Post by captaincrumbcake on Nov 11, 2015 17:59:34 GMT -5
In my Lost Lands Campaign I have created a situation where the gods have, more or less, abandoned humanity and its allies, leaving the clerics of the world without spell powers. Since arcane magic (that wielded by magic-users and some elves) was partially responsible for this, the survivors of the cataclysm inflicted upon the world have since banished the use, practice and study of the dark arts; those that claim to be magic-users do so at the risk of being imprisoned...and possibly maimed as well.
All that being said and done, the cleric as a class has to be redefined for game purposes. In this regard, I see them as 2nd line warriors sent out to do battle with the beasts of the lands---something they failed to do before the cataclysm---in order to regain the favor of the gods. But, without their spell powers, I had to come up with something workable that would replace their curing skills.
The Healer was my solution. I'm cross listing it here so folks wishing to can check it out.
HEALER, CLASS
LVL. Exp. Points d6 for HD Abilities
1. 0 1 Removes 1 day waiting period for 1 person/level; can cauterize-sew appendages*
2. 2500 2 Doubles hp recovery for 1 person/level; reduce poison effects (see below)
3. 5000 3+1 Can cauterize-sew appendages**
4. 10000 4 Minor Recovery possible.***
5. 20000 5+1 Triples hp recovery for 1 person/level.
6. 40000 6 Recovery rate for 1 person/level is every day rather than every other!
7. 80000 7+1 Major Recovery possible.***
8. 160000 8 Quadruples hp recovery for 1 person/level.
9. 320000 9+1 Quintuples hp recovery for 1 person/level
For each level above 9th, 1 hp is accrued for every 160,000 XP gained.
Healers are not restricted to or from the use of any particular type of armor or weapon. In some cases this makes the Healer a good 2nd line fighting man; for others that are more pacifistic, it allows them at least to defend themselves if necessary. Healers are Lawful by profession; though Healer characters can be Neutral. Both INT and WIS are Prime abilities, and scores above 12 net the Healer a combined % bonus to earned experience. While earning XP through treasure acquisition and monster slaying may seem un-connected, apply the following: in order for a Healer to advance upwards in his or her profession and skill the character must attend costly and time consuming studies. This instruction can only be received at a medical university, or from another Healer at least 4 levels above the character/candidate wishing to advance. The cost of such is equal to the XP accrued by the character to advance to the next level, and takes a # of months (3@ L1; 4@ L2; 5@ L3; 6@ L4; 7@ L8; 8@ L6; 9@ L7; 10@ L8; 11@ L9)cumulative to reach the top level of the profession (L10 Doctor) A total of 63 game months (5 and 1/4 years!)
Healing Wounds Volume 3 of the OD&D rules (The Underworld & Wilderness Adventures) describes this. Characters suffering from a loss of hit points must rest in order to restore them. Per the rules no hp are restored on the first day of complete rest; with but 1 being regained every other day thereafter! This is simply the healing process of one's own body. But the assistance of a Healer can accelerate this process as shown above. Note that wounds, in these cases, apply simply to hit points, which represent nothing more serious than minor cuts, bruises, small fractures and fatigue. Severed appendages cannot be regenerated, nor can destroyed organs. Broken bones (arm, leg, ribs) can be reset, but the healing process of these falls under "minor-major recovery"(see below).
Minor-Major Recovery/Broken Bones. Broken bones are those that can be reset/aligned and the victim's body treated with aid in the form of anti-toxins/bacterial elixirs to accelerate the repairing process. Pulverized bones are ones that have been essentially ground to dust within one's body by a tremendous force and are irreparable. Minor Recovery allows the victim of reset bones to lay-in-rest for 1 to 6 weeks in order for the bones to refuse and heal. During this time only limited physical action can be taken; and that only as long as it does not include the use of the recovering bone/s. Major Recovery takes 1 to 6 months.
Poison & Effects. With the correct medicines a Healer can reduce the effects of poison by diluting it within a victim's system. If treated immediately (within 1-3 rounds) this can occur at the bite location. If not done within this time, the Healer must concoct elixirs and broths laced with certain ingredients for the victim to imbibe. For each day spent resting (and doing nothing else!) the victim will regain 1 hp per day per hp lost due to poison, until all are fully recovered; stopping the process at any time will result in the victim never being able to recover those remaining hp lost due to poison, as the damage to internal structures has occurred.
Note: As volume 1 of the OD&D rules reveal, poison is an either-or effect: either the poison does full damage possible or half, if the character makes a Save throw against it. However, unless one is using the Greyhawk variable damage rules, the extent of this would be that poison does either 6 or 3 points of added damage. While this might be enough to result in the death of a beginning character, those above 1 hit dice worth of life will not be seriously threatened by such an attack, unless it occurs when the character is very low on hp at the time. Thus, to be added to the Re-imagined OED&D document is the following: a creature's poison attack is equal to its total HD(x6). Thus, a 1 HD monster would inject either 6 or 3 hp of poison damage with this attack, while a 5 HD monster would inject 30 or 15 hp of poison damage. In all cases it is possible death might result. Death cannot be cured!
Severed Appendages. Characters losing small appendages *(fingers, toes, ears, nose) must have such wounds cauterized or sewn to stop leakage. In addition, treatment must be applied to the wound to prevent infection. A Healer can perform this procedure within 1 to 3 Turns with simple tools of the trade( 1 round per digit cauterizing, or 3 rounds sewing, with the remainder for treatment.) There is no limit to the number of times per day or persons allowed, other than the time necessary to do the job. Characters suffering from lost appendages will also lose 1 hit point per day from leakage until the wound is treated. The more serious loss of an appendage (hand or foot) requires more time (2-3 rounds for cauterizing, 6-24 for sewing, and a Turn for treatment. Losing a foot or hand immediately results in the additional loss of 1 hp; an arm or leg, 2 hp.
Note: the stump of a lost appendage can be tightly wrapped/bound, and tourniquets applied to slow the loss of blood. On small appendages (fingers and toes) there is no serious leakage to worry about, but with larger ones (as in a foot, hand, arm or leg) there cannot be a total stopping, as such could possibly result in additional damage. Thus occasional releasing of bindings is necessary, at which point 1 hp will be lost while bandages are removed and replaced and bindings reapplied.