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View Full Version : Convalescent, a martial adept healer [3.5]



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.

Howler Dagger
2012-09-20, 05:38 PM
You should probably link to the homebrew disciplines somewhere.

tallonRook
2012-09-20, 06:31 PM
From Devoted Spirit and what I've seen of the homebrew disciplines, a lot of the maneuvers require you to actually hit someone for the healing effects to work, and with a 1/2 BAB that's not going to be happening a lot. You should at least bump up the BAB to 3/4 or maybe create a class feature that the healing occurs even when you don't hit, although that may be too powerful. Other than that I like the class, the concept is really interesting.

Ammutseba
2012-09-20, 08:08 PM
You should probably link to the homebrew disciplines somewhere.

I probably should. And as soon as they're done, I certainly will. That is the current project.


From Devoted Spirit and what I've seen of the homebrew disciplines, a lot of the maneuvers require you to actually hit someone for the healing effects to work, and with a 1/2 BAB that's not going to be happening a lot. You should at least bump up the BAB to 3/4 or maybe create a class feature that the healing occurs even when you don't hit, although that may be too powerful. Other than that I like the class, the concept is really interesting.

Yes, there is a disparity between DS's hitting requirements and the Conval's poor BAB. I will fiddle with it, but only after I rock out the Combat Clinic and Fox and Tree. Crystalline Unicorn and Phoenix Tear don't belong to me, but the former isn't quite done (it's there though because I love the concept) and the other is below.

Here we go. Instead of links, spoilers!

Crystalline Unicorn Discipline, by EvilVegan
The Crystalline Unicorn discipline focuses on restoring vitality and health, as well as avoiding harm altogether.
The key skill for Crystalline Unicorn is Heal. Its associated weapons include dire flail, flail, heavy flail, nunchaku, sai, and sickle.

Maneuver/Stance List1st Level
Ablative Shield: Boost - Grant adjacent ally DR 5/adamantine for one round with a successful Heal check.
Bolstering Presence: Stance - Allies gain bonus hit points equal to your twice your initiator level. These hit points last until the end of the current encounter.
Soothing Touch: Strike - You heal target 1d6 + initiator level up to a minute after he takes damage.
Staunch: Counter - You immediately close a wound dealt to you or an ally, reducing damage taken from one source by 50%.
Unassuming Awareness: Stance - You position yourself in a way that leads others to ignore you and allows you to perceive conditions affecting allies with a successful heal check.

2nd Level

Improved Soothing Touch: Strike - You heal target 2d6 + initiator level up to a minute after subject takes damage.
Martyr Block: Counter - You take damage dealt to an adjacent ally if this damage would cause the target to fall below 0 hp.
Poison Chakra Block: Strike - You block the flow of poison through the blood stream, delaying its effects for one hour.

3rd Level

Crystalline Unicorn Purge: Strike - You remove one negative condition from target and their movement is reduced by half for 1 round.
Greater Soothing Touch: Strike - You heal target 3d6 + initiator level up to a minute after he takes damage.
Healing Aura: Stance - You radiate healing energy that heals 1% of maximum hit point total per round up to half maximum hit points.

4th Level

Greater Martyr Block: Counter - You may take the damage dealt to an adjacent ally if he is below half his maximum hit points.
Protect Life: Counter - You may block a targeted death or negative energy effect, target gains immunity to death effects and any negative energy for 1 round.
Supreme Soothing Touch: Strike - You heal target 4d6 + initiator level up to a minute after he takes damage.

5th Level

Fear Not the Reaper: Stance - Allies within 30' gain the benefit of the die hard feat and gain fast healing 2 when at less than 10% health. While at negative hit points they gain a +4 morale bonus to attacks and immunity to fear.
Greater Ablative Shield: Boost - Grant adjacent ally DR 10/adamantine for one round with a successful Heal check.
Soothing Wave: Strike - You release a wave of soothing relief that heals all allies within an area 1d6 + your initiator level up to a minute after they take damage.

6th Level

Alicorn Flourish: Boost - Teleport ally 50' away from enemies as a swift action.
Improved Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 2d6 + your initiator level up to a minute after they take damage.
Unicorn's Tear: Strike - Heal target 5 points of damage per initiator level.

7th Level

Greater Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 3d6 + your initiator level level up to a minute after they take damage.
Unicorn's Blessing: Counter - You teleport next to target and touch them, healing them for 5 points of damage per initiator level immediately after they are struck by an opponent.

