Chronicles & Boons Level 1 1 S01-22 Doom of Cassomir
2 Boon - [] Doom Averted (General) – In defeating a growing cult of Groetus in Cassomir, your spirit is filled with a renewed resistance against the same prophecies of doom that his priests shout from the rooftops. When your dying value is increased to exactly the amount that would kill you, this boon automatically activates. Check the box that precedes this boon and decrease your dying value by one. 3 S03-01 Intro: Year of Shattered Sanctuaries
4 Boon - Wayfinder
5 S02-11 The Pathfinder Trials
Level 2 6 S04-02 Return to the Grave
7 S04-01 Intro: Year of Boundless Wonder (GM)
8 S02-09 The Seven Secrets of Dacilane Academy (GM)
9 Boon - Protective Mentor (Radiant Oath) – While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3). Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher. Special: A PC can only benefit from two mentor boons.
Level 3 10 S01-20 The Lost Legend
11 Boon - Waters of Warlock's Barrow – You vanquished the spirits of Warlock’s Barrow, and now through some quirk of fate, you can call upon them to help you lay other undead to rest. ◆◆ Uses [] ; Effect The purified waters of Warlock’s Barrow surround your weapons, now harming the undead instead of the living. You cast disrupting weapons as a 1st-level innate spell, except the spell also has the water trait. 12 B21 Against the Unliving
13 S04-04 To Seek the Heart of Calamity
14 Boon: Practiced Medic []– By spending your off-hours administering medical aid to those in need, you have developed extraordinary first aid instincts. After purchasing this boon, you can spend Downtime to provide medical services to others. Once you have expended 8 days of Downtime in this way, you can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. You improve your check’s degree of success by one step (such as if you roll a failure, you get a success instead); the boon is not expended if your original roll is a critical success. Once you expend this boon, it provides no other benefit. Special: You can apply this boon multiple times to the same character, though you cannot expend more than one copy of this boon per adventure. 15 Boon: Radiant Wayfinder – You have specially augmented your wayfinder, devising a way for the device to reveal hidden creatures. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting it the following activation ability. Activate [two-action] command (evocation, good, light) Effect The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect occurs in a 10-foot radius centered around you. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself. 16 Q14 The Swordlord's Challenge
17 Q08 Shadows of the Black Sovereign
18 Boon: Numerian Archaeologist [][][] – You have garnered some unique experience with the unusual technology of Numeria. You can use the following free action by checking off a box next to this boon. Technological Defense [free-action] Trigger You attempt a saving throw against a technological weapon or effect, but you haven’t rolled it yet; Effect You gain a +1 circumstance bonus to the saving throw.
Level 4 19 Q09 Wayfinder Origins
20 Boon: Wayfinder Connections – Thanks to your connection with Venture-Captain Muesello, you have an easier time securing wayfinders. You can purchase wayfinders of up to your character level + 2 as long as you have access to them. If you own a standard wayfinder (Core Rulebook 617), Muesello offers to upgrade it to a wayfinder with additional features for the difference in cost between the items. 21 S01-09 Star-Crossed Voyages
22 Boon: Ally of the Iruxi – You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure. 23 Q15 In the Footsteps of Horror (GM)
24 Q16 The Winter Queen's Dollhouse (GM, Slow Track)
25 S02-15 Dirge of Sarkoris
Level 5 26 S04-07 A Most Wondrous Exchange!
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BOTTING INSTRUCTIONS:
Henri, as a cleric of Qi Zhong, will not inflict lethal damage on living enemies. He will focus on supporting allies with Bless or visiting them to heal wounds in combat when needed.
◆◆ Bless (15-ft emanation, +1 status bonus to attack rolls while within the emanation)
◆ Sustain Spell (increase Bless emanation by 10 ft)
He will Stabilize ally if they are within enemy’s attack range so he will not inadvertently trigger, if any, its Reactive Strike.
◆◆ Stabilize - The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Henri usually visits allies to treat their wounds or their poison during encounter. He can also visit an ally to treat their condition, or provide first aid.
[dice=DC 20 Battle Medicine]1d20+15[/dice]
[dice=Healing]2d8+10+5[/dice] HP for ally
◆ Doctor’s Visitation (to Battle Medicine)
Once per day as Medic, he can perform another Battle Medicine to target that is already immune to it.
[dice=Medicine to Treat Poison]1d20+15[/dice] to counteract poison
◆ Doctor’s Visitation (to Treat Poison)
[dice=Medicine to Treat Condition w Holistic Care]1d20+15[/dice] to counteract Clumsy, Enfeebled, Sickened, Frightened, Stupefied, or Stunned
◆ Doctor’s Visitation (to Treat Condition w Holistic Care)
[dice=Medicine to Stabilize]1d20+15[/dice] vs DC 5 + target’s recovery roll DC
[dice=Medicine to Stop Bleeding]1d20+15[/dice] vs DC of the effect that caused the bleed
◆ Doctor’s Visitation (to Administer First Aid)
He will use the Healer’s Blessing focus spell before healing to maximize HP restored to ally.
