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| Lt_Murgen09-20-06, 08:06 AM | Healer Alignment: Any. Hit Die: d6. Skill Points at 1st Level: (6 + Int modifier) ×4. Skill Points at Each Additional Level: 6 + Int modifier. Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Heal, Knowledge, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Survival, Use Magic Device Saves: Fort and Will-Good. BAB: 0.5 advancement Special Abilities: Level 1- Medc, Healer Knowledge Level 3- Bonus Feat- Brew Potion Level 6- Physician Level 10- Cast Spells Level 14- Improved Potions Level 18 Superior Healer Class Features All of the following are class features of the Healer. Weapon and Armor Proficiency A Healer is proficient with all simple weapons, plus the bolas, net, and sap, and whip. Healers are proficient with light armor, medium armor, and shields (except tower shields). At higher levels, the Healer can cast Healer spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Healer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Healer still incurs the normal arcane spell failure chance for arcane spells received from other classes. Medic At first level, the healer is trained as a battlefield medic. All the abilities below require 2 free hands to use. It grants the following abilities: Skill bonus- when making Heal checks, add ½ the Healer’s intelligence bonus (round down) as well as their full Wisdom bonus to the Heal skill. Administer Aid- The medic can aid in the use of healing spells and potions to increase their effect. Both the medic and the patient need to take full round actions, with a DC 15 Concentration check if either patient or medic is interrupted. If the medic then makes a DC15 Heal check, the medic’s intelligence bonus is added to restorative value of the magic. Battlefield aid- The medic can take a full round to make a First Aid check on an unconscious patient. The medic can then take another full round action to make a DC20 Heal check to further stabilize the patient, granting the medic’s Intelligence modifier in HP to the patient. The patient’s HP cannot exceed 0 HP total. A medic can only do this once per patient per day. Long Term Care- With a DC20 check, patients under the care of a medic will receive the medic’s intelligence modifier in additional HP, after multiplying by patient level. Replenish Supplies- A DC20 Profession- Herbalism check taking 1 hour can restore 1 ‘charge’ to a healer’s kit. This DC is based on a ‘normal’ level of access to such supplies, and can be increased / decreased as the situation calls for. Healer Knowledge A Healer may make a special Healer knowledge skill check to see whether he/she knows some relevant information about people/creatures anatomy, local diseases/ contagions, and sources of illness- both magical and non-magical. This is a unique KNOWLEDGE skill available only to healers, and uses Intellegence as the key attribute. If the Healer has 5 or more ranks in Knowledge (local), it grants a +2 bonus on this check. If the Healer has 5 or more ranks in Survival, it grants a +2 bonus on this check. These two bonuses are culmulative. DC Type of Creature 10 Common, known by at least a substantial minority of the local population. E.g. chickenpox, willow bark tea 20 Uncommon but available, known by only a few people e.g. ghoul-induced ability loss, anatomy of a horse, wolfs bane 25 Obscure, known by few, hard to come by. E.g. magical sources for disease, anatomy of a manticore 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. E.g. 1000 year plagues, celestial anatomy In addition, the healer can attempt to apply his/her knowledge to creatures other than their own species. Use the chart below to modify the DC for all heal check. DC Type of Creature 5 Humanoid, but not the