Medic
While everyone would love the opportunity to receive the healing magics of the great churches, genius alchemists or noble paladins, the service of such heroes is a rare and valuable thing. Not everyone can afford the cost of such potent magics. For the rest of the world, natural healers great and small service those who are in need of care. On the battlefield, where wounds, disease and death run rampant, the ones who answer this call are known as medics. These brave warriors possess a keen wisdom and insight into the healing arts, which they use to aid their brothers on the field of combat. Though a medic’s hands can heal, they are no slouches in combat, and their strength in arms can rival any warrior.
Adventures: Medics often begin their adventuring careers alongside friends or companions whom they’ve known for some time. The medic’s natural concern for others leads them to follow those important to them, to ensure their survival. Other medics may have begun their careers in the military, and thus adventure as part of special missions set out by their commanders. Still others are simply mercenary, offering their services to whomever provides the coin.
Characteristics: The nature of a medic’s job requires a calm, forceful demeanor. Medics cannot be ones to shy away from gore, filth, or horror of any kind and they do not rattle easily. This calm and dedicated personality often makes them a reliable companion.
Alignment: Any. Medics work to heal wounds and sickness, but they are not always driven by a moral compulsion to do good. Some are greedy and charge high but fair prices for their services. Others revel in the pain and suffering of battle and take their time exploring the wounds they seek to heal with little thought for the suffering of their patients.
Religion: Those medics who do believe in gods tend to favor gods of knowledge, medicine or community. Medics who began their careers as military personnel may choose to worship gods of war or glory. Whether or not a medic is particularly religious is a gamble though. While many look upon the acts of gods and their chosen faithful to draw strength, still others spit at the mention of gods and blame them for the messes that medics feel they must clean up.
Background: Many medics could have made fine clergymen or intellectuals, but due to their station or upbringing these options were not available to them. More commonly though, the role of medic is one that is thrust upon them. Someone needed to step up and do the job, and they quickly find a talent for the dirty work of treating wounds.
Races: Medics are common among many different races and all walks of life. They are more common among militaristic cultures, and cultures that are antagonistic towards magic. Thus, races such as humans, orcs, hobgoblins and maenads often produce medics.
Other Classes: The nature of a medic’s job makes them fast friends and allies with many different classes. Though they tend to be looked down upon by holier-than-thou clerics and the occasional haughty wizard, few are truly willing to turn down the aid of a medic when in need.
Role: Medics perform damage control for their parties. A medic’s job on the battlefield is often frantic as they must quickly prioritize their allies needs in order to best keep everyone alive. Some medics do this by performing emergency healing on allies, while others act to stop problems before they arise through proactive engagement.
Game Rule Information
Abilities: Wisdom is the primary ability score that concerns medics as it determines the strength of their maneuvers and many aspects of their healing ability. Constitution and Dexterity are also important to medics as they help keep the medic in the fight and thus help them protect their allies.
HD: d8
Starting Age: Self-Taught.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The medic’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Martial) (Int), Knowledge (Nature) (Int), Knowledge (Nobility), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex).
Skills Points per Level: 4 + Int modifier
Table 1-1: The Medic
Level | BAB | Fort | Ref | Will | Special | Maneuvers known | Maneuvers readied | Stances |
1 | +0 | +2 | +0 | +2 | Medic’s training, triage 3/encounter, medic’s expertise (2) | 5 | 3 | 1 |
2 | +1 | +3 | +0 | +3 | Improved treatment, medic’s expertise | 6 | 4 | 2 |
3 | +2 | +3 | +1 | +3 | Cura te ipsum +1 | 7 | 4 | 2 |
4 | +3 | +4 | +1 | +4 | Medic’s expertise, triage 4/encounter | 7 | 4 | 2 |
5 | +3 | +4 | +1 | +4 | Improved triage | 8 | 5 | 3 |
6 | +4 | +5 | +2 | +5 | Guardian of life 1/day, medic’s expertise | 8 | 5 | 3 |
7 | +5 | +5 | +2 | +5 | Cura te ipsum +2, triage 5/encounter | 9 | 5 | 3 |
8 | +6 | +6 | +2 | +6 | Medic’s expertise | 9 | 6 | 3 |
9 | +6 | +6 | +3 | +6 | Resuscitation | 10 | 6 | 4 |
10 | +7 | +7 | +3 | +7 | Triage 6/encounter, improved triage, medic’s expertise | 10 | 6 | 4 |
11 | +8 | +7 | +3 | +7 | Cura te ipsum +3 | 11 | 7 | 5 |
12 | +9 | +8 | +4 | +8 | Guardian of life 2/day, medic’s expertise | 11 | 7 | 5 |
13 | +9 | +8 | +4 | +8 | Triage 7/encounter | 12 | 7 | 5 |
14 | +10 | +9 | +4 | +9 | Medic’s expertise, improved resuscitation | 12 | 8 | 5 |
15 | +11 | +9 | +5 | +9 | Cura te ipsum +4, improved triage | 13 | 8 | 6 |
16 | +12 | +10 | +5 | +10 | Medic’s expertise, triage 8/encounter | 13 | 8 | 6 |
17 | +12 | +10 | +5 | +10 | Greater resuscitation | 14 | 9 | 6 |
18 | +13 | +11 | +6 | +11 | Guardian of life 3/day, medic’s expertise | 14 | 9 | 6 |
19 | +14 | +11 | +6 | +11 | Cura te ipsum +5, triage 9/encounter | 15 | 9 | 7 |
20 | +15 | +12 | +6 | +12 | Master medic, medic’s expertise | 16 | 10 | 7 |
Class Features
Weapon and Armor Proficiency: A medic is proficient with all simple and martial weapons, with light and medium armor, and with shields (except for tower shields). Each medic begins play with a free healer’s kit in addition to her normal equipment.
