and one more for the Orc fans:


"How did you get impaled on a warclub??"

Medicine women are the more traditional worshipers of Luthic, subservient and devoted to healing the warriors of their tribe from the results of their lack of anger management control.

Any female worshiper of Luthic will do.

Race, Gender: Female Orc
Patron: Luthic
Divine Spellcasting: Must be able to cast 3rd Level spells from the Cleric list.
Skills: Heal 8 ranks, Knowledge (Religion) 6 ranks
Feats: Augment Healing, Domain Focus

Class Skills
The Medicine Woman's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana, Local, Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Protection
2. +1    +3     +0     +3    Healing, +1 Level of existing Divine casting class
3. +2    +3     +1     +3    Wisdom, +1 Level of existing Divine casting class
4. +3    +4     +1     +4    Protection
5. +3    +4     +1     +4    Healing, +1 Level of existing Divine casting class
6. +4    +5     +2     +5    Wisdom, +1 Level of existing Divine casting class
7. +5    +5     +2     +5    Protection
8. +6    +6     +2     +6    Healing, +1 Level of existing Divine casting class
9. +6    +6     +3     +6    Wisdom, +1 Level of existing Divine casting class
10.+7    +7     +3     +7    Elder, +1 Level of existing Divine casting class
Weapon Proficiencies: A Medicine Woman gains no new Weapon or Armor proficiencies.

Protection (Su): Beginning at 1st Level you may cast one Abjuration spell per day on an Ally as a Swift Action. This increases to twice a day at Level 4, and 3/day at Level 7.

Healing (Ex): At 2nd Level you may spontaneously cast both Cure and Inflict spells.

At 5th Level you add your Wisdom Modifier to the amount of hit point damage your spells heal. For example if you have a +4 Wisdom modifier and your spell heals 1d8 hp, it now heals 1d8+4.

At 8th Level you when you use a Heal Check to perform First Aid or long term care, you heal an additional amount of hit points equal to your Wisdom Modifier.

Wisdom (Ex): At Levels 3, 6, and 9 gain a permanent +2 Competence Bonus on any skill that keys off of Int, Wis or Cha. The same skill may be chosen more than once.

Elder (Ex): At Level 10 you gain Leadership as a Bonus Feat, and a Bonus to your Leadership score equal to your Wisdom Modifier.

In addition to being a healer, you also act as a fertility expert and midwife. You bring all new Orcs into the world, and then have the thankless task of trying to keep them alive despite their intentions to die gloriously in a suicide run. It's a good thing your faith is blind...
Combat: Medicine Women are prohibited from participating in combat in any position other than medics. The male Orcs don't like being showed up by their women, and they also don't want to risk losing their healers either.
Advancement: Medicine Women are under tremendous pressure from their tribe to conform to certain social standards, and as such this effects their advancement as they are always called upon to perfect certain skills at the expense of all else.
Resources: So long as they do whats considered 'right and proper' the Medicine Women have the full support of your tribe.

"Yeah she is a woman, but she helped me back up when the Elves knocked me down and put the boot in. I owe her."
Your will is unbreakable. It has to be with the crap you put up with. No one else has to deliver babies, endure things being mansplained to her, and then surgically remove magically awakened bees from the kidney of one of the more reckless youths.
Daily Life: You're pretty much the local nurse/obgyn/trauma specialist. The boys call you weak, the boys leave and get hurt, the boys come back and ask you to remove the Elven swords from their spines. Ungrateful pricks, the lot of them.
Organizations: All Medicine Women are members of Luthics clergy, and pretty much forbidden to join outside groups which may influence them.

NPC Reaction
You're an Orc. Most NPC's will never see anything but that, sadly. Even your own kind aren't incredibly supportive due to their innate misogyny. Kind of hypocritical since you're the one who keeps them alive.

This assumes this will be an all Orc campaign if the DM holds true to the standard D&D Orc cosmology.
Adaptation: This is probably more limited to NPC's, unless of course the unlikely event is that the DM is holding his campaign in an Orc nunnery.
Encounters: Unless there is a massive war effort, or the PC's are present at an Orc settlement it is unlikely they will be exposed to the well cloistered Medicine Women.

Sample Encounter
EL 12: The PC's are hired by a pudgy Orc hottie to provide protection from the Elves while she travels to rid one of her tribes Queens from some sort of curse of infertility. Normally you wouldn't deal with Orcs, but the local snooty Elf population has pissed you off for the last time...

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d8
Skills Points at Each Level : 2 + int
Wisdom At Level 23 and every 3 Levels thereafter you gain an additional+2 Competence Bonus to an appropriate skill.
Bonus Feats: The Epic Medicine Woman gains a Bonus Feat every 4 levels higher than 20th