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| paths:healer_path [2026/03/09 05:44] – hyperlinking CL page elfinlocks | 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 [[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. | 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. |
| ==== 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 [[priority:prowess|Prowess]]/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. |
| ==== 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. |
| ==== 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. |
| ==== 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, 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. | 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. |
| ==== 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 [[priority:magic#caster_level|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. |
| ==== 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. |