Maneuvers: A medic begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Iron Tortoise, Golden Lion, Steel Serpent, and Tempest Gale. Once she knows a maneuver, she must ready it before she can use it (see maneuvers readied, below). A maneuver usable by a medic is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she do not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table 1-1: The Medic. The medic must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even numbered medic level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the medic loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows (the medic need not replace the old maneuver with a maneuver of the same level). The medic can swap only a single maneuver at any given level. A medic’s initiation modifier is Wisdom.
Maneuvers Readied: A medic can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by meditating or studying for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this process and change them. Medics do not need to sleep or rest for any long period of time to ready their maneuvers; any time she spends 10 minutes in contemplation, she can change her readied maneuvers. She may not ready any individual maneuver more than once. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the medic initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). Once a maneuver is readied, she may only use it once until it has been recovered (see below).
A medic may recover maneuvers in one of two ways. She may take a standard action to assess the situation and her allies to regain one expended maneuver. Alternatively, the medic may spend a full round action to reassure her allies of her presence, granting all allies within 30 feet temporary hit points equal to 3 times her initiator level and a bonus to fortitude saves equal to her initiation modifier for one round. These temporary hit points last for one minute or until lost, and stack with temporary hit points gained from other sources, but not from additional uses of the medic’s maneuver recovery. If she does so, the medic recovers a number of expended maneuvers equal to her medic initiation modifier. In addition, if the medic has no remaining uses of triage available for the encounter when she uses her full round recovery, she regains one use of triage.
Stances Known: Medics begin play with knowledge of one stance from any discipline open to her from her class. At the indicated levels (see class table), the medic selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the medic cannot learn a new stance at higher levels in place of one she already knows.
Medic’s Training (Ex): Early on in her career, a medic quickly learns to assess the battlefield in order to prioritize the needs of her allies against the dangers that her enemies present. Once per round, as a free action, (even if it is not her turn) the medic can assess the health of her allies. The medic is able to determine their current hit points, any conditions, poisons or diseases affecting them and the duration of these conditions, poisons or diseases, including supernatural diseases. As part of using this ability, the medic may also make a heal check to assess the current health and condition of her opponents. The DC for this check is equal to 10 + the opponent in question’s CR. The check is made against each opponent CR individually and can only be attempted once per round, failing this check against an opponent prevents the medic from attempting to assess that opponent’s condition for 1 round.
Triage (Ex): A medic must be able to react immediately to any danger that threatens her allies. At 1st level, a medic gains the ability to perform a triage as a swift action. When she does, she can move up to her speed, so long as she ends her movement adjacent to an ally. That ally is healed for a number of hit points equal to three times the medic’s initiator level. This increases to four times her initiator level at 7th level and five times her initiator level at 14th level. In addition, she can apply the effects of one of her medic's expertises (see below) to the ally, if applicable. The medic can also perform a triage on herself; she does not move when she does so. A medic can use this ability three times per encounter at 1st level, plus one additional time per encounter at 4th level and every three levels thereafter.
Alternatively, the medic can spend a full round action to apply her triage to multiple allies at once. If she does so, she can move up to twice her speed; this movement ignores difficult terrain and does not provoke attacks of opportunity. Any ally that the medic is adjacent to at any point during this movement is healed for the medic’s triage amount. In addition, the medic can apply the normal number of medic’s expertises for a medic of her level to each healed ally. Each ally can only benefit from the full-round use of triage’s healing once per use of the ability. Using triage in this way costs two uses of the ability.
