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Medic
#1
Idea spit-balling. Won't actually start on this idea until Summoner is finished, but for my own selfish desires, making this thread.

While Medic isn't really a Final Fantasy class. it did show up in FF13 and other FF13 variations, but it was mainly a White Mage theme class. I wanted to take it a little further as a Highly Advanced Technology class in the same vein as Engineer and Gunner.

My initial thoughts for this class's abilities would be highly specializing in the Heal skill and mixing it with a little bit of the Chemist class to make on-the-fly healing injections that mimic healing potions.

Any thoughts?
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#2
I'm not opposed to the class, but it honestly sounds more like a chemist archetype than a class all it's own. But, uh, that's my answer for everything, hah.

What do you mean by Highly Advanced Technology? Basically, non-magical, non-supernatural potions?
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#3
(04-26-2013, 09:50 PM)Nihilarian Wrote: I'm not opposed to the class, but it honestly sounds more like a chemist archetype than a class all it's own. But, uh, that's my answer for everything, hah.

What do you mean by Highly Advanced Technology? Basically, non-magical, non-supernatural potions?

Basically yeah.
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#4
I find it difficult to justify a second class specializing in alchemical items, but a lot of it really depends on the mechanics. If the mechanics are really slick and interesting, I might be persuaded to forget the overlap.

But I have to wonder; is there even enough material to make it a base class?
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#5
I'm sure there is enough. I'm thinking a semi-crossbreed of Chemist's potions, Monk's chakra ability, and the Medic's surgical precision skill.
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#6
Chakra is almost certainly inferior to the Spontaneous Healing discovery (what kind of action is Chakra? If it's a free or swift action, it has a point, but I'd still call SH better). And what do you mean by Medic's surgical precision skill? It sounds like there's a medic class your referencing, but damned if I know it.

Heck, SH and the follow-up discovery, Healing Touch, are Extraordinary anyway, while Chakra is Supernatural.
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#7
(04-27-2013, 05:40 PM)Nihilarian Wrote: Chakra is almost certainly inferior to the Spontaneous Healing discovery (what kind of action is Chakra? If it's a free or swift action, it has a point, but I'd still call SH better). And what do you mean by Medic's surgical precision skill? It sounds like there's a medic class your referencing, but damned if I know it.

Heck, SH and the follow-up discovery, Healing Touch, are Extraordinary anyway, while Chakra is Supernatural.

Well then! Maybe just Healing Touch. I'm referencing something that isn't made Tongue Basically, was going to give a style of sneak attack as long as the Medic is using light blades (such as dagger, short sword, etc) and maybe even other piercing light weapons.
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#8
(04-27-2013, 06:24 PM)Viladin Wrote:
(04-27-2013, 05:40 PM)Nihilarian Wrote: Chakra is almost certainly inferior to the Spontaneous Healing discovery (what kind of action is Chakra? If it's a free or swift action, it has a point, but I'd still call SH better). And what do you mean by Medic's surgical precision skill? It sounds like there's a medic class your referencing, but damned if I know it.

Heck, SH and the follow-up discovery, Healing Touch, are Extraordinary anyway, while Chakra is Supernatural.

Well then! Maybe just Healing Touch. I'm referencing something that isn't made Tongue Basically, was going to give a style of sneak attack as long as the Medic is using light blades (such as dagger, short sword, etc) and maybe even other piercing light weapons.
Like the Vivisectionist?

The Chirurgeon also gets one ability that is might be an option for the Medic. Anasthetic could be nice to have.
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#9
(04-27-2013, 06:29 PM)Nihilarian Wrote:
(04-27-2013, 06:24 PM)Viladin Wrote:
(04-27-2013, 05:40 PM)Nihilarian Wrote: Chakra is almost certainly inferior to the Spontaneous Healing discovery (what kind of action is Chakra? If it's a free or swift action, it has a point, but I'd still call SH better). And what do you mean by Medic's surgical precision skill? It sounds like there's a medic class your referencing, but damned if I know it.

Heck, SH and the follow-up discovery, Healing Touch, are Extraordinary anyway, while Chakra is Supernatural.

Well then! Maybe just Healing Touch. I'm referencing something that isn't made Tongue Basically, was going to give a style of sneak attack as long as the Medic is using light blades (such as dagger, short sword, etc) and maybe even other piercing light weapons.
Like the Vivisectionist?

The Chirurgeon also gets one ability that is might be an option for the Medic. Anasthetic could be nice to have.

Oooh, yeah. Actually, that reminds me of something that I can perusal.
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#10
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.
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#11
Improved First Aid isn't hard to understand, but it is overly complicated mathematically. 1d4+Heal ranks+wis+class level (functionally same as heal ranks)+1d4/10 beyond the heal DC.

