Healing Adept Abilities
Some of the Special Abilities presented enhance capabilities with Lay on Hands, while others do so for Healing Heart. This is noted as either (LoH) or (HH). A few abilities either enhance both or neither and have no notation. Abilities below follow the same rules as their notation ability except as noted. Any ability that allows a saving throw has a DC equal to 10 + 1/2 Healer level(round up) + Wis modifier. These abilities are not magical, and spell resistance does not apply to them.
Spend one use of Healing Heart to boost the target creatures’ physical ability scores (Str, Dex, and Con) with an inherent bonus equal to your Con modifier. The increase lasts 1 round per 2 Healer levels (round down).
Bestow Resistance (HH)
Spend one use of Healing Heart to grant an inherent bonus to the target creatures’ saving throws. The bonus is equal to your Con modifier and lasts 1 round per Healer level.
Spend 9 points to completely neutralize any poison in or on one touched target creature or object. A creature that produces poison may make a Fort save to resist the effect. If it fails, its ability to generate and use poison is negated for one minute. An object can be no larger than 5 by 5 feet, and you are not affected by the poison when you touch it while using this ability.
Combat Medic (HH)
Spend a use of Healing Heart to cause creatures to not attack you. If you do anything that might provoke an attack of opportunity, the creature that could take it must make a Will save to actually attack. If it succeeds, it may attack you normally that one time, but if another opportunity presents itself, it must make the save again. This effect lasts 2 rounds per Healer level, but it ends immediately if you perform any hostile act. A ‘hostile act’ includes attacking, using Healer’s Defense, and using any effect that directly and adversely affects another creature.
Spend two uses of Healing Heart and 40 points of healing to instantly kill one touched creature. The creature may make a Fort save to avoid the effect completely. This is a death effect.
Distance Channel (LoH)
You can use any Healer ability that normally requires a touch from up to 10 feet away, but you must still have line of sight. This feat can be taken multiple times and stacks. Each time you take it, you can use your Healer abilities from an additional 10 feet away.
Fast Healing (HH)
Spend a use of Healing Heart to grant Fast Healing equal to your Con modifier to the target creatures. This ability cannot be used on yourself. It lasts 1 round per Healer level.
For each 2 points of damage you cause to yourself, you heal 1 hit point in a touched target creature. This ability cannot grant temporary hit points (that is, more that the recipient’s normal life total) and cannot drain you below 1.
Greater Death Touch
Spend five uses of Healing Heart and 85 points of healing to instantly kill and completely disintegrate one touched creature. The creature may make a Fort save to avoid the effect, but still takes your Con modifier times one-half your Healer level in damage on a successful save. This is a death effect. Gear is unaffected.
Greater Restore Life
Spend six uses of Healing Heart and 100 points of healing to return a dead creature to life. The creature may not have been dead for more than 1 year per healer level. When raised, the creature has whatever spell points, performance points, and other abilities is still had when it was slain. It heals 75% of its hit points (round down) and up to your Healer level in temporary ability score damage. It does not lose a level or points of Con. You must have at least some part of the body in hand to raise the creature from the dead. It takes one minute to perform this ability, during which time any missing parts are re-grown. Normal poisons and diseases are removed, but magical ones and curses are not. This effect can bring back a creature killed by a death effect or animated as undead, though the undead must be destroyed first. Creatures who died of old age cannot be raised. Creatures can only be raised on their native plane. Additionally, you cannot raise a creature that is unwilling to be raised. Since its soul is aware of the condition of the body it is being called to as well as the name, alignment, and patron deity of the creature attempting to raise it, it may choose not to return based upon this information. The raised creature awakens at the end of the one minute and is able to perform normally. You, on the other hand, are rendered exhausted, take 10 points of temporary Con damage, and suffer wracking pain for 2 minutes, all of which no ability or spell can negate. The pain causes you to be in sheer agony and incapable of any action.
Many Hands (LoH)
Any Healer ability normally targeted on a single creature may be used on multiple targets within range simultaneously. If a touch attack roll is required, roll once for all targets and add a –2 to the roll for each target beyond the first. Only one ability may be used for any single application of this feat. That is, a Healer could use Lay on Hands simultaneously on two targets, but could not use Lay on Hands on one target while using Cleanse on another. Points and uses of Healing Heart are spent separately for each target. Using this feat makes any ability a full round action. The maximum number of targets that can be affected simultaneously is equal to your Wis modifier.
Object Healing (LoH)
You can apply Lay on Hands to objects, including magical objects and constructs, restoring lost hit points just as if they were creatures. Lost magical properties cannot be restored by this ability. Ripped and/or worn nonmagical cloth can be fully repaired without expenditure, but you must have at least one point of healing left to do it, and it takes 1 standard action per pound of cloth repaired.
