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View Full Version : d&D 3.5 The War Medic - PEACH



lt_murgen
2013-02-27, 10:25 AM
War Medic

NOTE- Primarily a non-combat class.

Magical battlefields are chaotic and deadly places. Armies of soldiers fight with deadly weapons and seige engines, supported by spell-casters with an arsenal of nasty spells. When large armies meet, when civilizations fight, people die. The miracles of the Clergy can only do so much, can only tap as much power as their Deity allows. For that reason, the War Medics are trained. Skilled battlefield surgeons, they are a foot-soldiers best friend.

Adventures: The reasons a War Medic may choose the life of adventuring are straight-forward. Perhaps there are no real wars in his country right now. Perhaps she wishes to see more of the world. Or perhaps he is far too evil, and was asked to leave where he was being trained. He adventures now seeking opportunities to improve his skills, no matter what the cost. Whatever the reason, adventuring promises a chance to practice a War Medic’s skills and develop a wider knowledge of the world around them.

Characteristics: The War Medic role is, first and foremost, a healer. Skilled in administering potions to maximum effect and aiding the dying/injured in recovery. But most of them also have some battlefield training, and make a decent secondary combatant. The eventually come to possess the ability to brew potions to aid them in a unique and powerful manner. Finally, with their broad knowledge base, and training in patient relations, they make a fine, if not stellar, expert or negotiator.

Alignment: War Medics can come from any moral axis. Good and evil are reflected in their attitudes towards their patients/subjects. A good War Medic is motivated to heal, while an evil War Medic will be more concerned with the outcome of her efforts rather than the safety (or comfort) of her patient. Similarly, their views on Chaotic versus Lawful reflect their personal attitudes. A War Medic with a Lawful bent may see their skills as serving the state, whereas a more Chaotic concept may see it as freeing the people from the oppression of formal religion.

Religion: There is no set religion for War Medics, and their piety varies greatly, depending on how they were raised. Some are nearly atheist, seeing their skills as almost godly. Others see themselves as instruments of the will of their deity, protecting and caring for the weak.

Background: Most War Medics come out of the various training facilities run by either some government or by some religious group. A few are trained in the classic master/apprentice format, usually by retired veterans of some war. Virtually no one comes to this by accident.

Races: Almost any race that fields formal armies may sponsor a War Medic college. However, it takes a certain cultural level to be able to devote the many years of training to the class. As such, primitive or tribal cultures do not typically spawn them.

Other Classes: A War Medic works well beside other classes as a support for their activities. Combatants appreciate a person who can aid them, but still hold their own. Clerics see their skills as a boost to their healing abilities. Arcane casters do not approve or disapprove of them, though some may take offense to their potion making abilities.

Adaptation: Designed for a D&D 3.5 world. Best for low-magic settings, but if high magic setting is used then they can take a Bard’s role.

GAME RULE INFORMATION
War Medic’s have the following game statistics.
Abilities: Wisdom and Intellegence are key Abilities, with Dexterity a close second.
Alignment: Any.
Hit Die: d6
Starting Age: War Medic’s will be well into adulthood, given their lengthy training time.
Starting Gold: 4D4X10 (100 gp)
Class Skills The War Medic’s class skills (and the key ability for each skill) are:
Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Heal, Knowledge, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Survival, Use Magic Device
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

War Medic
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Heal Bonus X1, Knowledge-Medical, Intern

2nd|
+1|
+3|
+0|
+3|Disease Bonus #1, Sleepless Nights

3rd|
+2|
+3|
+1|
+3|Bonus Feat- Apothecary

4th|
+3|
+4|
+1|
+4|

5th|
+4|
+4|
+1|
+4|Bonus Feat- Evasion

6th|
+4|
+5|
+2|
+5|Fast Healing #1

7th|
+5|
+5|
+2|
+5|Physician, Heal Bonus #2

8th|
+6+1|
+6|
+2|
+6|

9th|
+6+1|
+6|
+3|
+6|Disease Bonus #2

10th|
+7+2|
+7|
+3|
+7|Ability Bonus #1

11th|
+8/+3|
+7|
+3|
+7|Bonus Feat-Druggist

12th|
+9/+4|
+8|
+4|
+8|

13th|
+9/+4|
+8|
+4|
+8|Fast Healing #2

14th|
+9/+4|
+9|
+4|
+9|Superior Physician, Heal Bonus #3

15th|
+10/+5|
+9|
+5|
+9|Bonus Feat: Adamantine Will

16th|
+11/+6/+1|
+10|
+5|
+10|Bonus Feat: Pharmacist

17th|
+12/+7/+2|
+10|
+5|
+10|Disease Bonus #3

18th|
+12/+7/+2|
+11|
+6|
+11|Ability Bonus #2

19th|
+13/+8/+3|
+11|
+6|
+11|Fast Healing #3

20th|
+14/+9/+4|
+12|
+6|
+12|Heal Bonus #4[/table]

Class Features
All of the following are class features of the War Medic.

