Healer - Dragon (Character Kit)

Healer
Description: The healer is a psionicist 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. There are religious orders who support schools for psionics 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, even on a battlefield involving humans, humanoids, or demihumans, as both sides count on Healers to supplement the healing of clerics, especially if clerics are rare or nonexistent in a campaign. 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. There are no prerequisites for this kit except that of a nonevil alignment.
Preferred disciplines: The Psychometabolic discipline must be the first choice of any Healer.
Recommended devotions: Poison Sense, Control Body, Absorb Disease, Cell Adjustment, Lend Health, Share Strength, Suspend Animation, Empathy, False Sensory Input, Life Detection.
Recommended sciences: Complete Healing, Psychic Surgery.
Barred disciplines: None.
Role: Healers are the Red Cross, country doctors, and psychic surgeons of their worlds. 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. Those Healers who do not wear the red-and-white distinctive robes, for whatever reason, are not recognized as Healers and will generally be treated like everyone else. Similarly, a non-Healer who wears the Healers robes will soon be asked to provide her unique skills. If she cannot do so, she may be stripped of the robes and may even be considered a criminal for her imposture.
Secondary Skills: Any secondary skill may be appropriate for healers.
Weapon Proficiencies:
* Required: None;
* Recommended: dagger, knife.
Nonweapon Proficiencies:
* Bonus: Healing;
* Recommended: Brewing, Cooking, Fire-building, Herbalism, Languages, Reading/writing, Rejuvenation, Religion.
Equipment: A knife, herbs for healing, bandages, some needles and thread, and simple medicines are required equipment for Healers. A Healers bag of such mate- rials costs 30 gp.
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 the Healers robes.
Special Hindrances: All Healers have taken a magically binding oath to never harm another human, humanoid, or demihuman except in self defense. A robed Healer also must take an oath to heal all individuals with no biases, even if the creatures in question are defeated enemies. (This may be one reason a Healer would wish not to wear the robes.) 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 robes once more.
Wealth Options: As normal. Races: Any race may have Healers.
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