Medicine Man

Made this while I was waiting for my question to get answers in another thread. 

HP:0

Fighting:0

Thievery:2 400 (5 skills)

Divine:2 500

 

Trade offs

1 Initial skills at level 1

2 initial skills 1 skill at 3rd, 5th, and 7th level

2 initial skills 1 skill at 2nd, 4th, and 9th level

Medicine Man

EXP

Title

Level

Hit Dice

Abilties

                         Magic
Cantrips    1     2      3        4     5

0

Stranger

1

1d4

Village Wisdom

1

-

-

-

-

-

900

Outsider

2

2d4

Overcasting Prodigy

2

1

-

-

-

-

1,800

Wise Man

3

3d4

Careful Overcaster

3

2

-

-

-

-

3,600

Faith Healer

4

4d4

Master of Overcasting

3

2

1

-

-

-

7,200

Traditional Healer

5

5d4

Prestidigitation

3

2

2

-

-

-

14,400

Healer

6

6d4

 

3

2

2

1

1

 

28,800

Shaminist

7

7d4

Contemplation

3

2

2

2

1

1

57,600

Witch Doctor

8

8d4

 

4

3

3

2

2

1

160,000

Medicine Man

9

9d4

Overcasting Prodigy

4

3

3

3

2

2

260,000

Medicine Man

10

9d4+1

 

5

4

4

3

3

2

360,000

Medicine Man

11

9d4+2

 

5

4

4

4

3

3

460,000

Medicine Man

12

9d4+3

 

6

5

5

4

4

3

560,000

Medicine Man

13

9d4+4

 

6

5

5

5

4

3

660,000

Doctor

14

9d4+5

 

7

6

5

5

5

4

 

 

Saves

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spell

Attack Throw

1-2

13+

10+

16+

13+

15+

10+

3-4

12+

9+

15+

12+

14+

9+

5-6

11+

8+

14+

11+

13+

8+

7-8

10+

7+

13+

10+

12+

7+

9-10

9+

6+

12+

9+

11+

6+

11-12

8+

5+

11+

8+

10+

5+

13-14

7+

4+

10

7+

9+

4+


Medicine Mans Proficiency List: Apostasy, Battle Magic, Beast Friendship, Command,  Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Overcasting Prodigy, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Running, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Village Wisdom

 

Medicine Men are people that look deep into the world of what is and learn the secrets of how the world should be. Early in their career Medicine men normally will seek to help those in a small settlement with the limited amount of magic they can muster. As they grow in level they are able to have a wide range of spell casting along with more staying power to use it.

 

Because of their devotion to divine arts Medicine Men receive little to no combat training. At first level, Medicine Men hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws only two points every six levels of experience (i.e., half as fast as fighters). They may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

 

All Medicine Men have the ability to turn undead, see page 21 of Adventurer Conqueror King to for rules on turning.

 

When a Medicine Man reaches 5th level (Traditional Healer), he may begin to research spells, scribe scrolls, and brew potions. At 9th level (Medicine Man), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a Medicine Man may learn and cast ritual divine spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues. If chaotic, the Medicine Man will be able to create necromantic servants and even become undead himself. These activities are explained in the Campaign chapter of  Adventurer Conqueror King.

 

Upon attaining 9th level (Medicine Man), a Medicine Man may establish or build a Spirit Lodge. So long as the Medicine Man is currently in favor with his spirits, he may buy or build his Spirit Lodge at half the normal price due to divine intervention. Once a Spirit Lodge is established, the Medicine Man’s reputation will spread and he will attract 5d6x10 0th level barbarians armed with various weapons, plus another 1d6 Medicine Men of 1st-3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the Medicine Men’s service, his followers must be provided food and lodging, but need not be paid wages.

 

The Judge determines which proportions of followers are archers, berzerkers, etc.  Spirit Lodge’s are effectively fortified churches and follow all other rules as if they were a  fortified church.  




 

Medicine Man’s Spell list


 

1st level Spell

2nd level Spell

3rd level Spell

4th level Spell

5th level Spell

1

Cure Light Wounds

1

Charm Animal

1

Prayer

1

Create Water

1

Quest

2

Remove Fear

2

Hold Person

2

Cure Major Wounds

2

Dispel Magic

2

Insect Plague

3

Purify Food and Water

3

Holy Chant

3

Cure Blindness

3

Divination

3

Restore Life and Limb

4

Detect Magic

4

Produce Fire

4

Cure Disease

4

Vigor

4

Atonement

5

Detect Danger

5

Augury

5

Glyph of Warding

5

Speak with Plants

5

Commune

6

Command Word

6

Warp Wood

6

Growth of Animals

6

Tongues

6

Create Food

7

Sanctuary

7

Speak with Animal

7

Locate Object

7

Sticks to Snakes

7

True Seeing

8

Fellowship

8

Cure Moderate Wounds

8

Remove Curse

8

Cure Serious Wounds

8

Flame Strike

9

Resist Cold

9

Divine Grace

9

Speak with Dead

9

Death Ward

9

Protection from Normal Weapons

10

Light

10

Snake Charm

10

Sphere of Visibility

10

Spirit of Healing

10

Dispel Evil

11

Protection from Evil

11

Silence 15' radius

11

Water Walking

11

Control Undead

11

Scry

12

Detect Evil

12

Spiritual Weapon


 

12

Call Lightnin

12

Fate

12

Strength of Mind




 

Wow, I've not seen a class built on Overcasting before. Really cool!

 

I really liked the rules for it and liked the Village Wisdom cantrips so I was going to make a few classes that used them. I honestly can't wait for HCK for the new content to play around with so I've been making random classes using the new magic rules and other content you keep making. Only problem is I like my Blade Dancer so I won't get to try any of them out ><