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Path of the Healer
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:
Healing Hands
Healing Conduit (Ex)
- Requirements: Heal, Knowledge (Planes) or Knowledge (Religion) 3, 10 EXP
You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Round Action, you may spend 2 TP/MP to heal an adjacent creature by 1d6 for each tier of HD or CL the character has, to a maximum of 5d6 at 5 HD or CL. For example, if a character possesses 4 HD and 2 CL, they would use their HD as it is higher, and thus this Talent would provide 4d6 points of healing.
Lay on Hands (Su)
- Requirements: Healing Conduit, Heal, Knowledge Religion, or Knowledge Planes 5, 20 EXP
You may now use Healing Conduit as a Standard Action. In addition, you may now heal up to 10d6, provided that you possess the necessary HD/CL.
Surgical Savant (Ex)
- Requirements: Healing Conduit, Heal 8, 15 EXP
You may now roll a Heal skill check to perform surgery. By spending 1 minute you may heal a creature 1d6 per rank in the Heal skill, heal 1 ability damage per 2 ranks in the Heal skill, or 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, 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).
Surgical Genius (Ex)
- Requirements: Surgical Savant, Heal 15, 30 EXP
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 interupted for some reason.
Spending a Hero Point allows the character to perform Surgery as a Standard 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).
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, 20 EXP
You may use Healing Conduit on yourself as a Swift Action. It remains a Standard Action when used on other creatures.
Mercy (Ex)
- Requirements: Lay on Hands, HD or CL 3, 10 EXP, 20 EXP, or 30 EXP
Your Healing Conduit grows stronger, providing relief for one status effect of your choice. 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 Mercy again to unlock additional status effects.
The status effects you may choose from are limited by your Hit Dice as follows:
3 HD/CL - 10 Experience
- Shaken - The target is no longer shaken.
- Sickened - The target is no longer sickened.
- Fatigued - The target is no longer fatigued.
6 HD/CL - 10 Experience
- Dazed - The target is no longer dazed.
- Diseased - The target is cured of disease, as the 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.
9 HD/CL - 20 Experience
- Confused - The target is no longer confused.
- Cursed - Your Lay on Hands Talent also acts as Remove Curse, using your 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 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 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.
12 HD/CL - 30 Experience
- Amputated - Your Healing Conduit also acts as 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 Dispel Magic, using your hit die as the caster level (maximum 20).
- Paralyzed - The target is no longer paralyzed.
- Petrified - Your Healing Conduit ability also acts as 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 TP/MP, when using Healing Conduit you heal an additional 50%. Example, if you rolled 10d6 and added the results togather to equal 30 you would increase that by 50% to equal total healing applied.
Holy Hands (Ex)
- Requirements: Incredible Healer, HD 10, 40 EXP
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.
Masterful Healer (Su)
- Requirements: Lay on Hands, HD 11, 25 EXP
You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary HD/CL.
Battlefield Chirurgeon (Ex)
- Requirements: Incredible Healer, HD or CL 10, 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 Standard Action.
Holy Channeling
Defiant Channel (Su)
- Requirements: HD 2, Knowledge Religion 1, 10 EXP
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.
Healer’s Channel (Su)
- Requirements: Channel Energy, CL 2, 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 positive energy. To heal undead creatures, you must channel negative energy. To heal extraplanar entities, you must channel appropriate elemental energy.
Barrier Channel (Su)
- Requirements: Healer’s Channel, Knowledge Religion 5, CL 3, 15 EXP
Your channel energy now applies a 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 negative energy channeler cannot use this ability to grant a barrier to living recipients…). The Barrier lasts a number of rounds equal to your CL.
Disruptive Channel (Sp)
- Requirements: Healer’s Channel, Knowledge Religion 10, CL 5, 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.
Assize (Sp)
- Requirements: Disruptive Channel, Knowledge Religion 15, HD or CL 8, 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: CL 7, Knowledge Religion 10, Heal 10, Healer’s Channel, Mercy, 30 EXP
As a Standard Action, you may bring life back to those recently slain by spending 10 MP. This cures 5d8 + your Caster Level, and stabilizes a slain creature, if 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.
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: CL 10, Knowledge Religion 12, Heal 12, Benediction, 45 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.
Pulse of Life (Sp)
- Requirements: CL 15, Knowledge Religion 15, Heal 15, Regen, 60 EXP
As a Full Round 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.

