Lifegiver Synergy

"You're very sick -- I like that in a patient."

The New World is a dangerous place. Forced biodiversity has unintentionally created incredible monsters and hideous mutants that roam the deserts, while gang warfare and corporate in-fighting rages throughout the urban sprawl. Fortunately, miraculous medicinal technology is abundant, and healthcare workers are in no short supply, as basic training can be completed in a few days in a Sense-Tank. A.Is created to maintain hospital facilities often wander the digital realm looking to inhabit and enhance the augments of doctors and nurses, urging them on a quest to wander the New World treating those that require aid in dangerous situations, becoming Lifegiver Ordinators.

Lifegiver Synergy Techs

Ordinator Level Techs

1st Buff, Combat Dressing

3rd Auxilliary System Flush, Hardlight Weapon

5th Rapid Recovery, Revivify

7th SAPI Plate, Hardlight Guardian

9th Medical Nanite Burst, Raise Dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Damn Good Doctor

Also starting at 1st level, your healing Techs are more effective. Whenever you use a Tech of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the Tech's level.

A.I Assistance: Healing Mist

Starting at 2nd level, you can use your A.I Assistance to heal the badly injured.

As an action, your A.I materialises and aids in your healing, an act that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on a Hacked or a Machine.

Pill Popper

Beginning at 6th level, the healing Techs you cast on others heal you as well. When you cast a Tech of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the Tech's level.

Neon Strike

At 8th level, you gain the ability to infuse your weapon strikes with incredible energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 neon damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Chief of Medicine

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a Tech, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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