Blacksmith and Doctor professions

The Doctor profession is quite useful if there is no Cleric or Druid in the party, especially in the early game. If they learn Alchemy they’d be even more useful. The downside is that, unlike divine magic, failing a Doctor’s skill check can do more harm to the patient. They also take much longer to perform their treatments.

Blacksmithing is the only one of my secondary skills and professions that branches off into two.. In theory, the doctor could as well, but medieval medicine wasn’t as specialized as it is today.

Blacksmithing, Leads to Weaponsmithing and Armorsmithing

Major Stat: INT                Minor Stat: STR

Note that before Rank 2 is started, the character must decide if he will specialize in Weaponsmithing or Armorsmithing.

Rank 1: Requires a forge, workbench, hammer, anvil, tools. 100gp initially.

  • Can make shields, helmets, a single melee weapon type and simple metal objects without a skill check. A weapon type can be something like Long sword or Warhammer.
  • Make a skill check to create chainmail armor and any other melee weapon type.

Weaponsmithing, Rank 2:

  • Can choose two broad categories of melee weapons to be your specialty. These can be created without a skill check. One must be in the category as the previous Rank’s choice. Weapon categories are things like Swords, Axes, Maces, Polearms, and Fist & Claw, etc.
  • Make a skill check at -1 to create a weapon outside of the two weapon types chosen.
  • Make a skill check at -1 to create a Masterwork weapon.
  • Make a skill check at -2 to use a special material.
  • Skill check penalties are cumulative. Example: a Masterwork silver weapon outside your specialty would be at -4 to the success range.

Rank 3:

  • Can make all melee weapon types without a skill check. Specialties no longer apply.
  • Make a skill check to create a Masterwork weapon.
  • Make a skill check to use special materials.
  • Make a skill check at -1 to create a Masterwork weapon with a special material.

Rank 4:

  • Can make a Masterwork weapon without a skill check.
  • Make a skill check to create a magic weapon as a caster of 1/2 his level.
  • Can specialize in a single special material so that no skill check is required.

Armorsmithing, Rank 2:

  • Can create all types of Light and Medium armor without a skill check.
  • Make a skill check to create Heavy armor.
  • Make a skill check at -1 to create a Masterwork set of armor. Cannot create Masterwork Heavy armor.
  • Make a skill check at -2 to use special materials.
  • Skill check penalties are cumulative.

Rank 3:

  • Can make Heavy armor without a skill check.
  • Make a skill check to create a Masterwork set of armor of any type.
  • Make a skill check to use special materials.
  • Make a skill check at -1 to create a Master set of armor using a special material.

Rank 4:

  • Can create a Masterwork set without a skill check.
  • Make a skill check to create a magic set of armor or an appropriate magic item (such as Gauntlets of Ogre Strength) as a caster of 1/2 his level.
  • Can specialize in a single special material so that no skill check is required.

Doctor / Chirurgeon / Physician

Major Stat: INT                Minor Stat: WIS

Note: Doctors make better use of treated bandages, which can be used by anyone. They got 1gp per roll of treated cotton cloth. They can be applied directly after a fight has ended to stop bleeding wounds and restore 1 hp. Only one roll of bandages will have any effect after any given fight or injury. So using ten bandages at once won’t restore 10 hp.

Rank 1: Chirurgeons’ kit, bandages, jar of leeches. 150gp

  • Apply bandages (healing 2 hp instead of 1 hp) without a check.
  • Make a skill check to treat non-lethal damage, boost natural healing, or a non-critical ailment.
  • Make a skill check at -1 to cure an ordinary disease or treat a burn.

Rank 2:

  • All previous treatments require no check.
  • Make a skill check to cure an ordinary disease, treat a burn, or stabilize a dying humanoid or animal.
  • Make a skill check at -1 to cure a poison, treat bleeding damage or restore physical ability damage.

Rank 3:

  • Make a check to cure a poison, treat bleeding damage, or restore physical ability damage.
  • Make a skill check at -1 to reattach a limb.
  • Can apply bandages without a check to heal 3 hp instead of 2 hp.

Rank 4:

  • Make a check to reattach a limb, cure a mental disorder, or restore a dead creature back to life.
  • Can apply bandages without a check to heal 1d4+2 hp instead of 3 hp.

