Frog Dragon
2009-05-17, 01:15 PM
Doctor
Doctor's may be found anywhere where a skilled healer is needed, The field medic a healer in the local hospital. They might all be doctors. Not all healing relies on magic and doctor's use purely more mundane means of healing.
Adventuring
Some doctors travel to help others. And some are taken in by adveturing parties. Healers are welcome in all places and adventuring allows for many possibilities an in the adventure their talent will never go to waste.
Characteristics
Doctors are great healers, but need no magic for such. They are usually very lacking offensively preferring to support and defend. They are mostly seen in the sidelines, their role more pronounced after the battle
Alingment
Though the career of a doctor goes naturally to good people exceptions do exist and while rare they are sometimes seen.
Religion
Doctors usually worship gods of healing, but generally religion isn't such a big part of their lives.
Background
Doctor's are made in many ways. For some it's the family job. For some it's a calling and some just want to help. Some might have seen epidemics and want to make sure it never happens again. The reasons to become a doctor are varied
Races
All races have need for those who can heal and thus Doctor's from most all races have them. Elven doctors for example might come from the fact that many elves are nature-centered bringing many good herbalists to being. Doctor's of mostly evil races are rare though as their nature generally doesn't have the disposition to heal and help.
Other Classes
Paladins do well wiht doctors due to their mostly good disposition. They rarely actually clash with members of other classes and tend to be flexible.
Role
The Doctor's role is greatest after the battle as he can cure any ailment or wound easily. She can also try to fire status ailment effects with a blowgun or buff allies with shots. Ultimately the Doctor's greatest asset is healing and keeping the party alive while not being all that powerful in actual combat
Game Rule Information
Doctors have the following game statistics
Abilities
Wisdom is important for doctors as it powers their key skill. Heal. Charisma also helps for some of their abilities
Alingment
Any
HD: d6
DOCTOR
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Booster Shot, Skill Focus: Heal
2nd|
+1|
+0|
+0|
+3|Improved First Aid
3rd|
+1|
+1|
+1|
+3|Shot
4th|
+2|
+1|
+1|
+4|Medical Alchemist, Psychiatrist
5th|
+2|
+1|
+1|
+4|Shot, Rapid First Aid
6th|
+3|
+2|
+2|
+5|Toxin to Antitoxin
7th|
+3|
+2|
+2|
+5|Self Sufficient
8th|
+4|
+2|
+2|
+6|Shot
9th|
+4|
+3|
+3|
+6|Improved Medical Alchemist
10th|
+5|
+3|
+3|
+7|Accomplished Psychiatrist
11th|
+5|
+3|
+3|
+7|Shot
12th|
+6/+1|
+4|
+4|
+8|Heal Ability Drain
13th|
+6/+1|
+4|
+4|
+8|Greater Medical Alchemist
14th|
+7/+2|
+4|
+4|
+9|Shot
15th|
+7/+2|
+5|
+5|
+9|Revification
16th|
+8/+3|
+5|
+5|
+10|Superb Psychiatrist
17th|
+8/+3|
+5|
+5|
+10|Shot
18th|
+9/+4|
+6|
+6|
+11|Supreme Medical Alchemist
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|Shot, Miraculous Healing[/table]
Class Skills: A doctor's class skills (an the key ability of each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge: Local (Int), Knowledge: Nature (Int), Survival (Wis)
Skill Points at 1st Level: (4 + Int modifer) x 4.
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Profiency: The doctor is profient with light shields and bucklers and light armor. They are also proficient with quarterstaves, darts, blowguns and daggers
Shot (Ex)
Doctors can inject chemicals and catalysts into people. This can have varying effects.
As a full round action with a DC 16 heal check, a doctor may inject any shot she has learned provided she has injection needles and a chemical pouch with the needed materials. This ability has no effect on undead, oozes, constructs, outsiders (except monks), and aberrations. A creature may only be affected by one shot at a time. A doctor learns the booster shot at level 1. In addition she lears a new shot at 3rd, 8th, 11th, 14th, 17th and 20th levels. Shots may be given forcibly to a pinned opponent. Injection needles may be used as blowgun darts.
