HEALER MONSTERS
When it comes to keeping other monsters in the fight, nothing beats a Healer!
Reviving, restoring, fixing, sealing - Healers might spend a lot of MP, but what they do has a big effect.
Healers make weak enemies threatening.
Healers make strong enemies terrifying.
Let your players see what it's like to watch health bars go back up for once!
Healing
USING HEALING: A Healer cannot recover HP to itself using Healing abilities.
Lifesaver
Type: Action
Support, Recovery
Target: Single
CT10 70D MP: 1
Restores 40 x WIL + d12 HP to the target.
CoS: 100
Heal Energy
Type: Action
Support, Recovery
Target: Single
CT30 20D MP: 1
Restores 30 x WIL + d12 HP to the target.
CoS: 100
Connection
Type: Action
Support, Enhancement, Recovery
Target: Single
CT25 15D MP: 1
Grants the target an enhancement (4) - The target recovers 10 x WIL HP after each of its actions. If the Healer is slain, this enhancement ends.
CoS: 100
Fix
Type: Action
Support, Cleanse, Recovery
Target: Single
CT10 20D MP: 1
Removes a single condition from the target and recovers 12 x WIL + d12 HP.
CoS: 100
Health Surge
Type: Action
Support, Recovery
Target: Triple
CT20 40D MP: 1
Restores 20 x WIL + d12 HP to the targets.
CoS: 100
Returner
Type: Action
Support, Life
Target: Single
CT20 40D MP: 1
Revives a monster with 40 x WIL + d12 HP. It cannot be healed or revived again.
CoS: 100
Imperiousness
Draw Energy
Type: Action
Technique, Recovery, Condition
Target: Single
[W]D MP: 1
Inflicts weapon damage to the target. The Healer recovers 10 x WIL HP, and the target is weakened (1) - They do -100% damage to Healers.
CoS: 80
Wall of Rods
Type: Action
Technique, Enhancement, Punishment
Target: Self
[W]D MP: 1
The Healer creates a dangerous barrier around itself (4) - whenever it's attacked while charging a CT, the monster punishes the attack by inflicting weapon damage to its attacker.
CoS: 100
Beckon
Type: Action
Technique, Stance, Punishment, Recovery
Target: Single
[W]D MP: 1
Strikes the target for weapon damage and enters a stance until next turn. In that stance, if the struck target damages the Healer, all other monsters recover 10 x WIL HP.
CoS: 80
Sky Lance
Type: Action
Technique, Time Card, Recovery
Target: Single
[W]D MP: 1
Hurls a spike into the air, creating a time card at 70D. When it activates, it strikes one target for x1.3 ranged weapon damage, and restores 16 x WIL + d12 HP to the Healer.
CoS: 100
Soul Energy
Life Beam
Type: Action
Spell, Recovery
Target: Single
CT15 35D MP: 1
Strikes the target for 18 x MAG + d12 magical damage. Other monsters recover 6 x WIL HP.
CoS: 100
Energy Blades
Type: Action
Spell, Enhancement
Target: Single
CT20 30D MP: 1
Grants the target 10 x WIL T.HP and energy blades (4) - Whenever it inflicts physical damage, the struck targets take 8 x MAG magical damage, too.
CoS: 100
Fated Pair
Type: Action
Spell, Recovery, Enhancement
Target: Single
CT15 35D MP: 1
Grants a monster an enhancement (4): select one PC. When the monster takes damage from any PC other than the selected one, they take 6 x MAG damage. Anytime the selected PC fails to damage the monster on its turn, the monster recovers 6 x WIL HP.
CoS: 100
Chosen One
Type: Action
Spell, Enhancement, Punishment
Target: Single
50D MP: 1
Charges another monster with energy (U) - if it dies next, the energy swirls out, inflicting 18 x MAG magical damage to all enemies. If another monster is slain, this enhancement dissipates.
CoS: 100
Quick Abilities
Repeat Cleanse
Type: Quick
Before Acting
LP: 1
Targets one: Instantly cleanses a condition that the monster has already cleansed.
Beacon
Type: Quick
After Acting
LP: 1
Choose a target: On your next turn, your healing gains a +200% bonus to that target.
Transfer
Type: Quick
Before Acting
LP: 1
Move all conditions and enhancements from one monster to another monster.
Counter Heal
Type: Quick
When Appropriate
LP: 1
Activate Counter Heal when another monster is damaged non-fatally. Restore 6 x WIL HP to that monster.
Invigorate
Type: Quick
When Appropriate
LP: 1
Activate Invigorate after the monster heals a target. That target is Invigorated (2) - they inflict and receive +50% damage.
Passives
Healthy Spirit
Type: Passive
Whenever a monster performs a basic attack, the Healer restores 6 x WIL HP to it.
From The Brink
Type: Passive
When the monster restores health to a target in SoS, double that healing. They gain an enhancement that increases their damage by +50% (2).
Unbroken Concentration
Type: Passive
When the monster is not struck during a CT, the action with that CT gains +50% potency. When it is struck, the action has -30 CoS.
Wide Wings
Type: Passive
When this monster targets a single ally with an action, if it declares the target before it begins charging the CT, it inflicts 10 x MAG magical damage to anyone that damages that target, as a punishment effect.
Can't Lose
Type: Passive
This monster gains +30% potency with all actions for each fallen ally. Whenever an ally dies, this monster recovers 1 MP and 1 LP.
Eternity
Type: Passive
After each of this monsters actions, it gains 5 x WIL T.HP for each other living monster.