Difference between revisions of "Medic"

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(Class Features)
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  '''Level BAB Fort Ref Will Special Slots Known   Level'''
 
  '''Level BAB Fort Ref Will Special Slots Known   Level'''
 
  1 +0 +1 +1 +2 Medicine, 1st Favored Race, 0 1   0th
 
  1 +0 +1 +1 +2 Medicine, 1st Favored Race, 0 1   0th
  Treat Wounds, Stabilize  
+
  Treat Wounds, Stabilize,
 +
Medical Training  
 
  2 +1 +2 +2 +3 Treat Disease, Evaluate 1 2   0th
 
  2 +1 +2 +2 +3 Treat Disease, Evaluate 1 2   0th
 
  3 +2 +2 +2 +3 Treat Poison 2 3   1st
 
  3 +2 +2 +2 +3 Treat Poison 2 3   1st

Revision as of 14:14, 13 December 2007

Now that Trinity is occupying a private server, I have fewer issues with making SteamWorks material readily available. With that said, I want it understood that this material is not to be distributed.

The Medic

												   Max
										Device	 Devices   Device
Level	BAB		Fort	Ref	Will	Special				Slots	 Known	   Level
1	+0		+1	+1	+2	Medicine, 1st Favored Race, 	0	 1	   0th
						Treat Wounds, Stabilize,
						Medical Training				 	   
2	+1		+2	+2	+3	Treat Disease, Evaluate		1	 2	   0th
3	+2		+2	+2	+3	Treat Poison			2	 3	   1st
4	+3		+2	+2	+4	Diagnose Poison and Disease,	3	 4	   1st
						Vital Strike +1d6			 	   
5	+3		+3	+3	+4	2nd Favored Race, Treat		3	 5	   2nd
						Impairment				 	   
6	+4		+3	+3	+5	Autopsy, Bonus Feat		4	 6	   2nd
7	+5		+4	+4	+5	Treat Debilitation		5	 7	   3rd
8	+6/+1		+4	+4	+6	Vital Strike +2d6		6	 8	   3rd
9	+6/+1		+4	+4	+6	Immunize, Field Revive		6	 9	   3rd
10	+7/+2		+5	+5	+7	3rd Favored Race		7	 10	   4th
11	+8/+3		+5	+5	+7	Graft Limb			8	 11	   4th
12	+9/+4		+6	+6	+8	Vital Strike +3d6, Bonus Feat	9	 12	   4th
13	+9/+4		+6	+6	+8					9	 13	   5th
14	+10/+5		+6	+6	+9					10	 14	   5th
15	+11/+6/+1	+7	+7	+9	4th Favored Race		11	 15	   5th
16	+12/+7/+2	+7	+7	+10	Vital Strike +4d6		12	 16	   6th
17	+12/+7/+2	+8	+8	+10					12	 17	   6th
18	+13/+8/+3	+8	+8	+11	Bonus Feat			13	 18	   6th
19	+14/+9/+4	+8	+8	+11					14	 19	   6th
20	+15/+10/+5	+9	+9	+12	5th Favored Race,		15	 20	   6th
						Vital Strike +5d6			 	   

Medic

A medic

Fluff goes here.

Game Rule Information

Medics have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Intelligence is the primary ability for medics, as it modifies their ability to practice medicine.

Hit Die: d8.

Class Skills: The Medic’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Knowledge (Anatomy) (Int), Knowledge (History) (Int), Knowledge (Technology) (Int), Pilot (Dex), Profession (Wis), Search (Int), Swim (Str), Techcraft (Int), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Moderate.

Starting Gold: 5d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the medic.

Weapon and Armor Proficiency: Medics are proficient with all simple weapons and all light armor, but not shields. A medic is also proficient with two basic or advanced firearms of her choice.

Medicine (Ex): The purview of the medic is medicine, a skillset that allows the medic to heal a biological creature via tools and a thorough understanding of anatomy. Almost all medic abilities make use of the Medicine check, which is 1d20 + the medic's Int modifier; this is then further modified by the patient's creature type. All abilities that require a Medicine check also consume one use of a medical kit; improvising these tools imposes a -6 circumstance penalty on the Medicine check.

If you have 5 or more ranks in Knowledge (Anatomy), you gain a +2 synergy bonus on Medicine checks.

TABLE M-1: MEDICINE

		TREAT	TREAT	TREAT	
RESULT		WOUNDS	DEBIL	POI/DIS	
  < 1		-4d8	-4d4	-8	
 1 - 3		-3d8	-3d4	-6	
 4 - 6		-2d8	-2d4	-4	
 7 - 9		-1d8	-1d4	-2	
10 - 12		+0d8	+0d4	+0	
13 - 15		+1d8	+0d4	+2	
16 - 18		+2d8	+1d4	+4	
19 - 21		+3d8	+1d4	+6	
  22+		+4d8	+2d4	+8	

Favored Race (Ex): At 1st level, 5th level, and every 5 levels thereafter, the medic chooses one race to which they have devoted particular study and attention. Their first is usually their own race, but the medic can choose any humanoid or monstrous humanoid. When attempting to use any ability requiring a Medicine check, the medic suffers a penalty on the roll as per Table M-2, unless the patient is of one of the medic's favored races.

TABLE M-2: MEDIC'S FAVORED RACE

		Types			Medicine
Category	Included		Modifier
Same		Same race1		   -0
Similar		Humanoids, Monstrous	   -2
		Humanoids
Different	Animals, Fey, Giants	   -6
Very Different	Aberrations, Dragons,
		Magical Beasts, Plants,
		Outsiders, Vermin	   -12
Impossible	Constructs, Elementals,	   ---2
		Oozes, Undead

1 Favored Race includes all of that race's subraces, if any.
2 A Medicine check can never be made on creatures of these types.

Treat Wounds (Ex): The medic is able to examine the wounds of others and carefully apply the appropriate measures to speed their recovery, be it in the form of splints, bandages, poultices, or even surgery.

To use Treat Wounds, the medic must spend 10 rounds tending to the patient, then she must make a Medicine check. Compare the result of the Medicine check to the Treat Wounds column of Table M-1. The medic heals the patient of an amount of damage equal to (1d8/level + result from Table M-1) + level + Int modifier; if the healing would be reduced to less than 1d8, the Treat Wounds fails to heal any damage.

However, a given patient can only benefit from such treatment every so often. A given patient can tolerate a number of Treat Wounds attempts equal to their Constitution modifier (minimum 1) per day.

Regardless of how many times a given patient can be healed with Treat Wounds, each attempt after the first imposes a -2 circumstance penalty on the Medicine check.

Medical Training: The medic is well-versed in the ways of medicine, such that their medical procedures gradually become less and less invasive. A medic can use the Treat Wounds (see above) ability on a given patient an additional time per day, plus another additional time for every four medic levels (so twice at 4th, three at 8th, and so on).

Stabilize (Ex): The medic is well-trained in ensuring that, no matter how wounded they are, patients don't die. As a standard action, a medic can automatically stabilize any creature within reach that she can touch.

As a standard action, a medic can attempt to rouse a stabilized creature. With a successful Heal check against DC 20, the medic can make a stabilized creature conscious; the patient remains disabled, however. The creature remains disabled until raised above 0 hit points.