Ammutseba
2012-09-20, 03:18 PM
Chassis Tablehttp://i693.photobucket.com/albums/vv294/Drammor/Convalescenttable_zps8635314e.jpg
Class Skills (6 + Int modifier per level, x4 at 1st level): Autohypnosis, Balance, Concentration, Craft, Diplomacy, Heal, Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Ride, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Tumble
Weapon and Armor Proficiency: A convalescent has proficiency with all simple weapons and with light and medium armor, and with all shields, including tower shields. In addition, convalescents are proficient with all types of crossbow.
Maneuvers: A convalescent begins her career with knowledge of four martial maneuvers. The disciplines available to her are Combat Clinic, Crystalline Unicorn, Devoted Spirit, Fox and Tree, and Phoenix Tear.
Once she knows a maneuver, the convalescent must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by convalescents is considered an extraordinary ability unless otherwise noted in its description. The convalescent’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The convalescent learns additional maneuvers at higher levels, as shown on Table 1–1. She must meet a maneuver’s prerequisite to learn it. See Table 3–1 in the Tome of Battle, page 39, to determine the highest-level maneuvers a convalescent can learn.
Upon reaching 5th level, and at every odd-numbered convalescent level after that (7th, 9th, 11th, and so on), the convalescent can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, a convalescent could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. The convalescent can swap only a single maneuver at any given level.
Maneuvers Readied: The convalescent can ready three of her four maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but she must still choose which maneuvers to ready. She readies her maneuvers by meditating and exercising for 5 minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The convalescent need not sleep or rest for any long period of time to ready her maneuvers; any time she spends 5 minutes in meditation, she can change your readied maneuvers.
The convalescent begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless you recover them, as described below).
The convalescent can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If she completes her meditation, she can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: The convalescent begins play with knowledge of two 1st-level stances from any discipline open to her. At 5th, 9th, 13th, and 17th level, she can choose additional stances. Unlike maneuvers, stances are not expended, and the convalescent does not have to ready them. All the stances the convalescent knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the convalescent cannot learn a new stance at higher levels in place of one she already knows.
Healer’s Knack (Ex): Whenever a convalescent initiates a maneuver or uses a class feature that cures hit point damage, she adds her Wisdom modifier to the amount of damage healed. For instance, if a 4th-level convalescent with an 18 Wisdom uses crusader's strike, she cures 1d6+4 points of damage normally, plus an additional 4 points of damage due to her Wisdom bonus. If the same convalescent spends 3 of her daily allotted hit points with her lay on hands ability to heal a target for 3 points of damage, that healing is likewise increased by 4 points (for a total of 7 damage healed). This ability does not improve any healing provided by martial stances, but does improve the healing provided by any panacea which cures hit point damage (even if the convalescent is dead at the time that the panacea is used). Except as noted, this ability only functions while the convalescent is alive and conscious.
Rejuvenating Touch (Su): As long as she has a maneuver that cures hit point damage readied, a convalescent can channel positive energy with a touch. This heals living creatures and harms undead creatures. The convalescent heals 1d8 points of damage in this way.
Lay on Hands (Su): Beginning at 2nd level, a convalescent with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her convalescent level × her Charisma bonus. A convalescent may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a convalescent can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The convalescent decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Ablative Warding (Su): If a convalescent would heal a character that already has maximum hit points with magic or a maneuver, she can bestow an ablative ward on that character, instead. An ablative ward has a number of hit points equal to the amount of healing the convalescent would have provided to that character. Hit point damage that would be dealt to the warded character is dealt to the ablative ward first, similarly to temporary hit points. Any damage which exceeds an ablative ward’s hit point total depletes and negates the ward, dealing damage to the protected character equal to the difference between the damage dealt and the amount of hit points the ward had remaining.
A character can benefit from only one ablative ward at a time. If a character would benefit from more than one ablative ward, only the ward with the most hit points applies. If an ablative ward has any hit points remaining at the end of an encounter, the ward’s effect ends at that time.
Channeler’s Training (Su): At 3rd level, a convalescent learns new ways to articulate and use her ability to channel positive energy. As long as she has a healing maneuver readied, her rejuvenating touch feature qualifies her for divine feats as though she could turn or rebuke undead. For the purposes of those feats, she has a number of turning or rebuking attempts per day equal to 3 + her Charisma modifier. If a divine feat affects her ability to turn or rebuke undead, then she can do so through the use of that feat (with those modified effects), but not otherwise.
