Another base class for my Magipunk setting, stolen wholesale (with permission) from Garryl. Original version
here.
MedicPicture Credit: Google Image Search "Don't worry, Mr. Jenkins. We'll fix that severed head of yours right up."-Winona Sere, Medic
Down-on-their-luck medics have been known to make Lifetorn in back alleys for some quick creds.
MAKING A MEDIC Medics are arcane spellcasters specializing in medicinal and healing magic. Their focus on the study of life and how to preserve it gives them unparalleled mastery of healing magic, but also reveals unusual uses for healing magic, including effects more traditionally associated with the darker side of Necromancy.
Abilities: A high Wisdom is vital to Medics. It controls their spellcasting and enhances many of their other abilities. A good Constitution score is also important to let the Medic survive on the battlefield.
Races: Any. Everyone likes a Medic.
Alignment: Medics can be of any alignment. While most Medics are good- or neutral-aligned, some are evil, including many who focus more on analyzing the death part of life and death.
Starting Gold: As cleric.
Starting Age: As cleric.
Class SkillsThe Medic's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Heal (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Scholarship (Int), and Wordsmithing (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Table: The Medic | HD: d8 |
| |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | |
Special | Armored Mage, Battlefield Treatment (anesthetize, first aid 1, inoculate), Healing Hands | Remote Healer | Battlefield Treatment (stimulant) | Advanced Learning | Battlefield Treatment (first aid 2) | Battlefield Treatment (psychiatry) | Universal Healer | Advanced Learning, Battlefield Treatment (first aid 3) | Battlefield Treatment (metabolic boost) | Rapid Healer (+2 levels) | Battlefield Treatment (first aid 4) | Advanced Learning, Battlefield Treatment (kinesiology) | Armored Evasion | Battlefield Treatment (first aid 5) | Battlefield Treatment (medical miracle) | Advanced Learning | Battlefield Treatment (first aid 6) | Battlefield Treatment (true healing) | Rapid Healer (+1 level) | Advanced Learning, Battlefield Treatment (first aid 7), Master Healer |
|
Table: Medic Spells per Day |
| |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | Spells per Day | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 5 | 3 | — | — | — | — | — | — | — | — | 6 | 4 | — | — | — | — | — | — | — | — | 6 | 5 | — | — | — | — | — | — | — | — | 6 | 6 | 3 | — | — | — | — | — | — | — | 6 | 6 | 4 | — | — | — | — | — | — | — | 6 | 6 | 5 | 3 | — | — | — | — | — | — | 6 | 6 | 6 | 4 | — | — | — | — | — | — | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
|
Weapon and Armor Proficiencies: Medics are proficient with all simple weapons. Medics are also proficient with light and medium armor and with shields (other than tower shields).
Spellcasting: A Medic spontaneously casts arcane spells like a Sorcerer, except that she uses Wisdom to determine the maximum spell level she can cast, the save DCs of her spells, her bonus spells per day, and other spellcasting characteristics that a Sorcerer normally uses Charisma for. The Medic's amount of spells per day are indicated on the table above. A Medic's spells are drawn from the Medic spell list, and she is considered to know all spells on her class spell list.
Armored Mage (Ex): You can ignore the arcane spell failure chance of your Medic spells caused by wearing medium or lighter armor and by wearing a shield (other than a tower shield). Arcane spell failure caused by other sources (such as tower shields and armor heavier than medium) still applies as normal.
Battlefield Treatment (Ex): Once per day per Medic level, a Medic can use her medical talent to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of battlefield treatment and the descriptions discuss tending to a patient, they can all be activated even if she is unable to directly act upon the subjects of her ability as long as she is capable of casting spells with somatic components. Each ability requires both a minimum Medic level and a minimum number of ranks in the Heal skill to qualify; if she does not have the required number of ranks in the Heal skill, she does not gain the battlefield treatment ability until she acquires the needed ranks.
Starting a battlefield treatment effect is a standard action. Unless otherwise stated, a Medic need only spend a free action, maintain line of sight, line of effect, range (as indicated in the ability in question), and the ability to provide somatic components to maintain the ability and continue treating her patients. Some battlefield treatment abilities require concentration, which means a Medic must take a standard action each round to maintain the ability. Even while using battlefield treatments that don't require concentration, a Medic cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a somatic component, she cannot perform a battlefield treatment while paralyzed, grappled, or otherwise unable to move (although arcane spell failure does not apply). Unless otherwise stated, a Medic can stop using a battlefield treatment at any time, even when it is not her turn (this does not take an action).
Battlefield treatments use a blend of both magic and medicine. As such, they do not function on nonliving creatures or on creatures with no discernible anatomy. However, despite providing healing and other effects normally associated with positive energy, battlefield treatments do not use either positive or negative energy; they affect all valid subjects equally.