Spend one use of Healing Heart to create a single dose of a contact poison that delivers your Wis modifier in temporary ability damage to one ability score of your choice. The secondary damage is the same as the primary. You are immune to your own poison. It is secreted from the pores of your palm and can be delivered via unarmed attack or touch attack. This poison can be harvested for external use with a full round action, but it remains effective for only one hour.
Spend one use of Healing Heart to reattach a severed body part or re-grow a new part on a touched target creature. The creature must be alive. When a new body part is re-grown, it takes 2d10 minutes to fully form. The new part fits seamlessly with the rest of the body, taking on the creature’s natural coloration.
Rending Hands (LoH)
For each point of healing you spend, you cause one point of damage to a touched target creature. It is not possible to augment this ability with Herbal Lore. This otherwise functions the same as the Lay on Hands ability.
Spend three uses of Healing Heart and 50 points of healing to restore life to one corpse. The corpse may not have been dead for more than 1 day per Healer level. If you do not have enough of the body at hand for the creature to survive, this ability fails. Normal poisons and diseases are removed, but magical ones and curses are not. The creature loses any remaining spell points until it rests, is exhausted, and has a number of hit points equal to its hit dice when raised. Any ability scores drained to 0 are raised to 1. The ordeal of returning to life causes the creature to lose one level/hit die or 2 points of Con if it is 1st level. This loss cannot be repaired by any means. If the CON loss would lower its score to 0 or less, the creature cannot be raised. This effect cannot bring back any creature killed by a death effect or animated as undead. Creatures who died of old age cannot be raised. Creatures can only be raised on their native plane. Additionally, you cannot raise a creature that is unwilling to be raised. Since its soul is aware of the condition of the body it is being called to as well as the name, alignment, and patron deity of the creature attempting to raise it, it may choose not to return based upon this information. Any body parts that are missing before raising remain missing, though parts that are unattached but at hand are reattached correctly. Using this ability takes one minute and renders you exhausted, which cannot be negated by any ability or spell.
Sacrifice Self (LoH)
You may cause one point of temporary ability score damage to yourself to gain 6 points of healing that can be used for any Healer ability that requires points of healing (including Lay on Hands). Use of this feat may not reduce any of a Healer’s stats below 1. Ability score damage is applied in a circular fashion to Str first, then Int, then Dex. Use of this ability is a free action, and any number of ability points may be converted in one use, up to the maximum possible. For example, a Healer with a 13 Str, a 10 Int, and a 10 Dex may cause himself 12 points of Str damage, 9 points of Int damage, and 9 points of Dex damage as a free action to gain 120 points of healing that can power any Healer ability. If he chooses to only cause 5 points of ability damage, he loses 2 from his Str, 2 from his Int, and 1 from his Dex to gain 30 points. Temporary ability damage caused in this manner returns at a rate of ¼ of the points lost per hour of restful sleep.
Slow Bleed (HH)
Spend one use of Healing Heart to cause the target creatures to bleed one hit point per round, but only if they already have one or more open wounds. For this purpose, an open wound is any damage taken within the past hour that has not had any sort of healing applied to it. You can apply this ability preemptively, so that any damage taken within 1 round per 3 Healer levels after this ability is applied starts to bleed. Only 1 hit point per round bleeds off, regardless of the number of wounds the creature has. The bleeding continues either until the target is dead, healed by a Healer ability or magic, or a full round is spent doing nothing but stopping the bleeding.
Suppress Resistance (HH)
Spend one use of Healing Heart to cause an inherent penalty to all the target creatures’ saving throws. The penalty is equal to your Con modifier and lasts 1 round per Healer level.
Spend 4 points of healing to sustain one touched creature without food or water for one day. The creature feels neither thirst nor hunger and gets a full day’s nutrition that is a perfect balance to keep it at its current weight and healthy. While under this effect, a creature also gains a +2 bonus to any checks made to resist disease or its effects, including ability score damage.
As a standard action, you can drain your Wis modifier in hit points from a touched target creature and add them to your own. If you are not damaged, you may add up to your level in temporary hit points. If you have the maximum number of temporary hit points and are undamaged, you cannot use this ability.
You may sacrifice the option to make an attack of opportunity to instead use Healing Adept Abilities through a melee weapon that strikes you. Any Healer abilities used in this fashion must be less than a full round action. Once per round when you are struck, you may use the weapon of your attacker to deliver a touch attack with no roll to hit required and a –2 penalty to the saving throw. Using an ability through a weapon increases any point cost by .25(round this number normally). The creature must still be touching/holding the weapon for this ability to function. This feat applies to both natural weapons and those held by a creature. If you also have Combat Reflexes, you may sacrifice those attacks of opportunity also (but still only one per hit you take).
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