Notes on treatments:

  • In many cases, unless otherwise noted and at the DM’s discretion, the negative results of a failed skill check can often be restored with further treatment.
  • Treatment of non-lethal damage: Requires 1 Turn and one skill check. Success heals all of the non-lethal damage. Failure results in no healing and 25% of the non-lethal damage becomes lethal damage. Cannot be reattempted.
  • Boost natural healing: Make a check for every day of treatment. The patient must rest a full day to be effective. Success means the patient will heal twice the maximum amount. Failure results in no natural healing gained that day, except if the patient has 10% hp or less, in which case they take 1d6 damage.
  • Treatment of an ordinary, common, non-life-threatening illness (DM’s discretion): Requires 1 to 3 Turns, depending on the complexity of treatment, and one skill check. Usually only 1 Turn. Failure should result in making the ailment worse in some way (DM’s discretion).
  • Cure disease: Once per day for a minimum of three days, make a skill check. Must make 3 successful checks to cure the patient. For each one that fails, it counts double against the time the patient has left before succumbing to the disease or 1d4 CON damage that cannot be cured or healed so long as the patient is sick. Failure may also result in transmission of the disease to the doctor, if it is contagious.
  • Treat a burn: Treatment lasts 6 Turns (1 hour). Make one skill check. Success results in restoring half the damage taken from the burn. Failure will add 25% more damage and reduce CHA by 1 due to extreme scarring. The CHA loss is permanent except through a Wish, Heal, or Restoration.
  • Stabilize a dying creature: Can only be performed on a humanoid or animal; meaning it must have a comprehensible anatomy (no oozes, aberrations, flesh golems, etc). Takes 1 round and failure results in death unless the creature Saves vs Death. Either way, the doctor doesn’t get a second chance.
  • Cure poison: Treatment takes 2 Turns. Make one skill check. If used on a creature that died to poison, success results in bringing it back to life. If used on someone that took damage from poison, it will restore half the damage if it failed the initial Save vs Poison or all the damage if it succeeded on the Save vs Poison. Failure of the check results in 1d6 CON damage if they’re alive, otherwise they remain quite dead and a Neutralize Poison spell won’t work. Treatment must begin as soon as possible. For natural animal poisons, every Turn that passes reduces the range of success by 1. For weaponized poisons, every two rounds that pass reduces the range of success by 1. CON damage can be treated later.
  • Treat bleeding: Treatment takes 1 Turn. Make one skill check. Restores 90% of damage taken from bleed effects suffered that day. Requires a blood donor (can be the doctor) who take a minimum of 1 damage. Failure results in the patient taking 50% more bleed damage, the donor suffering that same amount, and both suffering from nausea for 6 Turns, due to an extreme loss of blood.
  • Restore physical ability damage: Treatment takes 3 Turns. Make one skill check. Restores 1d4 points of physical (STR, DEX, CON) ability damage taken from a non-magical source. Failure results in 1 point in that stat is lost permanently. Only one stat can be healed per day.
  • Reattach a limb: Treatment takes 6 Turns. Make one skill check. Reattaches an arm, hand, leg, or foot. Reattaching smaller limbs like fingers, toes or ears is covered by ‘Restore ability damage’. Failure results in one of the following (roll a d3): the limb could not be reattached, there was a lot of blood-loss and the patient takes 1d4 CON damage; the surgery damaged healthy tissues and the patient loses 1 point of STR or DEX permanently; the limb is attached, but is non-functional and the patient loses 1 point of CHA permanently.
  • Restore sanity: Treatment takes 6 to 12 Turns, depending on the severity of the mental illness. It is brain surgery that must be performed in a proper operating room. One skill check is made. Success results in the cure of the mental affliction. Failure results in the death of the patient unless the patient makes a Save vs Death. Making the save results in a Feeblemind effect (INT, WIS, CHA are all 3) that can only be repaired with a Heal orRestoration spell.
  • Restore life: Treatment take 1 Turn and the creature must have been dead no more than 1 Turn. Success restores the patient back to life. However, much like the spell Raise Dead, the creature must also succeed on a Survive Resurrection roll. Success means it is restored to 1 hp, loses 1 point of CON permanently, and, for two weeks, moves at half speed, cannot engage in fighting, cast spells, or other strenuous activity. Failure of the doctor’s treatment results in too much damage to the body for Raise Dead to work; only a Wish or Resurrection spell will restore the patient. Failure of the Survive Resurrection roll only means that a Raise Dead spell can be attempted.
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