same species- elves, kobolds, Halflings, gnolls, etc. 10 Mammalian- horses, sheep. Elephants, etc. 15 Non-mammal, non exotic- birds, reptiles, aquatic 20 Exotic but terrestrial – dragons, unicorns, purple worms 30 Extra-planar- celestial and abyssal creatures, etc. Finally, all healers can use this ability to identify potions by sampling. His roll to identify this potion is 13+ the spell level. All healers keep extensive journals of their activities and discoveries. This is where the healer records all brewing lists for the potions they gain at third level. It is also where they record all of the other items they may brew up with their Craft-Alchemy skill. It will grant a +2 conditional bonus to all Craft-Alchemy rolls if the Healer has specific notes on that particular item or potion. Brew Potion At 3rd level, the healer automatically gains the ability to brew potions, salves, and oils. As this is the main focus of their abilities, it is modified from the normal Brew potion feat. Learning Potions: Healers learn potions in the same manner arcane spellcasters learn new spells: from either experimentation or from scribing other’s work. They automatically gain knowledge of a number of potion formulas at each level, given in the table below. Their intelligence will modify this number in a manner similar to a wizards ability to know spells. Additionally, a Healer can use up a potion to analyze it. This takes a successful DC Craft-Alchemy check [15+spell level]. This action takes 1 hour. If unsuccessful, the potion is expended. If successful, the potion is still expended but the Healer can scribe its formula into their journals. Both scribing and analyzing can be affected by a “take 10”- 10 hours to reduce the difficulty by 10. This is similar to a wizards ability to copy a spell from a scroll. Finally, a healer can copy potion formulas from other healers. To do this, they must actually brew up that potion once, then make a successful Craft-Alchemy roll [10+spell level of potion] to scribe the correct formula. Potency Level: Normal potion feat reads “When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level.” Healers follow similar guidelines, but it is called Potency Level. The Potency Level can be lower than the ‘minimum’ to have learned the potion, but no lower than the mimumum of the spell level. It must be no higher than the current Healer level. Potency Level replaces Caster Level on most spell descriptions: variable effects, DC of saves, base cost, etc. Brewing Potions: The normal potion feat reads “Brewing a potion takes one day.” That is not the case for healers, who are specifically trained in the alchemical process. A healer can brew up to his Healer level + ½ his wisdom bonus (rounded down) in Potency levels of potions per day. For example, a 3rd level healer with a 18 wisdom could brew up to 5 potency levels of potions per day. Wisdom is the key attribute for this because brewing multiple potions at once is an art form, relying on intuition and a feel for the flow of the work far more than any intellectual understanding. In that respect, it is similar to a master chef orchestrating dinners for many out of a kitchen. Brewing potions takes all day, regardless of the overall potency levels brewed. Higher potency potions simply require more attention, reducing the ‘free time’ to brew other potions. 