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field_medic

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-25T19:19:20-04:00

Field Medic

Created Thursday 25 July 2013

The Field Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Field Medic treats injuries and diseases, tends wounds, and even performs complicat-ed surgery to save lives and ease suffering. As a member of a team, the Field Medic is indis-pensable. He has the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Field Medic can often perform the impossible-or he'll at least do his best when no other help is nearby. Select this advanced class if you want your character to excel at medical skills and the healing arts. The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible. REQUIREMENTS To qualify to become a Field Medic, a charac-ter must ,fulfill the following criteria. Base Attack Bonus: +2. Skills: Treat Injury 6 ranks, Spot 6 ranks. Feat: Surgery. HIT DIE The Field Medic gains ld8 hit points per level. The character's Constitution modifier applies. ACTION POINTS 283 Medical Miracle At 10th level, a Field Medic can revive a char-acter reduced to the death threshold or low-er. If the Field Medic is able to administer aid within 3 minutes of the character's death, he can make a Treat Injury check. The DC for this check is 40, and the Field Medic can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored. The Field Medic gains a number of action points equal to 6 + one-half his character lev-el, rounded down, every time he attains a new level in this class.

CLASS SKILLS

The Field Medic's class skills are as follows.

Computer Use (Int), Concentrate (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life scienc-es, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (any) (N/A), Research (Int), Speak Language (any) (N/A), Spot (Wis), Treat Injury (Wis).

Skill Points at Each Level: 4 + Int modifier

CLASS FEATURES

The following features pertain to the Field Medic advanced class.

Medical Specialist

The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer

At 2nd level and higher, the Field Medic's ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (ld4 for a medi-cal kit, 1d6 per patient's character level for surgery), the Field Medic restores 1 hit point for every level he has in this advanced class.

Bonus Feats

At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be se-lected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it.

Active Dodge, Aircraft Operation, Alertness, Armor Proficiency (light), Armor Proficiency (medium), Cautious, Chemical Youth, Defensive Martial Arts, Defensive Movement, Dodge, Educated, Fleet of Foot, Heroic Surge, Improved Initiative, Medical Expert, Oathbound, Personal Firearms Profi-ciency, Poise, Poker Face, Surface Vehicle Op-eration, Vehicle Dodge, Vehicle Expert, Well-Equipped. Medical Mastery When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so accomplished in the use of this skill that he can use it reliably even under adverse condi-tions. Minor Medical Miracle At 7th level or higher, a Field Medic can save a character reduced to the death threshold or lower. If the Field Medic is able to administer aid within 3 rounds of the character's death, he can make a Treat Injury check. The DC for this check is 30, and the Field Medic can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the Field Medic fails the skill check or the patient fails the save, the dead character can't be saved.

The FIELD MEDIC Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +2 +0 +1 Medical Specialist +1 +1 +1 2nd +1 +3 +0 +2 Expert Healer +1 +1 3rd +1 +3 +1 +2 Bonus Feat +2 +1 4th +2 +4 +1 +2 Medical Mastery +2 +2 5th +2 +4 +1 +3 Medical Specialist +2 +3 +2 6th +3 +5 +2 +3 Bonus Feat +3 +2 7th +3 +5 +2 +4 Minor Medical Miracle +4 +3 8th +4 +6 +2 +4 Medical Specialist +3 +4 +3 9th +4 +6 +3 +4 Bonus Feat +5 +3 10th +5 +7 +3 +5 Medical Miracle +5 +4

field_medic.1375718520.txt.gz ยท Last modified: 2021/12/04 00:40 (external edit)