Healer
The healer is a Psion dedicated to the health and well-being of all human, demihuman, and humanoid patients, She may do this in service to a deity, in empathy over the plight of the suffering, or simply as a professional who does what she has been trained to do. While many Psions are ostricised for their little understood powers, Hospitilars support schools for developing Psion-using Healers, but the majority either stumbled upon their talents or were trained in them by another Healer. A Healer wearing her distinctive red-and-white striped robe is welcome almost everywhere, especially on a battlefield. This kit may be dropped with the penalty of a -2 penalty to all reaction rolls in any area where she previously operated as a healer.
Role
Healers are the community doctors in remote regions or in war torn, hard to reach areas. Healers often work independent of Church obligations or support which makes them excellent first-responders to deprived or decimated communities. Some move about quite a bit in order to spread their rare talents across a greater area. They work to prevent or contain plagues, deal with insane individuals, and alleviate suffering as much as possible. Although highly respected by the common citizenry, a Healer is not immune to hardships, including, but not limited to, tremendous demand for services and disdain from those who suspicious of their power.
Distinctive Appearance
None
Special Benefits
As Healers are well respected by most human, demihuman, and humanoid cultures, a Healer is granted a +1 to all reaction rolls if she wears garments that indicate her “profession.”.
Special Hindrances
All Healers have taken a magically binding oath to never harm another human, humanoid, or demihuman except in self defense. An active Healer also must take an oath to heal all individuals with no biases, even if the creatures in question are defeated enemies. If a Healer breaks an oath, she will be affected as if by a Geas spell until she atones in a suitable manner (as decided by the DM). She may then choose whether to don the serve once more.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Human
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
dagger, knife
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Brewing, Cooking, Fire Building, Herbalism, Language (Modern), Reading/Writing, Rejuvination, Religion
Equipment
A knife, herbs for healing, bandages, some needles and thread, and simple medicines are required equipment for Healers. A “Healer’s bag” of such materials costs 30 gp.
Wealth Options
Normal
Homeland Terrain
Normal
Economic System
None
Required Discipline(s)
The Psychometablism discipline must be the first choice of any Healer.
Recommended Discipline(s)
None
Recommended Devotion(s)
Poison Sense, Control Body, Absorb Disease, Cell Adjustment, Lend Health, Share Strength, Suspend Animation, Empathy, False Sensory Input, Life Detection
Recommended Science(s)
Complete Healing, Psychic Surgery
Barred Discipline(s)
None