Healing Touch [power]

Cost: 1CP per rank (1d6 of healing)
Activate: 1PP per d6 (By CL); use-activated (touch attack)
Range: Touch
Save: Fortitude (negates); Wisdom-based

You can cause living creatures to spontaneously Heal damage with a touch. You can use this power on yourself. You Heal 1d6 HPs of damage per rank in the power. You can control how many dice/PPs you expend each time you administer a Healing Touch, but you must declare how many dice you want to use before you roll the total. Willing targets will not avoid your Healing Touch, of course, but if someone does, then you have to make a Touch Attack and the target gets a Fortitude save to avoid the power’s effects.

Enhancements

Enhancement: Move-Action Healing
Cost: 3CP

You can now Heal HP damage in a single Move action instead of a Standard action. However, with this enhancement, the By CL Activation cost of the power applies per round and not per attack. This enhancement also lowers the Activation time for other enhancements off of the base power. Each Activation is either halved (e.g., 10 minutes becomes 5), or reduced by one action time (full-round, standard, move, swift).

 

Enhancement: Full-Attack Healing
Prerequisite: Move-Action Healing
Cost : 2CP

You can activate Healing Touch as a full-attack, which means that you can employ it in an iterative attack sequence. For example, if you BA were +11/+6/+1, you could Heal three times in a round, and if applicable, you would have to make attacks at those BAs. All other rules regarding iterative attacks apply as normal.

 

Enhancement: Purification
Cost: 2CP
Activation: special; full-round action

You can now direct your healing towards purifying bodies of normal poisons, drugs, or diseases (everything from overdosing to cancer). Activate the power as normal, and decide how many dice to apply, then roll the total. If the rolled total plus 10 is greater than the Save DC of the toxin or disease in question, it will be instantly and painlessly purged from the subject’s body. Dice rolled in this manner do not heal any HPs. Purification does not restore hit points, power points, ability points, or anything else already lost due to the effects of a chemical or disease.

NB: This enhancement has no effect on super poisons, drugs, or diseases.

 

Enhancement: Greater Purification
Cost: 2CP
Prerequisite: Purification
Activation: special; full-round action

This enhancement works the same way as Purification, but it can affect super diseases and infections, such as lycanthropy, mummy rot, and the like.

 

Enhancement: Ranged Healing
Cost: 2CP per 10 feet.

For every rank in this enhancement, you can Heal at a range of 10 feet. You must successfully hit your target with a ranged touch attack, and you expend your PPs regardless of whether you hit the target. Targets can elect to not dodge while you attempt your touch attack, but at best, they still have a Defence of 10. You can take this enhancement multiple times. Its effects stack.

 

Enhancement: Raise Dead
Cost: 10CP
Prerequisite: 10 ranks in Healing Touch
Activation: 10PP; 1 minute (10 rounds)

You can bring the dead back to life. You must be in possession of the whole body of the deceased. Raise Dead cures all diseases, removes all poisons, and heals injury (see below), but it does not regrow missing parts. Those parts simply heal over. If they’re vital (like organs or a head), then the subject dies again. Furthermore, the subject cannot have died more than a number of days equal to or less than half your CL. The GM might rule that you cannot Raise particularly alien aliens, but generally speaking, you can Raise any creature that is basically made of flesh and bone. You cannot Raise machines, even living ones, or the undead. Raised subjects gain a negative level until they next level-up. Subjects come back to life with 1 HP per level (or hit die, if applicable).

You expend your PPs at the beginning of the Raising process, and you must maintain concentration throughout.

 

Enhancement: Resurrection
Cost: 5CPs
Prerequisites: 10 ranks in Healing Touch, Raise Dead
Activation: 15PP; 10 minutes

This enhancement works the same as Raise Dead, with three exceptions. First, you do not need a whole body, any small portion thereof will do, although it must have been part of the body at the time of death, not a blood or skin sample taken beforehand. Second, subjects must have died a number of years ago equal to or less than your total CL. They cannot have died of simple old age, but instead a specific, identifiable cause, such as massive injury or a specific disease. Finally, subjects Resurrects with their full HPs and in complete health. Subjects still gain a negative level.

You expend your PPs at the beginning of the Resurrection process, and you must maintain concentration throughout.

 

Enhancement: True Resurrection
Cost: 5CPs
Prerequisites: Healing Touch 10 rnks, Raise Dead, Resurrection
Activation: 20PP; 10 minutes

This enhancement works the same as Raise Dead, with three exceptions. First, you do not need a body at all, just a specific, personal knowledge of exactly who you want to Resurrect. You can Resurrect a known friend or family member, for example, but not a celebrity or historical figure unless you met them personally. Second, subjects must have died a number of years ago equal to or less than your CL times 5. Finally, subjects Resurrect with their full HPs and in complete health. They do not lose any levels or Constitution points.

You expend your PPs at the beginning of the Resurrection process, and you must maintain concentration throughout.

 

Enhancement: Restoration, Lesser
Cost: 2CP per rank
Prerequisites: 5 ranks in Healing Touch
Activation: 3PP; standard action

For every rank in this enhancement, you can restore 1d6 points of temporary ability damage. It also eliminates and improves an exhausted condition to fatigued. It does not restore permanent ability drain. You can take this enhancement multiple times. Its effects stack.

You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout.

 

Enhancement: Restoration
Cost: 4CPs
Prerequisites: 5 ranks in Healing Touch, Lesser Restoration
Activation: 6PPs; full-round

This enhancement instantly cures all temporary ability damage to one ability, but it cannot restore Constitution points lost because of previous deaths. It also eliminates all fatigue or exhaustion from the subject.

Finally, it also removes negative levels and/or restores one experience level to anyone who has taken permanent level drain, although the subject has to have gained that negative level/level drain at some point within a number of hours equal to your character level. Anyone who has a negative level restored has the minimum number of experience points for that level, and no more.

You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout.

 

Enhancement: Restoration, Greater
Cost: 4CPs
Prerequisites:  5 ranks in Healing Touch, Lesser Restoration, Restoration
Activation: 9PPs; 10 minutes

This enhancement cures all temporary ability damage to all the subject’s abilities, except Constitution points the subject might have lost due to previous deaths. It also eliminates fatigue and exhaustion, as well as all forms of insanity and confusion, including mundane mental conditions (e.g., depression, bi-polar disorder, schizophrenia, etc.)

Finally, it also reverses the effects of any and all level draining or negative levels that the subject might have suffered. The subject returns to the highest level she has ever attained, although she has to have gained the negative level/level drain within the last week (seven days).

You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout.

Limitation

Limitation: Slow Healing
Value: 2CP per rank

For every rank in this enhancement, your Healing Touch activation time increases by one action type on the following scale: standard, full-round, 1 round, 2 rounds, 3 rounds. Thus, you can take this feat up to 4 times.

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