Rogue (Medic) 2 | 22/22 hp | Init +4, AC 15, touch 14 , flat-footed 11, Fort +, Ref +7, Will +3 Healer's kit:
Spoiler:
8 of 10 uses remaining.
Gender
Male
Size
Medium | 6 Foot tall, weighing in at 200 pounds.
Alignment
LG
Occupation
Medic
Strength
12
Dexterity
18
Constitution
14
Intelligence
16
Wisdom
16
Charisma
12
About Bethune
Bethune Barid, Field Medic
Male Android Rogue (Medic) 2
LG Medium humanoid (android)
Init +4; Senses Darkvision 60 ft, Low-light vision; Perception + 10
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DEFENSE
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AC 15 , touch 14 , flat-footed 11 (+4 Dex, + 1 armor) hp 22/22 (2d8+2con+2favoredclass) Nonlethal 0
Condition normal
Fort +2, Ref +7, Will +3
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OFFENSE
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Speed 30 ft.
Melee +2/4 when finesse-able
Ranged +4
Combat Options Point Blank Shot, Surgical Precision +1
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STATISTICS
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Str 12 , Dex 18 , Con 14 , Int 16 , Wis 16 , Cha 12
Base Attack Bonus +1; CMB +2; CMD 16
Feats Point Blank Shot, Weapon Finesse
Trained Skills
Acrobatics-2+3+4=9
Climb-2+3+1=6
Disable Device-2+3+4=9
Escape Artist-2+3+4=9
Heal-2+3+3+8=16
Perception-2+3+3+2=10
Sense Motive-2+3+3=7-4=4
Stealth-2+3+4=9
Survival-2+3+3=8
Use Magic Device-2+3+1=6
Traits -Anatomist- You gain a +1 trait bonus on all rolls made to confirm critical hits.
-Battlefield Surgeon- Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
-Chance Encounter- Once per day,
if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand,
or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even
if it is worse.
LanguagesAbyssal, Celestial, Common, Infernal
Equipment:
Spoiler:
11gp
Cold Iron Rapier
Sap
Light Crossbow
30 Crossbow Bolts
30 Cold Iron Bolts
Cold Iron Dagger
Leather Armor
Rogue's Kit(backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.)
Healer's kit
Surgeons Tools
Vet's Kit
Background:
Spoiler:
Bethune was created with the imprinted memory of being saved from the Worldwound by a mysterious worshiper of the Goddess Desna. This act of kindness in his memories has shaped the whole of his personality. Perhaps more so than many of his android peers, Bethune has shown some grasp of emotion and at times seems very empathetic.
He 'remembers' growing up in Kenabres. His father was a elder surgeon(his mother had passed at birth) and a healer was always in high demand. Such high demand that young Bethune found himself elbow deep in blood and bandages by his tenth year, assisting his father in treating the dead and dying. He saw his own father succumb to old age before he had lived twenty years.
Bethune went to live with a friend of the family in Numeria, a doctor himself and an old colleague of his fathers. This was good for the young man and his medical skills expanded under his new mentor. His desire to do good soon would bring him back to Kenabres, where he knew he was needed. There is word around that a caravan soon would be chartered there. He is torn between his drive to aid others, and the cold disconnect that he has with them. He is sure however that answers lie near the Worldwound.
Appearance:
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Android Abilities:
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Keen Senses-Androids gain a +2 racial bonus on Perception checks.
Emotionless-Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses-Androids have darkvision to a range of 60 feet and low-light vision.
Constructed-For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge-An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Evolution: Skilled(Heal) +8 to Heal
Medic Abilities:
Spoiler:
Weapon And Armor Proficiency-Rogues are proficient with all simple weapons, plus the blade-boot, hand crossbow, rapier, sap, shortbow, short sword, sword cane and switch-blade knife. They are proficient with light armor, but not with shields.
Medicine (Ex)-Whenever a medic uses his Heal skill to perform long-term care, the subjects of his long-term care recovers 3 hit points per level for a full 8 hours of rest, or 6 hit points per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. When treating deadly wounds, the subject recovers 2 hit points per level instead of 1. The medic also adds his Wisdom modifier (if positive) to the amount of hit points the subject recovers when performing long-term care or treating deadly wounds for every 5 points by which the medic exceeds the target DC. The medic may perform long-term care, and may treat deadly wounds, on himself by taking a -5 penalty on his Heal check. A medic gains half his rogue level as a bonus to his Heal skill.
Salve-Starting at 1st level, a medic may use his knowledge of healing and the human body to bolster his or an adjacent ally’s body. This requires a standard action that provokes an attack of opportunity, and grants the target 1d6 temporary hit points that last for 1 hour per level. The amount of temporary hit points bestowed increases by 1d6 for every two levels the medic possesses after 1st, to a maximum of 10d6 at 19th level. If a character is at 0 hit points or below, but not dead, this ability stabilizes them and may return them to consciousness if their new hit point total is positive. Applying a salve does not stop bleed effects. A medic may use this ability a number of times a day equal to his rogue level + his Wisdom modifier. (minimum 1.)
Surgical Precision (Ex)-Whenever a medic is in a situation where he would normally be granted a sneak attack, he instead gains a +1 bonus to his attack rolls for every odd rogue level he possesses, to a maximum of +10 at 19th level. Any feats or rogue talents that affects sneak attack instead affects surgical precision. Count the medic’s to-hit bonus from surgical precision as the number of sneak attack dice he possesses when calculating effects dependent on sneak attack dice. If the medic gains sneak attack dice from another source, add the to-hit bonus from surgical precision and the number of sneak attack dice he possess together when determining the effects of his sneak attack and the effects of abilities that alter sneak attack.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: Finesse Rogue Weapon Finesse as a bonus fear