[Player's Compendium] Prestige Classes!

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[Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Thu Jul 09, 2015 3:20 am

Another Player's Compendium thread! Within it you will find, you guessed it, prestige classes!

Prestige Classes
A prestige class is a class that is more niche than your standard base classes; they have less levels and offer another layer of depth that your may explore and learn the secrets thereof. The following prestige classes are available as player choices;
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Re: [Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Thu Jul 09, 2015 9:50 am

Barbarian (Brb)
Most people in the civilized lands take much for granted. They have their printing press, a postal network that allows instantaneous delivery from one side of the continent to the other and other magical and technological amenities that make modern life much easier for the layperson. Also, most individuals that attend school have the potential to harness arcane power, even those that wouldn’t do well as pure wizards can harness this energy. Those that can have access to cantrips that can be used so that demeaning tasks can be accomplished without the need of them having them done through physical labor. But most importantly, these people have a governmental system that puts a roof over their heads no matter their station within society.

In the wilderness, there exist those that shirk the pleasantries of the civilized lands and find it quite disgusting. These nomads live in harmony with the land and only take what they need from it to survive. They have no roof over their head; instead they revel at living under the open sky. They are primitive, yes, but they are also stronger for this. They have honed their bodies and their mind to survive and to be able to fight off the terrors that lurk in the shadows. There is nothing more terrifying than suffering at the hands of or witnessing the wrath of a barbarian!

When they do fight they work up a frenzy that makes them quite indomitable combatants. While they are in this frenzy they fight recklessly and without regard for their physical well being. Fortunately for them their ability to frenzy, or rage as the class feature is called, gives them a psychotic insight. This insight provides them with a bonus to their Strength and Constitution scores and gives them a slightly higher resistance to effects that target their will. Until they reach fifteenth level all barbarians suffer a penalty to their armor class due to their reckless actions in combat.

Alignment: Any non-lawful.
Hit Die: D10

Requirements
To qualify to become a barbarian the character must fulfill the following criteria:
Skills: Intimidate 5 ranks, Survival 5 ranks
Feat: Alertness, Endurance, Run & Self-Sufficient

Class Skills
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.


Class Features
All of the following are class features of the barbarian.

Weapon and Armor Proficiency: Barbarians do not gain any proficiency with any armor or weapons.

Brute (Ex): Barbarians harbor an innate distrust of magic, even enchanted equipment. Barbarians make up for their lack of such tools through their affinity with nature, which bolsters their body against the harshness of the world and makes them stronger to overcome obstacles; the barbarian adds her Constitution modifier as bonus to her natural armor class as well as to all attack and damage rolls. At 2nd level and 4th level and then every three class levels thereafter the bonus granted increases by +1.

Attacks made by the barbarian ignore damage reduction as if their weapon is enchanted. If the barbarian ever uses any magic item they lose the bonus gained by this ability for 36 hours thereafter.

Further, your unarmed attacks deal lethal damage and your are treated as being in claw and bite attacks. Small races deal 1d4 bite and 1d3 claw, medium races deal 1d6 bite and 1d4 claw and large races deal 1d8 bite and 1d6 claw.

Dauntless (Ex): The bonus gained from Endurance increases to +8. In addition the Barbarian gains 2 additional hit points per class level gained.

Rage (Ex): The barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 12 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

The barbarian can end her rage as a free action and is fatigued after raging for a number of rounds equal to 2 times the number of rounds spent in the rage. The barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the barbarian falls unconscious, her rage immediately ends, placing her in peril.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 1st level, a barbarian gains a rage power. She gains another rage power at the levels indicated on her class progression table. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
  • Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
  • Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
  • Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
  • Damage Reduction (Ex): The barbarian gains damage reduction 1/—. A barbarian can select this rage power up to ten times, each time increasing her DR by +1 while raging.
  • Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
  • Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
  • Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.
  • Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 7th level before selecting this power. This power can only be used once per rage.
  • Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.
  • Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.
  • No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
  • Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
  • Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.
  • Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
  • Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
  • Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
  • Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
  • Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
  • Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
  • Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
  • Superstition (Ex): The barbarian gains a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 3 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
  • Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
  • Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
  • Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

Primal Scream (Su): At 3rd level, the barbarian can unleash a ferocious animal scream as a standard action that strikes terror into the heart of those that it. All creature within 60 feet of you must make a Will save (DC 10 +1 per three class levels you have + your Constitution modifier). Upon a failed save, any creature with fewer Hit Dice than you becomes frightened, and those with Hit Dice equal to or greater than your own become shaken. Shaken creatures do not become frightened because of this ability, nor do frightened ones become panicked.

Greater Rage (Ex): At 5th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Tireless Rage (Ex): At 7th level and higher the barbarian no longer becomes fatigued at the end of her rage.

