Chirurgeon (3.5e Class)
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- 1 Chirurgeon
- 1.1 Game Rule Information
- 1.2 Class Features
- 1.3 Chirurgeon Spells
- 1.3.1 0-Level Chirurgeon Spells (Cantrips)
- 1.3.2 1st-Level Chirurgeon Spells
- 1.3.3 2nd-Level Chirurgeon Spells
- 1.3.4 3rd-Level Chirurgeon Spells
- 1.3.5 4th-Level Chirurgeon Spells
- 1.3.6 5th-Level Chirurgeon Spells
- 1.3.7 6th-Level Chirurgeon Spells
- 1.3.8 7th-Level Chirurgeon Spells
- 1.3.9 8th-Level Chirurgeon Spells
- 1.3.10 9th-Level Chirurgeon Spells
- 1.4 The Epic Chirurgeon
| This class needs a completed general description and/or information about where it excels. If you have read and understand this class enough to add this information please edit this page and add it. |
This article has been tagged since April 2007.
Chirurgeons are healers who augment their abilities with arcane magic. They use their magic to tend to their patients. Their prowess with the positive energy of healing makes them moderately effective against undead, but they are otherwise not very adept in combat.
Adventure: Chirurgeons adventure for various reasons, from the desire to help others to the desire for pay.
Characteristics: Chirurgeons are well-suited for healing, and are unusual in that their healing spells are arcane. They are very capable of curing various afflictions, but not very capable of fighting or defending themselves.
Alignment: Chirurgeons can be of any alignment.
Religion: Chirurgeons follow a wide range of religious paths.
Background: Chirurgeons have been around as long as arcane magic and the healing arts have. The origins of the two together have been lost to time.
Races: No particular race is more or less inclined toward this class.
Other Classes: A chirurgeon will heal others, so long as he feels it is best. For example, if the chirurgeon feels that it would be generally more harmful (to himself or others) to heal a would-be patient than to let them die, such as in the case of a murderous patient, he may refuse to heal them.
Role: Chirurgeons almost invariably take the role of the healer.
Game Rule Information
Chirurgeons have the following game statistics:
Abilities: Chirurgeons have numerous abilities related to healing.
Starting Age: Moderate
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+0||+1||+1||Master Healer +1||2||—||—||—||—||—||—||—||—||—|
|4th||+2||+1||+3||+2||Master Healer +2, Cure poison 1/day||4||4||—||—||—||—||—||—||—||—|
|7th||+3||+2||+4||+3||Master Healer +3, Cure poison 2/day||4||4||4||2||—||—||—||—||—||—|
|8th||+4||+2||+5||+3||Speedy recovery (-1 hour)||4||4||6||4||—||—||—||—||—||—|
|10th||+5||+3||+6||+4||Master Healer +4, Cure poison 3/day||4||4||6||6||4||—||—||—||—||—|
|11th||+5||+3||+6||+4||Speedy recovery (-2 hours)||4||4||6||6||4||2||—||—||—||—|
|13th||+6/+2||+4||+7||+5||Master Healer +5, Cure poison 4/day||4||4||6||6||6||4||2||—||—||—|
|14th||+7/+2||+4||+8||+5||Speedy recovery (-3 hours)||4||4||6||6||6||4||4||—||—||—|
|16th||+8/+3||+5||+9||+6||Master Healer +6, Patient sense, Cure poison 5/day||4||4||6||6||6||4||4||4||—||—|
|17th||+8/+4||+5||+9||+6||Speedy recovery (4 hours)||4||4||6||6||6||4||4||4||2||—|
|19th||+9/+5||+6||+10||+7||Master Healer +7 Cure poison 6/day||4||4||6||6||6||4||4||4||4||2|
|20th||+10/+5||+6||+11||+7||Speedy recovery (5 hours)||4||4||6||6||6||4||4||4||4||2|
All of the following are class features of the chirurgeon:
Weapon and Armor Proficiency: Chirurgeons are proficient with the dagger, club, light crossbow, sap, and shortsword. Chirurgeons are proficient with light armor, but not with shields. A chirurgeon can cast chirurgeon spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a chirurgeon wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass chirurgeon still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Cure poison (Sp): The chirurgeon may make a heal check against the DC of the poison with which the target is infected. Doing so requires a healer’s kit, or, failing that, 1/3 the poison’s DC of ranks in the survival skill, rounded to the nearest integer.
Speedy recovery (Su): Upon reaching level 8, a chirurgeon may attempt to heal a disease after one less hour of patient’s rest than the normal 8. Every three levels thereafter the rest time decreases by another hour, needing no rest at all at level 29.
Sterilize (Sp): Upon reaching level 12, a chirurgeon gains the ability to sterilize a wound to prevent infection or to sterilize an object or liquid to remove any disease or poison on it. This cannot remove parasites such as green slime. A single daily use can only affect a single object or body of liquid up to one cubic foot in size. Each additional daily use spent increases the maximum size by an additional cubic foot.
Patient sense (Su): Upon reaching level 16, a chirurgeon gains the ability to choose one sentient target. When this target is wounded, the chirurgeon immediately becomes aware of the wound, but not the type, location, or severity of the wound. This effect wears off when the chirurgeon chooses a new target, or is further from the target than the maximum range, which is 1/4 mile for every one of the character’s chirurgeon level.
Spells: A chirurgeon casts arcane spells which are drawn from the chirurgeon list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a chirurgeon must have a wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chirurgeon’s spell is 10 + the spell level + the chirurgeon’s wisdom modifier.
Like other spellcasters, a chirurgeon can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Chirurgeon. In addition, he receives bonus spells per day if he has a high wisdom score.
A chirurgeon’s selection of spells is extremely limited. A chirurgeon begins play knowing one 0-level spell of your choice. At each new chirurgeon level, he gains one or more new spells, as indicated on Table: Chirurgeon Spells Known. (Unlike spells per day, the number of spells a chirurgeon knows is not affected by his wisdom score; the numbers on Table: Chirurgeon Spells Known are fixed.) These new spells must be common spells chosen from the chirurgeon spell list.
Unlike a wizard or a cleric, a chirurgeon need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Assistance (Ex): A creature, character, or other entity that is able to move, able to grasp a diminutive object, and has a strength of at least 1 may assist a chirurgeon with his cure poison or speedy recovery abilities. This can be by choice, command, compulsion, charm, etc. A chirurgeon may have up to two assistants for a given use of an ability. Each assistant grants a bonus to the chirurgeon's roll when using his ability. The roll bonused is given below. The bonus is equal to the assistant's (dex bonus + int bonus + heal skill modifier) / 2, or 2, whichever is higher.
|Cure poison||heal check|
|Speedy recovery||disease healing check|
0-Level Chirurgeon Spells (Cantrips)
1st-Level Chirurgeon Spells
2nd-Level Chirurgeon Spells
3rd-Level Chirurgeon Spells
4th-Level Chirurgeon Spells
5th-Level Chirurgeon Spells
6th-Level Chirurgeon Spells
7th-Level Chirurgeon Spells
8th-Level Chirurgeon Spells
9th-Level Chirurgeon Spells
The Epic Chirurgeon
|22nd||Cure poison 7/day, +8 to all heal checks|
|23rd||Speedy recovery (6 hours)|
|25th||Cure poison 8/day, +9 to all heal checks|
|26th||Speedy recovery (7 hours)|
|28th||Cure poison 9/day, +10 to all heal checks|
|29th||Speedy recovery (8 hours)|
Skill Points Per Level