10-12-2013, 06:02 PM
Medic class refined a bit. Stuck on needing abilities for the higher level portion of the class. Any suggestions? This is what I have so far.
Class Features
All of the following are class features of the medic.
Weapon and Armor Proficiency: Medics are proficient with all simple weapons, firearms, and any light piercing weapons. Their basic training in combat has given them enough familiarization with those weapons to use them. They are proficient with cloth and leather armor but not with any shields.
Limit Breaks (Su): At 1st level, the medic receives the Limit Breaks ().
Improved First Aid (Ex): At 1st level, when using first aid, the medic can heal 1d4 points of damage + 1 per rank of the Heal skill + the medic’s Wisdom modifier. For every 10 points the medic beats the DC for first aid, the healing increases by 1d4. 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 injury.
Medical Specialist: The medic receives a competence bonus equal to 1/2 her medic level to her Heal skill (minimum +1).
Surgical Precision (Ex): At 2nd level, the medic learns how to make a precise strike, dealing extra damage. The medic’s attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every three medic levels thereafter. Should the medic score a critical hit with a surgical precision, this extra damage is not multiplied. A medic may only use surgical precision with light piercing weapons. This stacks with the thief’s sneak attack and similar abilities.
Holistic Care (Ex): Beginning of 2nd level, the medic is an expert in caring for her comrades both during and after battle. She makes sure they eat right, stretch, etc, etc. Either way, she makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.
Calming Touch (Ex): At 3rd level, 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.
Emergency Team (Ex): Also at 3rd level, the medic is skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting the medic with Heal checks.
Natural Healing (Ex): At 4th level, the medic’s extensive knowledge of natural healing allows you to make Heal checks without a healer’s kit, if you have access to appropriate natural substitutes (as determined by the DM).
Piercing Mastery (Ex): At 5th level, a medic gains a +1 bonus on attack and damage rolls with any light piercing weapons. This bonus increases by +1 for every five levels beyond 5th. In addition, when using surgical precision, the medic’s threat range increases by 1. This bonus increases by 1 for every five levels beyond 5th.
Anaesthetic: At 6th level, a medic learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic.
Expert Healer (Ex): At 7th 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.
Medical Alchemist (Ex): At 8th 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 13th level, she may create nonmagical hi-potions. At 18th level, she may create nonmagical x-potions.
Field Healer (Ex): At 9th 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.
Resuscitate (Ex): At 10th level, a medic can revive a character who has died. As a full round action, if the medic is able to administer aid within 10 rounds of the character's death, she 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 1 hit point. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored with this ability.
Quick Fix (Ex): At 11th level, as a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject's ability scores with successful Heal check (DC 25). This application of the skill can be used successfully on a character only once per injury.
Vigorous First Aid (Ex): At 12th level, when the medic administers first aid successfully, she grants the creature temporary hit points equal to 1d6 + half of the medic’s level.
Therapy (Ex): At 13th level, 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.
Master Mender (Ex): A medic of 20th level is capable of healing even the most grievous of injuries. As a full-round action, the medic can heal an ally to full health, including restoring any ability drain, removing fatigue or exhaustion, and curing any poisons or diseases with a successful Heal check (DC 15 + the creature’s HD). The medic can use this ability once an hour.
Class Features
All of the following are class features of the medic.
Weapon and Armor Proficiency: Medics are proficient with all simple weapons, firearms, and any light piercing weapons. Their basic training in combat has given them enough familiarization with those weapons to use them. They are proficient with cloth and leather armor but not with any shields.
Limit Breaks (Su): At 1st level, the medic receives the Limit Breaks ().
Improved First Aid (Ex): At 1st level, when using first aid, the medic can heal 1d4 points of damage + 1 per rank of the Heal skill + the medic’s Wisdom modifier. For every 10 points the medic beats the DC for first aid, the healing increases by 1d4. 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 injury.
Medical Specialist: The medic receives a competence bonus equal to 1/2 her medic level to her Heal skill (minimum +1).
Surgical Precision (Ex): At 2nd level, the medic learns how to make a precise strike, dealing extra damage. The medic’s attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every three medic levels thereafter. Should the medic score a critical hit with a surgical precision, this extra damage is not multiplied. A medic may only use surgical precision with light piercing weapons. This stacks with the thief’s sneak attack and similar abilities.
Holistic Care (Ex): Beginning of 2nd level, the medic is an expert in caring for her comrades both during and after battle. She makes sure they eat right, stretch, etc, etc. Either way, she makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.
Calming Touch (Ex): At 3rd level, 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.
Emergency Team (Ex): Also at 3rd level, the medic is skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting the medic with Heal checks.
Natural Healing (Ex): At 4th level, the medic’s extensive knowledge of natural healing allows you to make Heal checks without a healer’s kit, if you have access to appropriate natural substitutes (as determined by the DM).
Piercing Mastery (Ex): At 5th level, a medic gains a +1 bonus on attack and damage rolls with any light piercing weapons. This bonus increases by +1 for every five levels beyond 5th. In addition, when using surgical precision, the medic’s threat range increases by 1. This bonus increases by 1 for every five levels beyond 5th.
Anaesthetic: At 6th level, a medic learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic.
Expert Healer (Ex): At 7th 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.
Medical Alchemist (Ex): At 8th 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 13th level, she may create nonmagical hi-potions. At 18th level, she may create nonmagical x-potions.
Field Healer (Ex): At 9th 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.
Resuscitate (Ex): At 10th level, a medic can revive a character who has died. As a full round action, if the medic is able to administer aid within 10 rounds of the character's death, she 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 1 hit point. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored with this ability.
Quick Fix (Ex): At 11th level, as a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject's ability scores with successful Heal check (DC 25). This application of the skill can be used successfully on a character only once per injury.
Vigorous First Aid (Ex): At 12th level, when the medic administers first aid successfully, she grants the creature temporary hit points equal to 1d6 + half of the medic’s level.
Therapy (Ex): At 13th level, 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.
Master Mender (Ex): A medic of 20th level is capable of healing even the most grievous of injuries. As a full-round action, the medic can heal an ally to full health, including restoring any ability drain, removing fatigue or exhaustion, and curing any poisons or diseases with a successful Heal check (DC 15 + the creature’s HD). The medic can use this ability once an hour.