Angry Bob
2010-01-05, 10:29 AM
The Master Surgeon is a class that has a double focus on combat and on healing, using its skills in one to supplement the other.
Entry Requirements
Base Attack Bonus: +6
Skills: Heal 8
Feats: Weapon Focus (any light slashing weapon)
Alignment: Neutral Good, Lawful Neutral, Neutral, Or Neutral Evil. These Surgeons occasionally serve one cause or another, or learn the skills to exploit them during torture sessions, but all try to maintain a degree of objectivity.
Class Features
BaB: 3/4
Good Saves: Fort
Skills: Concentration, Craft, Heal, Knowledge (Arcana, Dungeoneering, Nature, The Planes), Profession, Search, Spot
Proficiencies: The Battle Surgeon is is proficient with all light slashing weapons (Including exotic ones).
Hit Die: d10
Class Features:
Improved Healing (Ex, Su): A Master Surgeon can make a heal check on a willing or helpless subject to emulate a cure or inflict spell, using their class level as their caster level. This check takes at least 10 minutes to perform. The DC for Humanoids, Monstrous Humanoids, Giants, Vermin (Other than swarms), and Animals is 18. The DC for Aberrations, Dragons, Magical Beasts, and Plant Creatures is 23. The DC for Outsiders, Elementals, and Fey is 28. This ability can't be used on incorporeal creatures, creatures without a discernible anatomy, constructs, undead, or oozes. If the surgeon makes the DC, the effect is that of a cure or inflict light wounds. The more the result beats the DC by, the effect improves as such:
By 5: Cure/inflict moderate wounds.
By 10: Cure/inflict serious wounds, only at class level 3th or higher
By 20: Cure/inflict critical wounds, Restoration, or Poison. Only at class level 5th or higher
By 40: Raise dead or revive outsider, whichever is appropriate, or slay living. Only at class level 10th. This is a supernatural ability.
Surgeons with the intent to emulate the effects of a spell with a costly material component require equipment and exotic materials that cost as much, though they do not need to pay XP. This ability may be used once per day per subject.
Surgeon's Skill: A Master Surgeon uses his intelligence bonus instead of his wisdom bonus to modify his heal and spot checks. Also, he adds his class level as a competence bonus to his heal checks, as well as knowledge checks dealing with creatures.
At 3rd level, he can make a heal check to provide first aid as a move action.
At 6th level, he can take 10 on any heal check, even if circumstances would dictate otherwise.
Surgeon's Eye: A Master Surgeon is adept at picking out weak spots and vulnerabilities that others miss.
At level 2, A Master Surgeon may make critical hits on creatures that are otherwise immune to them.
At level 3, He may examine an opponent as a move action. If he succeeds on a DC 20 Heal Check, the next attack he makes against that opponent during that round's threat range is doubled and the critical multiplier increases by 1. For each 10 the result beats the DC by, the threat range increases by 1(after doubling) and for each 20, the critical multiplier increases by 1. At level 8, this examination is a made as a swift action.
Surgeon's Blade: A Master Surgeon can make an attack that cripples an opponent by exploiting his knowledge of its anatomy and physiology.
At level 7, whenever a Master Surgeon makes a successful critical hit, he deals an additional 1d4 strength, dexterity, or constitution damage.
At level 9, the damage increases to 1d8 and can be divided into damage to different abilities. For instance, Streg makes a successful critical hit against an opponent. He rolls 5 for ability damage. He can choose to deal 3 constitution damage, 1 dexterity damage, and 1 strength damage.
This is my first time doing this. If it's really that bad, don't hold back on my account.
Entry Requirements
Base Attack Bonus: +6
Skills: Heal 8
Feats: Weapon Focus (any light slashing weapon)
Alignment: Neutral Good, Lawful Neutral, Neutral, Or Neutral Evil. These Surgeons occasionally serve one cause or another, or learn the skills to exploit them during torture sessions, but all try to maintain a degree of objectivity.
Class Features
BaB: 3/4
Good Saves: Fort
Skills: Concentration, Craft, Heal, Knowledge (Arcana, Dungeoneering, Nature, The Planes), Profession, Search, Spot
Proficiencies: The Battle Surgeon is is proficient with all light slashing weapons (Including exotic ones).
Hit Die: d10
Class Features:
Improved Healing (Ex, Su): A Master Surgeon can make a heal check on a willing or helpless subject to emulate a cure or inflict spell, using their class level as their caster level. This check takes at least 10 minutes to perform. The DC for Humanoids, Monstrous Humanoids, Giants, Vermin (Other than swarms), and Animals is 18. The DC for Aberrations, Dragons, Magical Beasts, and Plant Creatures is 23. The DC for Outsiders, Elementals, and Fey is 28. This ability can't be used on incorporeal creatures, creatures without a discernible anatomy, constructs, undead, or oozes. If the surgeon makes the DC, the effect is that of a cure or inflict light wounds. The more the result beats the DC by, the effect improves as such:
By 5: Cure/inflict moderate wounds.
By 10: Cure/inflict serious wounds, only at class level 3th or higher
By 20: Cure/inflict critical wounds, Restoration, or Poison. Only at class level 5th or higher
By 40: Raise dead or revive outsider, whichever is appropriate, or slay living. Only at class level 10th. This is a supernatural ability.
Surgeons with the intent to emulate the effects of a spell with a costly material component require equipment and exotic materials that cost as much, though they do not need to pay XP. This ability may be used once per day per subject.
Surgeon's Skill: A Master Surgeon uses his intelligence bonus instead of his wisdom bonus to modify his heal and spot checks. Also, he adds his class level as a competence bonus to his heal checks, as well as knowledge checks dealing with creatures.
At 3rd level, he can make a heal check to provide first aid as a move action.
At 6th level, he can take 10 on any heal check, even if circumstances would dictate otherwise.
Surgeon's Eye: A Master Surgeon is adept at picking out weak spots and vulnerabilities that others miss.
At level 2, A Master Surgeon may make critical hits on creatures that are otherwise immune to them.
At level 3, He may examine an opponent as a move action. If he succeeds on a DC 20 Heal Check, the next attack he makes against that opponent during that round's threat range is doubled and the critical multiplier increases by 1. For each 10 the result beats the DC by, the threat range increases by 1(after doubling) and for each 20, the critical multiplier increases by 1. At level 8, this examination is a made as a swift action.
Surgeon's Blade: A Master Surgeon can make an attack that cripples an opponent by exploiting his knowledge of its anatomy and physiology.
At level 7, whenever a Master Surgeon makes a successful critical hit, he deals an additional 1d4 strength, dexterity, or constitution damage.
At level 9, the damage increases to 1d8 and can be divided into damage to different abilities. For instance, Streg makes a successful critical hit against an opponent. He rolls 5 for ability damage. He can choose to deal 3 constitution damage, 1 dexterity damage, and 1 strength damage.
This is my first time doing this. If it's really that bad, don't hold back on my account.