Anesthetize (Sp): If a Medic has at least 3 ranks in Heal, she can attempt to disable one or more creatures with anesthetic magic. Each creature to be anesthetized must be within 90 feet, and must not be threatened or engaged in stressful or strenuous activity. The distraction of a nearby combat or other dangers prevents the ability from working, as the subject's increased adrenaline counteracts the anesthetic effect. A medic can target one creature with each use of this ability, plus one for every three Medic levels beyond 1st.
To use the ability, a Medic makes a Heal check. Her check result is the DC for each affected creature’s Fortitude save against the effect. If a creature’s saving throw succeeds, she cannot attempt to anesthetize that creature again for 24 hours. If its saving throw fails, the creature suffers nonlethal damage equal to its normal maximum hit points +1. This nonlethal damage remains until healed (naturally or magically), or for as long as she continues to tend to her subjects (up to a maximum of 1 round per Medic level), requiring concentration. Once she ceases tending to the subjects of this ability, they immediately heal half of the nonlethal damage caused by this ability (rounded up), and continue to heal half of the nonlethal damage currently remaining (rounded up) each round until none remains. Any potential threat requires her to make another Heal check and allows the creature a new saving throw against a DC equal to the new Heal check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect (even if the subject would not recognize it due to unconsciousness), immediately allowing them to heal the nonlethal damage. Anesthetize is an enchantment (healing) ability equivalent to a 1st-level spell.
First Aid (Su): If a Medic has at least 3 ranks in Heal, she can use her talent to rapidly heal the wounds of others. Her or a single ally within 30 feet gains fast healing 1 for as long as she continues to treat it. When she stops treating the subject, whether involuntarily or by choice (which may be declared with no action even if it is not her turn or she is unable to act), then it immediately heals an additional amount equal to her Medic level plus her Wisdom modifier. As long as she is not interrupted, she may maintain First Aid as long as she is willing and able. At 5th level and every three levels thereafter, the fast healing provided by this ability increases by 1, she adds her Wisdom modifier an additional time to the final healing, and she can affect up to one additional ally with each use of this ability.
Inoculate (Su): If a Medic has at least 3 ranks in Heal, she can use her medical skill to counter the effects of diseases and poisons. Each round of the inoculation, she makes a Heal check. Any ally within 30 feet of her (including herself) that would be required to make a saving throw against a disease or a poison may use her Heal check result in place of its saving throw if, after the saving throw is rolled, the Heal check result proves to be higher. If an ally within range of the inoculation is already under the effect of a disease or poison, it gains another saving throw against the effect when the Medic begins the inoculation, but it must use her Heal check result for the save. Inoculate has no effect against effects that don’t allow saves. A medic may keep up the inoculation for up to 10 rounds.
Stimulant (Su): Starting at 3rd level, if a Medic has at least 6 ranks in Heal, she can use psychology and a small dose of stimulating magic to improve an ally's reactions and concentration for a short time. The subject gains a +2 competence bonus on all skill checks, a +1 competence bonus on all saving throws, and a +5 foot competence bonus to all of its movement speeds. The effect lasts as long as she tends to the subject, up to a maximum of 2 minutes. A Medic cannot affect herself with this ability. Stimulant is a mind-affecting ability.
Psychiatry (Su): Starting at 6th level, if a Medic has at least 9 ranks in Heal, she can use her knowledge of the mind's workings to counter the effects of charms and compulsions. This functions as Inoculate, except that it functions against charms and compulsions instead of diseases and poisons. Psychiatry is a mind-affecting ability.
Metabolic Boost (Su): Starting at 9th level, if a Medic has at least 12 ranks in Heal, she can provide a surge of life-giving energy to one or more allies, filling them with energy. She or a single ally within 30 feet gains immunity to fatigue and exhaustion (existing conditions are removed), a +2 competence bonus to all ability scores, a +1 competence bonus on all attack rolls and damage rolls, a +1 competence bonus to caster level, manifester level, initiator level, meldshaper level, and effective Binder level, and a +1 competence bonus to essentia capacity. When this ability ends, all subjects are fatigued. This lasts as long as the Medic tends to the subjects and for 5 rounds thereafter. As long as she is not interrupted, she may maintain Metabolic Boost as long as she is willing and able. A Medic can affect up to one additional ally per three Medic levels after 9th.
Kinesiology (Su): Starting at 12th level, if a Medic has at least 15 ranks in Heal, she can use her knowledge of the body's movements to counter the effects of movement-impairing effects. This functions as Inoculate, except that it functions against movement-impairing effects instead of diseases and poisons. Similarly, a subject can use the result of the Medic's Heal check in place of an Escape Artist or grapple check to resist or escape a grapple, and can attempt a new Escape Artist or grapple check (using the result of her Heal check) to escape a grapple when she activates this ability.
