
Umnar |
1 person marked this as FAQ candidate. |
I'm trying to make homebrew class that is a non magic healer, and I was wondering if you guys would have any suggestions? Thank you for any help.
This is what I have so far.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The Medic’s class skills are: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 A place to stay, Careful Cut, Healer for hire
2nd +2 +3 +0 +0 Disease resistance +2
3rd +3 +3 +1 +1 Remedies from nature
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Disease resistance +4, Heal unlock
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Ability Recovery
8th +8/+3 +6 +2 +2 Disease resistance +6
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Disease immunity, Healing Hands
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Connected
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Drain Recovery
15th +15/+10/+5 +9 +5 +5 Remove disease and poison
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Master Healer
Weapon and Armor Proficiency: A medic is proficient with all simple weapons, bolas, net, and sap, and with light armor and shields (except tower shields).
A place to stay: At 1st level the medic gains a 10% discount at inn stays and meals purchased. At 5th level this discount increases to 20% and applies to hirelings and travel expenses.
Careful Cut: At 1st level when the medic causes damage through the use of the heal skill (such as from a botch of removing barbs) he deals only the minimum amount of damage.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill.
Disease Resistance (Ex): At 2nd level, the medic gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the medic becomes completely immune to disease.
Remedies from nature: At 3rd level the medic no longer takes penalty for not having a healer’s kit. Once per day the medic may add 1d3 uses back to a healer’s kit (max of 10 uses). At 9th level and at 15 level the medic gains an additional use per day.
Heal unlock: At 5th the medic gains signature skill (heal) as a bonus feat.
Ability Recovery: At 7th level when treating deadly wounds the medic may use three charges from a healer’s kit to instead cure 1d4 ability damage instead of hit points.
Healing Hands: This ability functions as the healing hands revelation from the life oracle mystery. This is gained at 10th level.
Connected: At 12th level the medic can purchase doctors mask, healer’s kits, surgery tools, and alchemy remedies at 20% discount, and can always find these items in any town they visit.
Drain Recovery: At 14th level the medic when treating deadly wounds the medic may use three charges from a healer’s kit and 100gp worth expense medicine to heal 1 point of ability drain instead of hit points.
Remove disease and poison: At 15th three times a day level when the medic uses the heal skill to treat disease or poison and is successful he may instead remove the disease or poison as though the subject had made their saving throw.
Master Healer: At 20th level the medic becomes immune to bleed and poison. When the medic treats deadly wounds he heals a flat 10 damage, heals a flat 4 ability damage when using ability recovery, and the medic can treat deadly wounds on a specific creatures 2 per day instead of only once.

Umnar |
I changed a couple of things.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill, and the medic earn gold pieces equal the result of his check each week. At 5th level when the medic rolls a heal check to gain gold may roll twice and take the better result. At 10th level the medic may roll a heal check once per to gain gold once per day instead of once per week.
Improved Treat Deadly Wounds (this is a new ability): At 5th level when the medic treats deadly wounds the hit points healed increases to 2d4. At 10 this increases to 3d4, at 15th level this increases to 4d4, at 20th level this increases to 5d4.
Master Healer: At 20th level the medic becomes immune to bleed and poison. When the medic uses the ability recovery ability this heals 2d4 ability damage instead of 1d4, and the medic can treat deadly wounds on a specific creatures 2 per day instead of only once.

Lyaris |
Hello,
Have you thought about instead full class doing a rogue or fighter archetype? I could see this falling under one of them such as fighter bonus feats instead they get these medic abilities. Rogue could also work as sneak attack based on the idea understanding anatomy. Anyways beyond that the thought the other thought I had was the level 7 ability to heal ability damage. If you give them signature skill they will already have that ability since you heal ability damage in a full days rest. You may also give them feat called Acupuncture specialist which allows them to deal with curses.
If you want them to be able to heal in combat, I would suggest something that lets them heal quicker then 1 hour that it takes treat deadly wounds. Perhaps a modified version of Healers hand conduit feat such as this. Emergency Treatment - Allows the medic to once per 2 class levels a day to treat deadly wounds as a full round action. To make it more gritty you could even make it temporary HP instead.

Umnar |
Thank you both for your help. This what I have from your suggestions and some changes I made myself such as Lowering the BAB and HD.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The Medic’s class skills are: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Use magic Device (Cha).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 A place to stay, Healer for hire, Sneak Attack +1d6
2nd +1 +3 +0 +0 Careful Cut, Disease resistance +2, Emergency Treatment (1/day)
3rd +2 +3 +1 +1 Remedies from nature (1/day), Sneak Attack +2d6
4th +3 +4 +1 +1 Emergency Treatment (2/day)
5th +3 +4 +1 +1 Disease resistance +4, Heal unlock, Improved Treat Deadly Wounds (2d4), Sneak Attack +3d6
6th +4 +5 +2 +2 Emergency Treatment (3/day)
7th +6 +5 +2 +2 Acupuncture Specialist, Sneak Attack +4d6
8th +6/+1 +6 +2 +2 Disease resistance +6, Emergency Treatment (4/day)
9th +6/+1 +6 +3 +3 Remedies from nature (3/day), Sneak Attack +5d6
10th +7/+2 +7 +3 +3 Disease immunity, Emergency Treatment (5/day), Healing Hands, Improved Treat Deadly Wounds (3d4)
11th +8/+3 +7 +3 +3 Sneak Attack +6d6
12th +9/+4 +8 +4 +4 Connected, Emergency Treatment (6/day)
13th +9/+4 +8 +4 +4 Sneak Attack +7d6
14th +10/+5 +9 +4 +4 Drain Recovery, Emergency Treatment (7/day)
15th +11/+6/+1 +9 +5 +5 Improved Treat Deadly Wounds (4d4), Remedies from nature (3/day), Remove disease and poison, Sneak Attack +8d6
16th +12/+7/+2 +10 +5 +5 Emergency Treatment (8/day)
17th +12/+7/+2 +10 +5 +5 Sneak Attack +9d6
18th +13/+8/+3 +11 +6 +6 Emergency Treatment (9/day)
19th +14/+9/+4 +11 +6 +6 Sneak Attack +10d6
20th +15/+10/+5 +12 +6 +6 Emergency Treatment (10/day), Improved Treat Deadly Wounds (5d4), Master healer
Weapon and Armor Proficiency: A medic is proficient with all simple weapons, bolas, net, and sap, and with light armor and shields (except tower shields).
A place to stay: At 1st level the medic gains a 10% discount at inn stays and meals purchased. At 5th level this discount increases to 20% and applies to hirelings and travel expenses as well.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill, and the medic earns gold pieces equal to the result of his check each week. At 5th level when the medic rolls a heal check to gain gold he may roll twice and take the better result. At 10th level the medic may roll a heal check once per day to gain gold instead of once per week.
Sneak Attack: At 1st level the medic has intimate know of anatomy allowing him to deal damage to vital organs. The medic's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two medic levels thereafter. Should the medic score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a medic can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A medic cannot sneak attack while striking a creature with concealment.
Careful Cut: At 2nd level when the medic causes damage through the use of the heal skill (such as from a botch of removing barbs) he deals only the minimum amount of damage.
Disease Resistance (Ex): At 2nd level, the medic gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the medic becomes completely immune to disease.
Emergency Treatment: At 2nd level once per day the medic may treat deadly wounds as full-round action instead 1 hour, but instead of recovering hit points damage the target gains temporary hit points that last for 1 min and does not stack with other temporary hit points. This does not count against the once per day limit for being treated with deadly wounds. At 4th level and every two levels after the medic gains another use of this ability.
[/b]Remedies from nature:[/b] At 3rd level the medic no longer takes penalty for not having a healer’s kit. Once per day the medic may add 1d3 uses back to a healer’s kit (max of 10 uses). At 9th level and at 15 level the medic gains an additional use per day.
Heal unlock: At 5th the medic gains signature skill (heal) as a bonus feat.
Improved Treat Deadly Wounds: At 5th level when the medic treats deadly wounds the hit points healed increases to 2d4. At 10 this increases to 3d4, at 15th level this increases to 4d4, at 20th level this increases to 5d4.
Acupuncture Specialist: At 7th level the medic gain acupuncture specialist as a bonus feat.
Healing Hands: This ability functions as the healing hands revelation from the life oracle mystery. This is gained at 10th level.
Connected: At 12th level the medic can purchase antidote kits, doctor’s mask, doctor’s outfit, healer’s kits, surgery tools, and alchemy remedies at a 20% discount, and can always find these items in any town they visit.
Drain Recovery: At 14th level the medic when treating deadly wounds the medic may use three charges from a healer’s kit and 100gp worth expense medicine to heal 1 point of ability drain instead of hit points.
Remove disease and poison: At 15th three times a day level when the medic uses the heal skill to treat disease or poison and is successful he may instead remove the disease or poison as though the subject had made their saving throw.
Master Healer: At 20th level the medic becomes immune to bleed damage, death effects, and poison. The medic can treat deadly wounds on a specific creatures three times per day instead of only once.
Thank you once again for your help and if you have any more suggestions please let me know.

