Jedi Healer Class

The ability to channel the Force into healing energy is one of the rarest and most precious of all Jedi powers. Though many Jedi learn some healing skills, and Jedi Consulars often develop a special talent for it, very few Jedi devote themselves entirely to healing. These specialists find that their understanding of the Force strengthens when they use it to cure the ill and the wounded.

Jedi Healers are experts in the arts and sciences of medicine. As peaceful scholars, they spend most of their time tending to patients and meditating on how the Force connects all living things. Jedi Healers are less likely to be tempted to the dark side, because the path of anger and hatred cannot enhance their natural talents. Many of the greatest philosophers and teachers in the history of the Jedi Order were healers who sought to share their insights regarding peace of mind and body. Apprentices who show a talent for healing arts are carefully tutored toward becoming healers so their rare gifts do not go to waste.

Jedi Healers are far from passive. Many are more than willing to take up arms to prevent the suffering created by tyrants and villains, putting an end to the cause rather than simply treating the symptoms. Jedi Healers often seek out battlefields, travel to plague-ridden worlds, and place themselves in perilous situations where their healing talents can do the most good. Traveling Jedi Healers are often accompanied by other Jedi, or at least encouraged to travel with a well-armed and trustworthy group.

Requirements
To qualify to become a Jedi Healer, a character must fulfill the following criteria.
Skills: Heal Another 6 ranks, Treat Injury 6 ranks
Feats: Alter, Force-Sensitive, Sense
Special: Jedi level 3rd, no more than 1 Dark Side Point

Game Rule Information
Vitality: Jedi Healers gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Jedi Healer’s class skills (and the key ability for each skill) are as follows.
Computer Use (Int), Craft* (Int), Knowledge* (Int), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Languages, Treat Injury (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are features of the Jedi Healer prestige class.

Control
If a Jedi Healer does not already have the Control feat, he gains it at 1st level.

Healing
Beginning at 1st level, a Jedi Healer may spend vitality points to increase the effect of Heal Self or Heal Another when he uses these Force Skills. For every 2 vitality points he gives up, he can add 1 to the number of vitality points he heals. For every 3 vitality points he spends, he can add 1 to the number of wound points or ability points he heals. This ability is the same as the Jedi Consular’s Healing ability and does not stack with it.

Improved Vitality Healing
When using Heal Another, a Jedi Healer may double the number of vitality points restored with one skill check by expending double the vitality point cost. The decision to use this ability is made before the skill check. Whether the check succeeds or not, he still expends the vitality points.

Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Improved Wound Healing
When using Heal Another or Heal Self, a Jedi Healer may double the number of wound points restored with one skill check by expending double the vitality point cost. The decision to use this ability is made before the skill check. Whether the check succeeds or not, he still expends the vitality points.

Increase Lightsaber Damage
As a Jedi Healer gains levels, the amount of damage he can deal with his lightsaber increases.

Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Deflect (Extended Defense)
At 6th level, a Jedi Healer learns to extend his defensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.

Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position. All the rules associated with Deflect (Defense) apply; the only difference is that now the Jedi can extend this ability to help those nearby.

Deflect (Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).

The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.

If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Improved Ability Healing
When using Heal Another or Heal Self, a Jedi Healer may double the number of ability points restored with one skill check by expending double the vitality point cost. The decision to use this ability is made before the skill check. Whether the check succeeds or not, he still expends the vitality points.

Luminous Being
The line between the body and spirit becomes blurred for a Jedi Healer at 10th level. The healer fully understands how living flesh is connected to the Force. By expending 1 Force Point, the Jedi Healer may restore any living character to full vitality points, full wound points, or full ability score points (for a single ability) – essentially erasing the effects of exhaustion, injury, disease, poison, and radiation. (This ability does not allow the Jedi Healer to undo the effects of aging, however). Using this ability requires 10 rounds (1 minute). It can be used several times consecutively, provided the Jedi Healer has Force Points remaining.

This understanding of the true nature of the flesh also means that a Jedi Healer can voluntarily become a Force Spirit without dying first. Of course, his body disintegrates in the process, so he can only use this ability once.

Jedi Knight
When the Jedi Healer’s total Jedi Class levels (Jedi Healer levels plus any other Jedi class or prestige class levels) equal 7, the character becomes a full Jedi Knight and gains a bonus knight feat (this replaces the Jedi Knight class feature of any other Jedi class). This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Force Mastery, Force Mind, Great Fortitude, Iron Will, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Skill Emphasis (Treat Injury)

Block
This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +1 +0 +2 Control, Healing +1 +1
2 +1 +2 +1 +3 Improved Vitality Healing +2 +1
3 +2 +2 +1 +3 Deflect (Defense) +2 +2
4 +3 +2 +1 +4 Improved Wound Healing +2 +2
5 +3 +3 +2 +4 Increased Lightsaber Damage +1d8 +3 +2
6 +4 +3 +2 +5 Deflect (Extended Defense) +3 +3
7 +5 +4 +2 +5 Deflect (Attack) +4 +3
8 +6 +4 +3 +6 Improved Ability Healing +4 +3
9 +6 +4 +3 +6 Increased Lightsaber Damage +1d8 +4 +4
10 +7 +5 +3 +7 Luminous Being +5 +4
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