jqavins
2017-02-20, 04:00 PM
I think I've posted about this some years ago, but I can't find it. And I'm getting back to the subject, so I'd like all y'all's thoughts (again.)
I'm thinking of a healer class that uses science (or what passes for it) and arcane magic instead of divine magic. I'm calling it the Doctor. I'm tailoring it to a particular setting, but it could be used elsewhere with little modification so I'm not posting in World Building.
The spell list would include familiar Cleric heal/cure/restore spells, some of them at a spell level lower. It would also include some familiar Sor/Wiz spells, primarily those of the protective/defensive and "helping" kinds, some at a spell level higher. These are so that the Doctor can A) function in dangerous situations and B) provide some measure of assistance to a party outside of what is strictly medical. By helping spells I mean things like Create Food and Water, Secure Shelter, Mending, etc.
Class skills would include survival, heal, knowledge (various applicable), profession (doctor), Autopsy (a new one, obviously), Concentration, Herbalism (a new one or some existing non-SRD), a number of other new ones like Surgery and I'm open to suggestions.
Commonly chosen feats would include Brew Potion, Dodge, Self-Sufficient, Skill Focus, some metamagic, and I'm open to suggestions.
There are three setting specific things I have in mind.
A) Reducing the healing spells available to clerics somewhat. Eliminating the free exchange of prepared slots to wound cures on the fly; doctors get that instead.
2) Magical poisons which resist neutralization by the familiar spell; only doctors have the higher level Neutralize Magical Poison.
III) Magical diseases which resist curing by the familiar spell; only doctors have the higher level Cure Magical Disease.
I have an incomplete spell list but I don't have access to it here at work, so I'll post it later.
Sound cool? Sound stupid? Suggestions? Lemme have it.
I'm thinking of a healer class that uses science (or what passes for it) and arcane magic instead of divine magic. I'm calling it the Doctor. I'm tailoring it to a particular setting, but it could be used elsewhere with little modification so I'm not posting in World Building.
The spell list would include familiar Cleric heal/cure/restore spells, some of them at a spell level lower. It would also include some familiar Sor/Wiz spells, primarily those of the protective/defensive and "helping" kinds, some at a spell level higher. These are so that the Doctor can A) function in dangerous situations and B) provide some measure of assistance to a party outside of what is strictly medical. By helping spells I mean things like Create Food and Water, Secure Shelter, Mending, etc.
Class skills would include survival, heal, knowledge (various applicable), profession (doctor), Autopsy (a new one, obviously), Concentration, Herbalism (a new one or some existing non-SRD), a number of other new ones like Surgery and I'm open to suggestions.
Commonly chosen feats would include Brew Potion, Dodge, Self-Sufficient, Skill Focus, some metamagic, and I'm open to suggestions.
There are three setting specific things I have in mind.
A) Reducing the healing spells available to clerics somewhat. Eliminating the free exchange of prepared slots to wound cures on the fly; doctors get that instead.
2) Magical poisons which resist neutralization by the familiar spell; only doctors have the higher level Neutralize Magical Poison.
III) Magical diseases which resist curing by the familiar spell; only doctors have the higher level Cure Magical Disease.
I have an incomplete spell list but I don't have access to it here at work, so I'll post it later.
Sound cool? Sound stupid? Suggestions? Lemme have it.