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.
No comments:
Post a Comment