Savage Beast (Ex): When you make attacks with your natural weapons (bite or claw) you deal one extra die of damage, add a bonus to the damage equal to twice the amount of dice rolled (2 dice = +4 damage, etc) and you increase the critical range of them by +1.

Mighty Rage (Ex): At 11th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Vicious Varmint (Ex): When you make attacks with your natural weapons (bite or claw) you deal two extra dice of damage and add a bonus to the damage equal to four times the amount of dice rolled (2 dice = +8 damage, etc) and you increase the critical range of them by an additional +2.

Vicious Rage (Ex): At 15th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +10, and her morale bonus on Will saves increases to +6. The barbarian no longer suffers a penalty to her AC when raging.
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Re: [Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Fri Jul 10, 2015 10:18 pm

Courtesan (Crt)
Creatures that make their way in the world as entertainers, no matter how bawdy or noble the pursuit of their craft have the potential for greatness like any other being. Courtesans have realized their potential and are the exceptional entertainers that tend to impress their customers into repeat business.

From escorts to stage performers, courtesans penetrate almost all facets of the social scenes. They make acquaintances and friends of all different sorts; these connections allow them to stay on top of the pulse of social networking scene and they are never too far from the latest juicy bits of information. Courtesans that have really established themselves sometimes do charity work, but this can sometimes carry an ulterior motive; they may try to seek compensation in some form other than cold hard cash. At the pinnacle of their ability they are able to make near legendary performances and earn nearly enough income from them to support themselves almost indefinitely.

Role: Courtesans are master manipulators, able to effect change from behind closed doors. Many aren't quick to engage in physical combat but instead prefer to sway the tide of danger away from them with their mastery of verbal jousting. Courtesans usually have grandiose plans and are able to quickly climb social circles to be able to fund their goals.

Alignment: Courtesans can be of any alignment. Those that have no interests outside of becoming the absolute best in their field are usually neutral in one or more aspects.
Hit Die: d6.

Requirements
To qualify to become a courtesan, a character must fulfill all of the following criteria.
Skills: Diplomacy 5 ranks, Perform 5 ranks, Perception 5 ranks, Sense Motive 5 ranks
Feats: Alertness, Connected, Enchanting Beauty, Exotic Beauty, Skill Focus (Perception)

Class Skills
The courtesan’s class skills are Appraise (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Skill Ranks Per Level: 6 + Intelligence modifier.


Class Features
All of the following are class features of the courtesan.

Weapon and Armor Proficiency: Courtesans gain no proficiency with any weapons or armor.

Allure (Ex): The courtesan gains a bonus on all Diplomacy and Perform checks equal to her class level.

Connections: At 1st, 2nd, 4th and 6th level the courtesan gains Connection as a bonus feat. The contacts gained from this class feature do not count against the maximum for the character.

Hyper-Vigilant: At 1st level the courtesan gains Hyper-Vigilant as a bonus feat.

Sultry Performer (Ex): At 2nd, 4th and 6th level the Courtesan chooses one specific Perform specialty and applies double the bonus from her Allure class feature when performing for an individual or a tight-knit group that she knows intimately well (one specifically chosen contact).

Inspiring Performance (Ex): At 2nd level the courtesan can Take 10 on any one Perform check a number of times per day equal to half her class level. At 4th level the courtesan can Take 10 even if danger or distractions are abound.

Connected (Ex): At 3rd level when the courtesan uses Diplomacy to gather information she gains a +5 bonus on the check and it only takes 1 hour to do so.

In addition the courtesan receives double the amount of compensation for services rendered.

Loyal Clientele (Su): At 5th level the courtesan can waive payment in order to make a suggestion to one of her customers as a supernatural ability; this ability can only be used once per day and the courtesans effective caster level is equal to her class level.

Masterful Performance (Ex): At 6th level the Performer can Take 20 on any one performance check once per day without taking longer than usual to do so.

In addition the courtesan earns quadruple the amount of compensation for services rendered.
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Re: [Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Sat Jul 11, 2015 5:54 am

Adamantine Sentinel (Ads)

Alignment: Any
Hit Die: D10

Requirements
To qualify to become an adamantine sentinel, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Endurance, Heavy Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Tower Shield Proficiency

Class Skills
The adamantine sentinel's class skills are Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis).
Skill Ranks per Level: 2 + Int modifier.


Class Features
The following are the class features of the adamantine sentinel.

Weapon and Armor Proficiency: The adamantine sentinel is proficient with all simple and martial weapons. The adamantine sentinel does not gain proficiency with any armor.

Armor Mastery (Ex): At 1st level the adamantine sentinel gains DR 1/— whenever she is wearing armor or using a shield. For each additional class level gained her DR increases by +1.

