How about a new class for tonight's Santicore gift?
THE REQUEST: A
low- or no-magic healer class for LotFP.
The beauty of Santicore is that other gamers come up with things you might never have considered. Here, courtesy of Connor, is a very different take on a healer class indeed...
The
Ship's Doctor
by
Connor Uber
=====
HD:
1d6/level
Saves:
as Cleric
Experience:
as Fighter
Whether
through some malfunction with a teleporter, wormholes, encounters
with strange monoliths or other space-time anomalies the ship's
doctor has somehow found his way to a time where man is still bound
to the earth that spawned him.
A
Ship's Doctor (SD for short) typically begins play with some sort of
technological gizmo that aids in medical practices. The size of such
item determines its effectiveness, as well as how easy it is to
repair and refuel or recharge.
Character
Creation
-----
When
creating a Ship's Doctor, roll on the table below for his medical
device's size:
1d4
1
Minor (non-encumbering; Ex. Glove of flesh restoration)
2
Small (normal encumbrance; Ex. Medical "Flashlight" raygun)
3
Medium (normal encumbrance; Ex. One-handed Medi-gun)
4
Great (oversized; Ex. Large Medi-gun with backpack battery)
Minor
Medical Devices heal base 1d4 HP per application.
Small
Medical Devices heal base 1d6 HP per application.
Medium
Medical Devices heal base 1d8 HP per application.
Great
Medical Devices heal base 1d10 HP per application.
The
Medical Device requires recharging/refueling based on its size, and
the cost is shown below:
Minor
5sp per charge, 2 base charge limit
Small
10sp per charge, 2 base charge limit
Medium
20sp per charge, 1 base charge limit
Great
40sp per charge, 1 base charge limit
NOTE:
This is the cost of materials sufficient to be used as fuel. It
generally would not be "buying extra batteries" or whatnot,
unless the Referee deeps such possible.
Upgrades
-----
As
the SD rises in level, he can make upgrades to his medical device.
Starting at level 3, and every other level afterward, the Ship's
Doctor can choose one ability for that level. Each time an upgrade is
applied, it costs the Ship's doctor 200sp per upgrade level. Each
effect other than normal healing must be separately applied, and
takes 1 charge.
SD
Level
|
Upgrade
Level
|
3
|
1
|
5
|
2
|
6
|
3
|
9
|
4
|
11
|
5
|
Level
1 upgrade:
+1d6
Hit point recovery
+1
charge
Options:
Duplicate
cleric spell REMOVE FEAR.
Duplicate
cleric spell HEROISM.
Duplicate
cleric spell DELAY POISON.
|
Level
2 Upgrade
+1
charge
Options:
Duplicate
cleric Spell CURE DISEASE.
Duplicate
magic-user spell ARMY OF ONE
Duplicate
magic user spell PROTECTION FROM NORMAL MISSILES.
+1
AC on target for 1d4 rounds (always in effect, no extra charges
needed)
|
Level
3 Upgrade
+1d6
Hit Point Recovery
+1
Charge
Options:
Split
Healing: split amount healed between two targets.
Duplicate
cleric spell NEUTRALIZE POISON.
Duplicate
magic user spell HASTE.
|
Level
4 Upgrade
+1
Charge
Options:
Duplicate
magic-user spell PROTECTION FROM NORMAL MISSILES.
Duplicate
negative condition removal of cleric spell CURE SERIOUS WOUNDS.
+1
AC on target for 1d4 Rounds (stacks with level 2 upgrade, always
in effect, no extra charges needed)
|
Level
5 Upgrade
+1d6
Hit Point Recovery
+1
Charge
Options:
Add
level to hit points recovered. (Always in effect, no extra charges
needed)
Duplicate
negative condition removal of cleric spell CURE SERIOUS WOUNDS.
(stacks with level 4 upgrade; if both are taken, 2 conditions are
removed for 1 charge)
Regenerate
Limb or Organs (takes 2 charges, and 1d4 turns per use)
|
Ship's
Doctor Activities
-----
Should
the SD's medical device be lost, destroyed, or stolen, he can create
another such device - of the same type he previously had - with a
sufficiently stocked place to work and custom tools equating to at
least 1000sp, plus an additional 500sp per upgrade level. He may
change his upgrades for an additional 500sp per level of each upgrade
swapped out. Though such materials used a said device are
'futuristic' they are actually common materials put through strange
mathematics and reality-warping processes that are virtually
indistinguishable from magic. Creating such materials without the aid
of advanced machinery is taxing for the SD, and he must pull
all-nighters frequently during the process. He cannot go on
adventures or do little more than walk, eat, and take occasional naps
while creating, repairing or upgrading his device.
Due
to lack of scientific and medical reference points to compare to in
your typical medieval world, it is extremely difficult - but not
impossible - for the SD to teach others how to use his device. At a
minimum it would take 2d6 months for the SD to gather enough
information and books to even know where to start teaching, with a
cost of 1500sp per month spent consulting sages, travel expenses,
paying for the temporary use of libraries, and so on. This must only
be done once, after which he may begin teaching.
Teaching
a student the requisite knowledge for operation of any single medical
device the ship's doctor can use takes a minimum of 4d4 months and
400sp per year in teaching supplies and books per student. However,
teaching a person how to build such a device is beyond his ability,
as -stated above- it involves processes that are utterly alien
concepts to a medieval world (though the Referee is free to ignore
this restriction if he truly wishes.)
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