Post by talysman on May 12, 2013 16:56:58 GMT -6
Here's the Delving Deeper version of a new class: The Leech.
When I started playing in '75 or '76, the mimeographed tables we used included a homebrew supplemental healing class with about four or five chunky paragraphs, one per level, listing conditions that could be cured. It was sort of a "prestige class", in that you took it in addition to a main class instead of as a stand-alone class and split your experience between them. We didn't actually used this class, although we probably should have and I definitely should have preserved the information.
This version of the Leech is more of a Thief variant, although it could be run as a split class, if it didn't seem sexy enough. Or, just use the rules for NPC healers.
XP/HD/Save: As Thief. Prime ability is Intelligence.
Weaponry and Armor: Any armor, Magic-User weapons.
Abilities: Replace backstab with Healing, stealth/movement abilities with sanitation, hygiene, diagnosis and prevention abilities, and lockpicking/trap removal with first aid abilities. Let them keep the Thief ability to decipher inscriptions (related to poison, health and medicine, perhaps, instead of treasure maps) and magic scrolls (perhaps limited to cleric scrolls.)
Conditions that can be repaired are based on the Leech's level:
1. Bleeding (stitches)
2. Sprained/Broken Limbs (splints and casts)
3. Non-Fatal Disease
4. Poison
5. Fatal Disease
Cost of healing supplies is 1d6 per level of injury, x10 for magical versions of the injuries.
I did another version of the Leech that's more applicable to D&D in general.
Edit: Corrected skill rolls to match DD Thief.
When I started playing in '75 or '76, the mimeographed tables we used included a homebrew supplemental healing class with about four or five chunky paragraphs, one per level, listing conditions that could be cured. It was sort of a "prestige class", in that you took it in addition to a main class instead of as a stand-alone class and split your experience between them. We didn't actually used this class, although we probably should have and I definitely should have preserved the information.
This version of the Leech is more of a Thief variant, although it could be run as a split class, if it didn't seem sexy enough. Or, just use the rules for NPC healers.
XP/HD/Save: As Thief. Prime ability is Intelligence.
Weaponry and Armor: Any armor, Magic-User weapons.
Abilities: Replace backstab with Healing, stealth/movement abilities with sanitation, hygiene, diagnosis and prevention abilities, and lockpicking/trap removal with first aid abilities. Let them keep the Thief ability to decipher inscriptions (related to poison, health and medicine, perhaps, instead of treasure maps) and magic scrolls (perhaps limited to cleric scrolls.)
- Healing: restores 1 hit per level per injury, requires 2d6 coin worth of common ingredients (bandages, salves and such.) Leech PCs just list how much coin they've spent on healing supplies; for every healing application, roll the dice to see how much supplies are used.
- Hygiene/Prevention: recognize safe/unsafe food, water, supplies and conditions; gather or scrounge for medicinal supplies; purify, cleanse or sterile. 3+ on d6. Cost is generally the same as the result of this roll, perhaps with a multiplier for more extreme conditions. Gathering or scrounging recovers 2d6 gp worth of supplies per location.
- First Aid/Repair: corrects effects of injuries other than hits, stops further bad effects. For example, splinting a leg can remove a movement penalty. 3+ on d6.
Conditions that can be repaired are based on the Leech's level:
1. Bleeding (stitches)
2. Sprained/Broken Limbs (splints and casts)
3. Non-Fatal Disease
4. Poison
5. Fatal Disease
Cost of healing supplies is 1d6 per level of injury, x10 for magical versions of the injuries.
I did another version of the Leech that's more applicable to D&D in general.
Edit: Corrected skill rolls to match DD Thief.