Leech (Apath)
Unofficial rules compendium | |
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The leech is a practitioner of the art of health care. They use their knives to cut away unsightly hair, blemishes, to drain pustules, amputate limbs, and otherwise bring forth health and beauty through selective destruction. They use leeches to remove harmful substances, curses, and even spell effects. They use medicines to counter disease and ailments. They use massage to promote well-being and bring forth inner energy. Naturally, all this requires a practical knowledge of anatomy, which can also make leeches dangerous in combat when they get a good opening to use their skills for destruction.
At the same time, leeches work to improve their patients' physical well-being in other ways—through hygiene, cosmetics, hairdressing, and baths. In a civilized city everyone who can afford to visits a leech at least once a week, and their stalls are both health parlors and centers of news and gossip. Leeches are more than just cosmeticians and surgeons, they also provide a social outlet. They try to please the customer as best they can, and provide entertainment in the form of songs, stories, and interesting conversation as they work. Some leeches also have scientific ambitions, and become quite knowledgeable on a variety of subjects. Unlike true scholars, leeches always look at the practical application of knowledge and are not above experimentation.
Leeches thrive in cities and markets. Some travel from market to market, but most prefer to settle in a larger town and practice their profession where there are plenty of wealthy customers. Most are content with a life as a part of the social circuit of their towns, keeping track of gossip and subtly helping their favorites on the social scene, gaining influence through friends and favors rather than through wealth and power.
The leech archetype represents a non-supernatural healing tradition. Because supernatural healing is the norm in Pathfinder, and natural healing is also rather quick and simple, the efficiency of the leech's healing abilities have to be rather cinematic to be at all competitive. The leech also uses some methods that are not recommended medical practice today but a part of medieval medicine—like bleeding. Do not try this at home.
Class Abilities
A leech has all class abilities of the normal rogue, except as follows.
Weapon and Armor Proficiency
Leeches are proficient with the dagger, club, dart, sap, sword (short), and kukri and with light armor. Note that the standard armor check penalties to skills apply. Leeches do not gain proficiency with shields.
Healing Knife (Ex)
A leech can add either her Dexterity or Intelligence bonus to Heal skill checks instead of her Wisdom modifier. A leech can apply a poison to a blade with no chance of poisoning herself. This replaces the trap sense bonus from level 3.
Medical Training
Each leech gets to choose a medical background. This is an indication of how she learned and will develop her medical skills. Choose one of the following. This replaces trapfinding.
Doctor (Ex): A doctor has a proper education and knows a great deal of specific subjects of study. Add all Knowledge skills to the doctor's list of class skills. The doctor gains a bonus equal to half her class level (minimum +1) on all Heal checks.
Feldscher (Ex): It is said that there are two ways to learn medicine - to study at a university, or to follow an army on campaign. The fledscher choose to follow and army and study medicine hands-on. At first level, a feldscher gain s a bonus on Intimidate and Heal checks equal to half her leech level (minimum +1).
Quack (Ex): A quack is a skilled healer and knows a little bit about everything, but lacks a proper education. Her medicine is home-made and includes quite a bit of folk remedies. At first level, a quack gains a bonus on Diplomacy checks to gather information and on unskilled Knowledge checks equal to half her leech level (minimum +1), and can perform all Know checks as if skilled. The quack also gains the same bonus on all Heal checks.
Death's Companion
At 2nd level, a leech has been exposed to enough disease and horror that few such things faze her. If she makes a successful Fortitude or Will saving throw against an attack that normally deals half damage or otherwise has a reduced effect on a successful save, she instead takes no damage and suffers no harmful effect. This replaces Evasion.
Leech Specialities
At second level a leech gains a specialty, and he learns another at every even-numbered level. Leeches as a group are generalists, but each leech picks up some tricks and specialties. These work pretty much as rogue tricks, with some specialties having prerequisites. At level 10, a leech gains the advanced specialties ability and can now choose specialties that have advanced specialties as a prerequisite.
Leech specialties that inflict Constitution damage only works on creatures that have a Constitution score; a leech cannot use them on most constructs, undead, or creatures lacking a Constitution score.
This replaces rogue talents. A leech can select a rogue trick she fulfills the prerequisites for instead of a leech specialty at any time, but can never select advanced rogue talents.