Weapon and Armor Proficiencies: A War Medic is proficient with all simple and martial weapons, plus the bolas, net, and sap, and whip. War Medics are proficient with light armor, medium armor, and shields (except tower shields).

Heal Bonus (Ex):
At 1st level, the War medic adds his Wisdom bonus plus his Intelligence Bonus (round down) to his ranks in Heal when making Heal checks, instead of just his Wisdon bonus.
At 7th level, the War medic adds her Wisdom bonus plus her Intelligence Bonus +4 to her ranks in Heal.
At 14th level, the War medic adds its Wisdom bonus plus its Intelligence Bonus +8 to its ranks in Heal.
At 20th level, the War medic adds thier Wisdom bonus multiplied by thier Intelligence Bonus to their ranks in Heal.

Knowledge-Medical (Ex):
A War Medic may make a special Knowledge- Medical roll with a bonus equal to his War Medic level + his Intelligence modifier to see whether he knows some relevant information about people/creatures anatomy, local diseases, contagions, and curatives- both magical and non-magical. This a unique ability, similar to Bardic Knowledge, and can be listed as a skill and ranks taken in it. If the War Medic has 5 or more ranks in Knowledge (local), it grants a +2 bonus on this check. If the War Medic has 5 or more ranks in Survival, it grants a +2 bonus on this check. These two bonuses are cumulative.
{table=head]DC|Type of Knowledge|
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 herb for lycanthropy|
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| [/table]

Also, the War Medic can use his Knowledge- Medical skill to recharge his healer’s kit or gather components for potions “for free”. He can do this a maximum of twice per day. Make a Knowledge- Medical roll. This value equates to the amount in silver pieces, the medic has found. A healer’s kit costs 50 gp and is exhausted after 10 uses, so every 50 silver equates to 1 use.
Medical Knoweldge can also assist in using other skills as well. every 5 ranks in Medical Knowledge adds a +2 tp any Craft- Alchemy, Craft- Poisonmaking, or Profession- Herbalist roll.
Finally, all War Medics can use this ability to identify potions by sampling. The War medic has to make a Knowledge- Medical check against a DC equal to 14 + the spell level. If the attempt fails, there will be a 50% chance of having imbibed enough to actually trigger the potion.

Intern [Ex]:
At 1st level, the Intern is trained to provide battlefield aid. All the abilities below require 2 free hands and a healer’s kit to use:
Administer Aid: The Intern can aid in the use of healing spells and potions to increase their effect. The Intern, the patient, and the spellcaster (if involved) need to take full round actions, with a DC 15 Concentration check from any of them who are interrupted. If the Intern then makes a DC15 Heal check, the patient receives the rolled value for the potion plus an additional bonus equal to The Intern’s level + ½ his intelligence bonus.
Healer: Three times a day per person, an Intern can use a Heal check to minimize injuries. By making a DC 15 Heal check, 1d4 hit points of lethal damage is converted into nonlethal damage. For every 3 points by which the Intern exceeds the DC, an additional d4 hit points is converted. The time to do this is 1 minute for every 2 hit points restored.
Long Term Care: The Intern can tend up to 6 patients at a time, and this is considered light activity. An Intern needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
Characters naturally heal 1 hit point per level with 8 hours sleep and 2 hit points per level with complete rest for 24 hours. If any other character besides a War Medic provides Long term care, these vales are doubled to 2 and 4 hit points per level. If tended by an intern, the patients add ½ the intern’s Intellegence Bonus before doubling. Thus, an Intern with an 18 Intellegence who performs long term care will allow a patient to recover 4 hit points per level in 8 hours or 6 hit points per level for a full days rest.
Characters naturally regain damaged abilities at a rate of 1 point per level with 8 hours sleep and 2 hit points per level with complete rest for 24 hours. If any other character besides a War Medic provides Long term care, these vales are doubled to 2 and 4 points. If tended by an intern, the patients adds 1 additional point before doubling.
Characters suffering the effects of energy drain and negative levels suffer for 24 hours, then make a Fortitude save for each negative level to see if they are permanent. If tended by an Intern for 5 minutes per hour, the character will gain a +5 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to ½ the Intern’s Intellegence Bonus.
Minor Miracle: An Intern can save a character considered Dead. If the Intern is able to administer aid within 3 rounds of the character’s death, he or she can make a full round Heal check. The DC for this check is 30, and the Intern cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC15) to become Stable and unconscious at -10 hit points. If the Intern fails the check or the patient fails the save, the dead character cannot be saved.
Stabilize: The Intern can take a standard action to make a Heal check on an unconscious patient. This will stabilize the patient and prevent further Hit Point loss, just like a normal Heal check. The Intern can then take a full round action to make a DC20 Heal check. This check will result in the patient becoming Conscious but Disabled. The patient’s HP are reset to -1 HP if that was the cause. If Dying was the result of Constitution loss, the Con score is still 0, and the patient gains the Exhausted status. This can only be attempted once per stabilization.

