Medic
Medic_Sketches_by_Luftwaffles.jpg

Not the kind that walk around in white coats in clean surgical rooms, a medic described here walks around in fatigues with a medical kit on his back, avoiding gunfire while administering care when needed, firing back when necessary. A medic takes ownership of the group he is assigned to, healing and protecting them whenever necessary. His loyalty to life usually stems to the brothers and sisters in his care, not the enemies trying to kill them. For him, laying low and avoiding combat is an art form. He is the most important class for a techan team because he keeps the others alive.

Role: An extended mission outside of a bastion wall should always carry a medic. His involvement is necessary to the survival of the team. Since techan teams don't carry potions of healing or clerics, they need a medic to tend to the injured. A medic never leads a group and is often near the commander when in the field. Along with the mechanic, the medic utilizes the highest technology.

GAME RULE INFORMATION

Abilities: Of all attributes, Wisdom is the most needed as it allows the medic to be a better healer. Intelligence comes a close second, as you can't have as many ranks in the Heal skill without a good Int score.
Alignment: Any Good
Hit Die: d8

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Drive (Dex), Heal (Wis), Knowledge (arcane, History, sciences, tactics, technology) (Int), Pilot (Dex), Perception (Wis) Profession (Wis), Sense Motive (Wis), Survival (Wis)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1st +0 +2 +0 +2 Natural Healer, Head Down +0
2nd +1 +3 +0 +3 +1
3rd +2 +3 +1 +3 Healing Expert +1
4th +3 +4 +1 +4 Evasion +2
5th +3 +4 +1 +4 Delay Poison +2
6th +4 +5 +2 +5 +3
7th +5 +5 +2 +5 Experienced Injector +3
8th +6/+1 +6 +2 +6 Healing Expert +4
9th +6/+1 +6 +3 +6 +4
10th +7/+2 +7 +3 +7 Uncanny Dodge +5
11th +8/+3 +7 +3 +7 Healing Expert +5
12th +9/+4 +8 +4 +8 +6
13th +9/+4 +8 +4 +8 Experienced Injector +6
14th +10/+5 +9 +4 +9 +7
15th +11/+6/+1 +9 +5 +9 Healing Expert +7
16th +12/+7/+2 +10 +5 +10 Minor Medical Miracle +8
17th +12/+7/+2 +10 +5 +10 Medical Master +8
18th +13/+8/+3 +11 +6 +11 +9
19th +14/+9/+4 +11 +6 +11 Experienced Injector +9
20th +15/+10/+5 +12 +6 +12 Major Medical Miracle +10

CLASS FEATURES

All of the following are class features of the medic.

Weapon and Armor Proficiencies: A medic begins play with Simple Weapons Proficiency and Personal Firearms proficiency.

He is also proficient with all light armor.

Head Down: As a standard action, the medic gains x2 their WIS bonus to AC.

Natural Healer: A medic's capacity to treat injuries increases with their knowledge of human anatomy. When healing humans (techans or echans), the medic receives the following bonus on their Heal Skill rolls. The medic must employ a first aid kit or a medical kit to use these abilities:

Long Term Care: Using Natural Healer with long-term care allows an increase of hit point recovery = the amount the Medic beat his Heal skill roll (DC15). This is added to the normal healing rate for Long-term care (x2 natural healing). (E.g.: The medic with a roll of 25 = +10 hit points healed over the subject's natural healing x2)

Treat Poison: Using Natural Healer with Treat Poison allows the medic to use half his medic level as a competency bonus against the Poison DC, regardless of which roll is higher, the subject's or the medic's.

Treat Disease: Using Natural Healer with Treat Disease allows the medic to use half his medic level as a competency bonus against the disease's DC, regardless of which roll is higher, the subject's or the medic's.

Treat Injury: The medic may also administer emergency care after a battle or even in the middle of an extended engagement. It takes a full round to administer treatment including a quick diagnostic and a variety of minor drug injections. A simple action may include administering a morphine booster, or snapping a dislocated limb back into place. One may take 10 or 20 for this check. The medic makes a heal roll and cures the following damage depending on his roll.

Heal roll Hit points recovered
15 1d4 + Medic’s Wis bonus
20 2d4 + Medic’s Wis bonus
25 2d6 +Medic’s Wis bonus
30 3d6 + Medic’s Wis bonus
35 4d6 + Medic’s Wis bonus
40 5d6 + Medic’s Wis bonus
45 6d6 + Medic’s Wis bonus
50 7d6 + Medic’s Wis bonus
55 8d6 + Medic’s Wis bonus
60 9d6 + Medic’s Wis bonus

Treat Injury may only be used on a specific subject once per day, though Treat Injury may be used on others. The Natural Healer must be declared before the skill roll is made and the ability used. The medic can use this ability 1/day per level of medic + the medic's WIS bonus (E.g.: 2nd level Medic with a Wisdom of 16 can use the Healing Touch ability 5 times a day).

Healing Expert: At 3rd level, the medic receives a +2 bonus on all Heal skill checks. This increases to +3 at 8th level, +4 at 11th level, and +5 at 15th level.

Experienced Injector: At 7th level, the medic's ability to administer drug injections improves. He receives a +2 competency bonus to successfully administering drugs without side effects. At 13th level, this ability increases to +4 hit points. At 19th level, this increases again to +6.

Evasion: At 4th level, the medic gains the evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless medic does not gain the benefit of evasion.

Delay Poison: At 5th level, the medic can, once a day, delay any poison affecting a subject per the delay poison spell. This effect lasts 1 hour/per medic level.

Uncanny Dodge: At 10th level, the medic gains the uncanny dodge ability. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Medical Master: When making a heal skill check, a medic of 17th level or higher may take 10 even if stress and distractions would normally prevent him from doing so.

Minor Medical Miracle: At 16th level, a medic can save a character killed. If the medic is able to administer aid within rounds since the character's death = the medic level, he can make a heal check. The DC for this check is 35, and the medic can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the medic fails the skill check or
the patient fails the save, the dead character can't be saved.

Major Medical Miracle: At 20th level, a medic can revive a character that has been killed. If the medic is able to administer aid within 20 minutes of the character's death, he can make a Heal check. The DC for this check is 45, and the medic can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the medic fails the skill check or the patient fails the Fort save, the dead character can't be restored.

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