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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