What is Triage? Each medic treats wounds and fatigue differently, depending on the resources available to them and the injuries and diseases they encounter. Medics are nothing if not resourceful and most will keep a pack of materials including bandages, thread, sutures, herbs or minerals that they’ve used or heard about using successfully to treat wounds. Medics from more technologically advanced societies might use healing gels, nanites, or other esoteric technologies in place of bandages, while more primitive societies could rely on spirit channeling herbs and leeches to get the job done. Sometimes, a medic’s job isn’t even really needed, and a swift word of encouragement or a jibe is enough to motivate an ally to get back into the fray. What exactly is needed to treat each character is intended to be left up to the medic’s player, and should be modified to fit at each table as appropriate. However, for ease of gameplay, it is safe to assume that medics can readily keep their supplies (whatever they may be) on hand to treat their allies wounds. |
Medic’s Expertise (Ex): As the medic gains experience, she picks up various useful tricks to help her be more effective at the job of saving her friends. At first level, the medic learns two expertises, and she learns a new expertise at second level and every even numbered level thereafter. Medic’s expertise that apply to her use of her triage ability are marked with an asterisk *. The medic can choose from the following list of expertises:
Agile Runner*: The medic may automatically negate one attack of opportunity made against her during her movement as part of using her triage ability.
Bolstering Treatment*: The medic can perform an aid another action on the target of her triage ability as part of applying her triage.
Careful Healer*: As part of using triage as a full round action, the medic may heal herself in addition to any allies adjacent to her during her movement.
Combat Training: The medic gains a bonus combat feat for which she qualifies. The medic must be at least 4th level to select this ability. She may select this expertise one additional time when she is at least 8th level, and a third time once she is at least 16th level.
Developed Immunity: The medic becomes immune to all poisons and nonmagical diseases. The medic must be at least 8th level to select this ability.
Doctor’s Advice: Whenever the medic successfully uses aid another, she adds +2 to the bonus provided by her aid another. The medic must be at least 4th level to select this ability.
Emboldening Boost: When the medic initiates a boost, one ally she can see within 30 feet gains temporary hit points equal to her medic initiator level for one round.
First Responder*: The medic may instead move up to twice her speed when using her triage ability. If the medic is using her triage ability as a full round action, she can instead move up to triple her speed. This does not count towards the limit of expertises she can apply to her triage ability.
Fortifying Touch*: The target of the medic’s triage ability gains a bonus to its next saving throw this round equal to the medic’s initiation modifier.
Invigorating Touch*: Instead of healing the normal amount of hit points, the target of the medic’s triage ability gains fast healing equal to the medic’s initiation modifier for 1 minute.
Martial Healer*: When the medic successfully hits with a strike, she may spend a triage as a swift action to heal an ally within 30 feet. This use of triage only heals 1/2 the normal amount of damage.
Miracle Surgeon: As part of administering long term care, the medic can reattach severed limbs or organs to a body. The target creature must be living, and the limb cannot have been separated from the patient for more than a number of hours equal to the medic's class level. The overall process takes the full 8 hours of providing long term care. A medic must be at least 10th level to select this expertise.
Neutralize Poison*: The medic may neutralize one poison affecting the target of her triage ability, as the spell neutralize poison. The medic uses her initiator level in place of the caster level for this effect. The medic must be at least 8th level and possess the poison knowledge expertise to select this ability.
Poison Knowledge*: The medic never risks poisoning herself when applying or crafting poisons. In addition, she may delay the effects of one poison affecting the target of her triage ability for 1 hour as the spell delay poison.
Recovering Touch*: The medic may remove one of the following conditions from the target of her triage ability: fatigued, sickened, staggered, or shaken.
Recovering Touch, Improved*: The medic may remove up to two conditions with her recovering touch expertise. In addition, she adds the following conditions to the list of conditions her recovering touch can remove: blinded, dazed, deafened, exhausted, frightened, nauseated, paralyzed or stunned. The medic must have the recovering touch expertise and be at least 6th level to select this ability.
Regroup*: When the medic uses her triage ability on herself, she can move up to her speed. This movement does not provoke attacks of opportunity. This does not count towards the maximum number of medic’s expertises that she can use with her triage ability. The medic must be at least 10th level to select this ability.
Revitalizing Touch*: The target of the medic’s triage ability heals an amount of ability score damage equal to the medic’s initiation modifier instead of healing hit point damage. This healing may be divided up as the medic chooses between multiple ability scores as necessary.
Treat Curse*: The medic may attempt to remove one curse affecting the target of her triage ability as the spell remove curse. The medic uses her initiator level in place of the caster level for the caster level check of the spell. The medic must be at least 6th level to select this ability.
Treat Disease*: The medic may remove one disease affecting the target of her triage ability as the spell remove disease. The medic uses her initiator level in place of the caster level for the caster level check of the spell. The medic must be at least 4th level to select this ability.
Wrathful Healing*: When the medic uses her triage ability to heal an ally, the medic gains additional damage on the next strike she initiates within one round equal to her initiation modifier.
Improved Treatment (Ex): Starting at 2nd level, when the medic treats deadly wounds, the creature she treats recovers hit points and ability score damage as if it had rested for a full day and she no longer needs a healer’s kit to perform these actions. At 6th level, the medic can treat deadly wounds or provide long term care to a number of creatures equal to her initiation modifier at the same time. In addition, when the medic treats a creature’s deadly wounds it recovers hit points as if it had rested for a full day with long term care. At 11th level, when the medic treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.
