Healing Type

Improved
Power: This ability increases the amount of healing you may do per round. Your
Spellscore Modifier is treated a 4 higher for each time this ability is taken.

Increased Potency: This increases your level
when calculating how much healing you can do with Reiatsu Healing. Each time
this ability is taken, you gain +2 Character Level to your Reiatsu Healing.

Increased Proficiency: This ability allows you
to heal more per day than normal. When you are healing with Reiatsu Healing,
you gain a +2 bonus on the Fortitude Save to avoid becoming Fatigued and
Exhausted

Restorative Healing: When using the Superior
Reiatsu Healing or Perfect Reiatsu Healing feats, you can choose to heal 1/4
the amount you would normally do instead of completely forgoing the healing for
that round. You may take this multiple times, each time adding 1/4 of the
healing back to your Superior Reiatsu Healing feat to a maximum of 100% of the
healing.

Ranged Healing: This ability allows you to
deliver reiatsu healing at range. This ability allows you to deliver your
healing as a ranged touch from 10 feet away. It can be taken multiple times, each
time increases the range increment by 10 feet.

Regeneration: This ability requires two other
healing abilities to take. It functions identically to the 7th level Cleric
spell *regenerate.* Treat your character level as caster level for
purposes of the healing bonuses.

Healing Aura: This requires three other healing
abilities to take. It creates a soft aura around you that hastens the knitting
of wounds. Any ally within a 10-foot burst centered on you gains Fast Healing
10. This ability may be taken multiple times, each successive time either
increases the distance by 5 feet or the power of the Fast Healing by 5.

Chain Healing: This requires ranged healing to
take. It allows you to divide your reiatsu healing among multiple targets. When
using reiatsu healing, you can target someone within your healing range from
the first target as well and divide the healing amongst the two recipients.
This ability may be taken multiple times, each time allows you to target
another person with your healing.

Healing Attack: This ability channels positive
energy directly through your zanpakutou. When attacking, you instead heal your
target for the amount of damage you would instead deal. This ignores damage
mitigation of all kinds.

Pain Release: This requires the Healing Attack
ability to take. It allows you to store up damage healed through using the
Healing Attack ability and release it in one attack. You can store up to 25
points of damage in your zanpakutou, as a standard action you may make a single
attack that does just the stored damage upon hitting. If you fail to hit, the
attack is wasted and more must be stored up. You do not have to release all of
the damage at once, you may release as much as you desire when using the
attack. You may take this ability multiple times, each time increases the limit
by 25. This does not heal the target. It damages them.

Hold the Life: While your Zanpakutou is
released, all creatures within 30 feet of you automatically stabilize when
reduced to negative hit points. They do not regain consciousness, nor do they heal
any damage unless you use another ability to do so. This may be take multiple times
to increase the area by 10 feet.