Medic

From Trinity Wiki
Jump to: navigation, search
The Medic
Level BAB Fort Ref Will Special Device Slots Devices Known Max Device Level
1 +0 +1 +1 +2 Medicine, 1st Favored Race, Treat Wounds, Stabilize, Medical Training 0 1 0th
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, Vital Strike +1d6 3 4 1st
5 +3 +3 +3 +4 2nd Favored Race, Treat Impairment 3 5 2nd
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, Vital Strike +5d6 15 20 6th

 

Medic

Dr. Meeps, iconic 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 - 24	+4d8	+2d4	+8	
25 - 28	+5d8	+2d4	+8
29 - 33	+6d8	+3d4	+10
34 - 38	+7d8	+3d4	+10
39 - 44	+8d8	+4d4	+12
45 - 49	+9d8	+4d4	+12
  50+		+10d8	+5d4	+14	

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.

Devices: A medic constructs and maintains technological devices. Devices known may be common ones chosen from the medic device list, or they can be unusual devices that the medic has gained some understanding of through research. For example, a medic with a schematic of a device that is unknown to her (it is not on the medic device list) could select it as one of her new devices, provided it is of an appropriate level.

To construct, repair, recharge, or ready a device, the medic must have an Intelligence score of at least 10 + the device's level. The DC for saving throws to resist a medic's devices is 10 + the device's level + the medic's Intelligence modifier.

Device Slots: A medic may only ready, repair, or recharge so many devices in a day. This limitation is summarized as her available device slots.

A medic has a number of bonus device slots equal to her Intelligence modifier, to a maximum of the highest level device she can construct. For example, at 1st level, a medic with a 16 Intelligence has no additional device slots; at 3rd level, she gains one additional device slot; at 5th level, she gains a second bonus device slot; and at 7th, she gains her third and final bonus device slot.

  • Ready: Readying a device of 1st level or higher uses one device slot per level of the device readied. A medic can choose to ready any device that is in her possession. Readying a device enables the medic to activate it at any time until she decides to change her device slot allocation.
  • Repair: Repairing a device uses one device slot, regardless of its device level. A medic reduces the device's malfunction rate by 5% per every three (3) student levels (minimum 5%).
  • Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the medic regains one (1) charge per every five (5) student levels (minimum of one (1) charge).

Treat Disease (Ex): At 2nd level, the medic gains the ability to treat diseases. Treating a patient with a disease requires 10 rounds of work. The medic must make a Medicine check; she then rolls 1d20 + result + her Intelligence modifier. The next time the patient must make a saving throw against the disease, the patient can use the result of the Treat Disease, or his own saving throw, whichever is higher.

Evaluate (Ex): At 2nd level, the medic is able to examine a device or technological item, and determine whether or not it is usable, and what it is capable of. As a standard action, she may make a special Evaluate check with a bonus equal to one-half her medic level + her Intelligence modifier, to determine what she can learn about a device or technological item (if she has 5 or more ranks in Techcraft, she gains a +2 synergy bonus to this check.)

Information Learned			DC1
Determine number of charges a device
has left				10 + device level

Determine a device's TDM		10 + device level

Determine function of a device		15 + device level

Identify all properties of a 		
technological item			15 + SL of item

1 This check can only be made for one of these purposes; these results are not cumulative.

Treat Poison (Ex): At 3rd level, the medic has gained a thorough enough understanding of poison to be able to treat it. Treating a poisoned patient requires 1d4+1 rounds of work. The medic must make a Medicine check; she then rolls 1d20 + result + her Intelligence modifier. The next time the patient must make a saving throw against the poison, the patient can use the result of the Treat Poison, or his own saving throw, whichever is higher.

Diagnose Poison and Disease (Ex): At 4th level, the medic has gained enough knowledge about specific diseases and poisons to be able to tailor treatment. If she succeeds at a Heal check against the disease or poison's saving throw DC, she can add one-half her medic level to the result of her Treat Poison or Treat Disease attempt.

Vital Strike (Ex): At 4th level, the medic's understanding of anatomy has culminated in knowing exactly where to strike a creature to bring it down. Whenever she is attacking a creature that is a member of one of her Favored Races (see above), she may take a -4 penalty on her attack roll to deal additional damage; she makes the decision for each individual attack. Should the medic score a critical hit, this additional damage is not multiplied.

