| Post/Author/DateTime | Post |
|---|---|
| LefferDP09-26-07, 10:33 AM | Flavor text, etc to come. Looking for some balance thoughts. Barber-Chiurgeon Hit Dice d6 Requirements To qualify to become a Barber-Chiurgeon, a character must fulfill all the following criteria. Skills Heal 4 ranks, Perform (storytelling) 8 ranks Level BAB Fort Ref Will Special 1st +0 +2 +2 +2 Medical Knowledge, Surgery 2nd +1 +3 +3 +3 Distracting Tales 3rd +2 +3 +3 +3 Adrenaline 1/day 4th +3 +4 +4 +4 Field Dressing 5th +3 +4 +4 +4 Precise strike +1d6 6th +4 +5 +5 +5 Adrenaline 2/day 7th +5 +5 +5 +5 Master Seamster 8th +6 +6 +6 +6 9th +6 +6 +6 +6 Adrenaline 3/day 10th +7 +7 +7 +7 Precise strike +2d6 Class Skills The barber-chiurgeon's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha). Skill Points at Each Additional Level 6 + Int modifier. Class Features All the following are Class Features of the barber-chiurgeon prestige class. Weapon and Armor Proficiency Barber-chiurgeon gain no proficiency with any weapon or armor. Medical Knowledge A barber-chiurgeon gains a bonus to her heal skill equal to her barber-chiurgeon level. Surgery (Ex) Barber-chiurgeons may perform surgery on a creature to remove ill effects and to restore hitpoints. Given a chiurgeon's kit and at least one hour, he can attempt the following procedures: Restore Temporary Ability Damage - DC 20 - Removes 2 ability points worth of temporary damage each hour that the skill check is successfully made. Restore Temporary Permenant Damage - DC 25 - Removes 1 ability points worth of permanent damage each hour that the skill check is successfully made. Restore Level Drain - DC 30 - Restores 1 level each hour. Restore Hit Points - DC 25 - Restores the barber-chiurgeon's level in hit points each hour. A barber-chiurgeon must make a Constitution check versus DC 11 + 1/hour of work to continue surgery for more than four hours. The recipient of surgery must make a Fort Save equal to the surgery's DC each hour or fall into a state of shock which prevents them from acting for a number of hours equal to the number of hours they were in surgery and confers a -2 to all attack rolls, saves and skill checks for 24 hours beyond that. Distracting Tales (Ex) At 2nd level, barber-chiurgeon has accumulated a store of stories that he can tell to distract patients from his techniques. This has a particular use during surgery, as it prevents the subject from experiencing pain. If the barber-chiurgeon succeeds in a DC check equal to the DC of the surgery on a perform (storytelling) check, the patient will achieve no ill effects from the pain of his surgery. Adrenaline (Ex) The barber-chiurgeon may administer an injection of adrenaline that has one of the following effects based on the target's condition. If the target is unconscious, the shot restores them to -1 hit point, stabilizes them, and allows them to act normally for five rounds. If the target is healthy, he gains the effects of haste and freedom of movement for five rounds. He may use this ability once per day for ever three levels in the class he has. Precise Strike (Ex) Over time, a barber-chiurgeon's understanding of anatomy grows to such an extent that she can deal increased damage. At 5th level, a barber-chiurgeon gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a barber-chiurgeon cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6. Field Dressing (Ex) At level 4, the barber-chiurgeon is capable of making a field dressing on wounds. This allows him to take a full-round action to heal twice his barber-chiurgeon level once per day to any given creature. If the creature does not require all these hitpoints, he may not save these hit points for later Master Seamster (Ex) At level 7, a barber-chiurgeon may reattach limbs that have been severed from his patient's body via careful needlework. The DC for this ability is 20 + 2 / hour that has passed since the severing. |
| gino09-26-07, 11:32 AM | I don't understand the use of such a PrC in a magical world where priests heal your party, and where you can buy magical potions. Why would a character enter it? This is a serious question. Other than that it seems fine, if not a little underpowered. There is no really powerful ability, and all are skill check-based. cheers, Gino |
| Xerj09-26-07, 02:02 PM | Some people play campaigns with very little magical assistance of any sort. Heck, in an epic campaign I played in, I had only 1 magical item, everything else was masterwork at best...I wouldn't suggest it, lol. |
| LefferDP09-26-07, 08:41 PM | Yes, the idea is to have healers outside of CoDzilla. If it's underpowered, how would you improve it? More skill points per level, extend the effects of Adrenaline, bump HP, add a whole new ability? |