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Healing
Sept 14, 2011 14:55:01 GMT -5
Post by Ava on Sept 14, 2011 14:55:01 GMT -5
Place Holder.
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Healing
Feb 2, 2013 10:59:36 GMT -5
Post by fimbulvinter87 on Feb 2, 2013 10:59:36 GMT -5
Healing Type
"My Zanpakuto, Hisagomaru, heals the wounds of anyone it touches." --Yamada Hanatarou, 4th Division 7th Seat
Healing-type Zanpakuto enhance the properties of your healing Kido. Favored by the 4th division, they allow for greater recovery of injuries at a faster rate.
Improved Power: This ability increases the amount of healing your spells give. Every time you take this ability, add another 1d8 to all cure spells. Increased Potency: This increases the Caster Level limit on all Cure spells by one increment. Thus, Cure Light Wounds heals up to +10 extra hit points; Cure Moderate Wounds heals up to +15 extra hit points, and so on. You are still required to meet the caster level requirement to gain the additional healing. This ability may be taken multiple times, its effects stack. Increased Proficiency: This ability increases your proficiency with healing spells. Your caster level is considered 2 higher for all healing spells. You may take this ability multiple times, its effects stack. Restorative Healing: This ability allows you to cast a restoration spell as you cast a healing spell, granting the benefits of both spells. The first time you take this ability, you may cast Restoration with any healing spell you cast in the same action. The second time you take this ability you may cast Restoration augmented once with any healing spell, and the third time you take this ability you may cast Restoration fully augmented with any healing spell. This does not increase the casting time of the spell, but it still expends the spell points. Ranged Healing: This ability allows you to deliver healing spells at range. This ability allows you to deliver your healing spell 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. 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 healing spell among multiple targets. When casting a healing spell, you can target someone within your healing range from the first target as well and divide the healing amongst the two recipients. Roll first to determine the amount of healing before dividing it amongst the targets. This ability may be taken multiple times, each time allows you to target another person with your healing. Healing Attack: This ability requires four other healing abilities to take. This ability channels positive energy directly through your Zanpakuto. When attacking, if you wish, you instead heal your target for the amount of damage you would instead deal. 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 Zanpakuto, 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 not wasted. 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.
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Healing
Mar 19, 2013 21:03:24 GMT -5
Post by blackestofmages on Mar 19, 2013 21:03:24 GMT -5
Healing Power Prerequisites: access to a healing kido spell Activation Cost: None Whenever the shinigami casts a Kido spell that restores hit points, she increases the amount she heals by one dice. Special: This ability may be taken multiple times. The effects stack
Increased Potency Prerequisites: access to a healing kido spell Activation Cost: None Whenever the shinigami casts a healing Kido spell, the maximum level for any effect based upon caster level is increased by 1. Thus, if she cast a spell that's effect stacked up to caster level * 5, it would instead stack up to caster level * 6. This does not increase her caster level Special: This ability may be taken multiple times. The effects stack
Increased Proficiency Prerequisites: Access to a healing Kido spell Activation Cost: None The shinigami counts her caster level as 2 higher whenever she casts a healing kido spell. Special: This ability may be taken multiple times. The effects stack.
Infused Healing Prerequisites: access to at least one healing kido spell, three other healing abilities. Activation Cost: None Whenever the shinigami casts a healing Kido spell, they may, as a swift action, cast another healing spell with a casting time of a standard action or less. The shinigami must pay for both spells
Healing Efficiency Prerequisites: None Activation Cost: None The shinigami reduces the SEP cost of all level 3 or lower healing kido spells by 2. Special: This ability may be taken multiple times. The effects stack
Improved Healing efficiency Prerequisites: Healing Efficiency Activation cost: None The level of kido spells that have their cost reduced by Healing Efficiency is increased by one Special: This ability may be taken multiple times. The effects stack
Healing Bolt Prerequisites: None Activation Cost: 3 SEP The shinigami unleashes a wave of healing energy at a single ally, restoring their vitality. As a standard action she selects a single creature within 100 + character level ft, and restores 1d8 hp to that target per each shinigami level she posses, up to a maximum of 5d8. This healing is untyped. Alternativly, the shinigami may use this ability as a swift action, in which case the healing is reduced to 1d4+1, and the maximum number of dice to 3.