Pure Vitality (Ex): At 4th level, a convalescent gains immunity to all diseases, including supernatural and magical diseases.
Vital Body (Ex): Starting at 4th level, a convalescent’s frequent channeling of positive energy starts to have an impact on her body, which comes in the form of protection from harm. She gains damage reduction 2/magic and piercing at level 4. As the convalescent increases in level, this DR increases in effectiveness, to DR 4 at 8th level, DR 6 at 13th level, DR 8 at 17th level, and DR 10 at 20th level.
Panacea Bundle: A convalescent carries a wide number of cure-alls, medicines and remedies with her at all times. At level 5, the convalescent can prepare up to four panaceas at the beginning of each day. At every odd-numbered level thereafter, she can prepare an additional panacea at the beginning of the day, up to a maximum of eleven panaceas at level 19. Panaceas expire at the end of each day, so none of them can be saved from one day to the next.
Panaceas are quasi-magical items. Activating a panacea is a move action that requires a free hand and does not provoke attacks of opportunity. Panaceas can be administered to other characters. A panacea is a tiny object with the same AC, hit points, hardness and break DC as a potion vial.
PanaceasHealth Tonic
When consumed, this tonic restores hit points to its user equal to 1d8+2 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Bracing Draught
When consumed, this tonic provides a +1 resistance bonus on saves for 3 rounds. If consumed by a stunned character, this draught relieves that condition.
Faerie Draught
When consumed, this draught restores 2 points of ability damage and 1 point of ability drain to its user.
Rose Drop
When eaten, a rose drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 15 or less affecting the victim and has an instantaneous duration.
Troll Salts
Insane and feebleminded characters who inhale the vapors of troll salts become dazed for 1 day instead. Confused, compelled and fascinated characters are relieved of those conditions.
Dream Salts
Exhausted characters who inhale the vapors of dream salts becomes fatigued instead. Fatigued and unconscious characters are relieved of those conditions.
Lammasu’s Breath
Cowering and panicked characters who inhale the vapors of lammasu’s breath become frightened instead. Frightened characters become shaken, and shaken characters are no longer shaken.
Poiein Powder
When applied to the ears and temples of a deafened or dazed character, poiein powder relieves those conditions. The powder does not restore ears that have been lost, but it repairs them if they are damaged.
Couatl Tears
When applied to the eyes and face of a blinded or dazzled character, couatl tears relieve those conditions. The tears do not restore eyes that have been lost, but it repairs them if they are damaged.
Ivory Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 15 or less that character is infected with. If that character is sickened, they are relieved of that condition.
Instilled Healing (Su): Whenever a convalescent uses a healing maneuver on an ally, she can choose to instill the maneuver with a secondary effect as described below. She can use this ability once per round, up to a total number of times per day equal to 3 + her Wisdom modifier (minimum once per day). In each case, the secondary effect lasts for 1 round. Only one secondary effect can be instilled into any single maneuver.
At 6th level, she can imbue a healing maneuver with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 10 + ½ the convalescent’s class level + her Wisdom modifier.
At 12th level, she can grant the target of her healing maneuver a competence bonus on attack rolls equal to 1 per four initiator levels.
At 18th level, she can grant the target of her healing maneuver damage reduction 5/–.
Advantageous Redundancy (Ex): At level 7, the convalescent gains the ability to prepare the same maneuver more than once at the same time. At this level, she may prepare any maneuver she knows up to twice at the same time. At 15th level, she may prepare any maneuver she knows up to three times simultaneously.
Perfect Vitality (Ex): At 8th level, a convalescent gains immunity to poisons of all kinds.
Emergency Instructions (Ex): Beginning at 9th level, the convalescent is prepared for the worst – when she isn’t there for it. In the event of her own death, a convalescent keeps a set of instructions on her body to inform her still-living allies of how to use some of her healing abilities in her ultimate absence. At the beginning of each day, the convalescent selects three of her maneuvers that cure hit point damage, each of which can be either 1st or 2nd level, and records a set basic instructions on how to initiate those maneuvers, encoded with a stamp of positive energy, for each of these maneuvers. A character can retrieve one of these sets of instructions from the convalescent’s body as a move action and later initiate the maneuver it contains as an action appropriate to the maneuver itself. The convalescent need not be dead for these instructions to be used; she may use them or provide them to other characters as she sees fit.
