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| paths:healer_path [2025/11/25 19:17] – [Healing Hands] vondor | paths:healer_path [2026/03/09 21:49] (current) – Hyperlinking Knowledge skill entries elfinlocks |
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| ==== Healing Conduit (Ex) ==== | ==== Healing Conduit (Ex) ==== |
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| * **Requirements:** Heal, Knowledge (Planes) or Knowledge (Religion) 3, 5 EXP | * **Requirements:** Heal, [[priority:skills:knowledge|Knowledge]] (Planes) or [[priority:skills:knowledge|Knowledge]] (Religion) 3, 5 EXP |
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| 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. | 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 [[priority:prowess|Prowess]] or CL you possess, to a maximum of 5d6 at 5 [[priority:prowess|Prowess]] or CL. For example, if you possess 4 [[priority:prowess|Prowess]] and 2 CL, you would use your [[priority:prowess|Prowess]], 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) ==== |
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| * **Requirements:** Healing Conduit, Heal, Knowledge Religion, or Knowledge Planes 5, 10 EXP | * **Requirements:** Healing Conduit, Heal, [[priority:skills:knowledge|Knowledge]] Religion, or [[priority:skills:knowledge|Knowledge]] Planes 5, 10 EXP |
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| 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. | 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 [[priority:prowess|Prowess]]/CL. |
| </WRAP> | </WRAP> |
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| ==== Surgical Savant (Ex) ==== | ==== Surgical Savant (Ex) ==== |
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| * **Requirements:** Healing Conduit, Heal 8, 15 EXP | * **Requirements:** Healing Conduit,[[priority:skills:heal|Heal]]8, 15 EXP |
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| You may now roll a [[priority:skills:heal|Heal]] skill check to perform surgery. By spending 1 minute you may choose to heal a creature 1d6 hit points per rank in the Heal skill, 1 ability damage per 2 ranks in the Heal skill, or you may treat critical injuries and heal wound damage equal to the creatures HD. | You may now roll a [[priority:skills:heal|Heal]] skill check to perform surgery. By spending 1 minute you may choose to heal a creature 1d6 hit points per rank in the[[priority:skills:heal|Heal]]skill, 1 ability damage per 2 ranks in the[[priority:skills:heal|Heal]]skill, or you may treat critical injuries and heal wound damage equal to the creatures HD. |
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| Any creature affected by Surgical Savant 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. | Any creature affected by Surgical Savant is fatigued for 2 hours. This time can be reduced based on the results of the[[priority:skills:heal|Heal]]check. Every 1 point above a DC 20[[priority:skills:heal|Heal]]check reduces the Fatigue by 10 minutes. |
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| However, for every point by which you fail to meet the DC, the time spent instead increases the duration of Fatigue for the subject by 20 minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death). | However, for every point by which you fail to meet the DC, the time spent instead increases the duration of Fatigue for the subject by 20 minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death). |
| ==== Surgical Genius (Ex) ==== | ==== Surgical Genius (Ex) ==== |
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| * **Requirements:** Surgical Savant, Heal 15, 30 EXP | * **Requirements:** Surgical Savant,[[priority:skills:heal|Heal]]15, 30 EXP |
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| 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. | 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[[priority:skills:heal|Heal]]skill, heal 1 ability damage per 1 ranks in the[[priority:skills:heal|Heal]]skill (1 ability drain per 5 ranks in the[[priority:skills:heal|Heal]]skill), or reattach recently severed limbs (but not destroyed) up to 1 minute per rank in the[[priority:skills:heal|Heal]]skill, time spent in surgery does not count against this, unless it is interrupted for some reason. |
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| 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. |
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| 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[[priority:skills:heal|Heal]]check. Every 1 point above a DC 20[[priority:skills:heal|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). |
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| 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. | 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. |
| * **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 BaB as the caster level (maximum 20) unless you have a higher CL. | * **Ensorcelled** - Your Healing Conduit also acts as [[priority:magic:spells:tier3:dispel_magic|]], using your [[priority:prowess|Prowess]] as the [[priority:magic#caster_level|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. |
| ==== Incredible Healer (Ex) ==== | ==== Incredible Healer (Ex) ==== |
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| * **Requirements:** Mercy, Heal, Knowledge Planes, or Knowledge Religion 10, 30 EXP | * **Requirements:** Mercy, Heal, [[priority:skills:knowledge|Knowledge]] Planes, or [[priority:skills:knowledge|Knowledge]] Religion 10, 30 EXP |
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| By spending 2 additional [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]], when using Healing Conduit you heal an additional 50%. Example, if you rolled 10d6 and added the results together to equal 30, you would increase that by 50% to determine the total healing applied. | By spending 2 additional [[game_systems:tactic_pool|TP]]/[[priority:magic#mana|MP]], when using Healing Conduit you heal an additional 50%. Example, if you rolled 10d6 and added the results together to equal 30, you would increase that by 50% to determine the total healing applied. |
| * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 17, 15 EXP | * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 17, 15 EXP |