0th level potions are considered a base of ¼ Potency Level for these calculations. Target: As per the normal potions feat, the Healer must make any choices that you would normally make when casting the spell. Additionally, the healer must choose between a potion, salve, or oil. A potion must be imbibed, but a salve or oil can be applied. Whoever drinks the potion is considered the target as described in the spell description. Whoever or whatever the oil or salve is applied to is the target of the spell. Salves and oils add 10gp/spell level to the base cost. But salves and oils can be kept in multiple doses in the same container, and applied one dose at a time. Additonally, if the container holding a potion is broken, it is lost. But a salve or oil gets a roll against a DC of 10+its Potency Level to see if it is lost. They are more durable. Costs: The normal base cost for a potion is its spell level X caster level X50gp. For a healer, it is spell level X potency level X 50 gp. Normal potions makers pay 1/25 of this price in XP, and ½ of the base price in raw materials. Any exotic raw materials costs must also be added to the raw materials costs. Healers, because their training requires potions work, do not pay the XP cost. They simply spend their entire day brewing rather than ‘gathering information’ at local bars, or at court, etc. The cost for raw materials is the same as the normal feat. A healer with the Medic feat can make a DC20 Profession- Herbalist roll to reduce that to 1/3 the cost. A healer with the physician feat can make a DC20 Profession-Herbalist roll to reduce that to ¼ the cost. Results: A typical completed potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid. The cost for the new vial is included in the materials cost of the potion. Vials can be re-used, but they need to be immersed in boiling water before they are re-filled, or the potion will be useless. |
| Lt_Murgen09-20-06, 08:07 AM | Physician: At sixth level, the healer is a fully trained physician. All the abilities below require 2 free hands to use. It grants the following abilities: Skill bonus- when making heal checks, add the physician’s intelligence bonus as well as their full Wisdom bonus to the Heal skill. Administer Aid- The physician who administers healing spells or potions does so with incredible efficiency. Both the physician and the patient need to take full round actions, with a DC 15 Concentration check if either patient or physician is interrupted. If the physician makes the first aid check, the variable effect of the spell/potion is automatically maximized, and the healer adds his Intellegence bonus to the effect. Thus, a cure light wounds potion from an 18 intelligence physician heals 13 points (1D8+1 normal = 9, +4 for intelligence bonus = 13 points). Battlefield Surgery- The physician can take a full round to make his/her First Aid check on an unconscious patient to stabilize them. After the successful stability roll, he/she can then take another full round action against a DC20 heal check to further stabilize the patient, granting the physician’s Intelligence modifier in HP. The patient cannot exceed 0 HP total. The physician can attempt this a number of times equal to his Wisdom modifier per patient per day. The Medic must have both hands free to accomplish this. Long Term Care- With a DC20 check, patients under the care of a physician will recover HP from resting equal to 2 or 4 times the combination of the patient level and the physician’s intelligence modifier. Replenish Supplies: A Profession- Herbalism check and 1 hour of scrounging can restore 5 ‘charges’ to a healer’s or physician’s kit. Make anti-toxin: An Craft- Alchemy check against poison’s DC, access to source of the poison, and 2 hours of brewing will create up to 1D4+the physicians intelligence bonus number of doses of anti-toxin. No other material components or costs are needed. The doses will need to be split up and kept in separate vials to retain their potency Cast Spells At 10th level, the Healer giants the ability to casts arcane spells as if he was a 1st level wizard. They maintain a medical textbook which is identical in form and function to a mage spellbook. Like