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.
Upon taking the Path of the Healer, you gain the following Key Skills:
You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Action, you may spend 2 TP/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 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 roll a 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).
You may now roll a 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.
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.
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.
You may use Healing Conduit on yourself as a Swift Action. It remains a Half Action when used on other creatures.
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 CST, and by Experience cost, as follows:
CST 6: 10 Experience Each
CST 12: 10 Experience Each
CST 18: 20 Experience Each
CST 24: 30 Experience Each
By spending 2 additional TP/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.
You may spend triple the TP/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 now heal up to 15d6 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 BaB/CL.
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 use your HD in place of CL for the Channel Energy Talent's requirements and scaling, as well as for any Talent which requires Channel Energy. Optionally, you may choose to use TP in place of MP for utilizing Channel Energy - this choice is permanent.
You may use your channel to heal all creatures within the area of effect instead of inflicting damage.
Your Channel may now apply a Shell instead of healing to affected creatures. You must still exclude enemies with Selective Channel.
Creatures damaged by your channel must now make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute) or be Stunned for one round.
You may now double the cost of your Channel to damage enemies and heal allies with your channel simultaneously.
As a Half Action, you may bring life back to those recently slain by touching their body, and spending 5 MP. This cures 5d8 + your Caster Level (including negative 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 may spend 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.
As a Full Action, you may spend 10 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 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.