Cura Te Ipsum (Ex): Starting at 3th level, the medic’s martial training enhances her ability to defend herself while she ensures the health and safety of her allies. Whenever the medic initiates a strike maneuver she gains a +1 insight bonus to her Reflex and Will saves until the start of her next turn. This bonus increases by +1 at 7th level and every four levels thereafter.
Improved Triage (Ex): At 5th level, the medic can apply the effect of two medic’s expertises of her choice to any use of her Triage ability, she may apply the effect of a third medic’s expertise at 10th level and a fourth at 15th level.
Guardian of Life (Su): The medic’s dedication to the health and wellbeing of her allies is translated into an aggressive defense of their lives. Starting at 6th level, once per day the medic can initiate a counter as a free action (even if it is not her turn) in defense of her ally. This counter can only be used to protect an ally within 30 feet of the medic. The ally is treated as if they had initiated the counter in response to the attack, but uses any relevant modifiers (initiation modifier, base attack bonus, skill bonus, etc.) from the medic instead of the ally. She may only use this ability once per round. The medic can use this ability one additional time per day at 12th and 18th level.
Resuscitation (Ex): Starting at 9th level, the medic’s ability to treat severe wounds allows her to bring allies back from the very brink of death. The medic can use her triage ability to heal allies that have died within 1 round. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures slain by death effects cannot be saved by resuscitation.
Improved Resuscitation (Sp): At 14th level, the medic’s ability to stave off the death of her allies broaches on the supernatural. Once per week, she can use raise dead as a spell-like ability. Her caster level for this effect equals her initiator level.
Greater Resuscitation (Sp): At 17th level, the medic’s skill at treating wounds is so great she can perform truly spectacular feats of medicine. Once per month, she can use true resurrection as a spell-like ability. Her caster level for this effect equals her initiator level.
Master Medic (Ex): At 20th level, the medic is such an expert of the healing arts that she can apply any number of medic’s expertise that she knows to her Triage ability.
Archetypes
Ambu-Lancer
A medic must be able to rapidly traverse dangerous terrain to reach those in need of their aid. Some medics specially train mounts to aid them in their quests to provide healing to those in need.
Class Skills: An ambu-lancer gains Ride as a class skill.
Maneuvers: An ambu-lancer loses access to the Tempest Gale discipline and adds Piercing Thunder to her list of available disciplines. She otherwise learns, readies, and initiates maneuvers as a standard medic. This ability alters maneuvers.
Mount (Ex): At 1st level, an ambu-lancer gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid's animal companion, using the ambu-lancer's level as her effective druid level. The creature must be one that she is capable of riding and is suitable as a mount. A Medium-sized ambu-lancer can select a camel or a horse. A Small-sized ambu-lancer can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. At the GM’s options, other animals may be suitable mounts for an ambu-lancer to select.
An ambu-lancer's bond with her mount is strong, with the pair learning to anticipate each other's moods and moves. An ambu-lancer does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
Should an ambu-lancer's mount die, she may find another mount to serve her after 1 week of mourning. This replaces one of the medic’s expertise gained at 1st level.
Mounted Combat (Ex): At 1st level, an ambu-lancer gains Mounted Combat as a bonus feat, even if she does not meet the prerequisites. This ability replaces one of the medic’s expertise gained at 1st level.
Mounted Maneuver Expertise (Ex): Starting at 1st level, an ambu-lancer and her trusty steed are so in tune with each other that they can work as one when performing maneuvers. Whenever an ambu-lancer is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the ambu-lancer can have her mount take the appropriate movement in her place. If the maneuver allows the ambu-lancer to make a charge attack, both she and hers mount are considered to be charging. This ability replaces the share spells ability that normal animal companions gain.
Mobile Triage Unit (Ex): Whenever the ambu-lancer uses her triage ability while mounted, she may have her mount take the movement of the triage ability in her place, riding on the mount to her destination as normal. This ability alters triage.
Siren (Su): At 4th level, the ambu-lancer gains a glowing magical siren that announces her presence whenever she rides her mount. The siren emits an ear piercing wail and sheds light like a torch while active, though the ambu-lancer may choose to suppress this effect for one round as a free action. While the siren is active, the ambu-lancer takes a –30 penalty to her stealth checks as the wailing siren gives away her position. When she uses her triage ability with her siren active, her mount gains the benefits of the Improved Overrun feat and creatures she overruns must choose to avoid the ambu-lancer and cannot make attacks of opportunity against her for her movement, as creatures dive out of the way to avoid an oncoming ambu-lance. This ability replaces the additional use of triage gained at 4th level.
Patient Retrieval (Ex): At 6th level the ambu-lancer gains the following medic’s expertise:
Patient Retrieval: When the medic uses her triage to heal an ally while mounted, she may pull that ally up and onto her mount. So long as her ally remains mounted on the ambu-lancer’s mount, the ambu-lancer may use her Mounted Combat feat to negate attacks against the ally on her mount. The medic’s mount may only take on one additional rider at a time, however the addition of a second rider does not otherwise interfere with the mount’s ability to move or be ridden, though excessive weight may affect its base speed as normal for a medium or heavy load.