8th Level

Perfect Shield: Boost - Grant adjacent ally DR 10/- and immunity to critical hits for one round with a successful Heal check.
Sorrow of the Wounded Colt: Stance - You gain regeneration 10 and take 50% of all adjacent allies' damage. You may only enter this stance after you or an ally has taken damage and may only remain in it for up to 2 rounds after you or they have taken damage from any true threat. Damage dealt directly to you (not through damage transfer) is lethal.
Supreme Soothing Wave: Strike - you release a wave of soothing relief that heals all allies within an area 4d6 + your initiator level level up to a minute after they take damage.

9th Level

Complete Recovery of Body and Soul: You completely heal one target and remove all negative conditions caused within the last hour, including death. Target also gains bonus temporary hit points equal to your remaining hit points. You drop to -1 hit point and are stable. A single person may only benefit from this maneuver once per day.


FeatsUnicorn Vigor
Prerequisite: One Crystalline Unicorn maneuver and one Crystalline Unicorn stance.
Benefit:Any time you execute a maneuver you may heal an adjacent ally 2 points of damage. If the maneuver is one that normally heals damage you instead heal 1d4+1 to an adjacent ally.

Unicorns like Tactical Feats [Tactical]
Prerequisite: Unicorn Vigor, 9 ranks in Heal, BAB 6+
Benefits:
Sustained Vigor: Any time you use a Crystalline Unicorn maneuver to heal an ally they gain fast healing 1 for a number rounds equal to your ranks in heal.
2) ?
3) ?

Phoenix Tear, by Ziegander
The key abilities of Phoenix Tear are Constitution and Charisma. The healing abilities and properties of the Phoenix have been long documented – from its self-resurrection ability to the life preserving property of its feathers and the healing ability of its tears, the Phoenix has been a long researched creature. The Phoenix Tear discipline, derived from studying the creature, focuses on restoring vitality and health, as well as avoiding harm altogether. Phoenix Tear is available only to Crusaders and Swordsages. The key skill of Phoenix Tear is Heal and the preferred weapons are Light Pick, Heavy Pick, Shuriken, Greatsword, Fullblade, and Claw Bracer. The save DCs or Phoenix Tear's maneuvers is 10+maneuver level+Initiator's Charisma modifier.

Flame Shield
Phoenix Tear (Boost) [Sp]
Level: 1
Initiation: Swift Action
Range: 15ft
Area: Emanation
Duration: 1 round

Until the start of your next turn, if you or an ally within the area are attacker, the attacker takes 1d4 fire damage.

Bolstering Presence
Phoenix Tear (Stance)
Level: 1
Initiation: Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance, if there are hostile creatures within your line of sight, all of your allies (not including you) gain temporary hit points equal to your 1/2 your initiator level (minimum 1).

Golden Tears
Phoenix Tear (Stance) [Sp]
Level: 1
Initiation: Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance, whenever you are dealt damage, one of your allies (not including you) is healed 1d6 hit points.

Avenging Flames
Phoenix Tear (Strike) [Su]
Level: 1
Initiation: Standard Action
Range: Melee attack
Target: One creature

You make a single melee attack and choose to add 1d4+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 1d4 +1/initiator level (max +5).

Staunch
Phoenix Tear (Counter) [Sp]
Level: 1
Initiation: Immediate Action
Target: You or one ally

Heal the target a number of hitpoints equal to your Charisma modifier. You can only use this in reaction to the target taking damage.

Avenging Flames, Improved
Phoenix Tear (Strike) [Su]
Level: 2
Initiation: Standard Action
Range: Melee attack
Target: One creature

You make a single melee attack and choose to add 1d6+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 1d6 +1/initiator level (max +5).

Phoenix's Warmth
Phoenix Tear [Sp]
Level: 2
Initiation: Standard Action
Range: 15ft
Area: Cone

Each enemy in the area is dealt 2d4 fire damage (Ref half). Each ally in the area is healed 2d4 hitpoints.

Avenging Flames, Greater
Phoenix Tear (Strike) [Su]
Level: 3
Initiation: Standard Action
Range: Melee attack
Target: One creature

You make a single melee attack and choose to add 1d10+1 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 2d6 +1/initiator level (max +10).

Crystalline Tear Strike
Phoenix Tear (Strike) [Su]
Level: 3
Initiation: Standard Action
Range: Melee attack
Target: One creature
Duration: 1 round

You make a single melee attack. If it hits the enemy must succeed at a Fort save or have its speed reduced to 10ft (all movement) for 1 round. Additionally an ally within 30ft of you gets a +10 bonus to speed for 1 round.