Disease Bonus(ex):
At 2nd level, the War medic adds a +3 bonus to all Fortitude Saves against Disease.
At 9th level, the War medic adds a +6 bonus to all Fortitude Saves against Disease, including magical ones such as mummy rot and Lycanthropy.
At 17th level, the War medic adds a +9 bonus to all Fortitude Saves against Disease, including magical ones such as mummy rot and Lycanthropy.

Sleepless Nights (ex):
War Medics learn to sleep when theyare able, replacing a good night’s sleep with mutlipe quick naps. During any one hour period of light activity, they may voluntarily make a Fortitde save. Divide this total by 7, and that is the number of hours rest are recovered. No other activity done during that period of light activity is affected.

Apothecary
At 3rd level, the War Medic has learned enough to begin to craft substances to affect the body.
An Apothecary receives a +4 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. An Apothecary receives a +4 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, an Apothecary can alter (increase or rduce) the penalties of side effects by 1 if an ability score penalty or saving throw penalty, by 2 if it is a penalty to a skill check, and you alter the period the penalties last or duration between second check by one quarter.
At the cost of 55 gold pieces for the purposes of item creation, an apothecary can make a substance that if ingested, bestows a non-magical equivalent of a 0th or 1st level spell from the list below upon the imbiber. This is done using the Profession (herbalist) skill.
For purposes of item creation, the Apothecary pays no experience point penalty to craft items. Additionally, Apothecaries multiply their skill roll by X3 for purposes of detemining time to craft an item. Crafting is considered light activity, equivalent to providing long term care for 2 people. It is therefore possible to create multiple items within the same time period.
Apothecaries must keep journals, similar to mage’s spellbooks, with their recipes. They learn these recipes through research, study of the afflicted, sampling potions, and study in a manner similar to a mage. They can also study a person under the affect of the related spell for 1 hour per spell level, then make a Heal check at DC20+the spell level . This may require multiple castings of the spell. Finally, they may analyze a magical potion of the spell and make a Profession (Herbalist) roll at DC15 + the spell level to create a non-magical equivlanet recipe. Time is 1 hour per spell level and uses up the potion.
With these recipes they can create their balms, cathartics, catholicon, elixers, oinaments, lotions, medications, nostrums, ointments, panaceas, salves, serums, and treatments. Without it, any Craft (alchemy), Craft (poisonmakeing) or Profession (Herbalist) roll takes a -5 penalty.
Prerequisites: Heal 4 ranks, Profession (Herbalist) 2 ranks.

Evasion (ex):
At 5th level the War Medic gains the Evasion feat. Specializing in surviving on magical battlefields, a War Medic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the War Medic is wearing light armor or no armor. A helpless War Medic does not gain the benefit of evasion. If the War Medic already has the Evasion feat, they may choose another feat instead.

Fast Healing (Su):
At 6th level the War Medic has learned enough about his/her own physiology to keep their body in top shape. They gain the Fast Healing ability, at 1 HP per hour, as long as they do not engage in strenuous activity- combat or using skills based on Strength, Constitution, or Dexterity. The maximum a War Medic can regain in this manner in any 24 hour period is equal to 2 times the War Medic level. For example, a 6th level War Medic’s fast healing ability will restore at most 12 HP per day.
At 13th level, this knowledge becomes even greater, and the War Medic regains 2 HP per hour with the same restrictions, up to 3 times the War Medic level.
At 19th level, it reaches its zenith, granting 4 HP per hour under ALL circumstances, up to 4 times the War Medic level.
Note that this healing replaces any healing gained from resting or from being under another’s care.

