Medic
| Medic | |
|---|---|
| Prerequisites: | Trained Skills: Knowledge [Life Sciences], Treat Injury (or Magery plus the Lay On Hands talent)
Feats: Surgical Expertise |
| Universal Talent Trees: | Healer |
| Unique Talent Trees: | Advanced Medicine
Combat Medicine |
| Defense Boosts: | +4 Reflex
+2 Will |
| Ability Score Boosts | {{{statBoosts}}} |
The world is a dangerous place. Vicious creatures, massive battles, barroom brawls, lethal environments, and other kinds of threats imperil people everywhere. Doctors, nurses, and other medical personnel provide vital care to the critically injured, but are less available to those operating in the field.
The medic fills this void, providing on-the-spot advanced medical treatment and support. Medics are highly trained healers, able to function in the worst of conditions and circumstances. They possess great knowledge of the healing arts and sciences. They know quick and effective treatment methods and use them to perform near-miracles to save injured and dying creatures.
Medics live to heal others. The most altruistic among them heal any and all within their abilities. Disillusioned or vengeful medics might choose to heal only their allies and companions. Many medics serve as starship medical officers, battlefield surgeons, or corporate medical personnel, or in portable medical facilities. A medic on the shadier side of society might operate a back-alley clinic, serve a criminal organization, or work as the personal physician of a crime lord.
Specialization Abilities
MEDICAL SCRETS - As your medical skills grow, you gain insight into specific medical procedures and treatment of specific species. At each odd-numbered specialization level (1st, 3rd, 5th and so on), you gain a medical secret from the list below, giving you a bonus when you use a specific application of the Treat Injury skill. You can select a given treatment only once.
- Improved First Aid: When you use a medpac to perform first aid with the Treat Injury skill, the creature gains one additional point for every point by which your check exceeds the DC (in addition to any extra hit point gained normally for exceeding the DC).
- Improved Heal Damage: On a successful surgery attempt to heal damage, the target recovers an additional number of hit points equal to your class level.
- Improved Long-Term Care: On a successful application of long-term care, the target recovers an additional number of hit points equal to your class level.
- Improved Perform Surgery: You can attempt a Treat Injury check to perform surgery in half the usual time.
- Improved Revivify: You can make a Treat Injury check to revivify someone as a standard action instead of a full-round action.
- Improved Treatment: You can make a Treat Injury check to treat disease or radiation in 1 hour, instead of 8 hours. Also, you can treat up to twice as many patients as normal.
- Personal Physician: You take no penalties on your skill checks when using the Treat Injury skill on yourself.
Advanced Medicine talent tree
You are highly trained in medical procedures for all conditions.
Battlefield Medic: You can use the first aid application of the Treat Injury skill on a creature as a standard action instead of a full-round action. Prerequisite: Steady Under Pressure.
Bring Them Back: You can use the revivify application of the Treat Injury skill on a target that has died anytime within a number of rounds equal to one-half your heroic level.
Emergency Team: You are skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting you with Treat Injury checks.
Extra First Aid: You can use the first aid application of the Treat Injury skill one additional time per day on a target that has already received first aid for the day.
Medical Miracle: As a standard action, you can make a DC 20 Treat Injury check on an adjacent target. If the check is successful, that target immediately uses its second wind, even if it is above half hit points. If the target has already expended all of its second winds for the day, this talent has no effect.
Natural Healing: Your extensive knowledge of natural healing allows you to make Treat Injury checks to perform first aid, treat disease, and treat poison without a medical kit, if you have access to appropriate natural substitutes (as determined by the Gamemaster).
Second Chance: If you fail your Treat Injury check, your patient does not take any additional damage, nor does it die, even if the failed check would normally require it. Prerequisite: Steady Under Pressure.
Steady Under Pressure: You can choose to reroll any Treat Injury check, using the better result.
Combat Medicine talent tree
Because combat medics so frequently find themselves administering care in a battlefield environment, they learn tricks that separate them from ordinary doctors, nurses and medical technicians.
Field Surgery: Sometimes there's no time to properly transport wounded to a triage center for care, so the combat medic finds himself conducting surgery in the decidedly unsanitary surroundings of a battlefield. When using Treat Injury to perform surgery, you can do so with only a medpac in place of a full surgery kit. If you have a surgery kit, you gain a +2 bonus to the skill check. Prerequisite: Improvised Equipment I
Golden Hour: Combat medics are trained not to give up on their patients, despite seemingly long odds. You can attempt a Revivification on a dead creature up to 1 minute from when it died. Prerequisite: Medical Miracle-Worker
Improvised Equipment I: Proper medpacs are scarce on the battlefield, so the combat medic learns to make do with what he's got. You can use Treat Injury to administer first aid as though you have a medpac even if you don't. If you have a medpac, you gain a +2 bonus to the skill check.
Improvised Equipment II: You've learned to make do without medical kits, treating disease, poison an radiation with little more than nothing. If you do have a medical kit, you gain a +2 bonus to the skill check. Prerequisite: Improvised Equipment I
Medical Miracle-Worker: Most combat medics can't afford to drag around all the proper equipment to perform a revivification, so they learn tricks and techniques to do so with minimal gear. You can make a Revivify attempt without a medical kit. If you have access to a medical kit, you gain a +2 bonus to the skill check. Prerequisite: Improvised Equipment II