Umnar |
Oh, also put Remove disease and poison at 9th level as it made little sense to be so high, and I changed drain recovery to 12th level. I also added the ability energy recovery to level 15.
Energy Recovery: At 15th level when treating deadly wounds the medic may use three charges from a healer’s kit and 1,000gp worth of rare medicine to heal 1 negative level. A person who benefits from energy recovery must wait for one week to benefit fro it again.

Terronus |

I think that's a pretty cool homebrew class you've developed! I like the additional class features you added (I had to look up Acupuncture Specialist on d20pfsrd-- and that's a great feat to have as a bonus feat, though not something I would otherwise probably take for a PC).
I noticed 2 things that might require attention. Imp. Treat Deadly Wounds (TDW) says 'the hit points healed increases to 2d4,' but doesn't TDW typically heal a set number based on char level and type of care? Did you mean for the d4's to be added to it?
The second thing I noticed is that you put that a medic can't SA a creature with concealment. I'm not sure if this was intentional or not (unchained rogues only are stopped by total concealment). I almost want to say give the Medic debilitating injuries, like the uRogue, but that might be stealing their thunder.
I did think that because Emergency Treatment has a pretty big pool, perhaps you might add a couple choices of how it can be spent. An adrenaline shot that hastes for a round, or an an anesthetic that hinders an opponent.
Just some random ideas there at the end!

Lyaris |
I very much like the changes you have made! It is good for the healer type of the group to be able to deal with many of the magical ailments which i believe you covered all from damage, poison, disease, drain, curses. The only thing I see lacking here is death itself.
Speaking of which you could give them ability something like Resuscitate, once per day you use use emergency medical treatment ability on a target who been dead no longer then half your medic level but instead of granting them temporary hit points they return to 0 hp. This has no effect on targets slain by death effects or destroyed body. If target died due to ability damage or drain they immediately die in 1 turn if farther treatment not performed.
I think this may be real world enough but you could limit it to 1 round such as breath of life as well. Anyways just another idea i had for it.
Thank you,
Josh

Umnar |
I wanted to say thank you both so again for all the help you both have given me on making my homebrew class. I really appertate all the help and suggestions given.
I changed Improved Treat Deadly Wounds to be "in addition to the HP normally healed from treat deadly wounds" and I removed the medic not being able to SA creatures in concealment. I agree with adding debilitating injuries stealing the thunder of the unchained rouge.
Resuscitate: At 10th level the medic can defeat death its self. 1/day the medic can attempt bring a creature back to life as long as die within a number of round equal to half the medic’s level and they did not die from a death effect or the body was destroyed. The medic uses 5 charges from a healer’s kit and makes a DC 25 heal check, if successful this restores the target back to life at 0 hit points. If the target died from ability damage or drain they die again after 1 round the ability damage or drain is removed. At 20th level you use this ability twice per day.
Again thank you both so mush, I would not been able to make this class so cool if not for you both. If you have any more tweaks or suggestions please let me know.