This ability replaces the medic’s expertise gained at level 6.
Angel of Mercy
The angel of mercy strides across the battlefield, dispensing both the healing light of the gods and their swift and terrible vengeance.
Maneuvers: An angel of mercy loses access to the Broken Blade discipline and adds Silver Crane to her list of available disciplines. She otherwise learns, readies, and initiates maneuvers as a standard medic. This ability alters maneuvers.
Angelic Fortitude (Ex): Starting at 1st level, the angel of mercy is blessed with some of the inherent fortitude of the Angels from which she draws her power. She gains resistance to acid 5 and cold 5. At 8th level she also gains resistance to fire 5 and electricity 5. This replaces one of her medic’s expertises gained at 1st level.
Aura of Protection (Su): Starting at 6th level, allies within 20 feet of the angel of mercy gain the benefits of a protection from evil spell (the caster level for this effect is equal to the medic’s initiator level) for as long as they remain within 20 feet of the angel of mercy. This replaces the medic’s expertise gained at 6th level.
Bolstering Strikes (Su): At 10th level, whenever the angel of mercy initiates a strike that heals damage, all allies within 30 feet gain temporary hit points equal to the medic’s initiator level. These temporary hit points do not stack and last for 1 minute or until lost. This replaces the improved triage gained at 10th level.
Wings of Mercy (Su): At 12th level, the angel of mercy can grow wings to carry her towards those in need of her aid. Growing or retracting these wings is a free action, and the angel of mercy gains a fly speed equal to her movement speed with good maneuverability. She can only use these wings to fly for 1 minute per class level, but does not have to use them consecutively. However, she must use them in 1 minute increments. This replaces the medic’s expertise gained at 12th level.
Sanguinist
Blood is life. Through blood, all things both good and bad are transported throughout the body. Within blood lies power and some medics learn to tap into and manipulate that power to both heal and harm.
Barefisted Syringe (Ex): The sanguinist loves to get her hands dirty, and drawing blood with her bare hands brings forth the power much quicker and easier than other methods. At 1st level, the sanguinist gains Improved Unarmed Strike as a bonus feat, even if she does not meet the prerequisites. At 3rd level, she gains Greater Unarmed Strike as a bonus feat, even if she does not meet the prerequisites, and uses her medic initiator level in place of her base attack bonus for determining the damage of her unarmed strike. In addition, the sanguinist may choose to deal bludgeoning, piercing or slashing damage with her unarmed strikes. This replaces one of her medic’s expertises gained at 1st level.
Blood Reserve (Su): At 1st level, the sanguinist gains the ability to store the vitality of others within her body. Whenever the sanguinist uses her blood transfusion ability to deal additional damage, that extra damage is stored as hit points in her blood reserve. Whenever the sanguinist uses triage to heal an ally, the sanguinist draws those hit points from her blood reserve instead of providing the normal amount of healing from triage. When using triage, the sanguinist can heal a number of hit points up to the total amount currently in her blood reserve, however she may determine the exact amount healed at the time she uses her triage. These hit points are then deducted from the total amount of hit points in the blood reserve.
For example, if a 1st level sanguinist has 20 hit points in her blood reserve, when she uses triage on an ally, and she heals that ally for 20 hit points, she would reduce her blood reserve to 0. She may instead choose to heal the ally for a lesser amount, such as 10 hit points, leaving the remaining amount in her blood reserve for later use. The blood reserve can only store hit points for up to 24 hours, but it does not have a maximum number of hit points it can store. This alters the medic’s triage ability.
Blood Transfusion (Su): Starting at 1st level, the sanguinist gains the ability to drain the lifeblood of a creature, store that vitality and transfer it elsewhere. Whenever the sanguinist deals lethal damage with an unarmed strike or natural attack, she deals additional damage equal to her initiation modifier. This additional damage represents lifeblood or some other form of vitality stolen from the target of her attack, which is then stored in the sanguinist's blood reserve as an equivalent number of hit points in order to fuel her ability to heal. In addition, any unarmed strike or natural attack modified by her blood transfusion ability is treated as a magic weapon. If the target’s current hit points are less than the sanguinist’s initiation modifier, she cannot transfer that additional damage to her blood reserve as healing.
Pain’s Gain (Ex): The sanguinist knows how to put her instinct to cause harm to good use. Starting at 3rd level, the sanguinist gains a +1 bonus to attack and damage rolls made with natural attacks or unarmed strikes. This bonus increases by +1 at 7th level and every four levels thereafter. This replaces cura te ipsum.
