New Class: Medic


Homebrew


1 person marked this as a favorite.

The Medic
So I've been working on this class for a while through several playtests at various levels, and I figured I'd go ahead and throw it out here to mess with. The class goal is to have an interesting and adaptable nonmagical healer with a scientist flair. Influences and archetypes are the Starcraft medic units, the Team Fortress 2 Medic, and of course countless d20 modern/SciFi science classes. Take a look, break it in theorycrafting, play it in your home games


Quick look, first thoughts: This looks like an Envoy forced into Medicine for their first level skill expertise. Comparing then, on the surface, this is a less diverse Envoy that works off of Int rather than Cha. So basically it straddles the line between an Envoy and a Mechanic.

Because it doesn't really add a lot new in that regard, I think the medic concept would do better as an Archtype. Replace a few level abilities to apply the medic concept. This would allow a dedicated skill medic (Envoy, medic-supportive choices, new medic abilities), a combat medic (Soldier with a theme providing medicine as a class skill, from there gain abilities and keep combat presence), and more.

Additional thoughts: The ability boosts need to be specified as working the same as purchasable stat augmentation to prevent stacking. If not, this class would become mandatory for partys in order to achieve maximum potential. If anything, if the idea remains base class, then the stat boosting ability I think would be better worded similar to the soldier armor upgrade, where you get the item for reduced cost rather than being a new type of augmentation.

Community / Forums / Starfinder / Homebrew / New Class: Medic All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew