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Non spellcasting healer
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<blockquote data-quote="questing gm" data-source="post: 2032739" data-attributes="member: 24003"><p><strong>a few draft ideas, need some feedback ?</strong></p><p></p><p>i've list out and made up some possible class features that this mundane healer should have (so far i've named it the Medic but i'm still toying with the word Chaplain...) Here goes....</p><p></p><p>Healer</p><p>A Medic can multiclass with Cleric levels without losing any of the class features. For the purpose of calculating XP penalty for multclassing, Medic and Cleric levels are added together and considered as one class. </p><p></p><p>Combat Medicine</p><p>A Medic learns to adapt to combat situations where anyone could easily be hurt. Therefore, a Medic knows the simple curatives and immediate remedies that are required to dress those simple wounds quickly and tend to those that are more gravely wounded. </p><p>The Medic, as a free action may heal 1 HP to a single character, up to the amount of characters, ¼ the Medic’s ranks in the Heal skill (rounded up) per day. As a standard action, the Medic may make a Heal skill check (DC 15) to be able to heal 1d8+1 HP for every level to a single character. The Medic could do this up to the amount of characters, ¼ of the Medic’s ranks in the Heal skill (rounded up) per day. If the Medic fails the check, he still heals 1 HP to that character. </p><p>Both of these skills could only be used once on each character per day.</p><p>At 3rd level, as a standard action, the Medic may heal 2d8+1 HP for every level to a single character, up to the amount of characters ¼ the Medic’s ranks in the Heal skill (rounded up) per day. At every odd level hereafter (5th and 7th), add an additional 1d8 to this ability. </p><p>At 9th level, the Medic may choose to use the standard action healing at 1d8+1 for every level to a single character, up to the amount of characters ½ of the Medic’s ranks in the Heal skill (rounded up) per day or still heal at its current rate. At 11th level and every level hereafter (13th, 15th & 17th), the Medic adds an additional 1d8 to this ability. For example, if your character chooses to change her healing capabilities to 1d8+1 for every level at 9th level up to the maximum of characters ½ her ranks in the Heal skill per day, she permanently loses her ability to heal at 4d8+1/level up to the maximum amount of characters ¼ her ranks in Heal per day. However, when she reaches 13th level, she could heal 2d8+1/level, up to the maximum of characters ½ her ranks in Heal per day.</p><p></p><p>Poison Treatment</p><p>At 4th level, the Medic could provide temporary antidotes to prevent the effects of a poison until a proper cure is found. As a standard action, the Medic could make a Heal check (Poison’s save DC+5). If successful, the character as though has the spell delay poison cast onto her. At 6th level, as a full round action, the Medic could make a Heal check (Poison’s save DC+10). If successful, the character as though has the spell neutralize poison cast onto her. </p><p></p><p>Surgery</p><p>At 4th level, the Medic may perform surgeries on characters to cure any sickness. The Medic must have a masterwork Healers’ Kit to perform a surgery or suffer a –4 penalty to the Heal check. When performing a surgery, the character must choose to perform which kind of surgery. A surgery takes half a day (unless performing a Revival Surgery ; see below) and the Medic must rest for a full day before he can perform another surgery. </p><p> </p><p>Removal Surgery : The Medic makes a Heal check (DC 20). If successful, the Medic has as though effectively cast a remove blindness/deafness spell or a remove disease spell. If the Medic fails the check by 5, the surgery ends badly and the character which is being operated on takes a temporary 1d4 damage to her Constitution score.</p><p></p><p>Revival Surgery : The Medic can only perform this surgery at 8th level onwards. This form of surgery requires a full day. The Medic makes a Heal check (DC 25). If successful, the Medic ends any and all of the following adverse conditions affecting the one the Medic is operating on ; ability damage, blinded, deafened, diseased and poisoned. The Medic also cures 10 HP of damage per level to a maximum of 150 points at 15th level. If the Medic fails the check by 5, the surgery ends badly and the character which is being operated on takes a temporary 3d4 damage to her Constitution score. </p><p></p><p>A character who undergoes surgery is fatigued and requires a minimum of full day rest with long term care (refer to PHB page 75). </p><p></p><p>Minor Medical Miracle</p><p>At 10th level onwards, a Medic could save a character reduced to –10 HP or lower. If the Medic is able to begin surgery (see above) within 3 rounds of the character’s death, he can make a Heal check (DC 30) and the Medic can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilized and be restored to 0 HP. If the Medic fails the skill check or the patient fails the save, the dead character can’t be saved.</p><p></p><p>Medical Miracle</p><p>At 13th level onwards, a Medic can revive a character reduced to –10 HP or lower. If the Medic is able to begin surgery (see above) within 3 minutes of the character’s death, he can make a Heal check (DC 40) and the Medic can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilized and be restored to 1d6 HP. If the Medic fails the skill check or the patient fails the save, the dead character can’t be restored. </p><p></p><p>Medical Expert</p><p>At 3rd level, the Medic gains a +1 competence bonus to his Heal check. These bonuses rise to +2 when the Medic reaches 6th level, to +3 when the he reaches 9th level, to +4 when he reaches 12th level, to +5 when he reaches 15th level and to +6 at 18th level. </p><p></p><p>Caretaker</p><p>At 5th level, when a Medic uses her Heal check for long term care (refer to PHB page 75). If is successful, the patient recovers HP or ability score points (lost to ability damage) at thrice the normal rate: 3 HP per level for a full 8 hours of rest in a day, or 6 HP per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. At 10th level, this ability becomes 4 times the normal rate and at 15th level, this ability becomes 5 times the normal rate. </p><p></p><p>so what do you guys think ??? oh, for the Minor Medical Miracle and Medical Miracle class features, i ripped them right off from d20 Modern. I just thought it was too cool to leave out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p>would it be too overpowered ?? </p><p></p><p>Oh yeah, on the bard, i've decided to use a variant which takes away all the healing spells from the bard's spell list and give the Heal skill as a class skill...do you think that's balanced ?</p></blockquote><p></p>