If the character already has this feature of the same name from any other class she is allowed to the bonuses, for a maximum of DR 15/-.

Improved Endurance (Ex): The bonus you gain from Endurance increases by +2 and continues to increase by an additional +1 per additional two class level gained.

In addition you can sleep in heavy armor without becoming fatigued.

Reinforced Defenses (Ex): At 1st level the adamantine sentinel is better able to coax more protection from any non-magical any armor she wears, gaining an untyped bonus to her AC equal to her class level.

In addition the adamantine sentinel gains a bonus to her natural armor equal to half her class level +3.

Adamantine Fist (Ex): At 2nd level you gain Improved Unarmed Strike and Stunning as bonus feats; add your class level to the DC for your foes to resist your stunning fist instead of applying your Wisdom modifier to it.

In addition you treat your unarmed strikes as if they are adamantine weapons.

Armored Sentinel (Ex): At 2nd level, whenever you occupy a space, you hold it against your enemies like a walking fortress. Any allies that gain cover from you gain an additional cover bonus to their Armor Class equal to half your class level (minimum 1) +1 in addition to the +4 bonus they already get for using you as soft cover.

In addition the adamantine sentinel gains a competence bonus equal to half her class level +3 to her Armor Class on checks and saves to resist any attack that would force her to move or knock her prone.

Adamantine Mind (Ex): At 4th level your mind has become as hard as any armor, and is dangerous to engage. You gain a bonus equal to your class level on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.

At 8th level creatures that fail their save are stunned and fatigued.

Fortified Fortress (Ex): At 6th level, when a critical hit or sneak attack is scored against the adamantine sentinel, there is a 35% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. For each additional class level gained the percentage increases by +10, to a maximum of 75%.

Iron Sentinel (Su): At 8th level, when the adamantine sentinel is unarmored she is treated as wearing full-plate, when wearing any other armor other than full-plate it is treated as adamantine full-plate. When specifically wearing adamantine full-plate the adamantine sentinel gains the following abilities of the iron golem; DR 15/Adamantine, immunity to magic, powerful blows.

Adamantine Sentinel (Su): At 10th level, when the adamantine sentinel is specifically wearing adamantine full-plate she gains the following abilities of the adamantine golem; destructive strike, DR 15/Epic, fast healing 10, indestructible and immunity to magic.

When you are wearing adamantine full-plate you treat your unarmed strikes as adamantine weapons.
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Re: [Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Sat Jul 11, 2015 10:52 pm

Storm Blade (Sbl)

Alignment: Any
Hit Die: D10

Requirements
To qualify to become an adamantine sentinel, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Arcane Adept, Elemental Aegis, Mystic Awakening, Torturous Tempest, Weapon Focus (any bladed Weapon), Weapon Specialization (bladed weapon chosen for weapon focus)

Class Skills
The storm blade's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.


Class Features
The following are the class features of the storm blade.
Weapon and Armor Proficiency: The storm blade does not gain any proficiency with any weapons or armor.

Elemental Blade (Su): When the storm blade wields their bladed weapon, the actual blade of it is replaced with the element type that the character selects when it is powered up with from her elemental aegis feat. In essence, the weapon becomes a living manifestation of the element type chosen. In addition, the number of rounds that your elemental aegis lasts is doubled (10 rounds per hit die that you have).

Thunderous Roar (Su): The storm blade's elemental blade is treated as if it has the thundering magical weapon quality. The DC to resist being deafened increases by +2 with an additional +1 gained at 2nd level and every level thereafter.

Elemental Fury (Su): At 2nd level the storm blade can choose to imbue their blade with two elements simultaneously while their elemental aegis is active. At 5th level the storm blade can choose to imbue your blade with three elements simultaneously and at 8th level they can choose to imbue their blade with four elements.

Elemental Acceleration (Su): When your elemental aegis is activated you gain a bonus to your base land speed equal to your base attack bonus x5.

Elemental Burst (Su): When the storm blade reaches 4th level she can expend eight additional points of spell energy to grant your blade the burst property associated with one single element type. The blade must first be powered up with the base elemental type selected from elemental aegis first before adding the burst quality to your blade.

The storm blade can add more than one burst quality to her blade, but as stated previously the base elemental from elemental aegis must first be powered up and the storm blade must then expend eight points of spell energy to add the burst quality. Any burst properties remain for as long as the storm blades' elemental aegis is active.

Elemental Sheath (Su): At 6th level the storm blade is able to activate their elemental aegis while their weapon is sheathed in order to gain the benefit of aegis ward out of combat. In addition, the number of rounds that your elemental aegis lasts is quadrupled (20 rounds per hit die that you have).

