Folk Healer (Ranger Archetype)

All healing begins with empathy for the sick and injured. From there, it’s merely a question of finding the right tools. Everything a healer needs is all around them, they just need to develop the skills to seek them out. A folk healer has learned to use common ingredients to heal common injuries. They can’t raise the dead, but more often than not, they don’t need to. What they can do is treat the most common ailments in almost any circumstance - whether that be in the city temples or the far off wilderness.

Weapons and Armor Proficiency: The folk healer is not proficient with shields.

This modifies armor proficiencies.

Casting: The folk healer may combine spheres and talents to create magical effects. The folk healer is considered a Low- Caster and uses Wisdom as her casting ability modifier (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The folk healer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + his Wisdom modifier. This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A folk healer gains the Life sphere at 1st level. They may choose a different Life talent if they possess the Life sphere from another source. They gain an additional magic talent at 3rd level and every 2 levels thereafter.

This replaces wild empathy and endurance.

Skilled Healer (Ex): The folk healer gains the Studied Healing feat as a bonus feat. At 3rd level, the folk healer gains a +2 insight bonus to her Heal checks. This bonus increases by +1 for every odd level after the 3rd, and she does not suffer a penalty to her Heal skill for not having a healer’s kit. She can also provide long term care to herself.

In addition, she gains the skill unlocks for the Heal skill as appropriate for her number of ranks in that skill.

This replaces favored terrain.

Folk Remedy: By drawing on her training in medicine, the folk healer can prepare special herbal remedies to aid in the healing process. The folk healer can brew potions that use the Life sphere, even if she does not have the Brew Potion feat. Furthermore, when she creates them, she may increase the DC of her crafting check by +5 to include a Life talent she does not possess. She may also use her Heal skill to make the crafting check.

At 8th level, the folk healer becomes especially skilled at making her remedies, and can prepare them at amazing speed. When she creates a Life potion, she may reduce the crafting time to a single standard action, and may brew the potion even in distracting and dangerous conditions (such as combat). Such potions tend to deteriorate quickly, however, and lose their potency after 1 hour.

This replaces tracker and swift tracker.

Read the Land: At 7th level as a full-round action, the folk healer may spend a spell point to tap into the ambient life force of a region, expanding her consciousness and giving her special insight into its nature. This area must be a continuous area smaller than 1 square mile, and it ends at any point the terrain changes significantly (such as moving from forest to prairie, or moving underground). While in the land she has read, the folk healer gains an insight bonus equal to +2 to Knowledge (Geography), Survival, Stealth, and Perception checks as well as initiative.

This increases to +4 at 15th level. In addition, she can move normally through naturally occurring difficult terrain and leaves no trace as she moves. Terrain knowledge lasts until the folk healer regains spell points.

The folk healer is considered to have the favored terrain feature. Any ability that applies to favored terrain apples to any terrain she has read.

This replaces woodland stride.

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