Once a maneuver has been performed from a set of emergency instructions, the energy stamp fades, rendering it unfit for further uses. Any unused energy stamps fade at the end of each day, so the convalescent must prepare new instructions at the beginning of the next day; previous instructions cannot be saved from one day to the next.
Nosocomian Vector (Su): Once per day, when the convalescent uses one of her panaceas to remove a disease from a character, she may retain that disease for later use. At any time that she uses a damage-dealing maneuver on a target after she has retained a disease, she may release that disease into the maneuver, affecting its target as though they had come into contact with the disease normally. The convalescent may retain a disease for any length of time with this ability, and is not affected in any way by a disease she retains. The convalescent may have only one disease retained at a time, and she may release a disease harmlessly at any time as a free action.
Double Dose (Ex): At level 11, a convalescent learns how to prepare especially potent panaceas, although they cost additional resources to create. When a convalescent prepares her panaceas at the beginning of the day, she may prepare an improved panacea by spending two of the panaceas she would normally be allowed to create. The convalescent may prepare up to three improved panaceas by spending additional panaceas in this way.
Improved PanaceasLife Tonic
When consumed, this tonic restores hit points to its user equal to 3d8+4 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Shoring Draught
When consumed, this tonic provides a +2 resistance bonus on saves for 5 rounds. If consumed by a stunned character, this draught relieves that condition and prevents them from becoming stunned for 1 round.
Hasaoma Draught
When consumed by a character with one or more negative levels, that character loses one negative level. If that character was paralyzed, then that condition is cured.
Sacrana Water
When a dose of sacrana water is poured over the brow of a petrified or cursed character it relieves the petrified condition and a single curse (such as from a bestow curse spell) from that character.
Violet Drop
When eaten, a violet drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 25 or less affecting the victim and has an instantaneous duration.
Jade Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 25 or less that character is infected with. If that character is nauseated, they become sickened instead. If that character is sickened, they are relieved of that condition. If a character is both sickened and nauseated, only one of these conditions is cured.
Fortified Vital Body (Ex): At 11th level, the convalescent’s continued channeling of positive energy affects her body further, increasing her resilience to harm. At this point, the type of damage reduction provided by the convalescent’s vital body feature changes from DR/magic and piercing to DR/–.
Lingering Life (Su): When a convalescent dies with at least one healing maneuver readied, positive energy remains welled up in her body for a short time. For up to 5 rounds after the convalescent dies, her body retains an amount of healing energy equal to her initiator level, which any character that can touch to her corpse may draw from as a standard action. The allotment of hit points retained after the convalescent’s death are spent in the same way as the allotment of hit points in her lay on hands ability. A character cannot use the convalescent’s lingering life to create an ablative ward.
Intensive Convalescence Ward (Sp): At 14th level, the convalescent can seal off the area occupied by a single creature from its surroundings for 2 rounds. The space occupied by this creature is surrounded by an invisible curtain which has the same effect as a wall of force during this time, and any creature inside the area gains the effects of a restoration spell, once each round, as well as fast healing 30 and regeneration 15 (if it is alive) for as long as it is inside the ward. This ability can be used once per day as a standard action. The convalescent’s initiator level is used to determine any caster level effects for the purposes of the restoration and wall of force effects of this ability.
An Ounce of Prevention (Su): As long as an ablative ward the convalescent has created has at least 25 hit points left, damage from any single attack or effect that would exceed its capacity is not dealt to the character it protects.
Miracle Medicine (Ex): At level 19, a convalescent learns how to prepare the most miraculous and difficult panacea recipes, although they cost additional resources to create. When a convalescent prepares her panaceas at the beginning of the day, she may prepare a miracle panacea by spending three of the panaceas she would normally be allowed to create. The convalescent may prepare up to two improved panaceas by spending additional panaceas in this way.
Miracle PanaceasÉlan Tonic
When consumed, this tonic restores hit points to its user equal to 5d8+6 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Fortifying Draught
When consumed, this tonic provides a +3 resistance bonus on saves. If consumed by a stunned character, this draught relieves that condition and prevents them from becoming stunned for 2 rounds and from becoming dazed for 1 round..
Saoma Draught
When consumed by a character with one or more negative levels, that character loses two of those negative levels. If that character was paralyzed, then that condition is cured. Furthermore, the consumer cannot become paralyzed and may act normally while staggered for 1 round.
