Male Warforged Engineer(Artiforged(G)/Gadgeteer/Mako Weapon Specialist) 5 || Medic (Surgeon(G)) 5
LN small Humanoid (Living Construct)
Init +8; Senses Low-light Vision, Darkvision 30 ft., Perception +11
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Defense
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AC 24, touch 16, flat-footed 19 (+6 armor, +3 Dex, +2 NA, +2 dodge, +1 size, (+2 shield))
hp 80 (4d10+40)
Fort +7, Ref +9, Will +6; +2 vs mind affecting, stun, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects. +2 on stabilization and to recover from negative levels.
Immunity paralysis and sleep effects
Defensive Abilities evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee integrated mako mw longsword +12 (1d6+6/19-20), integrated mw spiked heavy shield +12 (1d4+5/x2), slam +11 (1d3+5/x2)
Ranged Special Attacks Surgical Precision 2d6
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Statistics
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Str 21, Dex 16, Con 16, Int 20, Wis 16, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Craft Magical Arms & Armor, Field Repair, Incredible Healer, Improved Shield Bash, Iron Will, Master Craftsman (Know: engineering), Technologist, Two-weapon Fighting, Weapon Focus (Close)
Traits Battlefield Surgeon, Clever Wordplay (Diplomacy), Frontier Healer, Irreverent, Pragmatic Activator, Slippery
Skills Acrobatics +15, Craft (armor, weapons) +15, Diplomacy +13, Disable Device +15, Heal +16, Intimidate +15, Knowledge (Engineering) +15, Perception +11, Repair +13, Sense Motive +11, Spellcraft +13, Stealth +18, Survival +11, Use Magic Device +13
Languages Common, Draconic, Elven, Gnome, Goblin, Halfling
SQ Other Gear Handy Haversack, Mithral Breastplate (integrated)
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Tracked Resources
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Hero Points: 1
3830 gp
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Special Abilities
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Limit Breaks: revengeance cap 96:
Absolute Perfection (Su) This Limit Break allows the artiforged to gain perfection in herself for a short period of time. For a duration of 1 round + 1 round per four engineer levels after 1st, the artiforged gains a +1 competence bonus to attack and damage rolls, and a damage reduction of 2/-. For every four engineer levels after 1st, he gains an additional +1 competence bonus to attack and damage rolls, and damage reduction of 2/-. This limit break requires only a swift action.
Auto-Repair (Su)
This Limit Break grants the engineer an aura that extends out to 30 feet around him. Any damaged items or machinery chosen by the engineer within the area of effect start repairing themselves at 4 hit points + an additional 4 hit points per four engineer levels after 1st for a duration of 1 round + 1 round per four engineer levels after 1st. This limit break requires only a swift action.
Hypercharge (Su)
This Limit Break allows the gadgeteer to hypercharge her gadgets. For a duration of 1 round + 1 round per four engineer levels after 1st, her gadgets’ abilities are doubled. Bonuses are double, damage is doubled, etc. This limit break requires only a swift action.
Keen Eye (Su)
This Limit Break allows the medic to make precise strikes to deal vital damage to her opponents. For a duration of 1 round + 1 round per four medic levels after 1st, the medic deals an extra + 1d6 points of damage on any successful attacks with an additional + 1d6 per four medic levels after 1st. In addition, any surgical precision extra damage does not require her opponent to be denied a Dexterity bonus to AC to deal this extra damage while this limit break is in effect. This limit break requires only a swift action.
Regenerative Aura (Su)
This Limit Break creates an aura around the medic that extends out to 15 feet, granting all allies within the area of effect of Fast Healing of 5 + 3 per four medic levels after 1st. This limit break lasts for a duration of 1 round + 1 round per four medic levels after 1st. In addition, each round this limit break is in effect allows the medic to cure one status effect per person within the area of effect as a free action. This limit break requires only a swift action.
Second Wind (Su)
This Limit Break allows a character to regain a number of hit points equal to their Constitution score or 1/4th of their total health rounded down, whichever is higher. This limit break requires only a swift action.
Warforged Racial:
Constructed Metabolism
Don't eat, breathe or sleep but do need 8 hour rest to recover abilities.
No natural healing. Can be repaired using appropriate Craft skill (or Repair), requires 8 hours and a repair kit. Heal for check result -15. DC 25 to heal 1 point of ability damage. Can combine both types of healing at same time.
