Mana to grant a number of allies up to your Secondary Casting Attribute modifier an amount of fast healing equal to the Mana you expend on this ability. The fast healing lasts for a number of rounds equal to your Secondary Casting Attribute modifier.+You may spend [[priority:magic#mana|Mana]] to grant a number of allies up to your Secondary Attribute modifier an amount of fast healing equal to the Mana you expend on this ability. The fast healing lasts for a number of rounds equal to your Secondary Casting Attribute modifier. The chosen allies must be within 60 feet of you to be affected.
 </WRAP> </WRAP>
  
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 ==== Pulse of Life (Sp) ==== ==== Pulse of Life (Sp) ====
  
-  * **Requirements:** CL 15, Knowledge Religion 15, Heal 15, Regen, 60 EXP+  * **Requirements:** Regen[[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] (Religion15, [[priority:skills:heal|Heal]] 15, 30 EXP 
 + 
 +As a Full Action, you may spend 10 [[priority:magic#mana|MP]] to cast a powerful pulse of life, which cures a single creature that you can physically see of any debilitating conditions it is suffering from (Such as Fatigue, Exhaustion, Poison or Disease effects, or other negative conditions covered by the Mercy Talent). Additionally, the creature is healed for 10 HP for every Caster Level you possess. This ability can bring creatures back to life if they were recently slain, as Benediction.
  
-As a Full Action, you may spend 20 MP to cast a powerful pulse of life, which cures a single creature that you can see of any debilitating conditions it is suffering from (Such as Fatigue, Exhaustion, Poison or Disease effects, or other negative conditions covered by Mercy)Additionally, the creature is healed for 10 HP for every Caster Level you possess. This ability can bring creatures back to life if they were recently slain, as Benediction.+You may spend a [[game_systems:hero_points|Hero Point]] to cast Pulse of Life on as many allies as you can physically see within one Full ActionHoweveryou must pay the MP cost for each ally selected in this manner.
 </WRAP> </WRAP>