0tt3r
2010-12-13, 12:39 PM
The Doctor
His scalpel, as well as his clothes, are covered in blood. You can't be sure if he just killed or saved someone. He is chewing on a plant you saw in the range once, one you thought was poisonous. Yea, you'll go to him if you get sick. He will likely help, but you don't want to be under the knife if he turns on you...
Vitality Die: d6
Class Skills
Bluff, Concentration, Decipher Script, Forgery, Heal, Knowledge (Science, Medicine), Listen, Pharmacy, Search, Spot, Streetwise, Survival
Skill Points at 1st level
(6+ Int Modifier) x 4
Skill Points at each additional level
6 + int modifier
Defences: +2 Will, +1 Fortitude
Base Attack: 1/2
Class Features
Weapon and Armour Proficiency
Doctors are proficient in all simple weapons, as well as the scalpel. Doctors are proficient with no armor.
Talents
Anatomy
Malpractice
Basic: The doctor knows where all the major veins and arteries are located. As part of a standard or full round attack action, he can roll a Knowledge (Medicine) check against a DC of 10 + target's HD. If succesful, the target bleeds for 1 damage for 1d3 rounds.
Intermediate: The doctor can now slash much deeper. The bleed damage increased to 1d3 damage for 1d6+1 rounds.
Master: The doctor's knowledge of veins and arteries is unparalleled. The bleed damage is increased to 1d6 damage for 2d6 rounds. Additionally, for every 5 the doctor exceeds the DC, 1 damage is added each round.
Crippling Strike
Basic: The doctor can aim for a specific body part, and knows exactly where to strike to cripple the targeted area. On a melee attack using a small slashing or piercing weapon (such as a scalpel), the doctor can aim for the following body parts:
Arms: The crippled target takes a -1 to all attack rolls using that use arms or hands as part of the attack.
Legs: The crippled target can not take a free 5 ft. step.
All effects can be removed with a Heal check of 15. A Fortitude save of DC 14 + half doctor level + Int modifier negates any effect.
Intermediate: The doctor can now aim for more areas, and the effects of his previous cripples are now greater.
Arms: The penalty to attack rolls is increased to -2.
Legs: The target's movement speed is halved, on top of losing the free 5 ft step.
Hand: The target must make a Reflex save of DC 10 + 1/2 damage dealt or drop whatever they are holding.
Master: The doctor's intimate knowledge of the body allows him to effectively disable anything he aims for. The DC to remove the effect is increased to 20.
Arms: The penalty to attack rolls is increased to -5. Additionally, strength can not be added to damage, if applicable.
Legs: The target is immobilized.
Hand: If the target fails the Reflex save, he drops the item he is holding, and can not hold anything with that hand.
Eyes: The target is blinded.
Chest: The target takes 1 wound point.
Surgical Strike
Basic: The doctor knows exactly what spot hurts the most. When the target is denied their dex bonus, he adds 1d6 damage to all attacks.
Intermediate: The damage bonus increases to 2d6.
Master: The bonus damage increases to 3d6. Additionally, the target must make a Fortitude save equal to the damage dealt or be stunned for one round.
Physick
BREATHE, DAMNIT*
Basic: The doctor can heal a target's non-fatal wounds. The target must have at least one wound remaining and must have suffered a wound in the last 10 +2x the doctor's level minutes. In a procedure taking ten minutes and requiring absolute concentration and a doctor's tools, the doctor may restore a a single wound to the target.
Intermediate: If the doctor stabilises a dying character, he may restore a number of wound points equal to half the doctor's level. The target may talk normally and eat, however they are otherwise helpless for 24 hours.
Master: If a dying character has failed the save to become stable within a number of minutes equal to the doctor's level, the doctor may attempt to bring the character back to life. This takes a full minute of dedicated concentration and work and requires a heal check against DC15+1 for every minute that the person has been dead. The character brought back becomes merely dying, instead of dead.
I can patch that.
Basic: Using basic medical supplies, a doctor can quickly patch up an ally, even in the heat of battle. As a full-round action, the doctor can make a heal check of DC 12 to heal 1d6+1 per level vitality points. Patching a target provokes an attack of opportunity.
