Tuesday, March 1, 2016

Healer NPC

I thought that an NPC class, similar to Alchemists and Lackeys, but aimed at healing and curing might be appreciated.  Here's a draft:




HEALERS (NPC CLASS)


 


Prime Requisite: Wisdom


Experience Bonus: 5% if  Wisdom 13+, 10% if Wisdom 16+.


Hit Dice:  1d4 per level until 6th


Maximum Level: 6


Armor:  none


Weapons:  club, staff and dagger.   


Special Abilities:   


Healers are those trained in the mundane and herbalistic traditions of caring for injuries.  Unlike other classes, Healers can be in almost any race from humans to halflings to goblins.




CLASS DETAILS


Prime Requisite:  A Healer's prime requisite is Wisodm.  If the Healer has a Wisdom of 13-15 he gains a +5% experience bonus.  If the Healer has Wisdom of 16-18 he gains a +10% experience bonus.


Hit Dice: Roll a d4 to determine a Healer's hit points, plus Constitution bonus, if any.  He gets 1d4 extra points plus Con bonus for each experience level thereafter until 6th level, the maxmimum level for Healers.


Armor: A Healer cannot wear armor or use a shield. 


Weapons:  A Healer may use clubs, staffs or daggers in combat


SPECIAL ABILITIES




Skilled Nurse: up to 4 patients under the healer’s care will double their natural healing rate while resting.




Herbal Healer: adds one additional hit point of healing when using comfrey root, also adds 20% to the chance of success when using birthroot, chaulmoogra oil, golden rod, tamarind, or white byrony,


 


 Battlefield Surgeon:, a Healer has developed sufficient skill at sewing up wounds that he can cure 1d6 hit points of damage, once per person (1 turn—10 minutes-- of work each) after each battle that is fought.  This requires needle and thread, a supply of cloth for bandages and 1 pint of wine or strong waters per patient.  The attempt is not automatic, he must roll the highest of his Intelligence, Wisdom or Dexterity or less on a d20.




Treat Poison: roll Wisdom or less on d20 to successfully reduce a deadly poison attack into unconsciousness and sickness that will incapacitate victim for 1d6 days or until magical cure or successful treatment with White Lotus.


 


Treat Disease:  roll Wisdom or less on d20 to successfully reduce a deadly disease into feebleness which lasts 1d6 days.  Success on a non-lethal disease reduces the duration by half.




Master Herbalist: the healer can make potions of healing and potions of extra healing using simple pots and gourds and secret herbal remedies.   A healing potion takes 1d4 weeks to concoct, an extra healing potion takes 2d6 weeks to concoct.  The healer must be undisturbed during the entire process.  He must have access to a supply of fresh herbs to try this.




Master Surgeon:  the healer’s surgery attempts cure 2d6 hit points instead of 1d6.


 
MAXIMUM EXPERIENCE LEVEL


Since Healers are specifically trained and function as peaceful healers, they cannot progress past the 6th level of experience.


 


HEALER SAVING THROWS:


Healers use the same saving throw tables as clerics.



HEALER COMBAT:


Healers use the same attack tables as magic-users, and do not gain combat options or maneuvers except those available to all classes.


 
HEALER EXPERIENCE TABLE


EXP LEVEL
EXP POINTS
HD
POWERS
1
0
1d4
Skilled Nurse, Herbal Healer
2
1200
2d4
Battlefield Surgeon
3
2400
3d4
Treat Poison
4
4800
4d4
Treat Disease
5
9600
5d4
Master Herbalist
6
19.200
6d4
Master Surgeon


 

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