Physician:
At 7th level, the War Medic is a fully trained Physician. All the abilities below require 2 free hands and a healer’s kit to use:
Administer Aid: A Physician who administers healing spells or potions does so with incredible efficiency. The Physician, the patient, and the spellcaster (if involved) need to take full round actions, with a DC 15 Concentration check from any of them who are interrupted. If the Physician then makes a DC15 Heal check, the patient receives the maximum value capable from the potion/spell plus the Physicians level + intelligence bonus in restored HP.
Battlefield Focus: A Physician gains a +10 bonus to all Concentration Checks made while using his HEAL skill.
Healer, greater: Three times a day per person, a Physician can use a Heal check to minimize injuries. By making a DC 20 Heal check, 1d8 hit points of lethal damage is converted into nonlethal damage. For every 3 points by which the Intern exceeds the DC, an additional d8 hit points is converted. Additionally, if the physican expends 2 of the 3 uses, the hit points are completely healed. The time to do this is 1 minute for every 4 hit points restored. When attempting to completely heal, the time is doubled.
Long Term Care: The Physician can tend up to 10 patients at a time, and this is considered light activity. A Physician needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
If a physician is tending patients for hit point loss, the patients add the Physicians Intellegence Bonus before doubling. Thus, a Physician with an 18 Intellegence who performs long term care will allow a patient to recover 6 hit points per level in 8 hours or 8 hit points per level for a full days rest.
If a Physician is performing Long Term Care for ability damage, the patient’s recovery rate is doubled to 4 points in 8 hours, or 8 points in 24. Physicians can also can treat ability drain. They can change ¼ (round up) their Intellegence bonus in drain into ability damgae in 8 hours, and ½ their Intellegence bonus in drain to damage with 24 hours of care.
Physicians also reduce the effects of energy drain. If tended by a physician for energy drain and negative levels for 5 minutes per hour for 12 hours, the character will gain a +10 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to the Physician’s Intellegence bonus.
Miracle: A Physician can save a character considered Dead. If a Physican is able to administer aid within 3 minutes of the character’s death, he or she can make a full round Heal check. The DC for this check is 40, and the Physician cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC20) to become Stable and conscious at -1 hit points. If the Physician fails the check or the patient fails the save, the dead character cannot be saved.
Walking Wounded: The Physician can take a standard action to make a DC 20 Heal check on a Dying patient. This check will result in the patient becoming Conscious but Disabled. The patient’s HP are reset to 0 HP if that was the cause. If Dying was the result of Constitution loss, the Con score is still 0, and the patient gains the Fatigued status. This can only be attempted once per stabilization.

Ability Bonus(ex) :
At 10th level, the War Medic’s dedication to improving their bodies reaps benefits. The War Medic gains +1 to one of their physical attributes: Strength, Constitution, or Dexterity.
At 18th level, they gain another +1 to one of their physical attributes.

Bonus Feat, Druggist:
At 11th level, the War Medic becomes an expert at developing body altering substances. A Druggist receives a +8 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. A Chemist receives a +8 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, A Chemist can alter (increase or reduce) the penalties of side effects by 2 if an ability score penalty or saving throw penalty, by 4 if it is a penalty to a skill check, and alter the period the penalties last or duration between second check by one half.
At the cost of 175 gold pieces (2nd level) or 413 gold pieces (3rd level) for the purposes of item creation, A Chemist can make a substance that if ingested, bestows a non-magical equivalent to an spell of 2nd or 3rd level from the list below upon he imbiber. This is done using the Profession (herbalist) skill.
Prerequisites: Apothecary, Heal 7 ranks, Profession (Herbalist) 4 ranks.

