Saturday, November 26, 2022

Stitchers

Skilled Medics chosen and inducted into the secretive Order of the Second Sun. Having undergone initiation within the temple city of Light-haven. As vessels of divine Light they serve the Order, never revealing their faces having surrendered themselves to a higher calling. They are unique in that the can administer non-magical means of medical assistance and stabilize wounds through their rigorous medical training. All serve the Order unfailingly and without question and take solace in knowing that any questionable acts they may take are only in service of the greater good and that all perceived sins are forgiven and rescinded by Arch Bishop Ignatius. Such is his compassion and service to order.


Prime Attribute: Wisdom 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Stitcher gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Stitchers are able to use any armor or shield effectively.
Weapons Permitted: Stitchers may wield any weapon of their choosing.
Race: Only half elves and humans may become Stitchers.


Table: Stitcher Advancement
LevelExperienceHit Dice (d6)Saving ThrowSpells
1234567
10115
21,5002141
33,0003132
46,00041221
512,00051122-
624,0006102211
748,0007922211
8100,0008822222
9170,0009733322
10240,0009+1 hp633333
11310,0009+2 hp544433
12380,0009+3 hp4444441
13450,0009+4 hp4555441
14520,0009+5 hp4555552
15590,0009+6 hp4666552
16660,0009+7 hp4666663
17730,0009+8 hp47776631
18800,0009+9 hp47777741
19870,0009+10 hp48887742
20940,0009+11 hp48888852
21++70,000+1 hp/level49998853

* Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 11th level Stitcher has 9HD plus 2 hit points total, not 9HD plus one hit point gained at 10th level and another 2 hit points gained at 11th.

** Stitchers continue to gain spells after 21st level according to the same pattern



Requirements and Limitations
May not be Neutral


CLASS ABILTIES

Mercurial Resistance
Stitchers have undergone intensive training to be able to handle Mercurial Blades & Armor.
All other classes suffer STR level loss at the rate of one level per hour of contact. No save permitted.

Bandage Wounds
A Stitcher hones their medical skills with experience. Bandage wounds allows a Stitcher to bind theirs or an allies wounds following a fight. They regain D6 hit points, but can only regain wounds lost during the fight. At 1st level a Stitcher may bind wounds once per day for 1d6 hp recovery. Upon reaching 4th level they may bind wounds twice per day, and at 8th level they may bind wounds three times per day.

*Note: A Stitcher must be carrying bandages to utilize Bandage wounds.

Spell Casting
Stitchers cast “divine” spells from a specific list, with numbers as per Table: Stitcher Advancement.  Each day, the Stitcher selects and prays for a particular set of spells, choosing any spells from the standard Cleric list. Once a spell is cast it cannot be cast again until the next day, unless the Stitcher has prepared (prayed for) the spell more than once.

Saving Throw Bonuses
Stitchers gain a +2 bonus on saving throws against being paralyzed or poisoned.

Establish Religious Stronghold
At 9th level, a Stitcher may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.

Turn Undead
As vessels of Light, Stitchers have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. 

*Stitchers turn undead as per Clerics.


For the White Box version of this class click here:


No comments:

Post a Comment

370 Sessions. So whats next for the ALMOST Campaign.

370 sessions. Wow. This is the number of sessions our weekly gaming club has now committedly invested in our ALMOST Campaign. It really is a...