How about instead you heal HP = Heal check? At low levels it can potentially be better than white magic but it will drop off eventually. Perhaps a high level improvement that doubles the healing? I'm thinking like TOB Insightful Strike.

At level 16+ you need an improvement to resuscitate.

For other abilities, how about steroids? Non-magical buffs of some kind.
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#12
(10-12-2013, 06:40 PM)Nihilarian Wrote: Improved First Aid isn't hard to understand, but it is overly complicated mathematically. 1d4+Heal ranks+wis+class level (functionally same as heal ranks)+1d4/10 beyond the heal DC.

How about instead you heal HP = Heal check? At low levels it can potentially be better than white magic but it will drop off eventually. Perhaps a high level improvement that doubles the healing? I'm thinking like TOB Insightful Strike.

At level 16+ you need an improvement to resuscitate.

For other abilities, how about steroids? Non-magical buffs of some kind.

Math isn't gonna kill ya! :p I'll probably drop the Heal ranks bonus at the very least.

I was thinking drugs too.
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#13
I'm not saying it's too strong, I'm saying it's overly complicated. You're drawing small bonuses from half a dozen sources rather than two big bonuses from two sources.

I like it so far, though.
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#14
Little more changes...

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 + 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.

Stab Sense (Ex): At 3rd level, a medic is so skilled in combat involving light piercing weapons that she gains a +1 dodge bonus to AC against attacks made against her with light piercing weapons. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

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.

Combat Trained: Beginning at 3rd level, and every three levels thereafter until 9th level, the medic may select a thief talent from the list below.

The medic may select from the following thief talents: Assault Leader, Befuddling Strike, Bleeding Attack, Canny Observer, Distracting Attack, Finesse Thief, Follow Clues, Hard to Fool, Offensive Defense, Powerful Sneak, Slow Reactions, and Weapon Training.

Natural Healing (Ex): At 4th level, the medic’s extensive knowledge of natural healing allows her to make Heal checks without a healer’s kit, if she has access to appropriate natural substitutes (as determined by the DM).

Survey the Damage (Ex): With skills in healing and examination, a medic can easily survey the damage in an area and immediately determine who is in the greatest need. Beginning at 4th level, a medic may make a Heal check (DC 20) as a move-equivalent action to determine the condition of creatures near death within 20 feet. With a successful check, a medic may automatically determine whether a creature is dead, dying, disabled, fragile (alive and wounded, with 3 or fewer hit points remaining), or wounded (alive with 4 or more hit points). With each use of this ability, a medic may determine the status of a number of creatures equal to her Wisdom modifier (if any).

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.

Anesthetic: At 6th level, a medic learns how to supplement uses of the Heal skill with pain-killing drugs. She 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.

Calming Touch (Ex): At 6th 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 12th level, the medic’s touch can remove the exhausted, nauseated, sickened, or stunned condition.

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.

Precision Expertise (Ex): Also at 7th level, when the medic deals a surgical precision attack, she may sacrifice 1 die of damage to deal either 1 point of temporary Strength or Dexterity damage as a free action. This applies to a single attack and must be declared before the attack is rolled. The ability cannot be used to deal more than 6 points of ability damage on a single target. The ability damage lasts for 1 minute per medic level.

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.

At 16th level, a revived character receive the effects of first aid based off the Resuscitate skill roll.

Penetrating Strike (Ex): Beginning at 10th level, when the medic makes a surgical precision attack, she can bypass damage reduction equal to her Wisdom modifier.

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.

Advance Combat Trained: Beginning at 12th level, and every three levels thereafter, the medic may select a thief advanced talent from the list below.

The medic may select from the following thief advanced talents: Confounding Blades, Crippling Strike, Deadly Sneak, Entanglement of Blades, Knock-Out Blow, and Opportunist.

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.

First Aid Mastery (Ex): At 14th level, a medic can quickly apply first aid to those around him. As a full-round action, the medic can use the Heal skill to apply first aid to all creatures that is adjacent to her. As with normal applying first aid, only creatures that has recently obtained injuries can be healed.

Perfect Body (Su): At 19th level, a medic has mastered her own body, making her difficult to kill. As a full-round action, the medic can harness her metabolism to heal herself and gaining Fast Healing 10 for 1 minute. The medic can use this ability a number of times per day equal to her Wisdom modifier.

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.
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#15
Just need some abilities to fill in the gap between lvl 15-18. And I'll be somewhat done. Limit Breaks should be easy to fill out.
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