LeechConcept: Mostly mundane healer.
Alignment: Any, although why would a Chaotic type choose leechcraft?
XP/HD: As Cleric. Prime ability is Intelligence.
Weaponry and Armor: Any armor, but only trained in weapons purchased when character is created.
Abilities: Healing, prevention, and repair, in parallel to the abilities of a Thief (surprise attack, cleverness, and stealth.)
Healing restores 1 hit per level per injury and requires 2d6 coin worth of common ingredients (bandages, salves and such.) Leech PCs just list how much coin they've spent on healing supplies; for every healing application, roll the dice to see how much supplies are used.
Prevention allows recognizing safe/unsafe food, water, and conditions, as well as techniques for purifying, cleansing or sterilizing the same. Roll d6 + level; 5+ means success.
Repair refers to correcting effects of injuries other than hits. This doesn't heal instantly, but stops further bad effects. Conditions that can be repaired are based on the Leech's level:
- Bleeding (stitches)
- Sprained/Broken Limbs (splints and casts)
- Non-Fatal Disease
- Fatal Disease