Class: "Battle Medic" [Non-Divine Healer]

Nuntius

First Post
Greetings! I would like your thoughts and suggestions on the folllowing class i've created for our setting. It's my first time doing this, so any feedback will be appreciated.

My friends and I play on a very particular setting were divine forces have been long casted away of the realm, while magic, technology and alchemy have flourished and improved beyond the limits of the basic rules.
In practice, this means that everything "divine" is not available as a class option. It also means that certain things which usually come from divine source (such as healing potions) can be created with advanced alchemical processes, and that potions and certain technological gadgets are easier to obtain than in most settings. I should also say that we play with 3.0 rules, not 3.5.

Trouble remains, however, in the obvious imbalance this brings into player classes. In order to fix some of this, I've been trying to develop a non divine healing class. The key for the class are the alchemical bandages.


Alchemical Bandage:
[sblock]
"This runned piece of cloth has been imbued with strong alchemical oils that instantly heal wounds upon touch. The effectivness of the bandage depends both on the oil qualities and the applier's skill"

1) Bandages comes in levels. A bandage heals it's level in d8+the appliers HEAL skill ranks (up to a maximun of (Bandage lvl x 5) +5. So that a lvl 6 bandage would heal 6d8 + Heal Ranks up to 35, wich basically means "+ whatever")
2) A lvl 0 bandage heals an amount of hit points equals to the appliers HEAL skill ranks, up to a maximun of 5.
3) Applying a bandage it's a full round action, and applying it a to another person demands that person also spends a full round action (staying still)
4) An unused bandage becomes dry after some time, making it useless a day after it has been created. [/sblock]

With that in mind, the class in question would be something like:


Battle Medic:
[sblock]
"Trained both in alchemy and warfare, a battle medic keeps his allies alive with quickly applied bandages he carefully prepares everyday using his Alchemical Engine, mark of his trade"

A) Base attack, saves, hit dice and skills taken directly from the Cleric except for Knowlege (Religion) being swaped for Alchemy as class skill.
B) Alchemical Engine: The Battle Medic carries a technological device called Alchemical Engine at all times. As other things in our settings, this device functions extracting magical energies from a crystallized core. Operating it, the Battle Medic can create a number of Alchemical Bandages per day equal to Spells per Day table of the Cleric (both in number and bandage level), but using INT instead of WIS for the bonuses. (So that a level 4 Battle Medic with 10 int could create 5 lvl 0 bandages, 3 lvl 1 and 2 lvl 2). An Alchemical Engine weights 50lb, cost 500 gold pieces and it's a requiered component to prepare the daily Alchemical Bandages. It can be imagined as a metal backpack, with a shinning shard in it's center and small flasks on it's sides.
C) Battle Mending: The Battle Medic it's an expert in quickly applying bandages during complex situations. Therefore, starting at lvl 1, the Battle Medic can apply them as an standard action (and demading the recipient to expend an idle standard action) instead of the usual full round action.
[/sblock]

So...basically, that would be it :D
I have to say that i wouldn't mind it being a little "underpowered" (considering that right now we simply don't have a heling option). I wouldn't either care about it being a little overpowered, even thought i would rather having him a little weaker than a little stronger that he is supposed to be.
My bigger consern it's him being plain boring. I would rather have him had some more skills so that he is not simply a healbot. In any case, here are some possible balance fixes:

Balace Ideology:
-> The Battle Medic excels at healing, but can do little else. He lacks all the spell options the cleric has, but in exchange he get's stronger heals. On the flip side, his heals are also "harder to use" (because of them forcing the recipient to loose an action). On the other hand, he turns a completly useless skill (Heal) into a very important skill, wich is nice :3

If he would happen to be too strong:
[sblock]
- One could remove the battle mending special ability, or specify that it only works while applying heals to other characters, but not while healing himself.
- One could reduce the maximun skill bonus. I would rather not go this path thought, since skill level x5 it's the basic Cleric maximun level bonus to his skills, and +5 it's the number of a maxed Heal skill with the Skill Focus feat.
- One could keep the healing amount per bandage, but reduce the amount of bandages the Battle Medic can create per day. [/sblock]

If it would happen to be too weak/boring:
[sblock]
- One could grant him skills from other banned clases. I'm thinking about the paladin's Aura of Courage and Remove Desease, which kind of makes sense with the whole theme, without them needing to be divine oriented (and, in the process, recycling other unusable abilities).
- One could grant him certaing bonus feats. I'm thinking about Mobility and Skill Focus: Heal which will be most likely taken by players, indirectly making him better at other areas. On the other hand, i wouldn't know at which level he would gain this benefits.
- One could improve Battle Mending so that applying a bandage consumed a standard action to him only and not to the recipient.
[/sblock]

Well, thanks a lot for reading! Remember that we are still playing 3.0. I'll be waiting for your feedback. Happy new year ^^
 

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The first thing that comes to mind is FF Tactics... The alchemist class has the ability to "throw" a potion at someone and apply it to them without them losing an action. I would take something like that to mind when making this class.