Improved Healing Bolt Prerequisites: Healing Bolt, one other healing type ability Activation Cost: as healing bolt + 2 SEP Whenever the shinigami uses Healing bolt, she may choose pay the cost of this ability. If she does so, then the healing from healing bolt is increased by 1 per dice, and the maximum number of dice is doubled.
Greater Healing Bolt Prerequisites: Improved Healing Bolt, 6 other healing type abilities. Activation Cost: As healing bolt + 4 SEP Whenever the shinigami uses healing bolt, she may pat this ability activation cost. If she does so, then the amount each dice heals is increased by +2, and the maximum number of dice is tripled. these bonuses replace any from improved healing bolt.
Perfect Healing Bolt Prerequisites: Greater Healing Bolt, 8 other healing type abilities, Specialized. Activation Cost: As healing bolt + 6 SEP Whenever the shinigami uses healing bolt, she may pay this ability's activation cost. If she does so, then the amount each dice heals is increased by +4, and there is no maximum number of dice she can heal. these bonuses replace any from improved healing bolt.
Swift Healing Bolt Prerequisites: Healing Bolt, 1 other healing ability Activation Cost: as healing bolt + 4 SEP The shinigami may use healing bolt as a swift action without reducing the healing per dice or maximum number of dice.
Reactive Healing Bolt Prerequisites: Swift Healing Bolt, Specialized, six other healing abilities Activation Cost: N/A The shinigami may use swift healing bolt as an immediate action. Doing so reduces the effect of healing bolt as if the shinigami did not possess the swift healing bolt ability when determining how much was healed only
Restorative Wave Prerequisites: None Activation Cost: 4 SEP The shinigami's blade gains the ability to purge dark effects from their allies bodies. As a standard action that provokes an AoO, the shinigami may target one character within 100ft + character level ft. any of the following conditions the target is currently suffering from are dispelled. Shaken, stunned, dazed, blinded, silenced, sickened, fatigued, confused, charmed. If the target was nausiated, then they are instead sickened, panicked to shaken and exhausted to fatigued.
Improved Restorative Wave Prerequisites: Restorative Wave, 4 other healing abilities Activation Cost: as restorative wave + 4 sep when using restorative wave, the shinigami may pay this abilities activation cost to increase the effect of restorative wave to also heal up to 1d6 total ability damage, and any exhaustion, nausia, panic or paralysis, in addition to its normal effects
Greater Restorative Wave Prerequisites: improved restorative wave, specialized activation cost: as restorative wave + 12. when using restorative wave, the shinigami may pay this abilities activation cost to increase the effect of restorative wave to dispell any and all negative status effects on the target, as well as any ability damage.
Booster Shot: Prerequisites: Restorative Wave Activation Cost: None If the shinigami heals a status effect using her restorative wave, then the target is immune to the healed status effect for a number of rounds equal to the shinigami's reiatsu modifier. If the shinigami instead targets a creature with no negative status effects, then it gains a bonus on saves against any effect the shinigami could have cured equal to the shinigami's reiatsu modifier
Intertwined Healing Surge Prerequisites: Healing bolt, restorative wave Activation cost healing bolt + ½ restorative surge as a full round action that provokes an AoO, the shinigami may use both restorative wave and healing bolt as a single action, including any upgrades, though improved or greater restorative wave cannot be used with this ability unless at minimum the relevant healing bolt upgrade is applied. If used with healing wave, then the cost for healing wave is only paid once.
Healing Wave Prerequisites: Healing Bolt and/or Restorative Wave Activation Cost: As healing bolt + 4 Whenever the shinigami uses healing bolt or resotrative wave, she may pay this abilities activation cost. If she does so, then her healing blast is changed to a burst with a radius half the healing blast/restorative wave's maximum range.