The damage the medic deals with vital strike begins at +1d6, and increases by +1d6 every four medic levels.

When using a ranged weapon, this ability can only be used if the target is within 30 feet, due to a loss of precision at longer ranges.

Devices

The following is the medic device list.

0th

DEVICE			FIELD	EFFECT
Antitoxin		Chem	A liquid draught that provides resistance against poison.
Novril			Chem	Heals 1 point of damage.
Rafatex			Chem	Subject is relieved of fatigue, exhaustion.

1st

DEVICE			FIELD	EFFECT
Betaphenyl		Chem	Subject is fascinated.
Coffee			Chem	Liquid increases awareness and reflexes.
Hypnocil		Chem	Subject falls asleep.
Isoprovalyn		Chem	Provides resistance to disease.
Tonic, Prototype	Chem	Heal 1d6+1/level (max +5) damage.
Malvox			Chem	Supresses fear or gives +4 on saves against fear.

2nd

DEVICE			FIELD	EFFECT
Adrenalin		Chem	Biological draught grants +4 enhancement to Str, Dex, or Con.
Alprazaline		Chem	Heals nonlethal damage, slows poisons.
Cathiline		Chem	Subject cannot move or take any mental action.
Hydrozapam		Chem	Subject heals naturally at double the normal rate.
Miyifi			Chem	Subject has aversion you specify at device construction.
Mnemonic Inducer	Chem	Biological draught grants +4 enhancement to Int, Wis, or Cha.
Night Drops		Chem	Provides darkvision for 1 hour/level.
Propoxin		Chem	Calms subject, negating emotion effects.
Tonic			Chem	Heal 2d6+1/level (max +10) damage.
Truth Drug		Chem	Forces drinker to tell the truth.

3rd

DEVICE			FIELD	EFFECT
Anazen			Chem	Subject sees what isn't there.
Dilaphtine		Chem	Subject gains DR 2/-.
Ecutol			Chem	Allows subject to breathe water.
Funema			Chem	Subject gains +4 bonus against traps.
Hydronalin		Chem	Subject can go without food or water for one day.
Pasceline		Chem	Heals physical ability score damage.
Prozium			Chem	Heals mental ability score damage.
Retinax			Chem	Heals blindness, provides resistance against sight-removing effects.
Serisone		Chem	Subject gains +4 chemical bonus to Str, Reflex saves, and +10 movement.
Tamicol			Chem	Subject gains 1d10+1/level (max +10) temporary hp.
Teselat			Chem	Disrupt subject's breathing.
Tonic, Improved		Chem	Heal 3d6+1/level (max +15) damage.
Uninhibitor		Chem	Sends drinker into a berserker rage.

4th

DEVICE			FIELD	EFFECT
Alepizan		Chem	Subject's mind splinters for 1 round/level.
Cilaci			Chem	Subject's mind is partitioned.
Ilanorol		Chem	Deals 1d10 Con damage, repeats in 1 minute.
Inetarum		Chem	Subject's movement rates are doubled.
Lethe			Chem	Changes subject's memories.
Neodextraline		Chem	Subject gains +2 Str, +4 Dex, -4 Int.
Tonic, Advanced		Chem	Heal 4d6+1/level (max +20) damage.

5th

DEVICE			FIELD	EFFECT
Biosimplifier		Chem	Prevents a creature from changing shape for 1 round/level.
Iyataline		Chem	Frees subject from enchantments, alterations, petrification, and similar.
Placiden		Chem	Drug induces psychic static, inhibiting the subject's ability to use psionics.
Yacorin			Chem	Subject sees things as they really are.
Zanocix			Chem	Restores level drain.

6th

DEVICE			FIELD	EFFECT
Byphondine		Chem	Subject appears dead.
Elan Vital		Chem	Returns a dead creature to life.
Polyvolver		Chem	Drinker can change shape as a druid for 1 minute/level.
Tonic, Perfect		Chem	Heal 5 points/level (max 75) points of damage, all diseases, mental conditions.
Xepilor			Chem	Stop subject's heart.