[QUOTE="questing gm, post: 2032739, member: 24003"] [b]a few draft ideas, need some feedback ?[/b] i've list out and made up some possible class features that this mundane healer should have (so far i've named it the Medic but i'm still toying with the word Chaplain...) Here goes.... Healer A Medic can multiclass with Cleric levels without losing any of the class features. For the purpose of calculating XP penalty for multclassing, Medic and Cleric levels are added together and considered as one class. Combat Medicine A Medic learns to adapt to combat situations where anyone could easily be hurt. Therefore, a Medic knows the simple curatives and immediate remedies that are required to dress those simple wounds quickly and tend to those that are more gravely wounded. The Medic, as a free action may heal 1 HP to a single character, up to the amount of characters, ¼ the Medic’s ranks in the Heal skill (rounded up) per day. As a standard action, the Medic may make a Heal skill check (DC 15) to be able to heal 1d8+1 HP for every level to a single character. The Medic could do this up to the amount of characters, ¼ of the Medic’s ranks in the Heal skill (rounded up) per day. If the Medic fails the check, he still heals 1 HP to that character. Both of these skills could only be used once on each character per day. At 3rd level, as a standard action, the Medic may heal 2d8+1 HP for every level to a single character, up to the amount of characters ¼ the Medic’s ranks in the Heal skill (rounded up) per day. At every odd level hereafter (5th and 7th), add an additional 1d8 to this ability. At 9th level, the Medic may choose to use the standard action healing at 1d8+1 for every level to a single character, up to the amount of characters ½ of the Medic’s ranks in the Heal skill (rounded up) per day or still heal at its current rate. At 11th level and every level hereafter (13th, 15th & 17th), the Medic adds an additional 1d8 to this ability. For example, if your character chooses to change her healing capabilities to 1d8+1 for every level at 9th level up to the maximum of characters ½ her ranks in the Heal skill per day, she permanently loses her ability to heal at 4d8+1/level up to the maximum amount of characters ¼ her ranks in Heal per day. However, when she reaches 13th level, she could heal 2d8+1/level, up to the maximum of characters ½ her ranks in Heal per day. Poison Treatment At 4th level, the Medic could provide temporary antidotes to prevent the effects of a poison until a proper cure is found. As a standard action, the Medic could make a Heal check (Poison’s save DC+5). If successful, the character as though has the spell delay poison cast onto her. At 6th level, as a full round action, the Medic could make a Heal check (Poison’s save DC+10). If successful, the character as though has the spell neutralize poison cast onto her. Surgery At 4th level, the Medic may perform surgeries on characters to cure any sickness. The Medic must have a masterwork Healers’ Kit to perform a surgery or suffer a –4 penalty to the Heal check. When performing a surgery, the character must choose to perform which kind of surgery. A surgery takes half a day (unless performing a Revival Surgery ; see below) and the Medic must rest for a full day before he can perform another surgery. Removal Surgery : The Medic makes a Heal check (DC 20). If successful, the Medic has as though effectively cast a remove blindness/deafness spell or a remove disease spell. If the Medic fails the check by 5, the surgery ends badly and the character which is being operated on takes a temporary 1d4 damage to her Constitution score. Revival Surgery : The Medic can only perform this surgery at 8th level onwards. This form of surgery requires a full day. The Medic makes a Heal check (DC 25). If successful, the Medic ends any and all of the following adverse conditions affecting the one the Medic is operating on ; ability damage, blinded, deafened, diseased and poisoned. The Medic also cures 10 HP of damage per level to a maximum of 150 points at 15th level. If the Medic fails the check by 5, the surgery ends badly and the character which is being operated on takes a temporary 3d4 damage to her Constitution score. A character who undergoes surgery is fatigued and requires a minimum of full day rest with long term care (refer to PHB page 75). Minor Medical Miracle At 10th level onwards, a Medic could save a character reduced to –10 HP or lower. If the Medic is able to begin surgery (see above) within 3 rounds of the character’s death, he can make a Heal check (DC 30) and the Medic can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilized and be restored to 0 HP. If the Medic fails the skill check or the patient fails the save, the dead character can’t be saved. Medical Miracle At 13th level onwards, a Medic can revive a character reduced to –10 HP or lower. If the Medic is able to begin surgery (see above) within 3 minutes of the character’s death, he can make a Heal check (DC 40) and the Medic can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilized and be restored to 1d6 HP. If the Medic fails the skill check or the patient fails the save, the dead character can’t be restored. Medical Expert At 3rd level, the Medic gains a +1 competence bonus to his Heal check. These bonuses rise to +2 when the Medic reaches 6th level, to +3 when the he reaches 9th level, to +4 when he reaches 12th level, to +5 when he reaches 15th level and to +6 at 18th level. Caretaker At 5th level, when a Medic uses her Heal check for long term care (refer to PHB page 75). If is successful, the patient recovers HP or ability score points (lost to ability damage) at thrice the normal rate: 3 HP per level for a full 8 hours of rest in a day, or 6 HP per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. At 10th level, this ability becomes 4 times the normal rate and at 15th level, this ability becomes 5 times the normal rate. so what do you guys think ??? oh, for the Minor Medical Miracle and Medical Miracle class features, i ripped them right off from d20 Modern. I just thought it was too cool to leave out :o would it be too overpowered ?? Oh yeah, on the bard, i've decided to use a variant which takes away all the healing spells from the bard's spell list and give the Heal skill as a class skill...do you think that's balanced ? [/QUOTE]
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