Ranged Healing: prerequisites: None Activation cost: None The range of all the shinigami's healing zanpakuto abilities and healing kido spells is increased by 10%. The shinigami may use a touch or personal range healing type zanpakuto ability/spell as a ranged ability with a range of 10ft
Healing Aura prerequisites: four other healing type abilities Activation cost: 5 sep + 1 sep per round. as a standard action, she shinigami can activate a healing aura. This creates a soft aura around the shinigami that hastens the knitting of wounds. Any ally within a 10-foot burst centered on her gains Fast Healing 10. maintaining the healing aura costs a free action each round Special: This ability may be taken multiple times. each time increases either the distance by 5 feet or the power of the Fast Healing by 5.
Bolstered Soul: Prerequisites: Healing Aura Activation cost: as healing aura + 1 sep per turn any creature that gains fast healing from the shinigami's healing aura also increases all their saves by 1 per each 5 points of healing received.
Chain Healing: Prerequisites: None Whenever the shinigami casts a single target healing spell, she may instead choose to distribute the healing between two creature in range. Roll first to determine the amount of healing before dividing it amongst the targets. The damage is divided as she sees fit. Special: This ability may be taken multiple times, each time allows you to target another person with your healing.
Healing Attack: Prerequsites: BaB 1+ Activation cost: None The shinigami is able to channel positive energy directly through her Zanpakuto. When making an attack with her zanpakuto attack, if she wishes, she may instead heal her target for the amount of damage she would have dealt from the zanpakuto attack.
Pain Release: Prerequisites:Healing Attack Activation Cost: None The shinigami is able to store damage healed through using healing attack, and ½ of any other healing type zanpakuto ability and release it in one attack. Sme may store up to 25 points of damage, plus 5 per shinigami level. Whenever the shinigami makes an attack with her zanpakuto, she may release any amount of the damage she has stored. This is used before the attack roll/save is made, and is subtracted from the shinigami's total regardless of the outcome of the attack. Special: This ability may be taken multiple times. Each time increases the maximum amount storable by 25.
Pain infusion Prerequisistes: Pain release, four other healing type abilities. Activation Cost: as ability + 2 SEP The shinigami may infuse damage from her pain release ability into any attack that targets an enemy, rather than just a zanpakuto attack. In the case of an attack that hits multiple foes, the damage is split evenly between all targets.
Full release Prerequisites: Pain Release activation cost: None If the shinigami uses pain release when her reserve is full, and empties it, then the damage from pain release on that action is empowered.
Blight Prerequisites: Pain release, Restorative Wave Activation Cost: None The shinigami is capable of using pain release to store status effects healed by her healing wave ability. An ability dispelled by restorative wave alone costs 10, one dispelled by improved restorative wave is 20, and one by greater is 30. if she chooses to infuse these status effects into an attack, the victim is entitled to a save (same type as the initial save for the dispelled ability) at dc 10 + ½ character level + reiatsu modifier to resist the effect.
Duality Prerequisites: pain Release Activation Cost: None the shinigami gains a second reserve, similar to that of pain release, except this one is filled by inflicting damage, at ½ the rate, and can be used to empower any ability with an amount of healing by subtracting from the reserve.
Soul Syphon Prerequisites: 2 healing type abilities. activation cost: as ability + 4 sep Whenever the shinigami deals damage to a foe, she may activate this ability as a free action. Select one creature in range of the attack that dealt damage for each creature hit. ½ the damage dealt is restored to the second target(s). in the case of multiple creatures, then each creature healed is healed ½ of a different foes, chosen by the shinigami.
from the edge Prerequisites: 4 healing type abilities activation cost: 10 SEP as a full round action that provokes an AoO, the shinigami may target one creature that died within the last round within 25 + 5ft per character level and resotre that target to live, concious and at 1 HP. The shinigami may only target any one creature once per 24 with this effect.
So, quick attempt at an upgraded healing type. Considering adding in some support/buff abilities as well, possibly. Thoughts?
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