This is a class I made just messing around, figured I'd share it. It's a combination of the Aristocrat and the Combat Medic.
Privileged Doctor
From the Core Worlds, a soft rich boy,
in some kind of trouble, no doubt. Still has contacts among the Aristocrats, and
commands respect from Combat Medics. They earn their keep on a ship by keeping
the crew alive.
Privileged
Doctor Advancement
Level
|
XP
|
HD
|
BHB
|
ST
|
1
|
0
|
1
|
+0
|
14
|
2
|
1,500
|
1+1
|
+0
|
13
|
3
|
3,000
|
2
|
+1
|
12
|
4
|
6,000
|
2+1
|
+1
|
11
|
5
|
12,000
|
3
|
+2
|
10
|
6
|
24,000
|
3+1
|
+2
|
9
|
7
|
48,000
|
4
|
+3
|
8
|
8
|
96,000
|
4+1
|
+3
|
7
|
9
|
192,000
|
5
|
+4
|
6
|
10
|
384,400
|
5+1
|
+4
|
6
|
Privileged
Doctor Features Weapon/Armor Restrictions: Privileged
Doctors may use clubs, daggers, firearms, laser
pistols, mono-daggers, mono-swords, staffs, and swords. They can wear Light
Armor, but do not use shields.
Inspiring Speaker: Privileged
Doctors are master orators. They are capable of
performing a rousing speech before a crowd of listeners. Often this is used
before a pitched battle or to hearten fearful friends. Using this ability
requires one round to activate and any allies who hear the Privileged
Doctor’s voice receive a +1 bonus to all To-Hit rolls and
all Saving Throw rolls made for the next 6 turns.
Med Kit Specialist: When
a Privileged Doctor binds wounds (see White Star: White Box
Science Fiction Roleplaying page 47) he heals an additional number of
extra Hit Points equal to his Level. This bonus applies whether
using a Med Kit or not. A Privileged Doctor may bind wounds at
any time, though they must still wait until combat is over if they wish to use
a Med Kit. They may only bind wounds once per character during a battle.
Saving Throw: Privileged
Doctors receive a +2 bonus to all Saving Throws
made to resist attempts to influence them or cloud their mind.
XP Bonus for Wisdom: Privileged
Doctors with a Wisdom of 13 or 14
receive a 5% Experience Bonus, and those with 15 or higher get
10%.
Back from the Brink (3rd): Upon
reaching 3rd Level the Privileged Doctor is able to revive a
character that has been reduced to zero (0) Hit Points within
1d6-3 rounds (minimum 1 round). By using a Trauma
Pack and a Med Kit together, the Privileged Doctor brings the
character to one (1) Hit Point, although they will remain
unconscious for 1d6 hours, during which time no other mundane healing will be
effective. Once the healed character wakes up, they must make a Saving
Throw, which if successful results in no permanent injury from their
brush with death. See Permanent Injury Results below to determine
the effects of permanent injury from a failure. In some cases, these injuries
can be compensated for with cybernetic enhancements.
Permanent Injury Table
1d6
|
Permanent
Injury
|
Effect
|
1
|
Lose an eye
|
-2 on all ranged To-Hit rolls
|
2
|
Permanent Limp
|
-3 to Movement
|
3
|
Mangled Arm
|
-2 on all To-Hit rolls made with a two-handed weapon
|
4
|
Shell Shocked
|
Reduce Wisdom by 1 point
|
5
|
Mangled or Lost Hand
|
Character cannot use two-handed weapons
|
6
|
Combat Paralysis
|
Character becomes paralyzed with fear when
entering battle and must make a Saving
Throw during the first round of combat or spend the
first 1d6 rounds cowering
in fear, unable to attack or act other than moving.
|
Hospital Administrator (8th):
When an Privileged Doctor reaches 8th level he can
choose to establish a hospital on a planet or space station. He will need to raise
the necessary resources to accomplish this by his own means, but if he is able
to do so, followers will arrive to serve him loyally. The Privileged Doctor
draws the service of several loyal individuals. Typically this includes
a 1st or 2nd level Aristocrat or Combat Medic as
well as an entourage of 2d6 normal humans who act as nurses and interns.