Heal replaced with Craft (or Repair) when applied to Warforged
Healing spells and Su abilities only half effective.
Don't procreate naturally, don't age naturally
Engineer with Gadgeteer and Mako Weapon Specialist:
Crafter (Ex)
Few can match the engineer’s artifice when creating objects. At 1st level, an engineer gains a bonus equal to half his engineer level (minimum 1) to all Craft skill checks.
Repair (Su): 3d6, 8/day
An engineer can fix broken items or his automaton with a mere touch. Starting at 1st level, as a standard action that provokes attacks of opportunity, the engineer repairs 1d6 points of damage plus 1d6 points of damage for every other engineer level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). In addition, one use of Repair restores an item affected by the broken condition.
Gadgets (Ex): DC 20 to use, Hardness 2, 40 HP. DC 17 to resist, if applicable. Upgraded at 5
Spoiler:
Ballistic Shield: 6/- vs ranged, +4 reflex vs area of effect, +5 AC
Requiring a swift action to activate, this gadget becomes a full-sized light tower shield, taking up a hand slot as well as a wrist slot. This gadget provides a damage reduction 6/- versus ranged attacks and half that (rounded down) versus other physical attacks as well as a +4 circumstance bonus to Reflex saves versus area of effect spells and effects for the gadgeteer. The ballistic shield also provides the gadgeteer the normal shield bonus to AC as a +1 tower shield, but without the penalties to attack rolls and armor check penalties. The gadgeteer is proficient with her own ballistic shield gadget, while anyone else who uses it must be proficient in tower shields to get its full effects.
Chem Launcher: 6 canisters, 5 rounds, +10 ranged touch, 2d6 earth damage/round
Requiring a swift action to activate, this gadget becomes a firearm able to shoot canisters of chemicals. The chem launcher begins with riot foam canisters, able to hold an ammo of 6. With a range of 30 feet, this gadget requires a ranged touch attack, and if struck, the target is immobilized for a number of rounds equal to the gadgeteer’s Intelligence modifier. The target may take a full-round action to use a Strength check or an Escape Artist check to break free. A canister costs 5 gil to replace. Reloading a chem launcher takes a full-round action.
In addition, while the target is stuck in the foam, it begins to corrode the target, dealing 2d6 points of earth damage per round.
Drone: +11, 3d4+1, 40 ammo
Requiring a swift action to activate, when detached from the wrist, this gadget becomes a small flying drone (30’ flying speed, perfect maneuverability) able to assault the gadgeteer’s enemies. The drone patrols within 50 feet of the gadgeteer, targeting enemies with its turret with a range of 50 feet, using the gadgeteer’s base attack bonus and her Intelligence modifier. It deals 3d4+1 points of piercing damage. The drone can fire on two targets with a -2 penalty on all attack rolls.
Statistics
Str 4, Dex 18, Con -, Int -, Wis -, Cha -, it has base Saving Throws of Fort +2, Ref +2, Will +0, and has an AC of 17 (+2 size bonus, +4 Dex bonus, +1 defelction) and a CMD of 14 . It can hold an ammo cartridge of 40 and costs 40 gil to replace. Reloading a drone takes a full-round action.
Firefly: 6 targets, 5 rounds, 1d6 fire
Requiring a swift action to activate, when detached from the wrist, this gadget becomes a small flying plane (50’ flying speed, perfect maneuverability), similar to the drone, that flies forward in a straight line up to 100 feet away, targeting up to 6 enemies within 30 feet of its flight plan. Once targeted, the firefly flashes a bright light, blinding targeted enemies for a number of rounds equal to the gadgeteer’s Intelligence modifier. A successful Fortitude save negates this status effect. Those blinded take 1d6 points of fire damage per round until the blind status effect is negated. Once the firefly has completed its flight plan, it returns to the gadgeteer and reattaches to her wrist.
Hive: 2d6
Requiring a swift action to activate, when detached from the wrist, this gadget becomes a small swarm of diminutive-size nano-bots (30’ flying speed, perfect maneuverability) that swarms the gadgeteer’s enemies up to 50 feet away. The hive swarms the nearest enemy, dealing 2d6 points of lightning damage a round and inflicting the Static status effect while the target is in the swarm. In addition to its swarm traits, it also has the Distraction ability. It has an AC of 19 (+4 size bonus, +4 Dex bonus, +1 deflection).