Unnatural Vitality (Su): At 4th level, the sanguinist becomes immune to all poisons and diseases. Whenever the sanguinist uses her blood transfusion or triage ability, she may choose to absorb any poison or disease currently affecting the target. The target is immediately cured of that affliction, and the sanguinist may choose to the poison or disease within the sanguinist’s blood reserve. If the sanguinist has a poison or disease stored in her blood reserve which deals only ability score damage (with no additional effects such as unconsciousness, paralysis or sleep), she may choose to inflict it upon the target of her blood transfusion or triage. The target must succeed on a Fortitude save (DC 10 + 1/2 sanguinist levels + Initiation Modifier) or be subject to the disease/poison’s effects as if they had failed their save against the save DC of the poison or disease. If the disease or poison would have an onset that is not immediate, treat the onset as if it were immediate. The sanguinist cannot store more diseases or poisons than her initiation modifier at any given time, however these remain in the blood reserve until used, unlike hit points. This replaces the medic’s expertise gained at 4th level.
Feast of Blood (Su): At 20th level, the sanguinist increases the amount of hit points she drains from a target of her unarmed strike or natural attack by 50%. This replaces master medic.
Witch doctor
The witch doctor utilizes the tools of clerics and wizards in their efforts to heal their allies. Instead of patching them up with bandages and poultices, the witch doctor calls on magical training to heal others.
Skills: A witch doctor gains Spellcraft and Use Magic Device as class skills. She uses her Wisdom modifier instead of her Intelligence modifier when making Spellcraft checks, and instead of her Charisma modifier when making Use Magic Device checks.
Magical Assistance (Ex): A 1st level witch doctor begins play with a caster level 1 wand of cure light wounds in addition to her normal equipment. The wand is of an unusual design and only the witch doctor knows how to use it properly. This starting wand can only be sold for scrap (it’s worth 4d10 gp when sold). Up to three times per encounter, the witch doctor may move up to her speed as a swift action, ending her movement adjacent to an ally. If she does so, she may use a spell completion or spell trigger item (such as a wand, scroll, or staff) of a spell with the healing descriptor or from her list of witch doctor spells on the ally she ends her movement adjacent to. The witch doctor may use this ability on herself, if she does so she does not move, only heals. She may use her magical assistance ability one additional time per encounter at 4th level and every three levels thereafter. This replaces the triage ability.
Magical Understanding (Su): The witch doctor gains Scribe Scroll as a bonus feat at 1st level, even if she does not meet the prerequisites. At 5th level she gains Craft Wand as a bonus feat, even if she does not meet the prerequisites. In addition, the witch doctor can use her initiator level in place of her caster level to meet the prerequisites of item creation feats. This replaces both medic’s expertises gained at 1st level.
Thaumaturgic Medicine (Su): Although the witch doctor lacks any true innate magical talent, her understanding of magical principles is such that she is able to utilize a number of magical devices with such skill that she may as well be casting spells herself. The witch doctor is considered to have a spell list that contains all spells with the healing descriptor, along with the following additional spells for purposes of determining whether or not she can cast a spell from any spell trigger or spell completion item without having to make a Use Magical Device check. This list also allows the witch doctor to craft such items, should she possess the appropriate feats. For all purposes related to caster level for these spells, the witch doctor treats her caster level as being equal to her initiator level and uses the lowest level available of the spell for determining the minimum level spell her items are crafted at, and she learns these spells at the same time that she learns maneuvers of the same level. The spells are:
1- air bubble, detect undead, diagnose disease, endure elements, moment of greatness, protection from chaos/evil/good/law, remove fear, shield, shield of faith
2- abeyance, aid, bear’s endurance, blood of the martyr, bull’s strength, calm emotions, cat’s grace, death knell, delay pain, eagle’s splendor, fox’s cunning, ironskin, owl’s wisdom, path of glory, protection from chaos (communal), protection from evil (communal), protection from good (communal), protection from law (communal), protection from outsiders, resist energy, shield other, status
3- archon’s aura, dispel magic, protection from energy, remove curse, resist energy (communal), sacred bond, water breathing
4- anti-incorporeal shell, death ward, healing warmth, path of glory (greater), protection from energy (communal), rest eternal, restoration
5- cleanse, life bubble, spell resistance, undeath ward
6- antilife shell, bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), fox’s cunning (mass), eagle’s splendor (mass), owl’s wisdom (mass), stone to flesh
7- circle of clarity, spell turning
8- mind blank, protection from spells
9- freedom, mind blank (communal)
This replaces the medic’s expertise gained at 2nd, 4th, 8th, 12th, 14th, 16th, 18th and 20th levels, resuscitation, improved resuscitation and greater resuscitation.
Magical Device Expertise (Su): Starting at 6th level, whenever the witch doctor casts a spell from her list of Thaumaturgic Medicine spells through a wand, scroll or other spell completion item, she treats the caster level of the spell as being equal to her initiator level, regardless of the spell’s actual caster level. In addition, spells she casts through such items that heal hit point damage gain the benefits of the Empower Spell metamagic feat, if they are not already empowered. This does not increase the level of the spell.
