House Rules for Combat Healer - New Class
by Matt
Date: Wed, 30 Oct 1996 20:16:04 -0500
From: Matt
To: Multiple recipients of list
Subject: Combat Healer - New Class
This is incomplete, but I would like some input for this. Please E-mail me
directly.
The Combat Healer:
Definition, A semi-spell user of the realm of Arms
and Channelling. Primary function is to keep his party functioning during the
battle and to get those who are down out of the combat situation.
Prof. Combat Healer
Category Skill Bonus 1 / 2 / 3
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Armor*Heavy 5 / 5 / 5
Armor*Light 3 / 3 / 3
Armor*Medium 4 / 4 / 4
Artistic*Active 2 / 5 / -
Artistic*Passive 2 / 5 / -
Athletic*Brawn 6 / / -
Athletic*Endurance 2 / 7 / -
Athletic*Gymnastics 3 / / -
Awareness*Perception 5 / 14 / -
- Awareness*Searching 2 / 5 / -
Awareness*Senses 3 / 7 / -
Body Development 4 / 10 / -
- Combat Maneuvers 18 / / -
Communications 2 / 2 / 2
- Crafts 4 / 10 / -
- Directed Spells 3 / - / -
Influence 2 / 6 / -
Lore*General 1 / 3 / -
Lore*Magical 3 / 6 / -
Lore*Obscure 3 / 7 / -
Lore*Technical 2 / 6 / -
Martial Arts*Striking 6 / - / -
Martial Arts*Sweeps 6 / - / -
Outdoor*Animal 2 / 6 / -
Outdoor*Environmental 3 / 6 / -
Power Awareness 3 / 5 / -
- Power Manipulation 4 / 10 / -
Power Point Development 8 / - / -
Science/Analytic*Basic 2 / 4 / -
- Science/Analytic*Specialized 8 / - / -
Self Control 2 / 7 / -
- Special Attacks 15 / / -
- Special Defenses 40 / - / -
- Spells*Arcane Other Base Lists 27 / - / -
- Spells*Arcane Closed Lists 12 / - / -
- Spells*Arcane Open Lists 8 / - / -
- Spells*Other Realm Base 54 / - / -
- Spells*Other Realm Closed 30 / - / -
- Spells*Other Realm Open 20 / - / -
- Spells*Own Realm Closed 8 / 8 / -
- Spells*Own Realm Open 6 / 6 / -
- Spells*Own Realm Other Base 17 / - / -
- Spells*Own Realm Own Base 4 / 4 / 4
Subterfuge*Attack 15 / - / -
Subterfuge*Mechanics 7 / - / -
Subterfuge*Stealth 6 / - / -
Technical/Trade*General 3 / 7 / -
- Technical/Trade*Professional 8 / - / -
- Technical/Trade*Vocational 5 / 12 / -
Urban 3 / - / -
Weapon*1-H Concussion 3 / 7 / -
Weapon*1-H Edged 4 / / -
Weapon*2-Handed 6 / - / -
Weapon*Missile 8 / - / -
Weapon*Missile Artillery 8 / - / -
Weapon*Pole Arms 10 / - / -
Weapon*Thrown 10 / - / -
Training Packages Combat Healer
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Acolyte 33
Adept 28
Adventurer 31
Amateur Mage 26
Animal Friend 33
Apprentice 33
Assassin 40
Berserker 42
Burglar 30
City Guard 22
Cloistered Academic 28
Con Man 28
Conjurer 28
Crafter 24
Crusading Academic 29
Cut Purse 34
Detective 30
Diplomat 28
Doctor 21
Explorer 28
Famulus 23
Guardian 35
Herbalist 23
Highwayman 28
Hunter 31
Knight 32
Loremaster 24
Manipulator 28
Martial Artist 35
Mercenary 29
Merchant 20
Necromancer 44
Performer 27
Philosopher 30
Runemaster 43
Sailor 22
Scout 31
Shaman Priest 29
Soldier 20
Spy 35
Traveller 15
Wanderer 30
Warlock 30
Weapon Master 60
Zealot 26
Everyman Skills Profession Bonuses
------------------------------ ------------------
Herb lore Armor 5
Use Prepared Herbs Awareness 5
2nd aid, midwifery, or surgery Body Dev 10
Lore Technical 5
Occupational Lore magical 5
------------- Power Manip 5
Diagnostics Self Control 10
First Aid Weapon 10
Restricted
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None
Spell List
========================
Spell list for Combat Medic:
Quick Heal - These spells are "just enough to get through a combat. They
are not permanent and will require more attention later on
Concussions Ways
------------------
1. Triage* - What does it take to keep target in combat
2. Diagnostics - non-instantaneous.
3. Stun R. I* - dur 1 rnd - delays stun for 1 rnd
4. Heal III* - 3D10 Concussion Dur 2 rnd/lvl
5 Stun R. II*
6. Heal V*
7. Stun R. IV*
8 Heal VII*
9 Stun R. V*
10 Regenerate II - dur. is permanent (as open channeling Conc. Ways)
11 Permanent - All spells from this list that are active on that target
to become permanent.