Pulse: +4 attack
Requiring a swift action to activate, the pulse scans the immediate area within a 30-ft.-radius of the gadgeteer of any living enemy creatures, even while in stealth, but not invisible creatures. Until the start of the gadgeteer’s next turn, all enemies within the area of effect have a bright blue glow around them, granting the gadgeteer and her allies within 30 feet a +4 circumstance bonus on Attack rolls to attack them.
In addition, the gadgeteer can detach the pulse gadget and throwing it up to 30 feet away where it float stationary and will use the pulse ability once per round until reattached to the gadgeteer’s wrist or destroyed.
Seeker Mine: 6d6 piercing, 15 ft. radius, exclude 5 allies
Requiring a swift action to activate, when detached from the wrist, this gadget becomes a ball of shrapnel that seeks out the closest enemy within 50 feet. When the seeker mine finds a target, it explodes with shrapnel, dealing 6d6 points of piercing damage to all creatures within 15 feet. A successful Reflex save reduces the damage by half. Once the seeker mine has depleted its supply of shrapnel, it becomes inert and must be refilled, costing 10 gil to replace. Reloading a seeker mine takes a full-round action.
In addition, the gadgeteer can exclude a number of allies in the damage radius up to her Intelligence modifier.
Turret +9 attack, 4d6+1 (20/x4)
Requiring a swift action to activate, when detached from the wrist, this gadget becomes a miniature automated stationary turret mounted on a tripod which, after a slight delay, opens bursts of ballistic fire upon the targets within its vicinity. The turret can even be tossed (up to 30 feet away) to be set up at a distance from the gadgeteer to provide her with a tactical advantage during combat. The turret can be deployed near the gadgeteer’s feet to provide with cover should she be approached from behind by her enemies. This turret fires a burst of bullets, attacking all creatures in a line. This line starts from any corner of the turret’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate.
The turret has a range increment of 100 feet and deals 4d6 points of piercing damage with a critical threat range of 20/x4. When the turret attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil the turret’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. A single attack from the turret fires 10 bullets and has a capacity of 40. An ammo cartridge costs 40 gil to replace. Reloading a turret takes a full-round action. The turret cannot fire single bullets that target one creature.
Tinkering (Ex)
When it comes to tearing apart salvage, engineers are highly adept. By 2nd level, engineers become so used to tinkering with machinery that they come to understand the finer points of trap mechanisms. An engineer adds half of his engineer level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An engineer can use Disable Device to disarm magic traps.
Combat Awareness (Ex)
At 2nd level, an engineer is ready to spring into action at a moment’s notice. He gains his Intelligence modifier as a bonus on all initiative rolls.
Engineer Tracks: DC 17
Utility Tool (Ex)
The engineer may build an all-purpose tool capable of performing a variety of different functions. This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. As a standard action, it can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The utility tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. A Utility Tool weighs 5 lbs.
Multi-Disciplined Crafter (Ex): Weapons
The engineer selects one craft specialty. From then on, he can substitute the skill bonus for that specialty for those of associated skills. When doing so, the engineer uses his total Craft skill bonus, including class skill bonuses, in place of the associated skill’s bonus, regardless of whether it is a class skill or whether he has ranks in it. The engineer can select this trick again at 8th, 12th, and 16th level, each time selecting a different Craft specialty.
Weapons: Acrobatics, Intimidate
Rough and Ready (Ex)
At 3rd level, the engineer has trained with activating his gadgets under pressure that it becomes almost intuition to bring them to bear as his hands move with blinding speed. Once per day, the engineer can activate a single gadget that requires a standard action to activate as a swift action.
Salvage (Ex)
At 3rd level, the engineer can salvage electrical and mechanical parts from destroyed vehicles, constructs, and airships. Salvaging a destroyed vehicle, construct, or airship takes time as noted in the table below. At the end of this time, the engineer makes a Perception check. If the check succeeds, he gains gil equal to the amount indicated on the table below. A particular vehicle, construct, or airship can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.
Demolish (Ex): +1d6, 3
At 3rd level, an engineer has come to understand the key workings of mechanical devices and constructs so well that he can strike constructs or machinery for an additional +1d6 points of damage as long as he is using a blunt or piercing melee weapon. This increases by +1d6 every three levels after 3rd (6th, 9th, 12th, 15th, and 18th). In addition, the engineer can ignore up to 3 points of hardness/damage reduction against any construct. This increases by 3 every three levels after 3rd.
