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Non spellcasting healer
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<blockquote data-quote="questing gm" data-source="post: 2035146" data-attributes="member: 24003"><p><strong>2nd revision</strong></p><p></p><p>i'm set with a name, the class shall be called Apothecary ! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>made some changes to some class features...maybe more powerful maybe weaker...who knows ? </p><p></p><p>Combat Medicine</p><p>An Apothecary learns to adapt himself in combat situations where anyone can easily get hurt. Therefore, the Apothecary knows the from the quick remedies to the more powerful curatives to dress the wounds from the slightest cut to the gravest of injuries. At 1st level, the Apothecary begins with 1d8 and adds an additional d8 equal to ¼ the ranks he has in the Heal skill (rounded down) per day. For example, a 5th level Apothecary with 8 ranks in Heal (rounded down) would begin with 3d8 (1d8+2d8 for 8 ranks in Heal). This is the total amount of damage the Apothecary could restore per day. The Apothecary could choose how many d8s is being rolled when healing a wounded as long as it does not exceed his daily dices. For example, an Apothecary with 3d8 per day may choose to restore 1d8 of damage on one patient. On another patient, the Apothecary may choose to use up the remaining 2d8 to cure that much damage. This ability could only be applied once on each character until the Apothecary regains his d8s on the next day. </p><p>At 3rd level, the Apothecary begins with 2d8 and additional d8 equal to ¼ the ranks in Heal. The Apothecary would begin with an additional d8 at every odd level hereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th & 19th)</p><p>In addition to the Apothecary’s daily dices, the Apothecary also provides a +1 to the result of the roll per level. Similar to the d8s, these +1 may also be distributed between each patient. For example, a 5th level Apothecary with 8 ranks in Heal begins a new day with 5d8+5 (3d8 for the daily base dice, 2d8 for 8 ranks in Heal and +5 for 5th level). When the Apothecary is tending to one patient, he may choose to restore 3d8+3 worth of damage. This means the Apothecary has a remaining of 2d8+2 to cure other patients. </p><p>The Apothecary must use this ability as a full round action and make a Heal check (DC 15). </p><p></p><p>Poison Treatment</p><p>At 4th level, the Apothecary could provide temporary antidotes to prevent the effects of a poison until a proper cure is found. As the treat poison of the Heal skill (refer to PHB page 76), when the Apothecary makes the Heal check she may add her level to that check</p><p></p><p>Still tweaking the surgery class features, not finished yet. But so far what do you think ?</p><p></p><p>Now, to address certain feedbacks that may require an answer (thanks anyway) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> </p><p></p><p>Well, the intention to provide that class feature wasn't completely implicating that the PCs are going to die often. In a setting with no common access to divine magic, people tend to die more easily without being abled to be raised.In fact, it's almost impossible to raise a dead man without the aid of divine magic. That reflects the high DC if that was what you meant since it would really take a real miracle to be able to bring someone back to life with only mundane means. Although I hope my PCs wouldn't end up in their graves during their careers (especially when they worked so hard just to reach high levels), but i'm not above killing them if they really did something without their brains or it was a dice's fault so with this class feature, at least the PCs would have a slim chance should anyhthing like that happened to them rather than just saying, 'Opps, sorry you're dead and there's nothing you can do about it' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="questing gm, post: 2035146, member: 24003"] [b]2nd revision[/b] i'm set with a name, the class shall be called Apothecary ! :D made some changes to some class features...maybe more powerful maybe weaker...who knows ? Combat Medicine An Apothecary learns to adapt himself in combat situations where anyone can easily get hurt. Therefore, the Apothecary knows the from the quick remedies to the more powerful curatives to dress the wounds from the slightest cut to the gravest of injuries. At 1st level, the Apothecary begins with 1d8 and adds an additional d8 equal to ¼ the ranks he has in the Heal skill (rounded down) per day. For example, a 5th level Apothecary with 8 ranks in Heal (rounded down) would begin with 3d8 (1d8+2d8 for 8 ranks in Heal). This is the total amount of damage the Apothecary could restore per day. The Apothecary could choose how many d8s is being rolled when healing a wounded as long as it does not exceed his daily dices. For example, an Apothecary with 3d8 per day may choose to restore 1d8 of damage on one patient. On another patient, the Apothecary may choose to use up the remaining 2d8 to cure that much damage. This ability could only be applied once on each character until the Apothecary regains his d8s on the next day. At 3rd level, the Apothecary begins with 2d8 and additional d8 equal to ¼ the ranks in Heal. The Apothecary would begin with an additional d8 at every odd level hereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th & 19th) In addition to the Apothecary’s daily dices, the Apothecary also provides a +1 to the result of the roll per level. Similar to the d8s, these +1 may also be distributed between each patient. For example, a 5th level Apothecary with 8 ranks in Heal begins a new day with 5d8+5 (3d8 for the daily base dice, 2d8 for 8 ranks in Heal and +5 for 5th level). When the Apothecary is tending to one patient, he may choose to restore 3d8+3 worth of damage. This means the Apothecary has a remaining of 2d8+2 to cure other patients. The Apothecary must use this ability as a full round action and make a Heal check (DC 15). Poison Treatment At 4th level, the Apothecary could provide temporary antidotes to prevent the effects of a poison until a proper cure is found. As the treat poison of the Heal skill (refer to PHB page 76), when the Apothecary makes the Heal check she may add her level to that check Still tweaking the surgery class features, not finished yet. But so far what do you think ? Now, to address certain feedbacks that may require an answer (thanks anyway) ;) Well, the intention to provide that class feature wasn't completely implicating that the PCs are going to die often. In a setting with no common access to divine magic, people tend to die more easily without being abled to be raised.In fact, it's almost impossible to raise a dead man without the aid of divine magic. That reflects the high DC if that was what you meant since it would really take a real miracle to be able to bring someone back to life with only mundane means. Although I hope my PCs wouldn't end up in their graves during their careers (especially when they worked so hard just to reach high levels), but i'm not above killing them if they really did something without their brains or it was a dice's fault so with this class feature, at least the PCs would have a slim chance should anyhthing like that happened to them rather than just saying, 'Opps, sorry you're dead and there's nothing you can do about it' :( [/QUOTE]
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