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
----------------------------------------------------------
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
-------------------------------------
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
----------
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
-----------
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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