Intermediate: The doctor is at home in the heat of battle. Patching now only takes a standard action, and heals 2d6+1 per level vitality points.
Master: A master of battle, the doctor can now heal as a move action, and it no longer provokes an attack of opportunity. In addition, he has mastered the art of mixing chemicals to make the perfect anti-septic. The doctor can prepare a special salve that only he knows how to use by spending 10 minutes and succeeding on a DC 25 Heal check. If this salve is used to patch a target, the patched target has a +2 bonus on all rolls.
As long as it is not a tumor...
Basic: The doctor can use his plethora of medical tools to perform surgery on a target. Surgery takes 30 uninterrupted minutes, and, if the doctor succeeds on a heal check of DC 20, it restores 1d3 Dexterity, Constitution, or Strength damage, doctor's choice. The target must not do anything strenuous for 1d6 hours after surgery, or the damage returns. The doctor uses (value) of medical materials in the surgery. This materials must be obtained from a proper, city hospital.
Intermediate: The doctor is much more efficient at surgery. Though he still needs (value) of medical materials, only half must be obtained from a proper, city hospital, and is not consumed in the surgery. The other half may be scrounged together on the range, but is still consumed in the surgery.
Master: Armed with only a scalpel, a needle, and some thread, a doctor's surgery now restores 1d3+1 Dexterity, Constitution, and Strength damage. Additionally, for every 3 the doctor increases the DC of the check by, he can reduce the time of surgery by 5 minutes, to a minimum of 10 minutes.
Medicine
Pharmacy** (Skill)
(Class skill of Doctors only)
You can create helpful drugs against various ailments, and powerful tonics to strengthen your allies.
Creating a drug or tonic takes 4 hours, a laboratory, raw materials worth [cost] and an apothecary check DC 15. All tonics (with the exception of teh revitalizing tonic) provide a bonus, which lasts for 6 hours after drinking the tonic, while drugs apply until the next save to which they apply is made, or for 24 hours, whichever comes first.
Tonics:
Revitalizing: this tonic restores 1d6 vitality points and removes the fatigued condition from the consumer.
Energizing: this tonic provides a +2 morale bonus on all skill checks, attack rolls and saves.
Invigorating: this tonic provides a +2 medicine bonus to strength.
Relaxing: this tonic provides a +2 medicine bonus to dexterity.
Toughening: this tonic provides a +2 medicine bonus to constitution.
Drugs:
When making a drug, choose a specific poison (i.e. rattlesnake venom) or disease (i.e. the Blackwater Taint). The drug provides the one drinking it a +5 medicine bonus on his next save against that disease or poison.
Herbalist**
Basic: By spending four hours in the range or wild, the doctor can gather herbal ingredients for his medicines. This means that he only has to pay half the base cost when next preparing a tonic or drug.
Improved: When gathering ingredients on the range, the doctor no longer has to use any costly ingredients when making drugs or tonics.
Master: All drugs and tonics created by the doctor provide double their normal bonus, or in the case of the revitalizing tonic, heals 2d6 points of damage.
The Scalpel
The scalpel is an extremely sharp instrument used for surgical purposes. Some doctors, however, see the value of using a scalpel in a fight.
The Scalpel: Cost: (value). Dmg 1d3 Crit: 18-20/2 wounds
*Courtesy cheezewizz2000
**Courtesy Eldan
The Doctor is a class for the Farmpunk setting (http://www.giantitp.com/forums/showthread.php?t=176818&highlight=farmpunk) / system being brewed on these boards. It is E8, and I tried to balance the talents off of that. We might be starting with 3 talents, gaining one at every odd level, and improving one at every even level. The (value) tag is there because I have no idea how currency is going to be done, or what to balance that around. This is my first real homebrew, so comments are appreciated! If you have a fancy sounding description, a fantastic name, or any other nice fluff, that would be helpful.
EDIT: Suggestions taken, cheezewizz2000 credited
EDIT: More suggestions taken, medicine tree reworked.