Booster Shot (automatic lvl 1)
By injecting a creature with the booster shot the recipient gains immunity to disease for 24 hours.
Adrenaline Shot
By injecting a creature with the adrenaline shot the recipient gains +4 strenght for 1 minute
Pain Killers
By injecting a creature with pain killers the recipient gains immunity to pain effects for 1 minute
Sleepers
By injecting a creature with sleeperss the recipient falls asleep for 8 hours. DC 20 will save to resist.
Regenerative Agents
By injecting a creature with regenerative agents the recipient gains fast healing 2 for 1 minute
Endurance Shot
By injecting a creature with the endurance shot the recipient gains +4 constitution for 1 minute
Poison Injection
A doctor may apply poison into an injection needle. Using it thusly has no risk of self poisoning.
Temporary Growth Hormones
By injecting a creature with temporary growth hormones the recipient gains powerful build for 24 hours
Caffeine Injection
By injecting a creature with the caffeine injectiont the recipient loses all fatigue and exhaustion effects for 8 hours at which time they come back like they were before the injection unless the recipient has rested for sufficient time during the period.
Skill Focus: Heal
The Doctor gains Skill Focus: Heal as a bonus feat.
Improved First Aid (Ex)
When giving first aid the doctor heals an amount of hp equal to her class level+ Wisdom modifier
At 5th level the doctor may give first aid as an immediate action.
Medical Alchemist (Ex)
An accomplished doctor does not need magic to create elixirs with miraculous healing capabilities.
With a healer's kit, an alchemist's kit and 10 gp's worth of rare herbs that can also be gathered with a DC 25 survival check in forest environments the doctor may create a nonmagical potion of cure light wounds in 8 hours, At 9th level she may create potions of cure moderate wounds. At level 13 she may create potions of cure serious wounds. At level 18 she may create potions of cure critical wounds.
Psychiatrist(Ex)
A doctor is not only a healer of the body, but also that of the mind.
A doctor gains a +4 on any diplomacy check made to calm someone.
At tenth level if the doctor wills it she may affect anyone she is talking with a Calm Emotions effect. the save DC is equal to 10 + half the doctor's class level + Cha mod. The effect is broken when the doctor stops talking calmingly and the doctor must be in front of the subject for that time.
At 16th level the doctor may snap someone out of a confusion or fear effect with a full round action by making an opposed Cha check with the caster. She must be in front of the affected for this to work.
Toxin to Antitoxin (Ex)
Most poisons can be studied to find the means to counter them
To attempt this the doctor needs a sample of the poison. Any amount will do. Even leftovers from a wound. She may then, provided she has a healer's kit and an alchemist's kit. Make a dc 30 Heal check to make the antitoxin for the poison which when drunk will cure the poison completely. Making the antitoxin takes 4 hours.
Self Sufficient
The doctor gains Self Sufficient as a bonus feat.
Heal Ability Drain (Ex)
Accomplished doctors have the ability to cure damage that would otherwise last a lifetime.
The doctor may treat ability drain the same way she could treat ability damage.
Revification (Ex)
If the soul has not left yet, then accomplished doctors can restart the vessel and bring people back from the dead.
If the patient died less than 10 minutes ago, the doctor may use two full round actions along with a DC 40 heal check to revive the deceased person provided the body has been treated to what would be positive hit points and is whole enough to live. This does not bestow any penalties on either the doctor or the raisee.
Miraculous Healing (Ex)
The doctor has reached the pinnacle of her trade.
The doctor may take 10 on a heal check while rushed or threatened and when not in these conditions, can take 12 in all heal checks except the Revification ability.
Items
Needle Packet
This packet is packed with everything needed to give injections along with items to keep the needles clean
Weight: 1lb
Cost: 1gp
Chemical Pouch
This pouch is made up of multiple mini pouches to keep small amounts of chemicals stored seperately
Weight: 2lb
Cost: 5gp
Seem good. I tried to make an effective nonmagical healing class. Also what do you think about it's mechanical power? I'm not really sure it's hard to compare it to anything
Doctor's may be found anywhere where a skilled healer is needed, The field medic a healer in the local hospital. They might all be doctors. Not all healing relies on magic and doctor's use purely more mundane means of healing.