other spellcasters, a Healer can cast only a certain number of spells of each spell level per day and known spells. His base allotments will follow the wizard spell progression. In addition, he receives bonus spells per day if he has a high Intelligence score. The Healer’s selection of spells is extremely limited. The healer is only allowed to select spells off of the Healer spell list. These are unique versions of the given spells, and a healer cannot copy mage or cleric spells without extreme effort. This attempt follows the normal rules for copying from spellbooks, with an additional +10 penalty to the DC because it is a different magic form. A successful Healer Knowledge roll against 10+ the spell level will reduce that penalty to +5. Improved Potions At 14th level, the healer gains the Improved Potions ability. Their ability to brew potions increases from their Healer level + ½ their Wisdom bonus to Healer level + full Wisdom bonus. The healer can create potions in a manner identical to the metamagic Empower, Extend, and /or Heighten spell feats, with the same increases in relative Potency Level. Additionally, he can create aerosol versions of his potions at +2 Potency Levels. These aerosols have a 20’ diameter, and will grant the spell effect to all those in the area. Thus, he could create a 1st level cure light wounds as a 3rd level aerosol, and it would grant its bonus to all in the 20’ diameter. Superior Healer At 18th level, the healer gets the following abilities: Cast Cure minor wounds at will, up to their level per day. This does not take up a spell slot Cast Status at will, up to their level per day. This does not take up a spell slot. Unique items: Healer’s kit: +2 circumstance bonus to heal skill, 10 charges, 50gp, 1 lb. Per PHB Medics backpack: +2 circumstance bonus to heal skill, 25 charges, 100gp, 4 lb. Potions Bandolier- holds 12 potion vials. Increases vials’ stats to AC 15, 1 hit point, hardness 4, and a break DC of 16 Physicians tools: +2 circumstance bonus to heal, can stack with healer’s kit, 150gp. Comes in leather bag, but tools are steel. Masterwork physicians tools: +4 circumstance bonus to heal, can stack with healer’s kit. 600 gp. |
| Chainsaw09-20-06, 08:08 AM | Interesting idea. There technically is already a Healer class in the Miniatures Handbook but the class does indeed use magic. Edit: Forgot to add...what is the Healer's spell list? You mention it but don't have it listed. |
| Lt_Murgen09-20-06, 08:31 AM | Animal Growth:[Pot:5/Spl:-] Animal Trance:[Pot:2/Spl:2] Antiplant Shell:[Pot:4/Spl:4] Awaken:[Pot:6/Spl:-] Bane:[Pot:1/Spl:1] Barkskin:[Pot:2/Spl:2] Bear's Endurance:[Pot:2/Spl:2] Bless:[Pot:1/Spl:1] Blight:[Pot:5/Spl:-] Blindness/Deafness:[Pot:2/Spl:2] Blur:[Pot:3/Spl:3] Break Enchantment:[Pot:5/Spl:-] Bull's Strength:[Pot:2/Spl:2] Calm Animals:[Pot:1/Spl:1] Calm Emotions:[Pot:2/Spl:2] Cat's Grace:[Pot:2/Spl:2] Cause Fear:[Pot:1/Spl:1] Charm Animal:[Pot:2/Spl:2] Charm Monster:[Pot:4/Spl:4] Charm Person:[Pot:2/Spl:2] Chill Metal:[Pot:3/Spl:3] Command:[Pot:2/Spl:2] Confusion:[Pot:4/Spl:4] Confusion, Lesser:[Pot:2/Spl:2] Contagion:[Pot:4/Spl:4] Cure Critical Wounds:[Pot:4/Spl:4] Cure Light Wounds:[Pot:1/Spl:1] Cure Minor Wounds:[Pot:0/Spl:0] Cure Moderate Wounds:[Pot:2/Spl:2] Cure Serious Wounds:[Pot:3/Spl:3] Darkvision:[Pot:3/Spl:3] Daze:[Pot:0/Spl:0] Daze Monster:[Pot:2/Spl:2] Deathwatch:[Pot:1/Spl:1] Deep Slumber:[Pot:2/Spl:2] Delay Poison:[Pot:2/Spl:2] Detect Animals or Plants:[Pot:1/Spl:1] Detect Poison:[Pot:0/Spl:1] Diminish Plants:[Pot:2/Spl:2] Dispel Magic:[Pot:2/Spl:2] Dispel Magic, Greater:[Pot:6/Spl:-] Doom:[Pot:1/Spl:1] Eagle's Splendor:[Pot:2/Spl:2] Ehterealness:[Pot:9/Spl:-] Endure Elements:[Pot:0/Spl:0] Energy Drain:[Pot:9/Spl:-] Enervation:[Pot:4/Spl:4] Enhance