His scalpel, as well as his clothes, are covered in blood. You can't be sure if he just killed or saved someone. He is chewing on a plant you saw in the range once, one you thought was poisonous. Yea, you'll go to him if you get sick. He will likely help, but you don't want to be under the knife if he turns on you...
Vitality Die: d6
Class Skills
Bluff, Concentration, Decipher Script, Forgery, Heal, Knowledge (Science, Medicine), Listen, Pharmacy, Search, Spot, Streetwise, Survival
Skill Points at 1st level
(6+ Int Modifier) x 4
Skill Points at each additional level
6 + int modifier
Defences: +2 Will, +1 Fortitude
Base Attack: 1/2
Class Features
Weapon and Armour Proficiency
Doctors are proficient in all simple weapons, as well as the scalpel. Doctors are proficient with no armor.
Talents
Anatomy
Malpractice
Basic: The doctor knows where all the major veins and arteries are located. As part of a standard or full round attack action, he can roll a Knowledge (Medicine) check against a DC of 10 + target's HD. If succesful, the target bleeds for 1 damage for 1d3 rounds.
Intermediate: The doctor can now slash much deeper. The bleed damage increased to 1d3 damage for 1d6+1 rounds.
Master: The doctor's knowledge of veins and arteries is unparalleled. The bleed damage is increased to 1d6 damage for 2d6 rounds. Additionally, for every 5 the doctor exceeds the DC, 1 damage is added each round.
Crippling Strike
Basic: The doctor can aim for a specific body part, and knows exactly where to strike to cripple the targeted area. On a melee attack using a small slashing or piercing weapon (such as a scalpel), the doctor can aim for the following body parts:
Arms: The crippled target takes a -1 to all attack rolls using that use arms or hands as part of the attack.
Legs: The crippled target can not take a free 5 ft. step.
All effects can be removed with a Heal check of 15. A Fortitude save of DC 14 + half doctor level + Int modifier negates any effect.
Intermediate: The doctor can now aim for more areas, and the effects of his previous cripples are now greater.
Arms: The penalty to attack rolls is increased to -2.
Legs: The target's movement speed is halved, on top of losing the free 5 ft step.
Hand: The target must make a Reflex save of DC 10 + 1/2 damage dealt or drop whatever they are holding.
Master: The doctor's intimate knowledge of the body allows him to effectively disable anything he aims for. The DC to remove the effect is increased to 20.
Arms: The penalty to attack rolls is increased to -5. Additionally, strength can not be added to damage, if applicable.
Legs: The target is immobilized.
Hand: If the target fails the Reflex save, he drops the item he is holding, and can not hold anything with that hand.
Eyes: The target is blinded.
Chest: The target takes 1 wound point.
Surgical Strike
Basic: The doctor knows exactly what spot hurts the most. When the target is denied their dex bonus, he adds 1d6 damage to all attacks.
Intermediate: The damage bonus increases to 2d6.
Master: The bonus damage increases to 3d6. Additionally, the target must make a Fortitude save equal to the damage dealt or be stunned for one round.
Physick
BREATHE, DAMNIT*
Basic: The doctor can heal a target's non-fatal wounds. The target must have at least one wound remaining and must have suffered a wound in the last 10 +2x the doctor's level minutes. In a procedure taking ten minutes and requiring absolute concentration and a doctor's tools, the doctor may restore a a single wound to the target.
Intermediate: If the doctor stabilises a dying character, he may restore a number of wound points equal to half the doctor's level. The target may talk normally and eat, however they are otherwise helpless for 24 hours.
Master: If a dying character has failed the save to become stable within a number of minutes equal to the doctor's level, the doctor may attempt to bring the character back to life. This takes a full minute of dedicated concentration and work and requires a heal check against DC15+1 for every minute that the person has been dead. The character brought back becomes merely dying, instead of dead.
I can patch that.
Basic: Using basic medical supplies, a doctor can quickly patch up an ally, even in the heat of battle. As a full-round action, the doctor can make a heal check of DC 12 to heal 1d6+1 per level vitality points. Patching a target provokes an attack of opportunity.