Adventuring
Some doctors travel to help others. And some are taken in by adveturing parties. Healers are welcome in all places and adventuring allows for many possibilities an in the adventure their talent will never go to waste.
Characteristics
Doctors are great healers, but need no magic for such. They are usually very lacking offensively preferring to support and defend. They are mostly seen in the sidelines, their role more pronounced after the battle
Alingment
Though the career of a doctor goes naturally to good people exceptions do exist and while rare they are sometimes seen.
Religion
Doctors usually worship gods of healing, but generally religion isn't such a big part of their lives.
Background
Doctor's are made in many ways. For some it's the family job. For some it's a calling and some just want to help. Some might have seen epidemics and want to make sure it never happens again. The reasons to become a doctor are varied
Races
All races have need for those who can heal and thus Doctor's from most all races have them. Elven doctors for example might come from the fact that many elves are nature-centered bringing many good herbalists to being. Doctor's of mostly evil races are rare though as their nature generally doesn't have the disposition to heal and help.
Other Classes
Paladins do well wiht doctors due to their mostly good disposition. They rarely actually clash with members of other classes and tend to be flexible.
Role
The Doctor's role is greatest after the battle as he can cure any ailment or wound easily. She can also try to fire status ailment effects with a blowgun or buff allies with shots. Ultimately the Doctor's greatest asset is healing and keeping the party alive while not being all that powerful in actual combat
Game Rule Information
Doctors have the following game statistics
Abilities
Wisdom is important for doctors as it powers their key skill. Heal. Charisma also helps for some of their abilities
Alingment
Any
HD: d6
DOCTOR
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Booster Shot, Skill Focus: Heal
2nd|
+1|
+0|
+0|
+3|Improved First Aid
3rd|
+1|
+1|
+1|
+3|Shot
4th|
+2|
+1|
+1|
+4|Medical Alchemist, Psychiatrist
5th|
+2|
+1|
+1|
+4|Shot, Rapid First Aid
6th|
+3|
+2|
+2|
+5|Toxin to Antitoxin
7th|
+3|
+2|
+2|
+5|Self Sufficient
8th|
+4|
+2|
+2|
+6|Shot
9th|
+4|
+3|
+3|
+6|Improved Medical Alchemist
10th|
+5|
+3|
+3|
+7|Accomplished Psychiatrist
11th|
+5|
+3|
+3|
+7|Shot
12th|
+6/+1|
+4|
+4|
+8|Heal Ability Drain
13th|
+6/+1|
+4|
+4|
+8|Greater Medical Alchemist
14th|
+7/+2|
+4|
+4|
+9|Shot
15th|
+7/+2|
+5|
+5|
+9|Revification
16th|
+8/+3|
+5|
+5|
+10|Superb Psychiatrist
17th|
+8/+3|
+5|
+5|
+10|Shot
18th|
+9/+4|
+6|
+6|
+11|Supreme Medical Alchemist
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|Shot, Miraculous Healing[/table]
Class Skills: A doctor's class skills (an the key ability of each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge: Local (Int), Knowledge: Nature (Int), Survival (Wis)
Skill Points at 1st Level: (4 + Int modifer) x 4.
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Profiency: The doctor is profient with light shields and bucklers and light armor. They are also proficient with quarterstaves, darts, blowguns and daggers
Shot (Ex)
Doctors can inject chemicals and catalysts into people. This can have varying effects.
As a full round action with a DC 16 heal check, a doctor may inject any shot she has learned provided she has injection needles and a chemical pouch with the needed materials. This ability has no effect on undead, oozes, constructs, outsiders (except monks), and aberrations. A creature may only be affected by one shot at a time. A doctor learns the booster shot at level 1. In addition she lears a new shot at 3rd, 8th, 11th, 14th, 17th and 20th levels. Shots may be given forcibly to a pinned opponent. Injection needles may be used as blowgun darts.