Jury-Rig (Ex)
In addition, the engineer can make temporary repairs to broken technology on the fly. Jury-rigging a broken object (including a vehicle’s driving devices or engines) has a Craft DC equal to the Disable Device DC to disable a device of the same complexity, and requires the same amount of time; the Craft skill for this check must be relevant to the object being jury-rigged. If the check is successful, the object is relieved of the broken condition for up to 5 minutes. If a jury-rigged object takes any damage, it regains the broken condition. A jury-rigged object cannot benefit from this ability again until it has been repaired.
Mako Weapon (Su): +1 damage, 10 charges, 5 mins
At 4th level, a mako weapon specialist builds a mako weapon. The mako weapon has statistics equal to the base weapon it is constructed from, with a +1 class bonus to damage. It receives a number of charges equal to half of the engineer’s level + his Intelligence modifier (minimum 1). The charges renew after 8 hours of uninterrupted non-usage.
Regardless of the shape it takes all mako weapons generally function the same. The mako weapon specialist must be proficient with the weapon used as the base for their mako weapon, as well as physically possess it, either through purchase, discovery as treasure, or through a feat, trait, or other ability. It takes one hour to fit the weapon with the mako generator. If the mako weapon is lost or destroyed, the mako weapon specialist must provide a new weapon to create a new mako weapon, similar to the normal steps in building an Automaton. If the mako weapon specialist wishes to create a new mako weapon, and the original is still intact, he must either destroy the mako generator upon the old weapon, or disassemble the old weapon. Disassembling a mako weapon is a Craft (weaponsmithing) check with a DC equal to the mako weapon specialist’s level + his Intelligence modifier + any enhancement bonuses that the weapon possesses. Success indicates that the mako core has been removed and can be placed on a new weapon with only an hour’s work. Otherwise the mako weapon must be rebuilt from scratch, as normal. Only the mako weapon specialist that created the mako weapon knows the intricacies of the operating it.
A mako weapon, through the expenditure of 1 charge as a swift action, grants a feat to the wielder. If the mako weapon is based on a melee weapon, the mako weapon specialist may choose from Combat Expertise, Combat Reflexes, Dazzling Display, Power Attack, Weapon Finesse, Weapon Focus (mako weapon), or Two-Weapon Fighting. If the weapon is ranged, it may grant Deadly Aim, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot, or Weapon Focus (mako weapon). The mako weapon specialist does not have to meet the feat’s normal qualifications, but retains the feat only for a number of minutes equal to his Intelligence modifier (minimum 0), as long as they are wielding their mako weapon. If the mako weapon is dropped, lost, or destroyed, the feat is lost. The mako weapon specialist may replace the current feat by using an additional charge and a swift action. The base mako weapon can only grant a single feat at one time.
Integrated Weapon (Ex): using melee weapon
An artiforged can attach a manufactured weapon to his body and wield it without occupying a hand. He always adds his full Strength modifier to the damage rolls of his integrated melee weapon or his full Dexterity modifier to the damage rolls of his integrated ranged weapon, and such attacks are never considered off-hand attacks. The weapon retains all properties and special materials while attached. A masterwork integrated weapon can be magically enhanced as normal. An integrated weapon can be sundered, but not dropped or disarmed. An artiforged can draw his integrated weapon as a free action or retract it into his body using the sheathe weapon action. Integrated weaponry has the following options and restrictions.
Gauntlet
The artiforged can integrate a gauntlet as an integrated melee weapon. Attacks with an integrated gauntlet deal 1d6 points of damage for a Medium creature, are treated as armed attacks, and do not provoke attacks of opportunity. He may add the gauntlet’s enhancement bonus (if any) to any combat maneuver checks using the gauntleted hand, including maneuvers that normally do not add a weapon’s enhancement bonus to the check (such as grappling).
Melee
The artiforged can integrate a light or one-handed melee weapon, but not a two-handed weapon. He cannot wield an integrated melee weapon with two hands or use it as a thrown weapon. An artiforged takes no attack roll penalties for wielding an undersized integrated melee weapon. However, he does not benefit from undersized reach weapons and can never integrate double weapons.
Ranged
The artiforged may integrate a ranged projectile weapon that he can wield with one hand (such as a hand crossbow). He cannot integrate ranged weapons that require two hands to wield.
The artiforged may only have a single integrated weapon (or a pair of gauntlets) at a time. Integrating and/or detaching a weapon in the artiforged’s possession requires 1 hour of work. Detaching a weapon deals an amount of damage to it equal to 1 + half the weapon’s maximum hit points (bypassing hardness) and grants the broken condition until repaired.
