Healer
Healers are magicians that combine natural talent, a breadth of experience, and a compassion for life that results in abilities that lift spirits and mend wounds, both literally and metaphorically. A healer's mere presence commands a high degree of respect, as even a single healer behind the scenes can turn the tides of a battle. For this reason, healers are often involuntarily pulled into conflicts that do not concern them, as every government, army, church, and adventuring group seeks out their abilities, and every enemy of said groups seek to eliminate them.
1 - Technique Specialization (Magical)
You gain 2 technique points at level 1, then another point every 2 levels after. These technique points can be used on the Brazzeria and Shroomlette trees.
Characters with magical specialization gain points in wild card equal to their highest tier of magic technique and cantrips.
1 - Healing Touch (Su) [healing] [overheal]
Touch a creature to heal (3+CL) hp. If you [mana burn] 1, you may touch yourself as a swift action. Temp hp granted by this ability lasts 10 minutes.
1 - Channel Energy (Su) [healing] [overheal] [recharge]
You can unleash a pulse of energy at your maximum power, healing all allies within 60ft for (5+2*lvl) hp.
1 - Holy Arrow (Su) [healing] [holy]
As a standard action, conjure a magic bow and make a ranged attack with 20ft range. If it hits, the target takes holy damage equal to Healing Touch. If this attack passes through allies, apply healing touch to them. This can be used through a staff. This ranged attack counts as being made from a bow.
1 - Doctor
You are proficient in the medicine skill and get a +4 bonus to it.
1 - Innate Casting
You can innately cast Death Ward.
Last updated