Table: Leech
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +2 | +2 | Healing knife, medical training, sneak attack +1d6 |
2nd | +1 | +3 | +3 | +3 | Death's companion, leech specialty |
3rd | +2 | +3 | +3 | +3 | Sneak attack +2d6 |
4th | +3 | +4 | +4 | +4 | Leech specialty, uncanny dodge |
5th | +3 | +4 | +4 | +4 | Sneak attack +3d6 |
6th | +4 | +5 | +5 | +5 | Leech specialty |
7th | +5 | +5 | +5 | +5 | Sneak attack +4d6 |
8th | +6/+1 | +6 | +6 | +6 | Improved uncanny dodge, leech specialty |
9th | +6/+1 | +6 | +6 | +6 | Sneak attack +5d6 |
10th | +7/+2 | +7 | +7 | +7 | Advanced talents, leech specialty |
11th | +8/+3 | +7 | +7 | +7 | Sneak attack +6d6 |
12th | +9/+4 | +8 | +8 | +8 | Leech specialty |
13th | +9/+4 | +8 | +8 | +8 | Sneak attack +7d6 |
14th | +10/+5 | +9 | +9 | +9 | Leech specialty |
15th | +11/+6/+1 | +9 | +9 | +9 | Sneak attack +8d6 |
16th | +12/+7/+2 | +10 | +10 | +10 | Leech specialty |
17th | +12/+7/+2 | +10 | +10 | +10 | Sneak attack +9d6 |
18th | +13/+8/+3 | +11 | +11 | +11 | Leech specialty |
19th | +14/+9/+4 | +11 | +11 | +11 | Sneak attack +10d6 |
20th | +15/+10/+5 | +12 | +12 | +12 | Master strike, leech specialty |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Weapon and Armor Proficiency
- Trapfinding
- Evasion
- Rogue Talents
- Trap Sense
Leech Specialties
Apothecary (Ex)
Benefit: You can create balms, medicines, tonics, drugs and poisons with astounding speed. This uses Craft (Alchemy). It takes you one-third the normal amount of time to create such items, and you can apply poison to a weapon as a swift action.
Bleed (Ex)
Benefit: By applying live leeches (part of a healer's kit) or precise surgery, a leech can remove harmful effects on from a living creature. This removes the effects of exceptional abilities, poison, disease, temporary negative levels, spells, and spell-like abilities. Hit point and attribute damage cannot be healed in this way.
Make a Heal check against a DC of 15 + the caster level of the effect or hit dice of the creator, or against the Saving throw DC of a poison or disease. Success removes the condition. It takes a minute to initiate or end bleeding. Bleeding takes ten minutes, but only occupies the patient. If actual leeches are used, the patient can be active during this time and no time need be spend detaching the leeches, they detach themselves. Using surgery the patient must remain at rest or the effect is disrupted. Bleeding, successful or not, inflicts one point of Constitution damage.
Expert Surgeon (Ex)
Expert Surgeon Time TableTime | Constitution Damage |
Heal Check |
1 hour | 1d3 | +5 |
15 minutes | 1d4 | ±0 |
5 minutes | 1d6 | -5 |
1 minute | 1d8 | -10 |
1 full round | 1d10 | -20 |
Prerequisite: Surgery
You can perform surgery in longer or shorter time. The Constitution damage varies depending on how much time you spend, and there is also a bonus or penalty on the Heal check.
Grooming (Ex)
Benefit: By spending fifteen minutes and making a Heal skill roll with a difficulty equal to the target's Charisma score, the leech gives that person an enhancement bonus to Charisma. For every ten points of margin on the skill roll, the recipient gains a +1 circumstance bonus to Charisma. A margin of less than ten improves appearance, but not enough to increase effective Charisma. This lasts until the recipient next rest period (never more than 24 hours).
Example: Huzzat the young leech (Heal skill bonus +9) tries to do some grooming on Azrat the dwarf (Charisma 8). A Heal result of 8 indicates successful grooming, but no beneficial effect. A roll of 18 indicates a circumstance bonus to charisma of +1, a roll of 28 gives a bonus of +2 (the maximum possible in this case).
A leech is not constantly busy while grooming, and can converse, gather information, and use other leech class abilities meanwhile. However, he cannot engage in combat or other strenuous activity without spoiling the grooming attempt.
Enthrall (Ex)
Benefit: By speaking continuously, the leech can enthrall his audience. This extraordinary ability works just like the spell. The Will Saving throw DC is 10 + half the leech's class level + the leeches Charisma modifier. The leech can use this ability as often as he likes, but a target that passes the Saving throw is immune to further enthrall or suggestion attempts from him for 24 hours.
If you are currently grooming or operating on the target, the save DC is at +4, and they can't get out of the enthrallment automatically in case of danger. After all, they have your razor at their throat. They do get a chance to save each round while in danger.
First Aid (Ex)
Benefit: You can try to patch up damage. This is a full round action that provokes an attack of opportunity during which both the patient and leech are flat-footed. Any attack or movement in the meantime ruins the effect. On the leech's turn in the next round, this restores a number of hit points equal to the leech's Heal skill modifier (no roll allowed). Each use of this ability inflicts one point of Constitution damage on the target, even if it is interrupted.
Makeup Artist (Ex)
Benefit: If the leech helps someone put on a disguise (including himself), there is a +4 circumstance modifier to all disguise rolls as long as that disguise is in use, up to a maximum of 24 hours. A disguise can be touched up to extend the duration.