Power Surge (Ex): +2
At 1st level, an artiforged can begin a power surge by raising his tension by 1 as a free action. For 1 round, he gains a +1 bonus on attack and damage rolls when using integrated weapons. In addition, the artiforged adds the bonus to the DCs of his artiforged class features as well as Strength checks and Acrobatics, Climb, Escape Artist, Fly, and Swim skill checks. This power surge bonus increases by 1 at 5th, 10th, 15th, and 20th levels. An artiforged can continue his power surge on each following round by raising his tension by 1 as a free action. If his power surge ends, he must wait 1 round before beginning a new one.
Power Source: base DC 17, max Tension 7
Each artiforged relies on a system that sustains his enhancements and determines the nature of his augmentations. At 1st level, he chooses a power source. Once chosen, it cannot be changed. Each power source grants source powers as the artiforged advances in levels.
Tension
An artiforged can stress his power source in order to push his augmentations beyond their limits. Using such abilities raise his tension. The artiforged can sustain a maximum amount of tension equal to half his engineer level (minimum 1) + his Intelligence modifier. Raising his tension any further fatigues the artiforged and disables his power source until his tension reduces to its maximum or lower. An artiforged with a disabled power source cannot use any ability that raises his tension. Tension can be removed through magical healing and proper upkeep of the power source. An artiforged can spend 1 hour each day performing maintenance on his power source. Afterward, his tension lowers by 1 each passing hour for the next 24 hours. During this period, when a spell or spell-like ability restores the artiforged’s hit points, his tension lowers by an amount equal to the spell level. Healing from the channel energy class feature also lowers tension by an amount equal to the number of channel energy dice. He benefits from this only once per casting or use of channel energy.
Elemental Source (Earth)
Spoiler:
The metaphorical heart of an elemental beats inside his chest, drawing energy from the Plane of Air, Earth, Fire, or Water. The artiforged’s augmentations take the shape of energy-infused matter associated with the plane empowering his systems, such as prosthetics made of volcanic rock, ice weapons as sharp as steel, or armor crackling with solid lightning. At 1st level, choose one elemental type to associate with his power source: earth, fire, ice, lightning, water or wind. Depending on his associated energy type, the artiforged requires a source of earth, fire, ice, lighting, water, or wind energy when performing maintenance on his power source. Having a flask of acid, liquid ice, bottled lightning, or alchemist fire can suffice (this does not consume these items).
Elemental Surge (Su)
At 1st level, during a power surge, his integrated weapons deal an additional 1d4 points of damage of his source’s element type. At 4th level, this functions as the earthen, flaming, frost, jetstream, roaring, or shock ability as appropriate for his source’s energy type.
Energy Throw (Su)
At 4th level, during a power surge, the artiforged can fling a fragment of his power source’s energy as a thrown weapon attack with a 10-foot range increment. This deals an amount of energy damage equal to 1d6 + his Intelligence modifier and gains his power surge bonus to attack and damage rolls. When using flurry assault, he can use energy throw in place of the extra integrated weapon attack.
Flurry Assault (Ex)
At 2nd level, an artiforged can perform a flurry assault as a full-attack action. When doing so, he may perform an extra attack using an integrated weapon. He takes a –2 penalty on all attacks this turn and applies his full Strength modifier to the integrated weapon’s damage roll.
The artiforged may attack multiple times with the same integrated weapon on his turn using this ability. When he hits a creature with a melee attack during flurry assault, his next ranged attack against it in this turn does not provoke an attack of opportunity from that creature. Flurry assault does not stack with two weapon fighting or the Rapid Shot feat and cannot be combined with natural attacks.
Upgrades: DC 17
Vision (Ex)
The artiforged gains low-light vision and darkvision 30 feet. If he already has darkvision, its range increases by 30 feet. The artiforged can raise his tension by 1 as a swift action to gain blindsense 15 feet for 1 round. This increases to 30 feet at 8th level and 60 feet at 16th level.
Integrated Shield (Ex)
The artiforged can graft a buckler, light, or heavy shield his arm that uses up his hand as normal for a shield of its type. This functions similarly to integrated armor, except the artiforged may deploy the integrated shield as a free action or retract it as a move action. In addition, he treats a shield bash with his integrated shield as an integrated melee attack for the purpose of power surge, source powers, and other artiforged class features. The artiforged may spend 1 hour to change the type of damage dealt by the shield bash to bludgeoning, piercing, or slashing. This lasts until he chooses to change the damage type again in the same manner.