Gold Drop
When eaten, a gold drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 35 or less affecting the victim and has an instantaneous duration.
White Jade Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 35 or less that character is infected with. If that character is nauseated, they become sickened instead. If that character is sickened, they are relieved of that condition. If a character is both sickened and nauseated, then just their nauseated condition is cured.
Ophiuchan Antivenin
When administered to a character that died within the last 2 rounds, this panacea restores that character to life. A character restored to life in this way suffers 2 Con drain and Con damage equal to half of their remaining Con score, rounded down. A character with 2 or fewer Constitution cannot benefit from this panacea.
Dual Counter (Ex): When the convalescent reaches 20th level, she can use a second counter maneuvers in a round without spending an immediate action. Both counters she initiates are expended normally. The convalescent can use this ability three times per day.
Salvation (Su): At level 20, the convalescent gains all of the following benefits:
• Fast healing 5. She may share this fast healing with any number of characters that are adjacent to her at the beginning of each round. Those characters gain an equal amount of fast healing for until the beginning of the next round.
• Her Wisdom is treated as though it were 2 points higher for the purposes of her Healer's Knack ability, and her Charisma is treated as though it were 4 points higher for the purposes of her Lay on Hands and Channeler's Training abilities.
• She may prepare an additional panacea, improved panacea or miracle panacea, and an additional set of emergency instructions at the beginning of each day.
• The amount of healing energy her body retains after she dies doubles.
• She may use her Intensive Convalescence Ward ability up to twice per day. Furthermore, the amount of fast healing and regeneration the ward provides to its benefactors is doubled.
I know that only one of those homebrew disciplines is done (Phoenix Tear), but this post if for the class, not its disciplines. And, well, that should be everything. Please let me know what you think.
Edit log: Corrected overlap issue in Ablative Warding, updated Vital Body, added Fortified Vital Body, added durations to the save-improving panaceas, fixed Troll Salts and White Jade Charm Stick and modified Dual Counter to not cause action redundancy. Changed chassis table image.
Added Survival to class skills. Fixed issue with sharing fast healing via Salvation.
Class Skills (6 + Int modifier per level, x4 at 1st level): Autohypnosis, Balance, Concentration, Craft, Diplomacy, Heal, Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Ride, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Tumble
Weapon and Armor Proficiency: A convalescent has proficiency with all simple weapons and with light and medium armor, and with all shields, including tower shields. In addition, convalescents are proficient with all types of crossbow.
Maneuvers: A convalescent begins her career with knowledge of four martial maneuvers. The disciplines available to her are Combat Clinic, Crystalline Unicorn, Devoted Spirit, Fox and Tree, and Phoenix Tear.
Once she knows a maneuver, the convalescent must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by convalescents is considered an extraordinary ability unless otherwise noted in its description. The convalescent’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The convalescent learns additional maneuvers at higher levels, as shown on Table 1–1. She must meet a maneuver’s prerequisite to learn it. See Table 3–1 in the Tome of Battle, page 39, to determine the highest-level maneuvers a convalescent can learn.
Upon reaching 5th level, and at every odd-numbered convalescent level after that (7th, 9th, 11th, and so on), the convalescent can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 9th level, a convalescent could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. The convalescent can swap only a single maneuver at any given level.
Maneuvers Readied: The convalescent can ready three of her four maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but she must still choose which maneuvers to ready. She readies her maneuvers by meditating and exercising for 5 minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The convalescent need not sleep or rest for any long period of time to ready her maneuvers; any time she spends 5 minutes in meditation, she can change your readied maneuvers.
The convalescent begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless you recover them, as described below).
The convalescent can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If she completes her meditation, she can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: The convalescent begins play with knowledge of two 1st-level stances from any discipline open to her. At 5th, 9th, 13th, and 17th level, she can choose additional stances. Unlike maneuvers, stances are not expended, and the convalescent does not have to ready them. All the stances the convalescent knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the convalescent cannot learn a new stance at higher levels in place of one she already knows.