Surgeon:
At 14th level, the War Medic is considered an expert in the profession. All the abilities below require 2 free hands and a healer’s kit to use:
Battlefield Focus: A Surgeon gains a +10 bonus to all Concentration Checks made under any circumstances.
Healer, Superior: Three times a day per person, a Surgeon can use a Heal check to minimize injuries. By making a DC 25 Heal check, 1D12 points can be converter to non-lethal damage or 1d8 hit points of lethal damage can be completely healed. For every 3 points by which the Intern exceeds the DC, an additional d12 or d8 hit points is converted/healed. The time to do this is 1 minute for every 4 hit points restored.
Long Term Care: The Surgeon can tend up to 12 patients at a time, and this is considered light activity. A Surgeon needs only to make a Heal check [DC15] to provide care, provided they do nothing other than light activity during the duration of care.
If a surgeon is tending patients for hit point loss, they maintain the level of healing of a Physician, but double the rate. Thus, a patient will recover 6 hit points per level in 4 hours or 8 hit points per level in 12 hours, up to 10 hit points per level for a full days rest.
If a Surgeon is performing Long Term Care for ability damage, the patient’s recovery rate is doubled to 4 points in 8 hours, or 8 points in 24. Surgeons treat all ability loss as double ability drain, beain able to restore 2 points in 8 hours or 4 in 24.
Surgeonss also reduce the effects of energy drain. If tended by a Surgeon for energy drain and negative levels for 5 minutes per hour for 6 hours, the character will gain a +15 bonus to its Fortitude save. Additionally, one roll will cure the number of drained levels equal to the Surgeon’s Intellegence bonus plus the Surgeon’s Wisdom bonus.
Major Miracle: A Surgeon can save a character considered Dead. If a Physican is able to administer aid within 3 minutes of the character’s death, he or she can make a full round Heal check. The DC for this check is 40, and the Surgeon cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC25) to become Stable and conscious at 1 hit point. If the Surgeon fails the check or the patient fails the save, the Surgeon may make one more attempt at DC50 and the patient a Fortitude save of DC30 for one more attempt. If that fails, the patient cannot be saved
Walking Wounded The Surgeon maintians the same abilities as a Physician, except for allowing up to 3 attemps per stabilization.

Adamantine Will(ex) :
At 15th level, the War Medic’s has seen enough combat that they become hardened against mental manipulation. They gain the Adamantine Will feat: +3 to all Will Saves. Note- if the War Medic already possesses the Iron Will feat, this bonus feat will stack with it.

Bonus Feat- Pharmacist:
At 16th level, the War Medic can develop substance which alter the body in amazing ways.
A Pharmacist receives a +10 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. A Pharmacist receives a +10 bonus on Craft (Poison-making) checks to make poisons and drugs. In addition, when creating poisons or drugs, A Pharmacist can alter (increase or reduce) the penalties of side effects by 3 if an ability score penalty or saving throw penalty, by 6 if it is a penalty to a skill check, and alter the period the penalties last or duration between second check by three quarters.
At the cost of 770 gold pieces (4th level) or 1238 gold pieces (5th level) for the purposes of item creation, a Pharmacist can make a substance that if ingested, bestows a non-magical equivalent to an spell of 4th or 5th level from the list below upon he imbiber. This is done using the Profession (herbalist) skill.
Prerequisites: Apothecary, Pharmacist, Heal 10 ranks, Profession (Herbalist) 5 ranks