Cacophonous Roar: At 7th level the amount of sonic damage your foes take from your thunderous roar class feature increases by +2D8 and the DC to resist being deafened increases by an additional +5.

Elemental Ascension (Su): At 9th level the storm blade gains a fly speed of 100 feet while her elemental aegis is active.

Elemental Form (Su): At 10th level the storm blade can choose to be the sole beneficiary of the Elemental Body II spell (with her caster level being equal to her character level) instead of activating her elemental aegis to power up her sword. The duration of your elemental form is equal to the duration of your elemental aegis.
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Re: [Player's Compendium] Prestige Classes!

Postby Angel Tarragon » Sun Jul 12, 2015 7:56 am

Surgeon (Sgn)

Alignment: Any
Hit Die: D6

Requirements
To qualify to become a surgeon, a character must fulfill all the following criteria.
Skills: Heal 9 ranks, Survival 3 ranks
Feats: Academy Graduate (Heal), Doctor, Self-Sufficent, Skill Expertise (Heal), Skill Focus (Heal).



Requirements
The following are the class features of the surgeon.

Weapon and Armor Proficiency: The surgeon is proficient with the scalpel (treat as a tiny dagger) and does not gain any armor proficiency.

Healing Touch (Ex): A 1st level surgeon is able to provide first aid or can operate on a living creature quickly, healing it of a number of hit points equal to one per hit die it has plus triple your Surgeon level. This ability expends one use from your healers kit. You can only heal one specific patient using this class feature a number of times per day equal to your class level.

Treat Malady (Ex): At 1st level the surgeon is able to to treat a patient once per day to remove one of the following conditions by expending uses from her healers kit; blinded (3), dazed (1) deafened (3), diseased (2), exhausted (2), fatigued (1), nauseated (2), [temporarily] paralyzed (3), poisoned (2), sickened (1), staggered (2), stunned (3).

If the patient is suffering from a malady that was inflicted via magic, there is nothing the surgeon can do to reverse its effect unless the surgeon is fifth level and uses their miracle worker class feature to treat the malady.

Revive The Dead (Ex): At 2nd level the surgeon is able to bring the departed back to life by. By expending 10 uses from a Healer's Kit the surgeon can bring one dead patient back to life that has been dead for no longer than 3 minutes per class level +1.

The revived patient is treated as if it wasn't fully dead, just teetering on the brink of it for the purpose of not suffering from negative level loss or Constitution drain when returned to life; the revived are restored to zero hit points and are unconscious. After a number of days have passed equal to the number of rounds they were dead minus their Constitution modifier (minimum 1) the revived rouse from unconsciousness to and are healed to one hit point and suffer from exhaustion. After this point the revived are placed under the surgeons' long term care until they naturally heal up to one-quarter their maximum hit points, at which point they are released from the surgeons' care (and discharged from a hospital they might be recovering in).

A revived creature cannot receive the benefit of the surgeons Healing Touch ability until after they naturally heal up to their full hit points.

If the patient the surgeon is attempting to revive is in a medically sufficient, well stock and well staffed hospital the surgeon does not need a healer's kit to revive the patient.

Alternative Medicine (Ex): By canvassing a wild area you can assemble your own Healer's Kit by spending 1D4 hours in nature and by succeeding on a DC 10 Survival check. If your Survival check turns up a result of 20 or higher you only take 1D2 hours to scrounge up a Healer's Kit.

You gain a +2 on your check to assemble an alternative medicine Healer's Kit if you are canvassing an area that is one of your favored terrains.

Tend to the Masses (Ex): In the hands of a surgeon a healer's kit lasts longer; it has 20 uses rather than the typical 10.

In addition the number of patients you are able to look after when providing long-term care is increased by an amount equal to your surgeon class level +2. This benefit stacks with the benefit from the Doctor feat.

Heal The Body (Ex): At 3rd level the surgeon can operate on a patient for 1 minute and by expending 5 uses from a Healer's Kit, she can restore 1 point of Strength, Dexterity or Constitution damage. The surgeon can spend longer in surgery, restoring more than 1 point but must expend the requisite uses from a Healer's Kit.

If the target's ability damage is permanent, it can be restored but requires that the surgeon to expend 10 uses from her Healer's Kit.

If the patient the surgeon is attempting to heal is in a medically sufficient, well stocked and well staffed hospital the surgeon does not need a healer's kit to heal the patient.

Xxx (Ex):[/b]

Miracle Worker (Ex): At 5th level the surgeon can attend to a patient and treat it as if with heal by expending 20 uses from a Healer's Kit. The surgeon has an effective caster level of 11 and treats this as an extraordinary effect.
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