Healer’s Knack (Ex): Whenever a convalescent initiates a maneuver or uses a class feature that cures hit point damage, she adds her Wisdom modifier to the amount of damage healed. For instance, if a 4th-level convalescent with an 18 Wisdom uses crusader's strike, she cures 1d6+4 points of damage normally, plus an additional 4 points of damage due to her Wisdom bonus. If the same convalescent spends 3 of her daily allotted hit points with her lay on hands ability to heal a target for 3 points of damage, that healing is likewise increased by 4 points (for a total of 7 damage healed). This ability does not improve any healing provided by martial stances, but does improve the healing provided by any panacea which cures hit point damage (even if the convalescent is dead at the time that the panacea is used). Except as noted, this ability only functions while the convalescent is alive and conscious.
Rejuvenating Touch (Su): As long as she has a maneuver that cures hit point damage readied, a convalescent can channel positive energy with a touch. This heals living creatures and harms undead creatures. The convalescent heals 1d8 points of damage in this way.
Lay on Hands (Su): Beginning at 2nd level, a convalescent with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her convalescent level × her Charisma bonus. A convalescent may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a convalescent can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The convalescent decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Ablative Warding (Su): If a convalescent would heal a character that already has maximum hit points with magic or a maneuver, she can bestow an ablative ward on that character, instead. An ablative ward has a number of hit points equal to the amount of healing the convalescent would have provided to that character. Hit point damage that would be dealt to the warded character is dealt to the ablative ward first, similarly to temporary hit points. Any damage which exceeds an ablative ward’s hit point total depletes and negates the ward, dealing damage to the protected character equal to the difference between the damage dealt and the amount of hit points the ward had remaining.
A character can benefit from only one ablative ward at a time. If a character would benefit from more than one ablative ward, only the ward with the most hit points applies. If an ablative ward has any hit points remaining at the end of an encounter, the ward’s effect ends at that time.
Channeler’s Training (Su): At 3rd level, a convalescent learns new ways to articulate and use her ability to channel positive energy. As long as she has a healing maneuver readied, her rejuvenating touch feature qualifies her for divine feats as though she could turn or rebuke undead. For the purposes of those feats, she has a number of turning or rebuking attempts per day equal to 3 + her Charisma modifier. If a divine feat affects her ability to turn or rebuke undead, then she can do so through the use of that feat (with those modified effects), but not otherwise.
Pure Vitality (Ex): At 4th level, a convalescent gains immunity to all diseases, including supernatural and magical diseases.
Vital Body (Ex): Starting at 4th level, a convalescent’s frequent channeling of positive energy starts to have an impact on her body, which comes in the form of protection from harm. She gains damage reduction 2/magic and piercing at level 4. As the convalescent increases in level, this DR increases in effectiveness, to DR 4 at 8th level, DR 6 at 13th level, DR 8 at 17th level, and DR 10 at 20th level.
Panacea Bundle: A convalescent carries a wide number of cure-alls, medicines and remedies with her at all times. At level 5, the convalescent can prepare up to four panaceas at the beginning of each day. At every odd-numbered level thereafter, she can prepare an additional panacea at the beginning of the day, up to a maximum of eleven panaceas at level 19. Panaceas expire at the end of each day, so none of them can be saved from one day to the next.
Panaceas are quasi-magical items. Activating a panacea is a move action that requires a free hand and does not provoke attacks of opportunity. Panaceas can be administered to other characters. A panacea is a tiny object with the same AC, hit points, hardness and break DC as a potion vial.
PanaceasHealth Tonic
When consumed, this tonic restores hit points to its user equal to 1d8+2 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Bracing Draught
When consumed, this tonic provides a +1 resistance bonus on saves for 3 rounds. If consumed by a stunned character, this draught relieves that condition.
Faerie Draught
When consumed, this draught restores 2 points of ability damage and 1 point of ability drain to its user.
Rose Drop
When eaten, a rose drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 15 or less affecting the victim and has an instantaneous duration.
Troll Salts
Insane and feebleminded characters who inhale the vapors of troll salts become dazed for 1 day instead. Confused, compelled and fascinated characters are relieved of those conditions.
Dream Salts
Exhausted characters who inhale the vapors of dream salts becomes fatigued instead. Fatigued and unconscious characters are relieved of those conditions.
Lammasu’s Breath
Cowering and panicked characters who inhale the vapors of lammasu’s breath become frightened instead. Frightened characters become shaken, and shaken characters are no longer shaken.
Poiein Powder
When applied to the ears and temples of a deafened or dazed character, poiein powder relieves those conditions. The powder does not restore ears that have been lost, but it repairs them if they are damaged.
Couatl Tears
When applied to the eyes and face of a blinded or dazzled character, couatl tears relieve those conditions. The tears do not restore eyes that have been lost, but it repairs them if they are damaged.
Ivory Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 15 or less that character is infected with. If that character is sickened, they are relieved of that condition.
Instilled Healing (Su): Whenever a convalescent uses a healing maneuver on an ally, she can choose to instill the maneuver with a secondary effect as described below. She can use this ability once per round, up to a total number of times per day equal to 3 + her Wisdom modifier (minimum once per day). In each case, the secondary effect lasts for 1 round. Only one secondary effect can be instilled into any single maneuver.
At 6th level, she can imbue a healing maneuver with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 10 + ½ the convalescent’s class level + her Wisdom modifier.
At 12th level, she can grant the target of her healing maneuver a competence bonus on attack rolls equal to 1 per four initiator levels.
At 18th level, she can grant the target of her healing maneuver damage reduction 5/–.
Advantageous Redundancy (Ex): At level 7, the convalescent gains the ability to prepare the same maneuver more than once at the same time. At this level, she may prepare any maneuver she knows up to twice at the same time. At 15th level, she may prepare any maneuver she knows up to three times simultaneously.
Perfect Vitality (Ex): At 8th level, a convalescent gains immunity to poisons of all kinds.
Emergency Instructions (Ex): Beginning at 9th level, the convalescent is prepared for the worst – when she isn’t there for it. In the event of her own death, a convalescent keeps a set of instructions on her body to inform her still-living allies of how to use some of her healing abilities in her ultimate absence. At the beginning of each day, the convalescent selects three of her maneuvers that cure hit point damage, each of which can be either 1st or 2nd level, and records a set basic instructions on how to initiate those maneuvers, encoded with a stamp of positive energy, for each of these maneuvers. A character can retrieve one of these sets of instructions from the convalescent’s body as a move action and later initiate the maneuver it contains as an action appropriate to the maneuver itself. The convalescent need not be dead for these instructions to be used; she may use them or provide them to other characters as she sees fit.
Once a maneuver has been performed from a set of emergency instructions, the energy stamp fades, rendering it unfit for further uses. Any unused energy stamps fade at the end of each day, so the convalescent must prepare new instructions at the beginning of the next day; previous instructions cannot be saved from one day to the next.
Nosocomian Vector (Su): Once per day, when the convalescent uses one of her panaceas to remove a disease from a character, she may retain that disease for later use. At any time that she uses a damage-dealing maneuver on a target after she has retained a disease, she may release that disease into the maneuver, affecting its target as though they had come into contact with the disease normally. The convalescent may retain a disease for any length of time with this ability, and is not affected in any way by a disease she retains. The convalescent may have only one disease retained at a time, and she may release a disease harmlessly at any time as a free action.
Double Dose (Ex): At level 11, a convalescent learns how to prepare especially potent panaceas, although they cost additional resources to create. When a convalescent prepares her panaceas at the beginning of the day, she may prepare an improved panacea by spending two of the panaceas she would normally be allowed to create. The convalescent may prepare up to three improved panaceas by spending additional panaceas in this way.
Improved PanaceasLife Tonic
When consumed, this tonic restores hit points to its user equal to 3d8+4 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Shoring Draught
When consumed, this tonic provides a +2 resistance bonus on saves for 5 rounds. If consumed by a stunned character, this draught relieves that condition and prevents them from becoming stunned for 1 round.
Hasaoma Draught
When consumed by a character with one or more negative levels, that character loses one negative level. If that character was paralyzed, then that condition is cured.
Sacrana Water
When a dose of sacrana water is poured over the brow of a petrified or cursed character it relieves the petrified condition and a single curse (such as from a bestow curse spell) from that character.
Violet Drop
When eaten, a violet drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 25 or less affecting the victim and has an instantaneous duration.
Jade Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 25 or less that character is infected with. If that character is nauseated, they become sickened instead. If that character is sickened, they are relieved of that condition. If a character is both sickened and nauseated, only one of these conditions is cured.
Fortified Vital Body (Ex): At 11th level, the convalescent’s continued channeling of positive energy affects her body further, increasing her resilience to harm. At this point, the type of damage reduction provided by the convalescent’s vital body feature changes from DR/magic and piercing to DR/–.