SPELL LIST

{table=head]Spell Name|Level|Application Method & Notes
Inflict Minor Wounds|0|Ingested / applied
Cure Minor Wounds|0|Ingested / applied
Daze|0|Ingested
Detect Magic|0|Applied to object studied
Detect Poison|0|Applied to poisoned area
Know Direction|0|Applied to forehead
Lullaby|0|Ingested / applied
Purify Food and Drink|0|Applied
Resistance|0 |Ingested by target.
Touch of Fatigue|0|Ingested by target.
Virtue|0|Ingested by target.
Animal messenger|1|Applied to food, then given to animal
Bane|1|Ingested by target.
Bless|1|Ingested by target.
Bless Water|1|Applied to water
Calm Animals|1|Ingested
Cause Fear|1|Ingested
Charm Animal|1|Ingested
Charm Person|1|Shared ingested between target and caster
Chill Touch|1|Ingested grants ability
Confusion, Lesser|1|Ingested
Cure Light Wounds|1|Ingested / applied
Curse Water|1|Applied
Delay Poison|1|Applied / Ingested
Detect Undead|1|Applied to eyes and ears
Disguise Self|1|Changes body only, not clothing
Divine Favor|1|Ingested
Doom|1|Ingested
Endure Elements|1|Applied to skin
Enlarge Person|1|Changes body only, not clothing
Expeditious Retreat|1|Ingested
Glibness|1|Ingested
Goodberry|1|Applied
Guidance|1|Ingested
Hypnotism|1|Shared ingested between target and caster
Inflict Light Wounds|1|Ingested / applied
Jump|1|Ingested
Longstrider|1|Ingested
Magic Fang|1|Ingested
Reduce Person|1|Changes body only, not clothing
Remove Fear|1|Ingested
Resist Energy|1 |Ingested
Sleep|1|Ingested
Aid|2|Ingested
animal trance|2|Ingested
Barkskin|2|Ingested
Bear’s Endurance|2|Ingested
Blindness/Deafness|2|Applied
Bull’s Strength|2|Ingested
Calm Emotions|2|Ingested
Cat’s Grace|2|Ingested
Cure Moderate Wounds|2|Ingested / Applied
Darkvision|2|Applied
Daze Monster|2|Ingested
Dominate Animal|2|Shared ingested between target and caster
Eagle’s Splendor|2|Ingested
Enthrall|2|Shared ingested between target and caster
Faerie Fire|2|Ingested / applied. Living objects only
False Life|2|Applied
Fox’s Cunning|2|Ingested
Gentle Repose|2|Applied
Ghoul touch|2|Applied, then application site becomes site of contact- useful for transferring life forces
Heroism|2|Ingested
Hold Animal|2|Ingested
Hold Person|2|Ingested
Inflict Moderate Wounds|2|Ingested / Applied
Owl’s Wisdom|2|Ingested
Poison|2|Ingested / applied
Rage|2|Ingested
Reduce Animal|2|Ingested
Remove Paralysis|2|Applied
Restoration, Lesser|2|Ingested, also requires 24 hours of bed rest to be effective
Scare|2|Ingested
See Invisibility|2|Applied
Spider Climb|2|Applied
Status|2|Applied to target, rest drank by watcher
Suggestion|2|Ingested
Tongues|2|Ingested
Touch of Idiocy|2|Ingested
Alter self|3|Ingested, body only, not clothing
Animal growth|3|Ingested
Arcane sight|3|Applied
Bestow Curse|3|Ingested
Charm Monster|3|Ingested
Comprehend Languages|3|Applied to ears
Contagion|3|Ingested / applied
Crushing Despair|3|Ingested
Cure Serious Wounds|3|Ingested / applied
Deep Slumber|3|Ingested – affect large volumes of fluids
Discern Lies|3|Shared ingested between target and caster
Fear|3|Ingested
Fly|3|Applied
Gaseous Form|3|Applied
Good Hope|3|Ingested
Haste|3|Ingested
Hideous Laughter|3|Ingested
Inflict Serious Wounds|3|Ingested / applied
Magic Fang, Greater|3|Ingested
Neutralize Poison|3|Ingested / applied
Protection from Energy|3|applied
Remove Blindness/Deafness|3|applied
Remove Curse|3|Ingested
Remove Disease|3|Ingested / applied
Slow|3|Ingested
Speak with Animals|3|Ingested
Speak with Dead|3|Applied to target, rest drank by speaker
Tree Shape|3|Ingested
Vampiric Touch|3|Applied, then application site becomes site of contact- useful for transferring life forces
Water Breathing|3|Ingested – cause gills to grow
Water Walk|3|Applied to feet
Animate dead|4|Applied
Confusion|4|Ingested
Cure Critical Wounds|4|Ingested / applied
Death Ward|4|applied
Divine Power|4|Ingested
Dominate Person|4|Imbibed by target and caster
Enervation|4|Ingested
Flesh to Stone|4|Applied
Freedom of Movement|4|Ingested, prevents only affects targeting person, like paralysis or slow, not web or entangle.
Giant Vermin|4|Ingested by regular vermin
Hold Monster|4|Ingested
Inflict Critical Wounds|4|Ingested / applied
Irresistible Dance|4|Ingested
Mage’s Lucubration|4|Ingested
Mnemonic Enhancer|4|Ingested, retain spell version only, not recall
Modify Memory|4|Imbibed by target and caster
Phantasmal Killer|4|Ingested
Polymorph|4|Ingested, body only, not clothing
Repel Vermin|4|Ingested
Restoration|4|Applied, takes 24 hours of tending also to occur
Shout|4|Ingested
Awaken|5|Applied
Baleful polymorph|5|Ingested
Break Enchantment|5|Applied
Destruction|5|Applied
Dream|5|Applied to target, rest drank by person shaping dream
Feeblemind|5|Ingested
Harm|5|Ingested
Heal|5|Applied
Heroism, Greater|5|Ingested
Nightmare
|5|Applied to target, rest drank by person shaping dream
Overland Flight
|5|Applied, causes target to sprout wings. Good alignments get swan wings, neutral get butterfly wings, evil get bat wings
Raise Dead|5|Applied
Regenerate|5|Applied 4 hour intervals for full week
Restoration, Greater|5|Applied 4 hour intervals for full week
Righteous Might|5|Ingested
Slay Living|5|Applied
Stoneskin|5|Applied
Telepathic Bond|5|Ingested by all
[/table]


