Tuesday, December 21, 2010

The Amateur Surgeon

Amateur Surgeon Prestige Class
Inspired by game of same name.

"ALRIGHT WORLD! PREPARE FOR THE ALAN PROBING OF A LIFE TIME!"
-Alan Probe, Amateur Surgeon

A MacGuyver of the healing arts, the Amateur Surgeon knows how to get the job done with whatever they have on hand. Amateur Surgeons are named so because they lack the proper training. They may have attended a few classes or read the books, but they don't know much about what they're doing. They make it up as they go along and do a damn good job at it.

ENTRY REQUIREMENTS
Skills:
Heal 8 ranks
Profession (Any Except Healer of any nature) 4 Ranks
Feats:
Skill Focus (Heal)
Special: Must have read the book "The Amateur Surgeons Guidebook by Alan Probe"

Class Skills
Craft, , Profession, Knowledge (any), Spot, Search Listen.
Skills Points at Each Level: 4 + int

Level                 BAB                    Fort        Reflex    Will             Special
1                           +0                       +2            +2          +0              Jury Rigged Tools
2                           +1                       +3            +3          +1              The Small Stuff
3                           +2                       +3            +3          +1              One Small Injection
4                           +3                       +4            +4          +2              The Big Stuff
5                           +4                       +4            +4          +2              Don't You Die on Me!

Weapons and Armor Proficiencies: The Amateur Surgeon gains no new proficiencies with weapons or armor.

Jury Rigged Tools (Ex): A good surgeon isn't worth his weight if he doesn't have the right tools to work with. As such, you have learned to use almost anything on hand to suit your needs. As such, you are always treated as having a Healer's Kit with a bonus equal to twice your Amateur Surgeon level. But you only get this bonus if you have the following to fill the void:
  • A Bladed instrument of tiny sized or less
  • Either a heat source to cauterize the wound or something to stitch the wound closed
  • Something for extraction (Tongs, etc)
  • And a pain reliever of any kind, be a healing potion or local herbs ground into a paste. As long as it can heal one hit point, you may use it
The Small Stuff (Ex): A good surgeon doesn't sweat the small stuff. They laugh at it and get onto bigger things. Choose one of the following: First Aid or Long Term Care as listed under the Heal skill. You no longer need to make a check for what you chose and you get a special ability as listed below:
  • First Aid: By making another Heal check (DC 10+Target's HD), you may treat that patient as if you gave them First Aid under normal circumstances, but they do not become stable at the end. They instead come back with one hit point. You may only make this check once to a single patient per 8 hours.
  • Long Term Care: By making another Heal check (DC 10+Target's HD), you may choose one person who you are giving Long Term Care to. If you succeed, they instead recover at 3 times the normal rate. 3 hit points per level for a full 8 hours of rest in a day, or 6 hit points per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. You may only make this check once to a single patient per 8 hours
One Small Injection (Su): A good surgeon knows he can't rely on skills alone. He needs the right tool and a little bit of luck. By spending an hour each morning, you may make a single injector with a substance with the below effect. They last for 24 hours and must be prepared each morning, as a wizard prepares new spells. You may have as many injectors equal to your intelligence modifier.

  • Regenerative Injection: You cure 2d8 points of damage. If the amount goes over the target's maximum hit points, the excess becomes temporary hit points that last for 1 hour. A creature cannot have temporary hit points equal to 1/2 of their total hit points. If they go over that amount, then they immediately lose all of their hit points and become stable.
  • Charcoal Injection: You inject the patient with a substance that absorbs foreign toxins. You remove one poison they are afflicted with as if they succeeded the fortitude save. If they have more than one poison, then the charcoal removes one random poison they are affected with.
  • Immuno Booster: You inject the patient with a substance that super charges their immune system, allowing them to fight off infections they are already plagued with. You remove one disease they are afflicted with as if they succeeded the fortitude save. If they are afflicted with more than one disease, then the Immuno booster removes one random disease they are afflicted with.
The Big Stuff (Su): This is the stuff that makes real surgeons sweat. The things that keep them up at night if they do it wrong. You get another bonus below based on the choice you made in "The Small Stuff".
  • First Aid: Your First Aid skills are phenomenal. You know how to keep someone patched up so they can keep doing what they do. But sometimes, fixing it doesn't cut it. You need to replace it. As such, you may replace damaged or missing body parts with what you have on hand. By making a Heal Check DC 25, you may replace a missing or damaged body part or organ. The body part does not look different on the outside, but on the inside it is clear what it is: A slapdash fix that seems to be working quite well. It functions normally and exactly like the part that it replaced.
  • Long Term Care: If it's broken, don't just fix it. Make it better. Whenever you apply long term care, you may make a a Heal Check DC 25. If you succeed, your patients gain a +2 moral bonus on all checks for 4 hours.
 Don't you Die on Me! (Su) : When a patient dies, the surgeon can tear themselves apart over it. That's why no surgeon likes to lose a patient, whether their fault or not. Once per day, when someone goes below -10 hit points in your presence, you may use your force of will to bring them back to the land of the living. They come back with -9 hit points and are stable.

Well, that does it for the game mechanics. I'll insert the fluff for it later.

5 comments:

  1. You forgot the "High Five of Smiting".

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  2. i will play any character that can be compared to McGuyver... especially with that "don't die on me" skill...

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  3. i can never ever get grades above C in this game. i suck..

    ReplyDelete