Therapeutic Healer
Creature 7 — human, humanoid
Some healers feel great empathy for their charges and take great pains to help shoulder their allies' burdens both in and out of combat. The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.
Source: pathfinder-npc-core
Perception +14
Skills diplomacy +17, medicine +17, occultism +16, performance +15, society +14
Str
+2
Dex
+1
Con
+0
Int
+3
Wis
+3
Cha
+4
AC 24
Fort +15
Ref +12
Will +18
HP 110
Resistances mental 5
Speed 25 feet
Offense
Melee Staff +13, Damage 1d8+6 bludgeoning
Melee Fist +13, Damage 1d4+6 bludgeoning
Abilities
Doctor's Hand — When the therapeutic healer rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead.
Emotionally Invested (emotion, healing, mental) — When the therapeutic healer casts a spell with the healing trait on a creature other than themself, the healer regains HP equal to the spell's rank.
Therapeutic Care — When Treating Wounds, the therapeutic healer can treat up to four targets. If they succeed at a DC 20 check to Treat Wounds, they can also reduce the value of one Clumsy, Enfeebled, or Stupefied condition affecting a single patient by 1. They can reduce a Drained or Doomed condition instead if they succeed at a DC 30 check. This can't reduce permanent doomed conditions.
+2 to Sense Motive —
Spells
Veil of Privacy (rank 3)
Cleanse Affliction (rank 2)
Clear Mind (rank 2)
Clear Mind (rank 2)
Status (rank 2)
Translate (rank 2)
Guidance (rank 1)
Hymn of Healing (rank 1)
Message (rank 1)
Prestidigitation (rank 1)
Protection (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Soothe (rank 1)
Soothe (rank 1)
Soothe (rank 1)
Soothe (rank 1)
Telekinetic Projectile (rank 1)
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