By taking 6 hours to build a specific disguise (whig, mask etc), a makeup artist can give a specific person who uses this kit a +4 Disguise for a specific role. The beneficiary can don the kit without aid form the makeup artist. No-one but the one it is designed for can use such a prepared disguise. This requires a disguise kit and consumes 2 uses.
Practiced Healer (Ex)
Benefit: You can work faster with the Heal skill. Providing first aid, treating a wound, or treating poison can be done as an immediate action, but you need to be adjacent to your target. Treating a disease or tending a creature wounded by a spike growth or spike stones takes a full-round action. Treating deadly wounds takes 10 minutes of work. Providing long-term care requires 2 hours of light activity, and you can treat a number of patients equal to your Heal skill modifier. By spending more hours each day, you can treat extra patients.
Suggestion (Ex)
Prerequisite: Enthrall
Benefit: By clever wording and verbal trickery, the leech can make almost any proposition seem reasonable. In this way, the leech can use suggestion on anyone he has first enthralled. The Will Saving throw DC is 10 + half the leech's character level + the leech's Charisma modifier. The leech can use this ability as often as he likes, but a target that passes the Saving throw is immune to further enthrall or suggestion attempts for 24 hours.
Surgery (Ex)
Benefit: The surgeon can use the Heal skill to perform surgery. Surgery takes fifteen minutes, during which both the patient and leech are flat-footed. This ability can be used any number of times in a day (time and Constitution permitting).
Creatures of intelligence 3 or more and non-evil alignment are queasy about a surgeon's work and will not wish to interfere while he is performing surgery; this takes the form of a sanctuary effect on you and your patient. The Will Saving Throw DC against this effect is 10 + your class level.
If surgery is aborted to do anything else (such as defending from an attack), the patient takes an immediate 1d6 Constitution damage. After completed surgery, the patient is exhausted and takes 1d6 points of Constitution damage, but also gains considerable benefits, depending on the type of surgery performed.
With surgery the surgeon can make a Heal skill check and the patient recovers this many hit points. Surgery can heal attribute damage to attributes other than Constitution. Divide the result of the Heal check by five, this is the number of attribute damage points restored. Surgery will also cure the following conditions if the Heal roll is 20 or more: bleed, blinded, deafened, entangled, shaken, and sickened. Damaged limbs can be restored to normal function. In general only long-lasting conditions are worth removing by surgery.
A newly dead creature can be resuscitated, but this requires a Heal check with a DC equal to the negative hit points the creature currently suffers from or the time in minutes since it died, whichever is greater.
Advanced Specialties
These abilities are available to a leech with the advanced specialties ability.
Bleed, Greater (Ex)
Prerequisite: Advanced Specialties, Bleed
Benefit: The leech can now use the Bleed ability to remove curses, supernatural abilities, permanent negative levels, petrification, and polymorph effects.
Conditioning (Ex)
Prerequisite: Advanced Specialties, Enthrall, Suggestion
Benefit: You can create a lasting suggestion that changes how the target behaves in situations you specify. This works like suggestion, but has an unlimited duration and can be triggered multiple times. Each time it is triggered, the victim gains a new saving throw to negate the ability, but each saving throw suffers a cumulative -1 penalty as long as conditions remain reasonably the same; when the saving throw requires a roll of 25 to succeed, the conditioning has become permanent an no mare saving throws are allowed. Note that a natural roll of 20 succeeds as long as any roll is allowed.
Cosmetic Surgery (Ex)
Prerequisite: Advanced Specialties, Makeup Artist, Surgery
Benefit: You can create a lasting disguise by performing surgery on the target. The target gets a permanent +20 bonus on Disguise checks to impersonate the creature you surgically altered it to look like. The target cannot change size and retains their original creature type. If the target tries to adopt a different disguise, calculate disguise modifiers from the target's surgical form, but without the +20 bonus.
Death's Handmaid (Ex)
Prerequisite: Advanced Specialties, Death's Companion
Benefit: When the leech fails a Fortitude or Will saving throw against an effect that has a reduced effect on a successful saving throw, the leech is considered to have succeeded at the saving throw and suffers the lesser effect. This does not help against effects completely negated by a successful save.
Final Touch (Ex)
Prerequisite: Advanced Specialties, Grooming
Benefit: At this level of ability, your grooming skills have become legendary. Even if one of your assistants does the actual grooming, you get to make the skill roll and decide what the final bonus is, as long as you spend at least minute making final touch-ups. Final touch potentially allows you to enhance the Charisma of a lot of people, but suffers a -10 penalty to the Heal check.
Surgery, Major (Ex)
Prerequisite: Advanced Specialties, Surgery
Benefit: Major surgery has all the benefits and drawbacks of surgery and add the following extra effects. Major surgery can cure attribute drain the same way surgery cures attribute damage. Major surgery can reattach severed limbs (except the head) and remove all kinds of parasitic infection.
A recently dead creature can be resuscitated, but this requires a Heal check with a DC equal to half the negative hit points the creature currently suffers from or the time in hours since it died, whichever is greater.