◆ Healer’s Blessing - Range 30 feet; Targets 1 willing living creature; Duration 1 minute. Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 6 additional Hit Points. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed. Heightened (+1) The additional healing increases by 2 HP.
He has four slots for his cleric font Heal which he expend as last resort or when really needed. [ ] [ ] [ ] [ ]
◆ to ◆◆◆ Heal - Range varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore [dice]3d10[/dice] Hit Points (with Healing Hands). If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
◆ The spell has a range of touch.
◆◆ (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 24.
◆◆◆ (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
These are the offensive but non-lethal (vs living targets) spells that he can use against enemies:
◆◆ Vitality Lash - DC 21 basic Fortitude save vs [dice]4d6[/dice] vitality damage (and Enfeebled 1 on Crit Fail)
◆◆ Rousing Splash - The target gains [dice]3d4[/dice] temporary Hit Points, which last for 1 minute. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
◆◆ Daze - DC 21 basic Will save vs [dice]2d6[/dice] mental damage (and Stunned 1 on Crit Fail)
Prepared Divine Spells (Rank 1) ◆◆ Enfeeble - Dc 21 Fortitude save or be Enfeebled 2 for 1 minute (Enfeebled 3 on a Crit Fail; Enfeebled 1 for 1 rd)
◆◆ Spirit Link ◆◆ Bless - +1 status bonus to attack rolls while within the emanation.
The following are support spells for allies.
Prepared Divine Spells (Rank 2) ◆◆ Share Life ◆◆ Resist Energy ◆◆ False Vitality - gain 10 temporary Hit Points.
Prepared Divine Spells (Rank 3 ◆◆ Positive Attunement ◆◆ Heroism - +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Out of combat, he heals allies with Risky Surgery and can’t treat up to two allies with Ward Medic feat.
[dice=Risky Surgery Damage]1d8[/dice] S damage (gain a +2 circumstance bonus to your Medicine check to Treat Wounds)
[dice=DC 15 Medicine to Treat Wounds w Healer's Gloves, Medic, Risky Surgery]1d20+14+2[/dice] (Success becomes Critical Success)
[dice=Trained Healing]4d8[/dice] HP
[dice=DC 20 Medicine to Treat Wounds w Healer's Gloves, Medic, Risky Surgery]1d20+14+2[/dice] (Success becomes Critical Success)
[dice=Expert Healing]4d8+10+5[/dice] HP
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CHARACTER INFORMATION Name: Henri Hart
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Field Medic Home Region: Golden Road Nation: Katapesh in Katapesh Languages: Common, Goblin
Sub-Class & Class: Cloistered Cleric of Qi Zhong / Medic Level: 5
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +0, DEX +4, CON +2, INT +0, WIS +4^, CHA +2
HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13
Acrobatics* +11
Arcana +0
Athletics* +7
Crafting +0
Deception +2
Diplomacy** +11
Intimidation +2
Lore: Pathfinder Society* +7
Lore: Warfare* +7
Medicine** +14 w Healer’s Gloves) – ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You’re holding or wearing a healer’s toolkit (page 288); You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
>> [dice=DC 15 Battle Medicine w Healer's Gloves, Medic]1d20+14[/dice]
>> [dice=Trained Healing]2d8 or 4d8[/dice] HP
>> [dice=DC 20 Battle Medicine w Healer's Gloves, Medic]1d20+14[/dice]
>> [dice=Expert Healing, Medic]2d8/4d8 +10+5[/dice] HP
> Risky Surgery – Prerequisites trained in Medicine; Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
>> [dice=Risky Surgery Damage]1d8[/dice] S damage (gain a +2 circumstance bonus to your Medicine check to Treat Wounds)
>> [dice=DC 15 Medicine to Treat Wounds w Healer's Gloves, Medic, Risky Surgery]1d20+14+2[/dice] (Success becomes Critical Success)
>> [dice=Trained Healing]4d8[/dice] HP
>> [dice=DC 20 Medicine to Treat Wounds w Healer's Gloves, Medic, Risky Surgery]1d20+14+2[/dice] (Success becomes Critical Success)
>> [dice=Expert Healing]4d8+10+5[/dice] HP
> Robust Recovery – Prerequisites expert in Medicine; You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success., Ward Medic – Prerequisites expert in Medicine; You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
> ◆ or ◆◆ Doctor’s Visitation – Prerequisites Medic Dedication; You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).
> ◆◆Treat Condition – Prerequisites Medic Dedication; Requirements You are holding healer's tools, or you are wearing them and have a hand free. You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1.
>> [dice=DC ?? Medicine to Counteract Condition]1d20+14[/dice]
SPELLS(* denotes Signature Spells) Cleric DC 21
Spell Attack +11
Max Focus Points 1
Focus Spells (Heightened Rank 3) ◆ Healer’s Blessing - Range 30 feet; Targets 1 willing living creature; Duration 1 minute. Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 6 additional Hit Points. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed. Heightened (+1) The additional healing increases by 2 HP.