New Items, Expanded Skill Use, and Conditions

Expanded Heal skill use table
{table=head]DC|Ability
save DC | Treat poison as a standard action
save DC | Treat Disease in 10 minutes
10| Determine general condition of a subject- alive, dead, sleeping, etc. standard action
15|First aid , standard action, long term care full day
15|Treat wound from caltrop, spike growth, or spike stones ( standard action or 10 minutes)
20 | Reduce Condition level by 1 step with 1 minute Heal action
30 | Reduce Condition level by 1 step with full round Heal action
30 | Reduce Condition level by 2 steps with 10 minute Heal action
40 | Reduce Condition level by 2 steps with 1 minute Heal action
50 | Quicken recovery (epic)
100 | Perfect recovery (epic)
Modifiers ||
+5 | If attempting to slow, rather than treat, Disease or Poison. Treatment doubles the time before the next saving throw, but can only be done once.
+10 | Any of the above skill checks on mammals- horses, sheep. Elephants, etc.
+20 | Any of the above skill checks on Non-mammals, non-exotic- birds, reptiles, aquatic
+25 | Any of the above skill checks on exotic but terrestrial – dragons, unicorns, etc.
+30 | Any of the above skill checks on extra-planar- celestial and abyssal creatures, etc.
[/table]

Expanded Conditions table:
{table=head]Level 1|Level 2|Level 3
Dazzled|Shocked|Blinded
Ringing|Shocked|Deafened
Dazed|Sickened |Nauseated
Shaken|Frightened|Panicked
Fatigued|Exhausted|Paralyzed [/table]


New Conditions:
Ringing: A creature is unable to hear well because of overstimulation of the ears. A ringing creature takes a -1 penalty on attack rolls, Listen checks, and Spot checks. This condition lasts 5 rounds unless otherwise specified.
Shocked: A character has taken a strong shock to its hearing or vision. It shows itself as strong ringing in the ears or multiple dark spots in their field of vision. A character takes a -2 penalty to all attack rolls, to A/C, to all skill and ability checks based on Dexterity or Intelligence. This condition lasts 10 minutes unless otherwise specified before it reduces by one level.

Notes on potions:
A typical potion consists of 1 ounce of liquid, held in a 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. The cost for the new vial is included in the materials cost of the potion. If a container holding a liquid is broken, the potion is lost.
Salves and oils are typically oil or fat based versions of the same thing. It adds 10 gp to base cost to create and is typically 3 ounces. They are stored in small tins, usually 2 inch high by 2 inches around. Hey have a hardness of 3 hp and give the potion a 50% chance of surviving should the container be broken.
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. Re-using vials does not reduce the base cost of the potion.

Alchemical lab:
An alchemist’s lab comes in a small trunk, roughly one foot high by 2 foot wide by 1 foot deep. It weighs 20 pounds, mostly due to its dense integral padding. It is treated as a normal trunk for damage / breaking purposes. Inside is a carefully packed array of tubes, beakers, stands, and a small oil lamp. It takes 2 hours to unpack and set up the equipment, and 1 hour to put away.
Using an Alchemical lab adds +5 to Profession-herbalist, Craft-alchemy, and Craft- poisonmaking rolls.

Jota
2013-02-28, 04:36 PM
It looks like you put a lot of time and effort into this, especially with regard to formatting. One thing I would ask up front is what general level of power you were hoping to achieve? A lot of your abilities seems very weak to me, or things that are so long-term and logistic-based they have limited practical application in a typical game, as I understand a typical game.

Combat is both a huge and small part of the game. Obviously many play for the roleplaying aspect, but creatures are given stat blocks in the assumption they will be fought and killed, and I'd guess 90% of written mechanical content pertains to combat. What you have created is a class that has practically no combat efficacy-oriented class features (Apothecary notably excepted), works primarily in the downtime most games aren't wont to utilize, and has a plethora of abilities that key off of gold, which is a poor resource management choice. You do give the war medic infinite supplies in terms of the application of Knowledge (Medical), but it's limited to twice a day.

In a world where there's tons of downtime and natural healing actually matters, this has potential. Its abilities are almost entirely non-combat related, which is amazing, given many classes struggle to offer abilities that are relevant outside of combat. With that said, given the wealth restrictions on Apothecary and its upgrades and the per diem limit on supply gathering, the only thing this class really offers in combat is its BAB, which is medium (3/4). The fighter has full and its bonus feats and people still complain about it being a mediocre class with regard to combat.

I think you've got the beginning of what could be a lot of good ideas, but this is woefully short on combat ability and I can't see many games working at the pace required for its non-combat abilities to be relevant.

Mechanically (minor notes), I'm assuming the BAB was supposed to get to +15, so there's a slight error there (at level 14).