Also I think they shouldn't be limited to only making Alchemical Bandages per day but Alchemical concoctions per day in witch they have the option to make a bandage or other cleric like Alchemical concoctions like chemical cocktail that could fill in for bull strength, haste or whatever other spells that are vital to cleric (when reaching the appropriate level a cleric would need to cast) I would still limit to only things that have normally been made into potions.

well, thats my thoughts. good luck
 

Also I think they shouldn't be limited to only making Alchemical Bandages per day but Alchemical concoctions per day in witch they have the option to make a bandage or other cleric like Alchemical concoctions like chemical cocktail that could fill in for bull strength, haste or whatever other spells that are vital to cleric (when reaching the appropriate level a cleric would need to cast) I would still limit to only things that have normally been made into potions.

Thanks a lot for your answer!

I thought about that while making this first sketch of the class. I mean, the possibility to create potions, but I couldn't find a way to justify the "one day duration" of said potions, neither a credible way of applying them that's not merely drinking them away.

What do you say about the overall power of this class?
Do you find it a little weak? Very weak? Too strong?
More feedback would be enormously appreciated!

EDIT: Talking about this class with a friend we came to notice the cleric's Heal and Heal All spells, wich basically turn this custom-class in an very, very weak version of the Cleric. It would be nice if you could suggest some additions to make him stronger, while kepping him in topic. I was thinking about adding him Auras (that could be the equivalent to the Clerics blessings), explaining them as morale bonuses.
 
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I have a couple thoughts, give him a progressive ability to apply more bandages
2nd level he can apply a bandage to 2 targets within 30ft. the number would increase every 3rd level (3 at lv5, 4 at lv8 ect.)

My thoughts on auras, I would suggest that there be a number of auras to chose from and that he would gain an aura on first level and every 3rd level.
like;
-Viger, lessor; each player within 30 ft of (said class) gain 1 hp per round. Or (said class) uses a heal check to heal 1hp+1 per 5 over 10 on the heal check would be cool. (lets say you average heal check;20, that would heal 3hp per round and 30hp per minute... that might be overpowered, but sounds fun)
You can make several visions of viger. Also explain it as an expert healing (check) using mage hands or something like that to close the distance.
-3rd lv+Viger moderate; 3hp+1 per 5 over 10 on the heal check
-5th lv+Viger; 5hp+1 per 5 over 10 on the heal check
-Aura of the Bull; each allie in 30ft gain +2 STR, including your self.
-Aura of the wolf; each allie in 30ft gain +2 on trip attempts, including your self.
-Aura of true strike; allies weapons are treated as though they wore +1 magic weapons. when within 30ft of you.
-Strikes true form; allies weapons are treated as having one of the fallowing enchantments; Flaming, shock, acid, frost, keen or throwing. When within 30 ft of you.
Explain stuff like that as vibrations made in the weave to bolster allies. (witch brings up, does your campaign have a weave? as it is sort of a product of mystra, lol if not, then say that your infusing them with arcanic energy)

Somewhere around 4th or 6th level give the ability to have 2 auras active at the same time. Then be consistent with that on 8th or 12th level they should then be able to have 3 active at the same time, 12th or 18th level 4 active ect.;b

I would say to be creative with it, but you would want to make enough that whenever an aura is gained theres a good selection to choose from, not just one that better and the obvious pick.
 

this is kinda what I Imagen the class to look like written out properly. I know nothing of auras so this is totally winged. (keep that in mind :b)
But looking at this I would say it's near borderlining over powered. I think it's about right, I'm actually going to through some evil visions of these at my players when I get a chance.:devil:

.pdf --> MEGAUPLOAD - The leading online storage and file delivery service

and word doc if someone wants to tweak it--> MEGAUPLOAD - The leading online storage and file delivery service

Sorry for typos, I forgot to proof read :b
 
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¡Thanks a lot for your feedback, man! I'll keep that PDF for further considering and converting. However, one of my players found out about Pathfinder's "Alchemist" class and it seems to cover all the requiered aspects :P

It is, or so it seems, more powerful than the standard 3.5 classes. That could be a problem. You wouldn't happen to know how to convert the class to the 3.5 standards?

I was thinking about removing the whole Mutagen theme, but i dunno if it would bee too much.

EDIT: Whoaa! Weren't these forums supposed to be separated? xD
 
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¡Thanks a lot for your feedback, man! I'll keep that PDF for further considering and converting. However, one of my players found out about Pathfinder's "Alchemist" class and it seems to cover all the requiered aspects :P

It is, or so it seems, more powerful than the standard 3.5 classes. That could be a problem. You wouldn't happen to know how to convert the class to the 3.5 standards?

I was thinking about removing the whole Mutagen theme, but i dunno if it would bee too much.

EDIT: Whoaa! Weren't these forums supposed to be separated? xD

I personally don't change a thing other then skills when converting back to 3.5 I would leave Mutagen alone, it a sort of rage type ability I think it would be fair. I say do it.
 

I have to say that i wouldn't mind it being a little "underpowered" (considering that right now we simply don't have a heling option).
Bard, Healing Hymn, treat errata the way most of us treat the Complete Psionic.
 

Have you looked at the Healer class in the Miniatures Handbook? It is a class that excels at healing and has little other than that. They eventual get to cast conjuration (healing) without provoking AOO, get to add their CHA modifier to any healing spell they cast. They get to remove various conditions once per day as a class ability and still be able to cast the various Remove spells. They are spontaneous casters with a limited selection of spells like a warmage but focus on healing and curing conditions, raising the dead, ect. Finally, they get a mount like a Paladin but it is a Unicorn.

Other than being a divine caster is fits your concept well.
 

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