This replaces the medic’s expertise gained at 6th level.
Thaumaturgic Mastery (Su): At 20th level, any spell the witch doctor casts as part of her magical assistance ability gains the benefits of the Maximize Spell metamagic feat. This does not increase the level of the spell. This replaces master medic.
Favored Class Bonuses
Instead of choosing an additional skill rank or hit point at each level, medics of certain races may choose to take their racial favored class bonus. The following are racial favored class bonuses available to members of those races that choose medic as their favored class.
Dwarf: Stalwart guardians, dwarf medics prefer to fix problems before they arrive. Gain +1/6 of a use of guardian of life per day.
Elf: Elf medics use their natural intellect to predict upcoming problems and plan ahead accordingly. Gain +1/6 of a use of guardian of life per day.
Halfling: Halfling medics are quick to leap in and aid their allies. Gain +1-foot bonus to movement speed when using triage. In combat this option has no effect unless the halfling has selected it five times (or another increment of five).
Human: Human medics study a variety of different styles of healing, often combining techniques to learn new ways to treat wounds. Gain +1/6 of a new medic’s expertise.
Aasimar: Aasimar are naturally given to care and concern for others, and thus make excellent medics. Gain +1/6 of a new medic’s expertise.
Dhampir: Dhampir often suffer from a weakened constitution due to their partially undead state and many study medicine to compensate for this. Add +1 to the amount of damage the medic heals with triage, but only when the medic uses that ability on herself.
Hobgoblin: Hobgoblin medics do not use their craft to heal so much as to ensure that their allies continue to fight. Gain +1/3 of a new maneuver known from the Scarlet Throne or Piercing Thunder disciplines.
Orc: Fierce warriors are often reluctant to accept medical treatment, so orc medics must be truly impressive warriors to force their allies to accept aid. Gain +1/3 of a new maneuver known from the Primal Fury or Golden Lion Disciplines.
Tiefling: Often maligned and mistrusted, tieflings must learn to care for their own needs. Add +1 to the amount of damage the medic heals with triage, but only when the medic uses that ability on herself.
Half-giant: Half-giant medics are quick to react to any danger to their friends or allies, often rushing headlong into danger to protect their companions. Gain +1/4 dodge bonus to AC when moving through threatened squares while using triage.
Maenad: Maenad medics are used to dealing with difficult to restrain patients and often have to resort to extreme measures to ensure they can administer proper treatment. Gain +1/3 of a new maneuver known from the Broken Blade or Sleeping Goddess disciplines.
Ophiduan: Ophiduan medics are calm and precise in their actions. Gain +1/3 of a new maneuver known from the Sleeping Goddess or Steel Serpent disciplines.
Alicorn: Alicorn medics are natural born healers, and use their own abilities in conjunction with their training to bring relief to allies. When you use your touch of tranquility ability to absorb hit point damage, you may reduce the damage you take by 1/2 point.
Dreige: Dreige medics often take up the lifestyle as a way to protect others from the predation of the fey. Whenever you use your triage ability, the targets gain +1/4 of a bonus on saving throws against Charm or Compulsion effects until the start of your next turn.
Wulfkin: Wulfkin medics, like most wulfkin, had to learn to survive on their own and developed a tough, aggressive attitude as a result. Gain +1/3 of a new maneuver known from the Elemental Flux or Broken Blade disciplines.
Feats
The following are new feats intended to allow Medics and other characters better serve their roles as battlefield healers.
Dancing Shield Step
Prerequisites: Improved Shield Bash, Quick Draw, two Iron Tortoise maneuvers known, two Mithral Current maneuvers known.
Benefits: You can don a shield as a free action. In addition, while in a Mithral Current stance, whenever you hit an opponent with a shield bash or successfully use a counter that requires a shield bash, you can take a free 5 foot step.
Extra Guardian of Life
You are better at preparing your allies for unexpected emergencies.
Prerequisites: Guardian of life class feature, 9th level initiator.
Benefit: You can use guardian of life one additional time per day.
Extra Medic’s Expertise
You are better at preparing your allies for unexpected emergencies.
Prerequisites: Medic’s expertise class feature.
Benefit: You learn a new medic’s expertise. You must meet the prerequisites for this expertise as normal.
Special: You can take this feat multiple times. Each time you do, you learn a new medic’s expertise.
First Aid Training
You have been trained to identify and patch up wounds in preparation for more serious treatment.
Benefit: When you make a Heal check to perform first aid on a creature, that creature gains temporary hit points equal to your Wisdom modifier plus your ranks in the Heal skill. These temporary hit points last for 1 minute or until lost.
Special: If you use an ability score other than Wisdom to determine your bonus to Heal checks, you use that ability score in place of Wisdom for determining the number of temporary hit points the target gains.
Gungnir Technique
Prerequisites: Two Piercing Thunder maneuvers known, two Silver Crane maneuvers known.