Intermediate: The doctor is at home in the heat of battle. Patching now only takes a standard action, and heals 2d6+1 per level vitality points.
Master: A master of battle, the doctor can now heal as a move action, and it no longer provokes an attack of opportunity. In addition, he has mastered the art of mixing chemicals to make the perfect anti-septic. The doctor can prepare a special salve that only he knows how to use by spending 10 minutes and succeeding on a DC 25 Heal check. If this salve is used to patch a target, the patched target has a +2 bonus on all rolls.
As long as it is not a tumor...
Basic: The doctor can use his plethora of medical tools to perform surgery on a target. Surgery takes 30 uninterrupted minutes, and, if the doctor succeeds on a heal check of DC 20, it restores 1d3 Dexterity, Constitution, or Strength damage, doctor's choice. The target must not do anything strenuous for 1d6 hours after surgery, or the damage returns. The doctor uses (value) of medical materials in the surgery. This materials must be obtained from a proper, city hospital.
Intermediate: The doctor is much more efficient at surgery. Though he still needs (value) of medical materials, only half must be obtained from a proper, city hospital, and is not consumed in the surgery. The other half may be scrounged together on the range, but is still consumed in the surgery.
Master: Armed with only a scalpel, a needle, and some thread, a doctor's surgery now restores 1d3+1 Dexterity, Constitution, and Strength damage. Additionally, for every 3 the doctor increases the DC of the check by, he can reduce the time of surgery by 5 minutes, to a minimum of 10 minutes.
Medicine
Pharmacy** (Skill)
(Class skill of Doctors only)
You can create helpful drugs against various ailments, and powerful tonics to strengthen your allies.
Creating a drug or tonic takes 4 hours, a laboratory, raw materials worth [cost] and an apothecary check DC 15. All tonics (with the exception of teh revitalizing tonic) provide a bonus, which lasts for 6 hours after drinking the tonic, while drugs apply until the next save to which they apply is made, or for 24 hours, whichever comes first.
Tonics:
Revitalizing: this tonic restores 1d6 vitality points and removes the fatigued condition from the consumer.
Energizing: this tonic provides a +2 morale bonus on all skill checks, attack rolls and saves.
Invigorating: this tonic provides a +2 medicine bonus to strength.
Relaxing: this tonic provides a +2 medicine bonus to dexterity.
Toughening: this tonic provides a +2 medicine bonus to constitution.
Drugs:
When making a drug, choose a specific poison (i.e. rattlesnake venom) or disease (i.e. the Blackwater Taint). The drug provides the one drinking it a +5 medicine bonus on his next save against that disease or poison.
Herbalist**
Basic: By spending four hours in the range or wild, the doctor can gather herbal ingredients for his medicines. This means that he only has to pay half the base cost when next preparing a tonic or drug.
Improved: When gathering ingredients on the range, the doctor no longer has to use any costly ingredients when making drugs or tonics.
Master: All drugs and tonics created by the doctor provide double their normal bonus, or in the case of the revitalizing tonic, heals 2d6 points of damage.
The Scalpel
The scalpel is an extremely sharp instrument used for surgical purposes. Some doctors, however, see the value of using a scalpel in a fight.
The Scalpel: Cost: (value). Dmg 1d3 Crit: 18-20/2 wounds
*Courtesy cheezewizz2000
**Courtesy Eldan
The Doctor is a class for the Farmpunk setting (http://www.giantitp.com/forums/showthread.php?t=176818&highlight=farmpunk) / system being brewed on these boards. It is E8, and I tried to balance the talents off of that. We might be starting with 3 talents, gaining one at every odd level, and improving one at every even level. The (value) tag is there because I have no idea how currency is going to be done, or what to balance that around. This is my first real homebrew, so comments are appreciated! If you have a fancy sounding description, a fantastic name, or any other nice fluff, that would be helpful.
EDIT: Suggestions taken, cheezewizz2000 credited
EDIT: More suggestions taken, medicine tree reworked.