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| You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary BaB/CL. | You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary [[priority:prowess|Prowess]]/CL. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 25, 15 EXP | * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 25, 15 EXP |
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| You may now heal up to 20d6 with Lay on Hands, provided that you possess the necessary BaB/CL. | You may now heal up to 20d6 with Lay on Hands, provided that you possess the necessary [[priority:prowess|Prowess]]/CL. |
| </WRAP> | </WRAP> |
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| ==== Defiant Channel (Su) ==== | ==== Defiant Channel (Su) ==== |
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| * **Requirements:** Knowledge (Religion) 1, 5 EXP | * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Religion) 1, 5 EXP |
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| You may use your [[priority:health|HD]] in place of [[priority:magic|CL]] for the [[paths:devoted_path#channel_energy|Channel Energy Talent's]] requirements and scaling, as well as for any Talent which requires Channel Energy. Optionally, you may choose to use [[game_systems:tactic_pool|TP]] in place of [[priority:magic#mana|MP]] for utilizing Channel Energy - this choice is permanent. | You may use your [[priority:health|HD]] in place of [[priority:magic|CL]] for the [[paths:devoted_path#channel_energy|Channel Energy Talent's]] requirements, scaling, and limit(s), as well as for any Talent which requires Channel Energy. Optionally, you may choose to use [[game_systems:tactic_pool|TP]] in place of [[priority:magic#mana|MP]] for utilizing Channel Energy - this choice is permanent. |
| </WRAP> | </WRAP> |
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| ==== Healer’s Channel (Su) ==== | ==== Healer’s Channel (Su) ==== |
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| * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 3, Knowledge Religion 3, 5 EXP | * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 3, [[priority:skills:knowledge|Knowledge]] Religion 3, 5 EXP |
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| You may use your channel to heal all creatures within the area of effect instead of inflicting damage. | You may use your channel to heal all creatures within the area of effect instead of inflicting damage. |
| ==== Protective Channel (Sp) ==== | ==== Protective Channel (Sp) ==== |
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| * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Religion 5, 15 EXP | * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] Religion 5, 15 EXP |
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| Your Channel may now apply a [[chargen:common_terms#shell|Shell]] instead of healing to affected creatures. You must still exclude enemies with [[paths:devoted_path#selective_channel|Selective Channel]]. | Your Channel may now apply a [[chargen:common_terms#shell|Shell]] instead of healing to affected creatures. You must still exclude enemies with [[paths:devoted_path#selective_channel|Selective Channel]]. |
| ==== Disruptive Channel (Sp) ==== | ==== Disruptive Channel (Sp) ==== |
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| * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 8, Knowledge Religion 10, 25 EXP | * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] Religion 10, 25 EXP |
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| 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. | Creatures damaged by your channel must now make a Will save (DC 10 + ½ your [[priority:magic#caster_level|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) ==== |
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| * **Requirements:** Disruptive Channel, [[chargen:common_terms#core_stats|CST]] 12, Knowledge Religion 15, 35 EXP | * **Requirements:** Disruptive Channel, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge]] Religion 15, 35 EXP |
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| 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. |
| * **Requirements:** Healer's Channel, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:knowledge|Knowledge]] (Religion) 10, [[priority:skills:heal|Heal]] 10, 20 EXP | * **Requirements:** Healer's Channel, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:knowledge|Knowledge]] (Religion) 10, [[priority:skills:heal|Heal]] 10, 20 EXP |
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| 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 stabilizes a slain creature (if you heal them enough to restore them to life). 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 [[priority:magic#caster_level|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). |
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| 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 [[priority:magic#caster_level|Caster Level]] - they are otherwise too far gone. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Benediction, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Religion) 12, [[priority:skills:heal|Heal]] 12, 25 EXP | * **Requirements:** Benediction, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Religion) 12, [[priority:skills:heal|Heal]] 12, 25 EXP |
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| 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. | 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[[priority:magic#mana|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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| * **Requirements:** Regen, [[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] (Religion) 15, [[priority:skills:heal|Heal]] 15, 30 EXP | * **Requirements:** Regen, [[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] (Religion) 15, [[priority:skills:heal|Heal]] 15, 30 EXP |
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| 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 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 [[priority:magic#caster_level|Caster Level]] you possess. This ability can bring creatures back to life if they were recently slain, as Benediction. |
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| 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 Action. However, you must pay the MP cost for each ally selected in this manner. | 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 Action. However, you must pay the MP cost for each ally selected in this manner. |