Medical Miracle (Sp): Starting at 15th level, if a Medic has at least 18 ranks in Heal, her mastery of health and healing allows her to fend off even death itself. She can return to life a single creature within 30 feet that died within the past 1 round. This functions as per the resurrection spell, except that no material components are needed, no level loss (or Constitution loss) is incurred, the subject is revived even if its soul is trapped or destroyed, and the subject cannot refuse to return to life. If the subject died more than 1 round ago, she must expend additional Battlefield Treatment uses, as indicated below.
Time Since Death | Total Uses Expended |
1 round | 1 |
up to 1 minute | 3 |
up to 10 minutes | 6 |
up to 1 hour | 10 |
up to 1 day | 15 |
True Healing (Su): Starting at 18th level, if a medic has at least 21 ranks in Heal, she can use her knowledge and magic to ablate even the most grievous wounds. A single ally within 30 feet other than herself gains regeneration equal to her Wisdom modifier (not bypassed by any damage type) and cannot die. However, whenever the subject converts damage to nonlethal damage through the regeneration granted this way, the medic suffers one quarter that amount of nonlethal damage, even if she is immune. This effect lasts as long as the medic continues to tend the subject and for 5 rounds thereafter, or until her hit points are less than her nonlethal damage (even if she is still conscious and able to act), whichever comes first. As long as the medic is not interrupted, she may maintain True Healing as long as she us willing and able. A medic can affect up to one additional ally per three Medic levels after 18th.
Healing Hands (Ex): Whenever a Medic casts a Medic spell from the healing subschool that heals damage, she may choose to add her Wisdom modifier to the amount of healing provided.
Remote Healer (Ex): Starting at 2nd level, a Medic can cast Medic spells from the healing subschool with a range of Touch on willing targets as though their range was 30 feet instead of Touch.
Advanced Learning: At 4th and every 4 levels thereafter, a Medic may choose a single spell of a level no greater than the highest level Medic spell she knows. This can come from the Cleric or Sor/Wiz spell lists, but must be either a spell from the healing subschool, a spell that can provide healing or deal damage through positive or negative energy, or a non-damaging Necromancy spell. Add this spell to the Medic's class spell list and her Medic spells known. Once selected, this choice cannot be changed except through effects that allow her to change which spells she knows. She does not gain additional spells known through Advanced Learning for classes and abilities that increase her effective Medic level for spells known unless they also improve her effective Medic level for this class feature. She may still be allowed to select higher level spells when she gains this ability due to her increased Medic spellcaster level.
Universal Healer (Ex): Starting at 7th level, when a Medic casts a Medic spell from the healing subschool on a willing subject, she may cause it to heal the subject for the full normal amount, even if the subject would normally be unaffected or damaged by it. This has no effect upon spells that do not normally provide healing, with the exception of effects that use positive or negative energy to deal damage.
In addition, a Medic can use her battlefield treatments on nonliving creatures and those without discernible anatomies. She must still obey all other restrictions of the battlefield treatment she uses.
Rapid Healer (Ex): Starting at 10th level, a Medic can expend a spell slot of two levels higher than normal when casting a Medic spell from the healing subschool, targeting only willing allies, to cast it as a swift action instead of a standard action or a full-round action. This has no effect (other than increasing the level of the spell slot used) on spells with other casting times, or if any of the creatures that she targets are not willing. Beginning at 19th level, a Medic need only expend a spell slot one level higher to cast a Medic spell faster this way.
Armored Evasion (Ex): Starting at 13th level, a Medic gains the ability to avoid the damage of explosive spells and other effects that require a Reflex save. This functions as the Monk's Evasion ability, except that it can be used regardless of the type of armor worn.
Master Healer (Ex): Starting at 20th level, a Medic can continue tending to creatures with Battlefield Treatment while casting spells and activating magic items. The Medic can begin a battlefield treatment as a swift action instead of a standard action. Finally, she can expend 20 uses of her Battlefield Treatment ability to restore a creature to life with Medical Miracle as though with true resurrection instead of resurrection and regardless of how long ago it died. When a Medic revives a creature in this way, she must still possess a part of its body (as normal for the resurrection spell) or be near the location at which the creature died.
PLAYING A MEDICThing.
Combat: Thing.
Advancement: Thing.
MEDICS IN THE WORLD"Thing."-Guy
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Thing.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
MEDICS IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample EncounterGive an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
GUYThing
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities STATS
SQ Feats Skills Possessions