Lingering Life (Su): When a convalescent dies with at least one healing maneuver readied, positive energy remains welled up in her body for a short time. For up to 5 rounds after the convalescent dies, her body retains an amount of healing energy equal to her initiator level, which any character that can touch to her corpse may draw from as a standard action. The allotment of hit points retained after the convalescent’s death are spent in the same way as the allotment of hit points in her lay on hands ability. A character cannot use the convalescent’s lingering life to create an ablative ward.
Intensive Convalescence Ward (Sp): At 14th level, the convalescent can seal off the area occupied by a single creature from its surroundings for 2 rounds. The space occupied by this creature is surrounded by an invisible curtain which has the same effect as a wall of force during this time, and any creature inside the area gains the effects of a restoration spell, once each round, as well as fast healing 30 and regeneration 15 (if it is alive) for as long as it is inside the ward. This ability can be used once per day as a standard action. The convalescent’s initiator level is used to determine any caster level effects for the purposes of the restoration and wall of force effects of this ability.
An Ounce of Prevention (Su): As long as an ablative ward the convalescent has created has at least 25 hit points left, damage from any single attack or effect that would exceed its capacity is not dealt to the character it protects.
Miracle Medicine (Ex): At level 19, a convalescent learns how to prepare the most miraculous and difficult panacea recipes, although they cost additional resources to create. When a convalescent prepares her panaceas at the beginning of the day, she may prepare a miracle panacea by spending three of the panaceas she would normally be allowed to create. The convalescent may prepare up to two improved panaceas by spending additional panaceas in this way.
Miracle PanaceasÉlan Tonic
When consumed, this tonic restores hit points to its user equal to 5d8+6 plus the bonus from the convalescent’s Healer’s Knack feature at the time that this panacea is prepared.
Fortifying Draught
When consumed, this tonic provides a +3 resistance bonus on saves. If consumed by a stunned character, this draught relieves that condition and prevents them from becoming stunned for 2 rounds and from becoming dazed for 1 round..
Saoma Draught
When consumed by a character with one or more negative levels, that character loses two of those negative levels. If that character was paralyzed, then that condition is cured. Furthermore, the consumer cannot become paralyzed and may act normally while staggered for 1 round.
Gold Drop
When eaten, a gold drop mimics the effects of a neutralize poison spell, except that it affects only a single poison with a save DC of 35 or less affecting the victim and has an instantaneous duration.
White Jade Charm Stick
When grasped tightly in the hand of a diseased character, or pressed firmly against their chest, the charm cures a single disease with a save DC of 35 or less that character is infected with. If that character is nauseated, they become sickened instead. If that character is sickened, they are relieved of that condition. If a character is both sickened and nauseated, then just their nauseated condition is cured.
Ophiuchan Antivenin
When administered to a character that died within the last 2 rounds, this panacea restores that character to life. A character restored to life in this way suffers 2 Con drain and Con damage equal to half of their remaining Con score, rounded down. A character with 2 or fewer Constitution cannot benefit from this panacea.
Dual Counter (Ex): When the convalescent reaches 20th level, she can use a second counter maneuvers in a round without spending an immediate action. Both counters she initiates are expended normally. The convalescent can use this ability three times per day.
Salvation (Su): At level 20, the convalescent gains all of the following benefits:
• Fast healing 5. She may share this fast healing with any number of characters that are adjacent to her at the beginning of each round. Those characters gain an equal amount of fast healing for until the beginning of the next round.
• Her Wisdom is treated as though it were 2 points higher for the purposes of her Healer's Knack ability, and her Charisma is treated as though it were 4 points higher for the purposes of her Lay on Hands and Channeler's Training abilities.
• She may prepare an additional panacea, improved panacea or miracle panacea, and an additional set of emergency instructions at the beginning of each day.
• The amount of healing energy her body retains after she dies doubles.
• She may use her Intensive Convalescence Ward ability up to twice per day. Furthermore, the amount of fast healing and regeneration the ward provides to its benefactors is doubled.
I know that only one of those homebrew disciplines is done (Phoenix Tear), but this post if for the class, not its disciplines. And, well, that should be everything. Please let me know what you think.
Edit log: Corrected overlap issue in Ablative Warding, updated Vital Body, added Fortified Vital Body, added durations to the save-improving panaceas, fixed Troll Salts and White Jade Charm Stick and modified Dual Counter to not cause action redundancy. Changed chassis table image.
Added Survival to class skills. Fixed issue with sharing fast healing via Salvation.