Doctor in Westward - Homebrew Campaign | World Anvil
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Doctor

Doctor

Description

      All men need healing at some point in their lives. It's no different for a new world. For spiritual healing, that falls upon the priests and the pastors - but for physical healing, the learned Doctor knows many a remedy. Essential to any exploration party, the Doctor sees to the medical care of the adventurers, as well as dabbles in new uses for local plant life.        

Modifiers

  +2 Intelligence - The doctor never made it to the high society of physicians, but he still knows a thing or two.   +1 Constitution - He's made of sterner stuff, otherwise he wouldn't make it in this profession.              

Core Skills

   

Level 1

    Healing The Doctor treats a wound - the severity of the wound dictates the needed roll to be successful. (Dexterity roll)   Literate - The Doctor's education allows for them to read and write, something some commoners lack.      

Level 5

  Alchemist - A new world offers many new substances to experiment with. Many of them can be used for healing - or, alternatively, poisons. (Intelligence roll for success)        

Level 10

  Surgeon Given his experience, the Doctor can perform surgery on a patient outside of combat - if successful, normally fatal or maiming wounds would be minimized. (Dexterity roll for success)

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