====== Path of the Healer ====== {{:paths:pasted:20231117-074225.jpeg|Healers are often, but not always, emissaries of their deity.}} //Followers of the Path of the Healer include all who seek to better the world around them. Do not mistake the mercy of followers of this Path for weakness, as more often than not noble knights and warriors learn the skills involved in using potent powers such as Lay on Hands. Others may specialize further into this Path, and when doing so are usually spellcasters attuned to a specific deity who encourages such acts. Such characters are commonly known as White Mages.// This Path is a **Hybrid Path** - You may use TP or MP for the Healing Hands Trail, but you may ONLY use MP for the Holy Channeling and Miracle Worker Trails. ===== Key Skills ===== Upon taking the Path of the Healer, you gain the following Key Skills: * [[priority:skills:negotiation|Negotiation]] * [[priority:skills:heal|Heal]] * [[priority:skills:knowledge|Knowledge]] (Nature) * [[priority:skills:knowledge|Knowledge]] (Religion) * [[priority:skills:research|Research]] ---- ===== Healing Hands ===== ==== Healing Conduit (Ex) ==== * **Requirements:** Heal, Knowledge (Planes) or Knowledge (Religion) 3, 5 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 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. ---- ==== Lay on Hands (Su) ==== * **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 BaB/CL. ---- ==== Surgical Savant (Ex) ==== * **Requirements:** Healing Conduit, Heal 8, 15 EXP 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. 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. 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) ==== * **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 interrupted for some reason. 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). 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. ---- ==== Machine Savior (Ex) ==== * **Requirements:** Lay on Hands, 10 EXP Your Lay on Hands may now be used to heal mechanical creatures in addition to living creatures. It has no effect on mechanical objects that are not classified as creatures. ---- ==== Rotten Redeemer (Su) ==== * **Requirements:** Lay on Hands, 10 EXP Your Lay on Hands may now be used to heal undead creatures in addition to living creatures. It has no effect on dead objects that are not classified as creatures. ---- ==== Swift Restoration (Ex) ==== * **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. ---- ==== Mercy (Ex) ==== * **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. The status effects you may choose from are limited by your [[chargen:common_terms#core_stats|CST]], and by Experience cost, as follows: ---- **[[chargen:common_terms#core_stats|CST]] 6: 10 Experience Each** * **Shaken** - The target is no longer shaken. * **Sickened** - The target is no longer sickened. * **Fatigued** - The target is no longer fatigued. ---- **[[chargen:common_terms#core_stats|CST]] 12: 10 Experience Each** * **Dazed** - The target is no longer dazed. * **Diseased** - The target is cured of disease, as the [[priority:magic:spells:tier3:remove_disease|]] spell, using your HD as your caster level. * **Enfeebled** - You dispel any magical effects that are reducing one of the target’s ability scores * **Staggered** - The target is no longer staggered, unless the target is at exactly 0 hit points. ---- **[[chargen:common_terms#core_stats|CST]] 18: 20 Experience Each** * **Confused** - The target is no longer [[priority:magic:spells:tier4:confusion|confused]]. * **Cursed** - Your Lay on Hands Talent also acts as [[priority:magic:spells:tier3:remove_curse|]], using your [[priority:health|Hit Die]] as the caster level. * **Exhausted** - The target is no longer exhausted. You must have the fatigue mercy before selecting this mercy. * **Frightened** - The target is no longer frightened. You must have the shaken mercy before selecting this mercy. * **Injured:** - The target gains fast healing 3 for a number of rounds equal to 1/2 your [[priority:health|Hit Dice]]. * **Nauseated** - The target is no longer nauseated. You must have the sickened mercy before selecting this mercy. * **Poisoned** - Your Healing Conduit ability also acts as [[priority:magic:spells:tier4:neutralize_poison|]], using your hit die as the caster level. * **Restorative** - The target heals 1d4 points of ability damage from a single ability score of your choosing. You must have the enfeebled mercy before selecting this mercy. ---- **[[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. * **Blinded** - The target is no longer blinded. * **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. * **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. * **Stunned** - The target is no longer stunned. ---- ==== Incredible Healer (Ex) ==== * **Requirements:** Mercy, Heal, Knowledge Planes, or Knowledge Religion 10, 30 EXP 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. ---- ==== Holy Hands (Ex) ==== * **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). ---- ==== Masterful Healer (Su) ==== * **Requirements:** Lay on Hands, [[chargen:common_terms#core_stats|CST]] 17, 15 EXP You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary BaB/CL. ==== 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. ---- ==== Battlefield Chirurgeon (Ex) ==== * **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. ---- ===== Holy Channeling ===== ==== Defiant Channel (Su) ==== * **Requirements:** Knowledge (Religion) 1, 5 EXP 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. ---- ==== Healer’s Channel (Su) ==== * **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. ---- ==== Protective Channel (Sp) ==== * **Requirements:** Healer’s Channel, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Religion 5, 15 EXP 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) ==== * **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 [[game_systems:combat:status_conditions#stunned|Stunned]] for one round. ---- ==== Assize (Sp) ==== * **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. ---- ===== Miracle Worker ===== ==== Benediction (Sp) ==== * **Requirements:** Healer's Channel, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:knowledge|Knowledge]] (Religion) 10, [[priority:skills:heal|Heal]] 10, 20 EXP 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. ---- ==== Regen (Sp) ==== * **Requirements:** Benediction, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Religion) 12, [[priority:skills:heal|Heal]] 12, 25 EXP 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. ---- ==== Pulse of Life (Sp) ==== * **Requirements:** Regen, [[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] (Religion) 15, [[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. 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. ----