MethodicalMeat
2007-07-31, 12:49 PM
Alright, I don't have a class chart mapped out yet, but I wanted to run the Surgeon's key ability by the community. Keep in mind that this is only the most basic use of Surgery, and is also not the only thing the Surgeon will be able to do. Suggestions for the Surgery ability as well as suggestions for other class abilties are welcome and encouraged.
HD: d6
Class Skills: Concentration, Craft, Craft (Poisonmaking), Heal, Knowledge (Herblore, Medicine), Profession, Spot
Skill Points at First Level: 2+Int modifier x 4
Skill Points at each Additional Level: 2+Int Modifier
Current Class Ability list:
Surgery (Under Construction)
Surgical Strike (Sneak Attack, perhaps at d4 bonus damage instead of d6?)
Iron Stomach (+4 on saves to resist being nauseated, sickened or otherwise affected by violent or disgusting scenes)
Surgery All surgery checks rely on the Heal skill.
Quick Surgery or Stitch 'em up
The surgeon makes a DC 15 Heal check which requires two full round actions and provokes attacks of oppurtunity. For every point by which the check exceeds the DC, the subject recovers 1 HP. The Surgeon must move into the subjects square and the subject must remain still (i.e., no moving, attacking, spell casting, etc.). Purely mental actions are allowed. The surgeon may only restore HP per surgery equal to his Surgeon level plus his ranks in Heal. The Surgeon may preform quick Surgery on himself, but he does so at a -5 penalty. A result of a natural 1 deals 2d4 points of slashing and piercing damage to the subject. Any other failure deals 1d4 damage to the subject. Subjects with natural armor or applicable damage reduction (i.e., any DR that would prevent basic piercing and slashing damage) cause the Surgeon to suffer a penalty on his heal check equal to the natural armor of DR value. Surgery cannot be performed on a subject wearing armor, so it must be removed before a subject can be worked on. Leather and hide armors can be split open, but this ruins them.
Additional surgery is possible, but risky. Each additional quick surgery perfomed causes the surgeon to suffer a cumulative -5 penalty on his heal checks on the subject (this includes basic uses, such as stabilization and caltrop wound treatment) until the subject has had a chance to heal at least one hit point naturally. Any subject raised from negatives to at least 1 HP is nauseated for 1 minute, then sickened for one hour. Additionally, any subject who recieves the full extent of a Surgeon's skills (max amount of health healed, regardless of how much the subject is missing) is sickened for one hour. A surgeon need not administer the full amount of healing form a surgery check, he may opt to instead heal less than his check would otherwise allow.
Basic Surgery or 'Ere, bite down on this stick
As Quick surgery except: Penalty for additional surgeries drops to -2, max healing per surgery is twice your level plus surgeon's heal ranks. Requires at least 1 hour, if interupted, subject takes 1d6 damage and surgery attempt counts toward cumulative penalty.
Therapy or Don't worry it's all in your 'ead
A surgeon may accelerate ability score healing by two extra points per day. This requires intensive physical or mental therapy, lasting eight hours, and uses up 50 gp worth of exotic drugs and medicines and a DC 25 heal check.
Surgical Strike
If a surgeon studies an opponent for at least three rounds without being noticed as a threat, or attacks while the opponent is helpless or prone, he does 1d4 bonus damage when wielding a light piercing or slashing weapon. This ability only works against creatures with discernable humanoid anatomies, including humanoid corporeal undead (this assumes that the surgeon is also a humanoid). This ability increases by 1d4 every four levels.
Disection
The surgeon may attempt to learn the cause of death of a humanoid corpse by making a heal check. The result of the check deterimes how much the surgeon learns. ((Table for check results forthcoming))
Okay, let the brutal criticism begin!:smalleek:
HD: d6
Class Skills: Concentration, Craft, Craft (Poisonmaking), Heal, Knowledge (Herblore, Medicine), Profession, Spot
Skill Points at First Level: 2+Int modifier x 4
Skill Points at each Additional Level: 2+Int Modifier
Current Class Ability list:
Surgery (Under Construction)
Surgical Strike (Sneak Attack, perhaps at d4 bonus damage instead of d6?)
Iron Stomach (+4 on saves to resist being nauseated, sickened or otherwise affected by violent or disgusting scenes)
Surgery All surgery checks rely on the Heal skill.
Quick Surgery or Stitch 'em up
The surgeon makes a DC 15 Heal check which requires two full round actions and provokes attacks of oppurtunity. For every point by which the check exceeds the DC, the subject recovers 1 HP. The Surgeon must move into the subjects square and the subject must remain still (i.e., no moving, attacking, spell casting, etc.). Purely mental actions are allowed. The surgeon may only restore HP per surgery equal to his Surgeon level plus his ranks in Heal. The Surgeon may preform quick Surgery on himself, but he does so at a -5 penalty. A result of a natural 1 deals 2d4 points of slashing and piercing damage to the subject. Any other failure deals 1d4 damage to the subject. Subjects with natural armor or applicable damage reduction (i.e., any DR that would prevent basic piercing and slashing damage) cause the Surgeon to suffer a penalty on his heal check equal to the natural armor of DR value. Surgery cannot be performed on a subject wearing armor, so it must be removed before a subject can be worked on. Leather and hide armors can be split open, but this ruins them.
Additional surgery is possible, but risky. Each additional quick surgery perfomed causes the surgeon to suffer a cumulative -5 penalty on his heal checks on the subject (this includes basic uses, such as stabilization and caltrop wound treatment) until the subject has had a chance to heal at least one hit point naturally. Any subject raised from negatives to at least 1 HP is nauseated for 1 minute, then sickened for one hour. Additionally, any subject who recieves the full extent of a Surgeon's skills (max amount of health healed, regardless of how much the subject is missing) is sickened for one hour. A surgeon need not administer the full amount of healing form a surgery check, he may opt to instead heal less than his check would otherwise allow.
Basic Surgery or 'Ere, bite down on this stick
As Quick surgery except: Penalty for additional surgeries drops to -2, max healing per surgery is twice your level plus surgeon's heal ranks. Requires at least 1 hour, if interupted, subject takes 1d6 damage and surgery attempt counts toward cumulative penalty.
Therapy or Don't worry it's all in your 'ead
A surgeon may accelerate ability score healing by two extra points per day. This requires intensive physical or mental therapy, lasting eight hours, and uses up 50 gp worth of exotic drugs and medicines and a DC 25 heal check.
Surgical Strike
If a surgeon studies an opponent for at least three rounds without being noticed as a threat, or attacks while the opponent is helpless or prone, he does 1d4 bonus damage when wielding a light piercing or slashing weapon. This ability only works against creatures with discernable humanoid anatomies, including humanoid corporeal undead (this assumes that the surgeon is also a humanoid). This ability increases by 1d4 every four levels.
Disection
The surgeon may attempt to learn the cause of death of a humanoid corpse by making a heal check. The result of the check deterimes how much the surgeon learns. ((Table for check results forthcoming))
Okay, let the brutal criticism begin!:smalleek: