Dedicated Focus

THE DEDICATED FOCUS Ability: Wisdom

Focus Bonus:
+1 Will Save
+1 fort Save

Empathic Talent Tree
The Character’s innate talents give him or her, a great capacity for empathy.

Empathy
The Character has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a +2 bonus on checks involving interaction skills (Barter,Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s level.

Improved Aid Another
The Character’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.
Prerequisite: Empathy.

Intuition
The Character has an innate ability to sense trouble in the air. The Character can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
Prerequisite: Empathy.

Healing Talent Tree
The Character has a talent for healing.

Healing Knack
The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Healing Touch 1
The Character’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
Prerequisite: Healing knack.

Healing Touch 2
The Character’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.

Insightful Talent Tree
The Character’s innate insightfulness serves her well.

Skill Emphasis
The Character chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

Aware
The Character is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Awareness checks to avoid surprise.
Prerequisite: Skill emphasis.

Faith
The Character has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Character to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
Prerequisite: Skill emphasis.

Cool Under Pressure
The Character selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Character can take 10 even when distracted or under duress.
Prerequisite: Skill emphasis plus either Faith or Aware.

Medical Specialist
The Character receives a competence bonus of +3 on Treat Injury checks.
Prerequisite: Healing Knack

Expert Healer
The Character’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Character restores 1 hit point for every level he or she has.
Prerequisite: Healing Knack

Medical Mastery
When making a Treat Injury skill check, may take 10 even if stress and distractions would normally prevent him or her from doing so.
Prerequisite: Medical Specialist

Minor Medical Miracle
The Character can save a character reduced to –10 hit points or lower. If the Character is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Character can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.
If the Character fails the skill check or the patient fails the save, the dead character can’t be saved.
Prerequisite: Medical Specialist

Medical Miracle
The Character can revive a character reduced to –10 hit points or lower. If the Character must administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Character