Senses:[Pot:3/Spl:3] Enlarge Person:[Pot:2/Spl:2] Expeditious Retreat:[Pot:1/Spl:1] False Life:[Pot:2/Spl:2] Fear:[Pot:1/Spl:1] Feeblemind:[Pot:5/Spl:-] Flesh to Stone:[Pot:6/Spl:-] Foresight:[Pot:9/Spl:-] Fox's Cunning:[Pot:2/Spl:2] Gentle Repose:[Pot:3/Spl:3] Giant Vermin:[Pot:4/Spl:4] Good Hope:[Pot:1/Spl:1] Harm:[Pot:6/Spl:-] Haste:[Pot:3/Spl:3] Heal:[Pot:6/Spl:-] Heat Metal:[Pot:3/Spl:-] Heroism:[Pot:3/Spl:3] Heroism, Greater:[Pot:6/Spl:-] Hold Animal:[Pot:3/Spl:3] Hold Monster:[Pot:5/Spl:-] Hold Person:[Pot:3/Spl:3] Horrid Wilting:[Pot:7/Spl:-] Inflict Critical Wounds:[Pot:4/Spl:4] Inflict Light Wounds:[Pot:1/Spl:1] Inflict Minor Wounds:[Pot:0/Spl:0] Inflict Moderate Wounds:[Pot:2/Spl:2] Inflict Serious Wounds:[Pot:3/Spl:3] Insanity:[Pot:7/Spl:-] Iron Body:[Pot:8/Spl:-] Jump:[Pot:1/Spl:1] Know Direction:[Pot:1/Spl:1] Longstrider:[Pot:1/Spl:1] Lullaby:[Pot:0/Spl:0] Magic Fang:[Pot:1/Spl:1] Magic Fang, Greater:[Pot:3/Spl:3] Mind Blank:[Pot:8/Spl:-] Modify Memory:[Pot:5/Spl:-] Moment of Prescience:[Pot:8/Spl:-] Mordenkainen's Lucubration:[Pot:5/Spl:-] Neutralize Poison:[Pot:3v/Spl:] Otto’s Irrest. Dance:[Pot:8/Spl:-] Otto's Irresistible Dance:[Pot:7/Spl:-] Owl's Wisdom:[Pot:2/Spl:2] Plant Growth:[Pot:3/Spl:3] Poison:[Pot:3/Spl:-] Prayer:[Pot:3/Spl:3] Purify Food and Drink:[Pot:1/Spl:1] Rage:[Pot:3/Spl:3] Raise Dead:[Pot:6/Spl:-] Rary's Mnemonic Enhancer:[Pot:4/Spl:4] Reduce Animal:[Pot:2/Spl:2] Reduce Person:[Pot:2/Spl:2] Regenerate:[Pot:7/Spl:-] Remove Blindness/Deafness:[Pot:3/Spl:3] Remove Curse:[Pot:4/Spl:4] Remove Disease:[Pot:2/Spl:2] Remove Fear:[Pot:1/Spl:1] Remove Paralysis:[Pot:2/Spl:2] Repel Vermin:[Pot:4/Spl:4] Resist Energy:[Pot:3/Spl:3] Resistance:[Pot:0/Spl:0] Restoration:[Pot:4/Spl:4] Restoration, Greater:[Pot:7/Spl:-] Restoration, Lesser:[Pot:3/Spl:3] Resurrection:[Pot:7/Spl:-] Rusting Grasp:[Pot:5/Spl:-] Scare:[Pot:2/Spl:2] See Invisibility:[Pot:3/Spl:3] Shapechange:[Pot:9/Spl:-] Shout:[Pot:4/Spl:4] Shout, Greater:[Pot:8/Spl:-] Slay Living:[Pot:6/Spl:-] Sleep:[Pot:1/Spl:1] Slow:[Pot:3/Spl:3] Speak with Dead:[Pot:3/Spl:3] Spider Climb:[Pot:3/Spl:3] Statue:[Pot:8/Spl:-] Status:[Pot:-/Spl:2] Stone to Flesh:[Pot:6/Spl:-] Stoneskin:[Pot:4/Spl:4] Temporal Stasis:[Pot:9/Spl:-] Touch of Fatigue:[Pot:0/Spl:0] Touch of Idiocy:[Pot:2/Spl:2] Vampiric Touch:[Pot:4/Spl:4] Virtue:[Pot:0/Spl:0] Wail of the Banshee:[Pot:9/Spl:-] Water Breathing:[Pot:3/Spl:3] http://www.maj.com/gallery/lt-murgen/funnies/chart1.jpg |
| danielinthewolvesden09-20-06, 10:42 AM | There's already a Healer class, sorry. Mini Handbook. |
| Lt_Murgen09-20-06, 12:37 PM | True, and I knew that. But that class is a magic-intensive healer. Mine isn't. Granted, I could use a better name. But as I used medic and physician for abilities, I couldn't use them as the class name. I tried witch-doctor, and medicine man, but didn't like either of those. The leading contender is "Saw-bones". But it has issues as well I am open to suggestions on it. |
| Lt_Murgen09-26-06, 11:54 AM | bump, for the fun of it. |
| CryoSilver09-26-06, 12:38 PM | Chirurgeon (for the name) |
| Lt_Murgen09-26-06, 02:53 PM | I think I need to re-name the whole class as a MEDIC. Then change the first unique ability from Medic to Intern. That solves Most things. |
| The_Normal_Anomaly09-26-06, 10:20 PM | I suggest looking at the Field Medic (http://www.systemreferencedocuments.org/modern/roarerbull/FieldMedic.php). |
| Lt_Murgen09-27-06, 08:13 AM | Thanks! I'll read through it. Of course, I was trying to make a more.... primitive version, replacing magical alchemical processes for modern pharmeceuticals. But the game mechanics look intriguing. |
| Lt_Murgen10-02-06, 11:17 AM | RENAMED AND RE-CLASSIFIED. CHECK OUT THIS POST: http://boards1.wizards.com/showthread.php?p=10246141#post10246141 |