Booster Shot (automatic lvl 1)
By injecting a creature with the booster shot the recipient gains immunity to disease for 24 hours.
Adrenaline Shot
By injecting a creature with the adrenaline shot the recipient gains +4 strenght for 1 minute
Pain Killers
By injecting a creature with pain killers the recipient gains immunity to pain effects for 1 minute
Sleepers
By injecting a creature with sleeperss the recipient falls asleep for 8 hours. DC 20 will save to resist.
Regenerative Agents
By injecting a creature with regenerative agents the recipient gains fast healing 2 for 1 minute
Endurance Shot
By injecting a creature with the endurance shot the recipient gains +4 constitution for 1 minute
Poison Injection
A doctor may apply poison into an injection needle. Using it thusly has no risk of self poisoning.
Temporary Growth Hormones
By injecting a creature with temporary growth hormones the recipient gains powerful build for 24 hours
Caffeine Injection
By injecting a creature with the caffeine injectiont the recipient loses all fatigue and exhaustion effects for 8 hours at which time they come back like they were before the injection unless the recipient has rested for sufficient time during the period.
Skill Focus: Heal
The Doctor gains Skill Focus: Heal as a bonus feat.
Improved First Aid (Ex)
When giving first aid the doctor heals an amount of hp equal to her class level+ Wisdom modifier
At 5th level the doctor may give first aid as an immediate action.
Medical Alchemist (Ex)
An accomplished doctor does not need magic to create elixirs with miraculous healing capabilities.
With a healer's kit, an alchemist's kit and 10 gp's worth of rare herbs that can also be gathered with a DC 25 survival check in forest environments the doctor may create a nonmagical potion of cure light wounds in 8 hours, At 9th level she may create potions of cure moderate wounds. At level 13 she may create potions of cure serious wounds. At level 18 she may create potions of cure critical wounds.
Psychiatrist(Ex)
A doctor is not only a healer of the body, but also that of the mind.
A doctor gains a +4 on any diplomacy check made to calm someone.
At tenth level if the doctor wills it she may affect anyone she is talking with a Calm Emotions effect. the save DC is equal to 10 + half the doctor's class level + Cha mod. The effect is broken when the doctor stops talking calmingly and the doctor must be in front of the subject for that time.
At 16th level the doctor may snap someone out of a confusion or fear effect with a full round action by making an opposed Cha check with the caster. She must be in front of the affected for this to work.
Toxin to Antitoxin (Ex)
Most poisons can be studied to find the means to counter them
To attempt this the doctor needs a sample of the poison. Any amount will do. Even leftovers from a wound. She may then, provided she has a healer's kit and an alchemist's kit. Make a dc 30 Heal check to make the antitoxin for the poison which when drunk will cure the poison completely. Making the antitoxin takes 4 hours.
Self Sufficient
The doctor gains Self Sufficient as a bonus feat.
Heal Ability Drain (Ex)
Accomplished doctors have the ability to cure damage that would otherwise last a lifetime.
The doctor may treat ability drain the same way she could treat ability damage.
Revification (Ex)
If the soul has not left yet, then accomplished doctors can restart the vessel and bring people back from the dead.
If the patient died less than 10 minutes ago, the doctor may use two full round actions along with a DC 40 heal check to revive the deceased person provided the body has been treated to what would be positive hit points and is whole enough to live. This does not bestow any penalties on either the doctor or the raisee.
Miraculous Healing (Ex)
The doctor has reached the pinnacle of her trade.
The doctor may take 10 on a heal check while rushed or threatened and when not in these conditions, can take 12 in all heal checks except the Revification ability.
Items
Needle Packet
This packet is packed with everything needed to give injections along with items to keep the needles clean
Weight: 1lb
Cost: 1gp
Chemical Pouch
This pouch is made up of multiple mini pouches to keep small amounts of chemicals stored seperately
Weight: 2lb
Cost: 5gp
Seem good. I tried to make an effective nonmagical healing class. Also what do you think about it's mechanical power? I'm not really sure it's hard to compare it to anything