Medic Guide: Difference between revisions
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(Created page with "==Key Mechanics== ==Backgrounds== ==Themes== ==Base Specializations== ==Advanced Specializations== ==Feats== ==Universal Talents== ==Other Talents== ==Combat Techniques and Schools==") |
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==Key Mechanics== | ==Key Mechanics== | ||
===HOW DO I UN-SHOT MY COMRADES?=== | |||
Healing in this game is accomplished through the following methods: | |||
* '''Natural Healing:''' A living creature that gets a full night's rest for its species regains hit points equal to its level. However, if it has any persistent conditions it gains no healing at all. A creature can only benefit from natural healing once per day-equivalent. | |||
* '''First Aid:''' Simple enough - make a Treat Injury check as a standard action, expend a medpac, and heal the target 1 HP for every point you exceed the DC 15 by. Gets better with talents, you get advantage if you have a full medical kit, improvable with specialization features from the Medic advanced specialization...you get the idea. Its biggest drawback is that unless you have a specific feature from Medic, you can only use it on a given target once per day. | |||
* '''Long-Term Care:''' | |||
* '''Magic:''' [[Basic Spells#Vital Transfer|Vital Transfer]] can heal hit points, but unless the caster spends a Hero Point they take damage equal to half the HP healed. Not really an efficient method of healing but it works in a pinch. Yeah, when mage techniques and talents come into play its a bit better since it becomes more efficient and you can use it at range, but you get the idea. The big thing it has going for it is you can use it multiple times per day. | |||
* '''Nanotech:''' | |||
* '''Magic and Nanotech Together:''' | |||
==Backgrounds== | ==Backgrounds== | ||
Revision as of 17:30, 20 January 2023
Key Mechanics
HOW DO I UN-SHOT MY COMRADES?
Healing in this game is accomplished through the following methods:
- Natural Healing: A living creature that gets a full night's rest for its species regains hit points equal to its level. However, if it has any persistent conditions it gains no healing at all. A creature can only benefit from natural healing once per day-equivalent.
- First Aid: Simple enough - make a Treat Injury check as a standard action, expend a medpac, and heal the target 1 HP for every point you exceed the DC 15 by. Gets better with talents, you get advantage if you have a full medical kit, improvable with specialization features from the Medic advanced specialization...you get the idea. Its biggest drawback is that unless you have a specific feature from Medic, you can only use it on a given target once per day.
- Long-Term Care:
- Magic: Vital Transfer can heal hit points, but unless the caster spends a Hero Point they take damage equal to half the HP healed. Not really an efficient method of healing but it works in a pinch. Yeah, when mage techniques and talents come into play its a bit better since it becomes more efficient and you can use it at range, but you get the idea. The big thing it has going for it is you can use it multiple times per day.
- Nanotech:
- Magic and Nanotech Together: