Traits
Looking for Work Choose one of the following skills: Bluff, Craft (any),
Diplomacy, Intimidate, Perform (any), Profession (gambler), or
Perception. You
gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Battlefield Disciple+2 Heal checks to stabilize a dying creature. Aid another increases by 1
Nature’s Mimic+1 to all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you.
Feats
SOLEMNITY
When bestowing temporary hit points or to
inflicting nonlethal damage with your gravitas ability,
you treat all rolls of 1s on each gravitas dice as 2s. If
your gravitas ability is 6 gravitas dice or more, you
instead treat all rolls of 1s and 2s on each gravitas dice
as 3s.
Medical Practitioner
You may provide first aid to two people or
treat two people for poison as a standard action (make a separate
Heal check for each creature). When using the Heal skill to
perform treatment tasks, such as treat wounds from caltrops
(and so on), treat deadly wounds, treat poison, treat disease,
or provide long-term care, you may treat double the normal
number of people you may normally treat at the same time.
In addition, when you successfully provide long-term
care, and exceed the DC by 5 or more, you may add your
Wisdom bonus (if positive) to the total amount of hit points
or ability score points restored.
Lastly, you may provide long-term care for yourself.
Resuscitate
When you successfully use the Heal skill
to administer first aid to a dying creature, the creature
stabilizes and regains 1 hit point per level of the creature
plus an additional number of hit points equal to the
number of ranks in Heal that you possess. A creature can
never benefit from this extra healing more than once per
day.