Healing Aura
Phoenix Tear (Stance) [Sp]
Level: 3
Initiation: Swift Action
Range: 30ft
Area: Emanation
Duration: Stance

While in this stance each ally (not including you) within the area with hitpoints less than 50% of his or her total hitpoints gains fast healing 2/five initator levels.

Avenging Flames, Supreme
Phoenix Tear (Strike) [Su]
Level: 4
Initiation: Standard Action
Range: Melee attack
Target: One creature

You make a single melee attack and choose to add 1d12+5 fire damage to the attack, if it hits, or to heal one ally (including yourself) within 10ft 3d6 +1/initiator level (max +10).

Phoenix's Wrath
Phoenix Tear (Counter) [Sp]
Level: 4
Initiation: Immediate Action
Range: 60ft
Target: You or one ally

Negate the effects of a death, ability drain/damage, or negative level effect which would have effected you or an ally within 60ft this turn. Deal 8d6 fire damage to the source of the effect if the effect negated was a death effect, 2d6/negative level negated if the effect was a negative level effect, or 1d6/ability drain or damage negated if the effect was an ability drain effect.

Fear Not the Reaper
Phoenix Tear (Stance)
Level: 5
Initiation: Swift Action
Range: 30ft
Area: Emanation
Duration: Stance

You and all allies within the area gain the benefits of the Die Hard feat. Further, while below 0 hitpoints you and allies gain a +4 divine bonus to all ability scores and saving throws.

Greater Flame Shield
Phoenix Tear (Boost) [Sp]
Level: 5
Initiation: Swift Action
Range: 15ft
Target: Emanation
Duration: 1 round

Until the start of your next turn, if you or an ally within the area are attacked, the attacker takes 1d8+Your Charisma modifier fire damage.

Avenging Wave
Phoenix Tear [Sp]
Level: 5
Initiation: Standard Action
Range: 30ft
Area: Cone

Each enemy in the area is dealt 4d6 fire damage (Ref half). Each ally in the area is healed 1d6 +1/initiator level hitpoints (max +15).

Ruby Wing Slam
Phoenix Tear (Strike) [Sp]
Level: 6
Initiation: Standard Action
Range: Melee attack
Target: One creature

Make a single melee attack. If it hits you deal an extra 3d6 damage and the enemy must succeed on a Will save or be teleported up to 20ft in any direction. Further any willing allies within 20ft can teleport adjacent to you (into any unoccupied squares, if there are any).


Avenging Wave, Improved
Phoenix Tear [Sp]
Level: 6
Initiation: Standard Action
Range: 40ft
Area: Cone

Each enemy in the area is dealt 4d6+6 fire damage (Ref half). Each ally in the area is healed 2d6 +1/initiator level hitpoints (max +15).

Avenging Wave, Greater
Phoenix Tear [Sp]
Level: 7
Initiation: Standard Action
Range: 50ft
Area: Cone

Each enemy in the area is dealt 5d6+9 fire damage (Ref half). Each ally in the area is healed 3d6 +1/initiator level hitpoints (max +20).

Wingly Blessing
Phoenix Tear (Counter) [Sp]
Level: 7
Initiation: Immediate Action
Range: 60ft
Target: One ally (not including you)

Teleport adjacent to any ally within range and heal the ally 5 hitpoints/initiator level.

Perfect Flame Shield
Phoenix Tear (Boost) [Sp]
Level: 8
Initiation: Swift Action
Range: 15ft
Area: Emanation
Duration: 1 round

You and all allies within the area gain DR/-- equal to your Charisma modifier for 1 round, during which time, if any of you are attacked, the attacker takes 10+Your Charisma modifier fire damage.

Avenging Wave, Supreme
Phoenix Tear [Sp]
Level: 8
Initiation: Standard Action
Range: 60ft
Area: Cone

Each enemy in the area is dealt 6d6+12 fire damage (Ref half). Each ally in the area is healed 4d6 +1/initiator level hitpoints (max +20).

Crying Firebird Stance
Phoenix Tear (Stance) [Su]
Level: 8
Initiation: Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance you gain regeneration equal to your Charisma modifier. Whenever an ally is dealt damage you are dealt 1/4 of that damage instead. You can only enter this stance after taking damage from an attack, and only remain in the stance if you were dealt damage in the previous round.

Phoenix Fall
Phoenix Tear (Strike) [Sp]
Level: 9
Initiation: Standard Action
Range: Melee attack
Target: One creature

You make a single melee attack. If it hits, you deal +50 fire damage, any dead allies within 30ft that have been dead no longer than 1 round are brought to -9 hitpoints and stable, then all allies within 30ft are healed 50+Your Charisma modifier hitpoints.