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| dugfromthearth10-13-05, 03:06 PM | Inspired by the earlier post of the Herbalist I decided to work on a physician that combined chirurgy, herbalism, and counseling. This is just a rough outline right now with some specifics built in. Basically chirurgy is healing plus weapons, counseling is modified bard inspiration, herbalism I don't know yet. Physician D8 hit points BAB as cleric Saving throws: all bad Armor: light only (leather apron) 3 Disciplines Chirurgy – primitive surgery and physical wound tending Herbalism – primitive pharmacology Counseling – primitive psychology Patience Points Some functions are free to use, some cost patience points. Generalist – 2 patience points per level plus Wis bonus Specialist – 1 patience point per level plus Wis bonus usable for any, plus 2 patience points per level only usable in specialty Chirurgy Dress (Ex) Can heal up to twice physician level in hit points per day. As per lay on hands. Requires 3 ranks in healing. Stitch (Ex) Can stitch up a wound as a standard action. Heals 1d4 hit points, costs 1 patience. Provokes an attack of opportunity. Requires 5 ranks in healing. Incision (Ex) Can cut into a patient to repair internal damage as a full action. The incision inflicts 1d4 damage and costs 1 patience. The physican then has 1 turn in which to perform Dress, Stitch or Suture at normal cost but for double healing. Incision cannot be done in combat. Requires 7 ranks in healing. Suture (Ex) Can stitch up a wound as a full action. Heals 1d8 hit points, costs 1 patience. Provokes an attack of opportunity. Requires 9 ranks in healing. (This is a higher level ability then stitch.) Weapon Proficiency: A physician is proficient in dagger and hand axe (scalpel and cleaver). Hands of the Surgeon: The physician is skilled with the tools of their trade and has the weapon focus feat for dagger. (level 1?) Stroke of Amputation: The physician is skilled at cutting through tissue and bone with the tools of their trade and has the weapon specialization feat for hand axe. (level 1?) Improved Hands of the Surgeon: The physician is highly skilled with the tools of their trade and has the greater weapon focus feat for both dagger. (level 6?) Greater Stroke of Amputation: The physician is highly skilled at cutting through tissue and bone with the tools of their trade and has the greater weapon specialization feat for hand axe. (level 6?) Surgical Strike: When making a full attack, the physician can concentrates on making a single attack at double their base attack bonus. This costs 1 patience. Counseling Counseling involves aiding a character psychologically. Counseling can only be done with one subject at a time and a character cannot use it on himself. The amount of time spent counseling determines how long the effects last. If counseling done as a full action its affects last 1 turn, this costs 1 patience. If counseling is done for a full turn its affects last 1 hour, this costs 2 patience. If counseling is done for a full hour its affects last 1 day, this costs 3 patience. The subject must be able to hear the counselor clearly and understand what they say. Instill Courage (Ex) A physician with 3 or more ranks in Diplomacy can use counseling to inspire courage in an ally, bolstering them against fear and improving their combat abilities. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. If used on an ally that is already suffering the effects of fear or charm they may immediately make another saving throw with the bonus to resist the effects. At 8th level, and every six physician levels thereafter, the bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Instill courage is a mind-affecting ability. Instill Competence (Ex) A physician of 3rd level or higher with 6 or more ranks in Diplomacy can use counseling to help an ally succeed at a task. The ally gets a +2 morale bonus on skill checks with a particular skill for the duration of the effect. Instill competence is a mind-affecting ability. Instill Resolve (Ex) A physician of 9th level or higher with 12 or more ranks in Diplomacy can use counseling to instill resolve in an ally. The subject gains +2 temporary points of constitution (and the appropriate temporary hit points) and a +1 competence bonus on Will saves. At 15th level these bonuses go up to +4 temporary constitution and +2 bonus to Will saves. Instill resolve is a mind-affecting ability. Herbalism? Acus – (needle) A physician will not put herbal preparations on their primary tools, the scalpel and cleaver. They have a special dagger, the acus, which has tranches on the sides (grooves) for injecting preparations. This is a small dagger (1d3 damage) regardless of the size of the physician. |
| syntaxerror3710-13-05, 06:50 PM | Interesting concept. Especialy usefull in non/low magic campains. I like the way you structured the weapon proficencies into the class, adds a bit more flavor into it instead of just saying "simple weapon proficency". I may be wrong, but I believe a charater has to have at least one good save. I would guess a good will save off hand. A few ideas for Herbalism. I didn't asign any DCs or Patience Points, let thoes up to you. Healing Pultice An herbal concoction is placed over the wounds before resting. This doubles the natural healing rate for a target. Restorative Tea This herbal tea restores 1d2 points of ability damage 1 hour after ingestion. Useable once per day, per target. Stimulant Increases a target's dex and int by +1, increases reflex saves by +2, and tempararaly removes fatigued status for 3 hours. After 3 hours, the target takes a temporary -2 penalty to fort saves for and becomes fatigued for 3 hours. If the target was fatigued before, she is now exsausted. |
| dugfromthearth10-13-05, 08:32 PM | I was unsure about a save mod. Since I did give patience points based on Wis, having a better Will mod makes sense. Thanks for the ideas on herbalism. I am thinking of having onset times for most of them. Make them non-combat useful but nice for healing. I'm also thinking of trying to make stuff dual-purpose. Anesthetic gives some bonus but made a slightly different way it reduces a target's dex. Purgitive is great for getting rid of ingested poison but is really annoying if delivered in the middle of combat. I also like the idea of restorative tea. The healer could have some refinement built into it - a nice cup of tea to relax. Distinguish it from the brutality of the chirurgy. |
| syntaxerror3710-14-05, 02:05 AM | I've been re-reading the Earth's Children series by Jean M Auel recently. The main charater is a medicine woman, and her most common kind of treatment involves herble teas. So it was kind of on my mind when I read your post, glad you liked the ideas, If I have more, I'll share them. |