Benefits: While you maintain a Silver Crane stance, polearms and spears you wield can affect incorporeal creatures as if they possessed the ghost touch weapon special ability, and you can attack possessing creatures. Whenever you hit a possessed creature with such a weapon, you can choose for your attack to affect the possessing entity rather than the target.
Healer’s Mercy
Sometimes a creature is beyond your ability to heal, but you know how to grant them a swift and painless death.
Prerequisites: Heal 5 ranks.
Benefit: When you use a coup de grace action, you can substitute a Heal check in place of the normal damage roll for your weapon, but still use your weapon’s normal critical multiplier. In addition, if the creature you are coup de gracing has regeneration of a type that can be overcome, you suppress that creatures regeneration for the duration of the round in which you coup de grace them.
Imposing Shield
Prerequisites: Improved Shield Bash, two Eternal Guardian maneuvers known, two Iron Tortoise maneuvers known
Benefits: While in an Eternal Guardian stance, if you make a shield bash attack against an enemy, that creature takes a -2 penalty on attack rolls that do not include you as a target until the start of your next turn. This penalty to attack rolls does not stack with other penalties to attack rolls that you apply to the target.
Nemean Lion Hide
Prerequisites: Martial Power, two Golden Lion maneuvers known, two Iron Tortoise maneuvers known.
Benefit: Whenever you use the Martial Power feat while maintaining a Golden Lion or Iron Tortoise stance, you also gain damage reduction/– equal to your highest initiation modifier until the start of your next turn.
Plague Doctor
You know how to treat disease and prevent its spread
Prerequisites: Heal 7 ranks.
Benefit: If you have successfully treated someone for a disease using the Heal skill, you can perform a Heal check on healthy individuals to give them a bonus on saving throws against that disease for one month equal to your Wisdom modifier. The DC of this Heal check is the same as the DC to treat the disease.
New Items
Included with the medic class are a number of items that any healer would find useful, from simple charms containing traces of healing magic to incense that fortifies the mind against harm, these items are certainly worth a look for any aspiring healer.
Incense of Convalescence
Aura moderate conjuration (healing); CL 5th
Price 750 gp; Slot -; Weight 1 lb.
This carefully grown and regulated incense shields the mind from harm while it recovers from trauma. Once inhaled, the inhaler ignores up to 2, 4 or 6 points of mental ability score damage, drain or penalties, depending on the amount of incense burned. Once the incense is inhaled, it last for 24 hours before its effects wear off and a new dose must be taken. A typical box of Incense of Convalescence contains enough incense to properly protect the body against 6 points of mental ability score damage or penalties.
Plaster of Recuperation
Aura moderate conjuration (healing); CL 5th
Price 750 gp; Slot -; Weight 1 lb.
This plaster is usually stored in a wooden box and retains its liquid state until applied to an area of exposed skin. Once applied, it hardens to form a protective layer that keeps the body safe while it recovers naturally. While a creature has this plaster applied to their body, they ignore up to 2, 4 or 6 points of physical ability score damage, drain or penalties, depending on the amount of plaster applied. Once the plaster is applied, it last for 24 hours before it deteriorates and new plaster must be applied. A typical box of Plaster of Recuperation contains enough plaster to properly protect the body against 6 points of physical ability score damage or penalties.
Power Charm
Aura moderate universal; CL 5th
Price 2000 gp; Slot -; Weight -
These charms contain more than just a mere spark of an idea. They are made by those truly dedicated to their path, Like their smaller cousins, the refinement charms, these have no power alone, and must be hung from a bracelet of charms or a necklace of many charms. Unlike them, however, these take up three rings on the item holding them, and they do not stack with other charms of the same type (for example, you could not benefit from two power charms of identity, even if they specify different creature types).
Power Charm of Recuperation: When you use triage to heal hit points, heal 1 additional hit point per medic initiator level.
Power Charm of Guardianship: You gain one additional use of guardian of life per day.
Power Charm of Protection: The bonus to Reflex and Will saves granted by your cura te ipsum class feature increases by +1.
Power Charm of Revivification: Treat your effective caster or manifester level as 1 higher for spells, spell like abilities, powers, or psi like abilities that return dead creatures to life (such as the raise dead spell).
Refinement Charm
Aura weak universal; CL 1st
Price 500 gp; Slot -; Weight -
These tiny charms carry enchantments which are minor at best, and are often made by apprentice spellcasters looking to practice imbuing items with magic. When hung on a bracelet of charms or a necklace of many charms, the spark of power within them helps the user focus on what they do slightly better than they once could. All refinement charms stack with one another, and with all other sources of bonuses to these class features. If you do not possess the class feature to be enhanced, that charm does nothing for you.
Charm of Immunity: you gain a +2 bonus to attempts to treat poison.
Charm of Inoculation: You gain a +2 bonus to attempts to treat disease.
Charm of Recovery: Add +1 hit point healed when using the Heal skill to perform long term care.