Integrated Armor (Ex)
At 3rd level, an artiforged can integrate a set of light or medium armor to his body. The armor retains all properties and special materials, and a masterwork integrated armor can be magically enhanced as normal. The artiforged can deploy or retract his integrated armor, which folds into a compact form stored inside his body. While retracted, the armor provides no benefits or penalties as if the artiforged were not wearing it. Attacks with armor spikes from integrated armor are treated as integrated melee attacks for the purpose of power surge, source powers, and other artiforged class features. The artiforged may only have one set of armor integrated at any time. Integrating or detaching armor requires 1 hour of work. A detached armor takes an amount of damage equal to 1 + half its maximum hit points (bypassing hardness) and gains the broken condition until repaired.
Artiforging (Ex)
At 5th level, an artiforged learns to repair and salvage magical devices without the need of spellcasting. He can repair constructs, magic armor, magic weapons, and wondrous items as if he possessed the necessary item creation feats. When doing so, he may destroy an existing magic armor, magic weapon, or wondrous item in his possession to deduct half its market price from the repair cost. The artiforged gains Master Craftsman as a bonus feat without meeting the prerequisites. When he receives this feat, the artiforged may select Knowledge (engineering) instead of a Craft or Profession skill for the feat’s benefits. The artiforged may also use Master Craftsman to qualify for the Craft Construct feat.
Medic:
Triage (Ex): 5d6+10, 10/day
At 1st level, a medic gains the ability to perform a triage as a standard action, which provokes attacks of opportunity. When she does, she can move up to her base movement speed (including any bonuses to speed she gains when charging), so long as she ends her movement adjacent to a living ally. That ally is healed for 1d6 + 1 per rank in her Heal skill + her Intelligence modifier in hit points. Only living allies can be healed this way. This increases by 1d6 per medic level thereafter. In addition, she can apply the effects of one of her medical practices (see below) to the ally, if applicable. Applying triage also stops any bleeding effects. The medic can also perform a triage on herself, doing so only requires a swift action, which doesn’t provoke attacks of opportunity; she does not move when she does so. A medic can use this ability a number of times per day equal to her medic level plus her Intelligence modifier.
Alternatively, the medic can spend a full round action (which also provokes attacks of opportunity) to apply her triage to multiple allies at once. If she does so, she can move up to twice her base movement speed (including any bonuses to speed she gains when charging). Any ally that the medic is adjacent to at any point during this movement is healed for the medic’s triage amount. In addition, the medic can apply the normal number of medical practices for a medic of her level to each healed ally. Each ally can only benefit from the full-round use of triage’s healing once per use of the ability. Using triage in this way costs two uses of the ability. The medic only provokes attacks of opportunity from activating triage or from moving as part of the triage ability, but not both.
Medic Training (Ex)
Early on in her career, a medic quickly learns to assess the battlefield in order to prioritize the needs of her allies against the dangers that her enemies present. Once per round, as a free action, (even if it is not her turn) the medic can assess the health of her allies. The medic is able to determine their current hit points, any conditions, poisons or diseases affecting them and the duration of these conditions, poisons or diseases, including supernatural diseases. As part of using this ability, the medic may also make a Heal check to assess the current health and condition of her opponents. The DC for this check is equal to 10 + the opponent in question’s HD. The check is made against each opponent HD individually and can only be attempted once per round, failing this check against an opponent prevents the medic from attempting to assess that opponent’s condition for 1 round.
Finesse Training (Ex): Light Blades
At 1st level, a medic gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon group that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the medic from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The medic can select a second weapon group at 11th level and a third at 19th level.
Medical Practice
Those marked with * can only apply 1 per use of Triage.
Defensive Triage
Triage no longer provokes attacks of opportunity.
Revitalizing Touch*
Can heal 5 points of ability damage instead of HP. Divide as desired.
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. Either way, she makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points her allies recover per day naturally.
Evasive (Ex)
+2 dodge to AC when wearing light or no armor
Battlefield Inspiration (Ex): +10, 1/encounter
Out in the heat of battle, a medic may find themselves unable to reach allies who needs help. Even in such situations, however, a good speech, taunt, or shouted piece of advice can help their allies stay in one piece for a little bit longer. Starting at 3rd level, as a move action, the medic can grant herself and all allies within 30 feet a number of temporary hit points equal to the medic’s level + her Wisdom modifier that lasts until the end of the encounter. All creatures to be affected must be able to see, hear, and understand the medic to gain the bonuses.