Cleric Font (Heightened Rank 2) [ ] [ ] [ ] [ ]
◆ to ◆◆◆ Heal - Range varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore [dice]3d10[/dice] Hit Points (with Healing Hands). If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
◆ The spell has a range of touch.
◆◆ (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 24.
◆◆◆ (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Prepared Divine Cantrips (Heightened Rank 2) ◆◆ Vitality Lash - DC 21 basic Fortitude save vs [dice]4d6[/dice] vitality damage (and Enfeebled 1 on Crit Fail)
◆◆ Rousing Splash - The target gains [dice]3d4[/dice] temporary Hit Points, which last for 1 minute. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
◆◆ Stabilize - The target loses the dying condition, though it remains unconscious at 0 Hit Points.
◆ Shield - +1 circumstance bonus to AC
◆◆ Daze - DC 21 basic Will save vs [dice]2d6[/dice] mental damage (and Stunned 1 on Crit Fail)
Prepared Divine Spells (Rank 1) ◆◆ Enfeeble - Dc 21 Fortitude save or be Enfeebled 2 for 1 minute (Enfeebled 3 on a Crit Fail; Enfeebled 1 for 1 rd)
◆◆ Spirit Link ◆◆ Bless - +1 status bonus to attack rolls while within the emanation.
Prepared Divine Spells (Rank 3 ◆◆ Positive Attunement ◆◆ Heroism - +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Spell List All common divine spells with access; Soothe (cleric spell, 1st), False Vitality (cleric spell, 2nd), Resilient Sphere (cleric spell, 4th)
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GEARS & ITEMS Invested Items (3/10):Healer’s Gloves, Radiant Wayfinder (w Light and 10-ft Faerie Fire), Pearly White Spindle Aeon Stone Worn Items: Mace, +1 Returning Bola, Whip, +1 Scroll Robes, Healer’s Toolkit, Religious Symbol (Silver), Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 4.0 (Encumbered 5.0, Maximum 10.0)
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FEATS Level 1 Skill Feat (from background) ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You’re holding or wearing a healer’s toolkit (page 288); You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. General Feat (from Heritage) Versatile Heritage > Risky Surgery – Prerequisites trained in Medicine; Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead. Class Feat ---
Ancestry Feat Natural Ambition – Healing Hands – Prerequisites healing font; Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Class Feature Divine Font – Through your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 35–39; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention. > Healing Font – You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells (page 335) in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6. Class Feature Doctrine – Even among followers of the same deity, approaches vary. At 1st level, you select cloistered cleric or warpriest and gain the benefits of its first doctrine. At 3rd level and every four levels thereafter, you gain another benefit from your doctrine. > Cloistered Cleric – You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains. Class Feature Domain Initiate – Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme appears on page 39 and domain spells appear on pages 372–381. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points. The full rules for focus spells appear on page 298. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. > Healing – Domain Spell Healer's Blessing; Advanced Domain Spell Rebuke Death; Your healing magic is particularly potent. Class Feature Deity – As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder appear on pages 35–39, along with their edicts, areas of concern, and the benefits you get for being a cleric of that deity. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way. – Qi Zhong > Favored Weapon – Mace
Class Feature Anathema – Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces. Casting spells with the unholy trait is almost always anathema to deities who don't allow unholy sanctification, and casting holy spells is likewise anathema to those who don't allow holy sanctification. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema. If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all cleric spellcasting. These abilities can be regained only if you repent by conducting an atone ritual. – (Qi Zhong) Deal lethal damage to another living creature (unless as part of a necessary medical treatment).
Class Feature Sanctification – Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and may be referenced in other abilities. If you “can be” holy or unholy according to your deity, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual. Class Feature Cleric Spellcasting – Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity. At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above. Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
Level 2 Class Feat Medic Dedication – Prerequisites trained in Medicine; Battle Medicine. You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour. Special You can't select another dedication feat until you gain two other feats from the medic archetype. Skill Feat Ward Medic – Prerequisites expert in Medicine; You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Level 3 General Feat Robust Recovery – Prerequisites expert in Medicine. You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success. Class Feature Second Doctrine – Your proficiency rank for Fortitude saves increases to expert.
Level 4 Class Feat ◆ or ◆◆ Doctor’s Visitation – Prerequisites Medic Dedication; You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).,
Skill Feat ◆◆Treat Condition - Prerequisites Medic Dedication; Requirements You are holding healer's tools, or you are wearing them and have a hand free. You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1.
Level 5 Ancestry Feat General Training - Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time. > Weapon Proficiency - You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons. Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon. Class Feature Perception Expertise - You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Level 6 Class Feat Magic Hands
Skill Feat Holistic Care
Level 7 General Feat Fast Recovery
Class Feature Third Doctrine
Level 8 Class Feat Advanced Domain > Healing > Rebuke Death
Skill Feat Advanced First Aid