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. =======================================================================
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