TheThan
2006-07-13, 06:43 PM
The surgeon
A Surgeon is a highly skilled healer. While cleric or druid may rely on magic to treat patients, a surgeon relies on knowledge and skill to save lives.
The surgeon is for use in low magic or 0 magic campaigns.
Abilities: wisdom is the most important ability to the surgeon. Intelligence and constitution are also very important.
Weapon and armor proficiencies: Most surgeons have no use for weapons but some are pressed into military or adventuring groups. They have gained proficiency in all simple weapons and with light armor but no shields.
Starting gold. 5d4 x10
Skill points: 4+ Int x modifier x 4 at 1st level. 4+int modifier at each additional level
Skills: appraise, concentration, craft, diplomacy, knowledge (medicine), knowledge (anatomy), knowledge (nature), heal, profession, and search
Hit dice: d6
http://i53.photobucket.com/albums/g42/TheThan/surgeon2.jpg
Stunning strike
Calling upon his knowledge about anatomy the surgeon can strike with his weapon to stun his opponent monetarily.
You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + ˝ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned
Patch ‘em up
This skill allows a surgeon to use the heal skill to restore lost hit points without the use of the long term option that the heal skill allows.
The surgeon must make a heal skill check in which the DC is equal to the amount of damage he is trying to heal. The skill check counts as a move equivalent action that provokes an attack of opportunity. The surgeon must have the appropriate tools to us this ability though and can use this ability a number of times equal to his wisdom modifier per day.
Hemorrhage
If a surgeon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot and make his opponent bleed profusely. The following round after the target has been struck by a hemorrhage attack, it takes 1d8+1 points of damage each round for 1d10 rounds.
The surgeon being granted with vast knowledge of anatomy has learned to target major arteries and veins and uses this knowledge to his advantage when he fights.
A surgeon can only use a hemorrhage attack on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his hemorrhage attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Skill focus (heal)
The surgeon gains the skill focus (heal) feat for free at 6th level. This feat grants the healer a +3 bonus to his heal skill.
Death attack
If an Surgeon studies his victim for 3 rounds and then makes a death attack with a melee weapon that successfully deals damage, the death attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the Surgeon can undertake other actions so long as his attention stays focused on the target. If the victim of such an attack fails a Fortitude save (DC 10 + the Surgeon’s class level + the Surgeon’s wis modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Surgeon. If the victim’s saving throw succeeds, the attack is just a normal death attack. Once the Surgeon has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. Or he must study the target for another 3 round.
A surgeon can only use a death attack on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his death attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach
Bedside manner
The healer learns how to comfort a patient while he heals them. To this effect, he helps the patient recover faster than normal. This ability increases the chances of a character recovering by 10%. The patient now has a 20% chance of becoming stable.
Gouge
If a surgeon can catch an opponent when he is unable to defend himself effectively from his attack, he can strike at the eyes to cause temporary blindness.
The surgeon must be using a piercing weapon to use this ability. This attack deals +1d6 points of damage to his target and the target is considered blinded for 1d6 rounds.
A surgeon can only Gouge living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his gouge attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
A blinded character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Improved skill focus (heal)
The surgeon gains an additional +3 bonus to his heal check.
Amputation
Some injuries are too extensive to heal by conventional means. A surgeon of 9th level or higher may use the amputation ability to completely remove damage taken by a patent. This comes with some drawbacks though.
The removal of a limb causes the permanent loss of constitution. This reduces the characters total con score by the amount shown below. The character is restored to his new full Hit points. The constitution loss cannot be restored. This ability can only be used on a patient that is at 0 hp.
Skill mastery
The surgeon becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
When making a heal or knowledge skill check, he may take 10 even if stress and distractions would normally prevent her from doing so.
Master healer.
Well questions? Comments? Ideas?
A Surgeon is a highly skilled healer. While cleric or druid may rely on magic to treat patients, a surgeon relies on knowledge and skill to save lives.
The surgeon is for use in low magic or 0 magic campaigns.
Abilities: wisdom is the most important ability to the surgeon. Intelligence and constitution are also very important.
Weapon and armor proficiencies: Most surgeons have no use for weapons but some are pressed into military or adventuring groups. They have gained proficiency in all simple weapons and with light armor but no shields.
Starting gold. 5d4 x10
Skill points: 4+ Int x modifier x 4 at 1st level. 4+int modifier at each additional level
Skills: appraise, concentration, craft, diplomacy, knowledge (medicine), knowledge (anatomy), knowledge (nature), heal, profession, and search
Hit dice: d6
http://i53.photobucket.com/albums/g42/TheThan/surgeon2.jpg
Stunning strike
Calling upon his knowledge about anatomy the surgeon can strike with his weapon to stun his opponent monetarily.
You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + ˝ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned
Patch ‘em up
This skill allows a surgeon to use the heal skill to restore lost hit points without the use of the long term option that the heal skill allows.
The surgeon must make a heal skill check in which the DC is equal to the amount of damage he is trying to heal. The skill check counts as a move equivalent action that provokes an attack of opportunity. The surgeon must have the appropriate tools to us this ability though and can use this ability a number of times equal to his wisdom modifier per day.
Hemorrhage
If a surgeon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot and make his opponent bleed profusely. The following round after the target has been struck by a hemorrhage attack, it takes 1d8+1 points of damage each round for 1d10 rounds.
The surgeon being granted with vast knowledge of anatomy has learned to target major arteries and veins and uses this knowledge to his advantage when he fights.
A surgeon can only use a hemorrhage attack on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his hemorrhage attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Skill focus (heal)
The surgeon gains the skill focus (heal) feat for free at 6th level. This feat grants the healer a +3 bonus to his heal skill.
Death attack
If an Surgeon studies his victim for 3 rounds and then makes a death attack with a melee weapon that successfully deals damage, the death attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the Surgeon can undertake other actions so long as his attention stays focused on the target. If the victim of such an attack fails a Fortitude save (DC 10 + the Surgeon’s class level + the Surgeon’s wis modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Surgeon. If the victim’s saving throw succeeds, the attack is just a normal death attack. Once the Surgeon has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. Or he must study the target for another 3 round.
A surgeon can only use a death attack on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his death attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach
Bedside manner
The healer learns how to comfort a patient while he heals them. To this effect, he helps the patient recover faster than normal. This ability increases the chances of a character recovering by 10%. The patient now has a 20% chance of becoming stable.
Gouge
If a surgeon can catch an opponent when he is unable to defend himself effectively from his attack, he can strike at the eyes to cause temporary blindness.
The surgeon must be using a piercing weapon to use this ability. This attack deals +1d6 points of damage to his target and the target is considered blinded for 1d6 rounds.
A surgeon can only Gouge living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to death attacks. The Surgeon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A surgeon cannot use his gouge attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
A blinded character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Improved skill focus (heal)
The surgeon gains an additional +3 bonus to his heal check.
Amputation
Some injuries are too extensive to heal by conventional means. A surgeon of 9th level or higher may use the amputation ability to completely remove damage taken by a patent. This comes with some drawbacks though.
The removal of a limb causes the permanent loss of constitution. This reduces the characters total con score by the amount shown below. The character is restored to his new full Hit points. The constitution loss cannot be restored. This ability can only be used on a patient that is at 0 hp.
Skill mastery
The surgeon becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
When making a heal or knowledge skill check, he may take 10 even if stress and distractions would normally prevent her from doing so.
Master healer.
Well questions? Comments? Ideas?