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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