Healer
Class Description
“I know plants and I know my fellow beasts. I may not be a mighty warrior, but I do help pick up the pieces after the warriors' work is done.”
Why be a Healer? You want to be an invaluable support character who can keep your allies strong during tough adventures. Healers excel at directly removing damage, conditions, and ailments from your party.
Attributes. +1 Brains, +1 Destiny
Skills. Learn Medicine
and three of: Crafting, Influence, Lore, Searching, Survival
Statistics. 3
Fight, 4 Counter, +2 Health
Traits. Healers gain the following traits at 1st
level:
- Wound Binding: Poultices you use restore +1 HP. May create a poultice from one herbs ingredient as an action. May use glory to use two poultices as a single action during battle.
- Infirmary Keeper: May apply your Medicine skill bonus to one additional creature to help recover from illness and injury when resting.
- Quick Revive: May spend glory to use the Revive action as a standard action with no telegraph.
Equipment
Pack Equipment.
- Travel Clothers
- 2 Weapons (10g or less each)
- Herbalist's Kit
- Haversack
- Water Gourd
Pouch Equipment
- Sun Hat
- Hotroot Powder
- Sleeping Powder
- Poison
- Venom
- 3 Poultices
Abilities
Healers have the following ability options:
- Deceptively Peaceful [T] (Strike, 1sp): If you have not yet attacked in this battle, this attack is an automatic Pass.
- Superior Health (Action, One, 2sp): If target has full HP, steal 1 HP and give it to an ally.
- Ounce of Prevention (Reaction, One, 2sp): If an ally took damage, that ally restores 1 HP.
- Versatile Cure (Action, One Adjacent, 2sp): If target has a condition, remove it and restore 1 HP.
- Field Medic (Action, One Adjacent, 3sp): Revive target.
- Swift Responder (Maneuver, Self, 1sp): Move your speed twice, but you must end your move in a hex adjacent to an ally.
- Shared Venom (Trait): When using a venom item, you can also apply it to an adjacent ally's weapon.
- Pound of Cure [T] (Action, Adjacent Allies, 2sp): Targets lose all conditions.
- Lasting Benefit (Action, One, 2sp): Target becomes Mighty.
- Call for Peace (Action, One, 1sp): If target has a boon, remove it, and target restores 1 HP.
Progression
The Healer receives additional benefits at the following levels:
| Level | Feature |
| 2 | +1 Counter, +1 to two Attributes, also choose: Learn an ability from the Healer list OR Learn a skill from the Healer list |
| 3 | +1 Brains, also choose: Robust Revive: Your revive effects also restore the target up to half their maximum SP. OR Herbalist: Whenever you make a discovery while on a journey, you receive a poultice. |
| 4 | +1 Fight, +1 to two Attributes, also choose: +1 Fight & Counter OR +1 Health, Spirit, and Speed |
| 5 | +1 Destiny, also choose: Preemptive Care: Once per rest, may use glory to restore 1 HP and grant a recovery check against injury or illness to each party member. OR Health Food: Any meals you cook also restore 1 HP when eaten. |
| 6 | Learn a skill from the Healer list, +1 to two Attributes, also
choose: Learn an ability from the Healer list OR +1 Damage |
| 7 | +1 Fight & Counter, also choose: +1 Glory OR +1 Health |
| 8 | +1 Health, Glory, & Spirit; +1 to two Attributes, also
choose: Immediate Revive: May spend glory to revive an ally as a reaction when an adjacent ally is defeated. OR Inspiring Caretaker: When you help a character recover from an injury or illness, you both restore 1 glory. |