12 Heal X*
13 Awakening
14 Long Heal* (turns all heal spells to 5'/lvl for 1 rnd/lvl)
15 Long Stun* (turns all stun R. spells to 5'/lvl for 1 rnd/lvl)
16 Heal XV*
17 Stun X
20 Long Heal true* (turns all heal spells to 10'/lvl for 1 rnd/lvl)
25 Long Stun true* (turns all stun R. spells to 10'/lvl for 1 rnd/lvl)
30 Mass Heal* (Heal XV for 1 target/lvl of caster)
50 Mass Stun R. V* (Unstuns 5 rnds of stuns for 1 target per level of the
caster)
Life Blood
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1 - Blood Stop I* - stops 1 hit/rnd for 1 rnd/lvl of caster
2 - Poison relief II* - Stops the effects of poison for 1 rnd/lvl for 1-2nd lvl
poisons
3 - Blood Stop II*
4 - Poison relief V* - Stops the effects of poison for 1 rnd/lvl for 1-5th lvl
poisons
5 - Blood Stop III*
6 - Poison relief X* - Stops the effects of poison for 1 rnd/lvl for 1-10th lvl
poisons
7 - Blood Stop IV*
8 - Poison relief XV* - Stops the effects of poison for 1 rnd/lvl for
1-15th lvl
poisons
9 - Blood Stop V*
10 Permanent - All spells from this list that are active on that target
to become permanent.
13 - Poison relief XX - Stops the effects of poison for 1 rnd/lvl for
1-20th lvl
poisons
15 - Long Blood Stop* - Makes range 5'/lvl for 1 rnd/lvl of caster
17 - Long Poison Relief* - Makes range 5'lvl for 1 rnd/lvl of caster
20 - Poison Relief True* - Stops the effects of poison for 1 rnd/lvl for
1-50th lvl poisons
25 - Mass Blood Stop V* - As Blood stop V*, except range is 100' and number
of targets is casters level
50 - Mass Poison Relief True - as 20th lvl spell, except range is 100' and
number of targets is casters level.
Patient Transport
------------------
1 - Locate Patient - Allows Caster to see invisible patients. They will glow
with an aura only to caster.
2 - Shrink Patient - Caster can shrink patient to 50% of size, this does not
effect weight.
3 - Invisible Patients II* - Up to 2 targets - must be unconscious. If any
target is moved (Other than with the Higher Level spells on this list.)
that patient will become visible. Dur. 1 hr/lvl (don't want to lose a
patient) Range 5'/lvl.
4 - Levitate Patient: A Patient may be levitated and if invisible from the 3rd
level spell on this list he will not become visible do to movement during
the duration of this spell. Range 10', Dur 1 min/lvl.
5 - Patient Leaving I- 100', Range 5'. Patient cannot be re-orientated
(i.e.. He was crouched over a table, he cannot be Left into a bed lying
on his back, but he will softly float to the bed.)
6 - Invisible Patients IV* - as above except 4 targets.
7 - Patient Leaving II - As above except target can be re-orientated.
8 - Patient Teleport - 1 mile/lvl
9 - Patient Leaving IV - as I, except 2 targets. Both targets must end up
within
10' of each other.
10 - Invisible Patients VI - As above, except 6 targets
12 - Patient Teleport True - 10 mile/lvl
15 - Locate hospital - This will locate the closest place of Channeling
healers.
This would be a temple, school, or business that is set up to do
healing for tithe.
Below are just some notes that I wrote out that might help explain a little
of the above.
------------------------------------
Self Protection - creating shields and escapes for him and his wounded.
Field Dressing for injuries - Temporary spells that have durations in rnds,
to make permanent one must cast a spell to do so. Permanent should be
broken down into the injury categories (i.e.. one 10th level spell to make
all concussion damage healed permanent, one 10th level spell for all blood
loss/cuts wounds, etc.)
For Stun relief spells, the stun is just pushed back to the end of the
duration, so that a Stun relief I spell, will just delay the Stun effects
for 1 rnd.
Categories should be broken up like the spell laws are:
------------------------------------------------------------------------
Spell List that have been worked on:
Concussions Ways 1-50 includes concussion and Stun relief
Life Blood 1-50 includes blood stop, and poison relief
Patient Transport 1-15 Ways of protecting and transporting patients
Need to work on:
Muscle/tendon and Cartilage/Bone
Nerve/organ
Shields and Speed
Preservations
-----------------------------------------------------------------------
Stun should not be included in spells that can be made permanent.
By Permanent, it means the effects are permanent, not the spell. So a
Permanent Heal I would heal 1d10 like the Open Channeling Heal I.
Obviously, this would not be used for this since the open list would cost 1
PP, vs 11 PP for the same thing, However, when healing 5d10 instantaneous
and later making it permanent, that's where the balance is.
=======================================================================
mattb@dino.gi.alaska.edu
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