You also offer reducing a condition by one step as a full round, DC 30 Heal check, and then offer two steps as a one minute, DC 40 Heal check. This is just silly, as I could almost certainly make two DC 30 checks to remove the condition and do it in less time than the DC 40 check requires.

Like I said, there's some stuff to be positive about, but overall this is really weak, like an NPC class, and if that wasn't your intention from the outset you're in for a bit of a sharp learning curve.

lt_murgen
2013-03-01, 12:44 PM
Combat is both a huge and small part of the game. ... What you have created is a class that has practically no combat efficacy-oriented class features ...Like I said, there's some stuff to be positive about, but overall this is really weak, like an NPC class, and if that wasn't your intention from the outset you're in for a bit of a sharp learning curve.

Actually, it was.
I wanted to create a character that excelled OUTSIDE of combat, that took the healing burden off the clerics, and could function in a situation where magic is limited and/or access to other planes cut off. Perhaps it is my gaming style- we go multiple sessions without combat, and dungeon diving is not nearly as prevalant as political intrigue. Add in that part or all of one of our campaigns had us in the Domain of Dread and another had us in the mournlands where any magical use is BAD, and the reasoning becomes clear.

The steps and conditions are useful again so that the cleric doesn't have to waste time with "remove paralysis" and such. I will have to go back and look at the timing and DC, I do think there is some issue there. Timing for each ability may still need adjustment.

Another thing I have noticed is that people really toss out timekeeping. How long does it take in game terms to strip 6 bodies of plate mail and search their barracks? Really, that is enough time for a War Medic to patch up all his companions with the administer aid ability. Also, getting 4 hitpoints back per level each night instead of 1 is nothing to sneeze at.

I will admit I do not like the apothecary / druggist / chemist thing. I tried to go the artificer route, but didn't like that either. I did need a non-magical way to have them access those spells. It was the best I could do.

Lappy9001
2013-03-01, 09:30 PM
Actually, it was.
I wanted to create a character that excelled OUTSIDE of combat, that took the healing burden off the clerics, and could function in a situation where magic is limited and/or access to other planes cut off. Perhaps it is my gaming style- we go multiple sessions without combat, and dungeon diving is not nearly as prevalant as political intrigue. Add in that part or all of one of our campaigns had us in the Domain of Dread and another had us in the mournlands where any magical use is BAD, and the reasoning becomes clear.A noble cause, but 3.5 is quite simply a poor system for a class that doesn't have much combat experience. It'd be worth clarifying at the top that this is a class for non-combat heavy games.

Otherwise, you should give it some ways to help buddies in combat! I made an attempt to make a non-spell casting healer, feel free to pilfer ideas at your leisure here (http://www.giantitp.com/forums/showthread.php?p=7444178#post7444178)

lt_murgen
2013-03-04, 03:17 PM
A noble cause, but 3.5 is quite simply a poor system for a class that doesn't have much combat experience. It'd be worth clarifying at the top that this is a class for non-combat heavy games.


Done.

I liked whay you had, but I think I covered most of the quick healing items with my class.

BUt you are correct, I should be able to incorporate some combat enhancement into the class.




Targetting: An intern’s expertise can assist others in being more damaging in combat. If an intern makes a DC10 medical knwledge roll (modified based on chart above), he can take a full round Aid Other action. The recipient of this action gains +1 to hit and damage, and an additional +1 to their critical threat range. This is a circumstance bonus that stacks with other bonuses.

Next level is the same thing but with a +3 to hit,+3 to damage, +2 to threat rang and an additional X1 to damage for crits to all attacks that round. Make a DC15 roll to do so.

Highest level- +5, +5, +4 to threat range X2 to damage on a DC20.

This would make him the fighter;s best friend.

Alternatively, use a similar progression but for defense- +1/3/5 to AC,level 1 must re-roll for critical, level 2 would be a crit only if confirmation roll was a 20, third level would grant immunity.

Alternatively alternatively, could be saving throw assist- bonuses and re-rolls, etc.

I’ll think on it, but would welcome any other suggestions.

Noctis Vigil
2013-03-04, 06:58 PM
If I may make a suggestion about formatting? For the class abilities that grant new feats, limit the class text to "you get this feat", and put the feats underneath in their own little section. Also, you might want to reformat the feats to be a little closer to the D&D norm; as they are now, they're a little confusing.

Also, Sleepless Nights has the potential to be abused horribly, since as written you take one hour (during which you can still do things!) and a Fort save and then recharge spells as if you had taken a full night's rest provided you score high enough. Yes, the save needed would be very high, but once you hit epic levels? Clerics especially would enjoy this, with their good Fort save progression.