Healing Talent Tree

The hero has a talent for healing.

***Healing Knack (Ex)**:* Gain a +3 bonus to heal checks. This bonus increases by an additional +3 at levels 8 and 16.

***Improved Healing Knack (Ex):*** Whenever you heal a creature’s deadly wounds, you also heal the creature 1d6 hitpoints per talent that you possess from the healing talent tree. You must possess healing knack to select this talent.

***Healing Touch (Ex)**:* The hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit improves. When healing a creature with first aid, you heal them for +1d4 hitpoints. When healing them with long term care or surgery you heal +3d6. You must possess Improved Healing Knack to select this talent.

***Greater Healing Touch (Ex)**:* The hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit improves. When healing a creature with first aid, you heal them for +2d4 hitpoints. When healing them with long term care or surgery you heal +6d6. You must possess Healing touch to select this ability.

***Healing Capability (Ex):*** You gain a Healing Pool. This healing pool is equal to your Wisdom modifier. As a full round action when you use a medical kit on a creature to heal their wounds or perform surgery, you can spend a point from the Healing Pool to do one of the following.

\*Heal the creature an additional amount equal to your wisdom modifier.

\*Cure the creature of the Sickened, Dazzled, Deafened, Blinded, Fatigued, or Staggered conditions, so long as they are not permanent conditions.

\*Grant the creature another saving throw for an ongoing effect.

You must possess Improved Healing Knack to select this talent.

***Greater Healing Capability (Ex):*** You can spend 2 points from your healing pool to do one of the following when you use a medical kit on a creature.

\*Cure the creature of the Nauseated, Dazed, Exhausted, Stunned, or Paralyzed conditions so long as they are not permanent conditions.

\*Grant the creature another saving throw for an ongoing effect, adding your wisdom modifier to their saving throw.

\*Grant the creature fast healing equal to your wisdom modifier for 1 minute.

You must possess the Healing capability talent to select this.

***Psychiatry (Ex):*** When using the heal skill to provide psychiatric care and heal sanity damage, all sanity damage healed is increased by +1.

***Self Surgery (Ex):*** You take no penalty for performing surgery on yourself. Even if stunned, dazed, nauseated, or paralyzed, you can use your healing capability talents on yourself. You must possess healing capability to select this.

***Tourniquet (Ex):*** You can spend an immediate action to end a bleed effect on yourself. This can be used once per day for every point in your wisdom modifier. This can be used to stabilize immediately if you are unconscious and bleeding out.

***Fast Healer (Ex):*** You recover as if you were taking long term care of yourself when resting. In addition, once per day for every point in your wisdom modifier, you can give yourself fast healing 1 as a standard action which lasts for 1 minute. You must possess the healing knack talent to select this.

***Faster Healer (Ex):*** When using fast healer, you gain fast healing 3 for 1 minute.