10-05-2013, 08:28 PM
(10-05-2013, 07:17 PM)Nihilarian Wrote: What do you have so far?
Medical Procedure (Ex): A medic knows how to “cast” a spell from the healing school. This is not magical but a representation of modern medical procedures. The GM will decide if a certain spell can be replicated in a modern medical adaptation. The medic can use this ability a number of times per day equal to half of the medic’s class level + the medic’s Wisdom modifier.
To cast the healing spell for a medical procedure, the character must make a Heal check DC 10 + spell level.
The level of spell the medic can employ is based on his ranks in the Heal skill. All medical healing is considered non-magical.
Heal Ranks Spell Level
1 1st
3 2nd
5 3rd
7 4th
9 5th
11 6th
13 7th
15 8th
17 9th
Holistic Care (Ex): The medic is an expert in caring for his comrades both during and after battle. He makes sure they eat right, stretch, etc, etc. Either way, he makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.
Calming Touch (Ex): As a standard action, the medic can relieve the individual of a condition. Her touch can remove the dazed, fatigued, shaken, or staggered condition. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.
At 10th level, the medic’s touch can remove the exhausted, nauseated, sickened, or stunned condition.
Medical Miracle (Ex): A medic can revive a character who has died. If the medic is able to administer aid within 10 rounds of the character's death, he can make a Heal check.
Heal skill: DC 20 + the negative Hit Points
If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1d6 hit points. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored with this ability.
Medical Quick Fix (Ex): As a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject's ability scores. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.
Medical Specialist: The medic receives a competence bonus equal to 1/2 her medic level to her Heal skill (minimum +1).
Therapy (Ex): The medic can cure 1 point of permanent ability damage to one of the subject's ability scores. This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.
Improved First Aid (Ex): When using first aid, the medic can heal 1d4 points of damage + 1 per rank of the Heal skill + the medic’s Wisdom modifier. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per hour.
Expert Healer (Ex): At 5th level and higher, the medic’s ability to restore hit points with a healer’s kit and a successful use of the Heal skill improves. In addition to the normal hit point recovery rate, the medic restores 1 hit point for every medic level she possesses.
Field Healer (Ex): At 2nd level, you become adept at administering first aid quickly and while under duress. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.
Medical Alchemist (Ex): At 5th level, an accomplished medic does not need magic to create elixirs with miraculous healing capabilities. With a healer's kit, an alchemist's kit and rare herbs worth the cost of the alchemical item, the medic may create a nonmagical cure potion in 8 hours. At 10th level, she may create nonmagical hi-potions. At 15th level, she may create nonmagical x-potions.
Some of the abilities are pretty much out of order, haven't thought about where to put them yet.