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 Medic Technique
Thief talent, applies to Surgical Precision instead of Sneak Attack
Celerity
roll 2 dice for initiative, pick either.
Treatment (Su)
At 3rd level, the medic can cure conditions and status effects. The medic can make a Heal check that takes a minute to cure the status. The medic can use Treatment as part of a triage as a free action, this bypasses the normal time it takes to perform a treatment.
The medic can attempt a Heal check to cure the condition. Conditions the medic can affect are ranked from minor to dire, with each category having an accompanying Heal DC (see below). The medic cannot take 10 or 20 on the check or receive aid from any creature except another medic. Failure by 5 or less means the condition transfers to the medic for the rest of the duration or until cured. Failure by 10 or more means that not only is the target inflicted with the condition, but the medic is as well for the remaining duration or until cured.
Minor Conditions: Blinded, fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed, diseased, enfeebled, silenced and staggered.
Severe Conditions (DC 25): Confused, exhausted, frightened, immobilized, nauseated, poisoned, and slowed.
Dire Conditions (DC 30): Berserk, deafened, disabled, paralyzed, petrified, sapped, stunned, and zombie.
If a target is afflicted with multiple conditions, the medic targets one condition at a time (of her choosing). The medic cannot cure conditions on herself.
Healing Hands (Ex)
At 4th level, a medic may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, she may treat double the normal number of people she may treat at the same time. She may also provide long term care for herself.
Improved Recovery (Ex)
Starting at 4th level, when the surgeon treats deadly wounds, the creature he treats recovers hit points and ability score damage as if it had rested for a full day and he no longer needs a healer’s kit to perform these actions.
Injections (Ex): 7/day
Beginning of 5th level, the medic can prepare injections to enhance herself and her allies. Most medics create a number of syringes at the start of the day equal to the total number of injections they can create in that day and takes an hour to prepare. The medic must pick specific injections (see below) during this time. All injections have a duration of 1 minute and become inert if not used during the day they were created. After the duration of the injections is over, the recipients are fatigued for twice the amount of time. If the recipient receives another injection while fatigued, they become exhausted instead. It takes a standard action to use, but the medic can hand out the injections.
Adrenaline Shot (Ex): The recipient of this injection gains the Haste status effect.
Feline Vision (Ex): The recipient of this injection gains low-light vision and a +4 competence bonus to Perception skill checks.
Mental Boost (Ex): The recipient of this injection gains a +2 alchemical bonus to Intelligence, Wisdom, and Charisma.
Physical Boost (Ex): The recipient of this injection gains a +2 alchemical bonus to Strength, Dexterity, and Constitution.
Regenerative Serum (Ex): The recipient of this injection gains Fast Healing 2.
Surgeon (gestalt Medic archetype):
Surgical Expertise (Ex)
Int instead of Wis for Heal and all Medic abilities.
Surgery (Ex)
At 1st level, the surgeon is able to perform surgery in record times. He can choose in combat to do a quick patch, or to spend a little extra time healing his allies. When spending extra time to heal allies, he can use a Treat Deadly Wounds check in place of his normal triage healing. When using Treat Deadly Wounds this way, the surgeon does not need to spend uses of a healer’s kit and it does not apply to the normal limit of Treat Deadly Wounds. In order to do so, he increases the normal time it takes to perform a triage by one step; standard → Full round, move → standard. Any full round action can not be increased further. Any medical practice that modifies normal triage healing (such as Inspired Touch) can not be used with healing from Treat Deadly Wounds.
Surgical Practice (Ex)
While surgeon’s lack battlefield medical expertise, none can match them when it comes to surgery. The surgeon can take 10 on any Treat Deadly Wounds check. At 3rd level, the surgeon is familiar enough with his allies to know their current HP and conditions with a glance, this can be used as a free action on the surgeon’s turn.
Wondrous Techniques (Ex)
Bonus feats:
Incredible Healer
When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.
Surgical Prowess (Ex)
Starting at 4th level, when the surgeon treats deadly wounds, the creature he treats recovers hit points and ability score damage as if it had rested for a full day and he no longer needs a healer’s kit to perform these actions.