Medical Expert (Ex): The medic is a genius in her own field, and applies her vast intellect to solving medical problems in ways other professionals cannot comprehend.As a result, she gains a +1 bonus to all Heal checks per 2 class levels.Additionally, each time the medic performs an action that would normally expend a use from a healing kit, there is a percent chance (equal to 50 + the medic’s class level) she manages to preserve enough materials she does not actually lose a use from the kit.

Talents: The medic archetype is actually used to model a broad range of characters that combine medical knowledge and a keen grasp of analysis. Because even the basic training of a forensic anthropologist varies wildly from that of a Victorian army field medic, medics gain archetype-specific talents earlier than most archetypes.The medic receives her first medic talent beginning at 1st level, and gains additional medic talents at 3rd, 5th, 7th, 9th, 13th, 15th, 17th, and 19th level.Also, whenever a medic of 7th level or higher gains a talent choice from her base class, she can choose one of these medic talents instead.

Battlefield Medicine (Ex): The medic has as much experience patching up and the living as cutting apart the dead, and can do so under terrible conditions. She can use the Treat Deadly Wounds function of the Heal skill while expending only a single use from a healer’s kit (instead of the two normally required). She is also able to apply the Treat Deadly Wounds use of the Heal skill as a fullround action (rather than taking the normal hour).

Differential Diagnosis (Ex): By examining the symptoms of a creature suffering an infliction (including curses, diseases, and poisons), the medic can identify the affliction and possibly determine how best to treat it.

Identifying an affliction requires 1d6 x 10 minutes of study of the afflicted character, and a Heal check with a DC equal to 5 + the save DC of the affliction. If the Heal check exceeds this DC by 5 or more, the medic also discovers how to cure the ailment if a specific treatment is particularly effective (such as a curse from stolen pirate gold that is removed if all the gold is restored to its original location).A medic that does not have Use Magic Device as a class skill suffers a -5 penalty to Heal checks made to use the Differential Diagnosis talent to diagnose a magic affliction.

The medic gains a +5 circumstance bonus to any Heal checks made to treat an ailment that she has identified with the Differential Diagnosis talent.

Healer’s Hands (Ex): As long as the medic has a healer’s kit, she may perform abilities and uses of the Heal skill that would expend a use of the healer’s kit without doing so some of the time. The chance that a use is not expended from the healer’s kit is 70% +1% per level of the medic.

Greater Battlefield Medicine (Ex): The medic’s medicinal treatments are far more effective than most healers’. The medic can apply the Treat Wounds from Caltrops function of the Heal skill as a standard action, and can use the Treat Deadly Wounds function on injuries sustained more than 24 hours ago.Additionally the medic can attempt to use the Treat Deadly Wounds function on a creature that has already benefitted from it in the past 24 hours, though the skill check to do so has a DC 5 higher for each time in the past 24 hours it has benefitted. A creature can benefit from Treat Deadly Wounds more than once in a 24 hour period if it comes from this ability.

Lethal Blow (Ex): The medic’s experience with mortal wounds and knowledge of anatomy give her a keen understanding of where best to land blows in combat.The medic gains a 1d6 sneak attack (as the rogue class ability), and a +2 bonus to attack rolls made to confirm critical hits.These bonuses increase to +2d6 sneak attack and +4 to confirm critical hits at 8th level, and +3d6 sneak attack and +6 to confirm critical hits at 16th level.

Mad Doctor (Ex): Some medics seek the job of corpse-cutter more for the cutting than in an effort to solve mysteries or help the sick.When using a light medical cutting implement (bone saw, scalpel, medical knife, or similar improvised weapon designed for medical purposes) the medic can make attacks as if he was wielding a dagger that dealt one die less damage than a normal dagger for his size (1d2 Small/1d3 Medium), and an 18-20 threat range. Furthermore, his base attack bonus for such attacks is figured using his class level rather than normal base attack bonus, and he may add his Intelligence modifier, rather than Strength, to both attack rolls and damage dealt.

Read the Dead (Ex): The medic can examine a body (requiring 2d4 x 10 minutes) to learn about the corpse’s lifestyle when it was still living, as well as the circumstances of its death.This acts as a speak with dead spell using the medic’s class level as the caster level. However, the questions asked may only pertain to the corpse’s lifestyle and identifying features (age, gender, race, general health prior to death, quality of nutrition and health care, and so on) and the circumstances of its death (time of death, method of death, whether the corpse defended itself, and so on). The medic can use this ability on bodies in advanced stages of decay or damage, as long as the majority of the body is present.The ability can be used on a fraction of a corpse, but gets answers only as complete as the corpse it is performed on. (If the medic has only 25% of a body, he gains only a quarter as much information with each question asked as determined by the GM).

Furthermore, any penalties the medic would take to a Heal check made on the corpse (such as lack of proper tools – normally a healing kit – or circumstance modifiers from making such a check in poor conditions) instead apply as a penalty to the medic’s effective level for this ability (if the medic’s effective level is reduced to 0 or less, conditions are too poor to gain any useful information).

The medic can use this ability only once on a specific corpse. She can use the ability a number of times per day equal to 3 + her Intelligence modifier before mental fatigue prevents useful information being gained from further examinations.

Specialist (Ex): The medic selects one creature type.The character gains a bonus to heal checks with creatures of that type equal to half the healer’s level.This ability may be selected more than once. It’s effects do not stack. Each time it is taken, it applies to a different creature type.

Splint (Ex): Through the careful application of physical aids (such as slings, splints, and even simply prosthetics) and medicinals (to counter or relieve symptoms), the medic can temporarily suppress penalties and conditions suffered by a character.As a full-round action the medic can automatically suspend any penalty or condition that can be removed by a heal check.This temporary suspension lasts 1 minute per level.

As a more involved procedure requiring 1d6 x 10 minutes, the medic can temporarily suspend any ability score drain or damage, penalties to movement, or the bleed, dazed, dazzled, disabled, exhausted, fatigued, nauseated, paralyzed, shaken, sickened, staggered, or unconscious condition.This suspension requires a Heal check with a DC of 10 + CR of the creature being treated (heroes make bad patients, and the things that take them out are harder to fix than ailments for farmers) and lasts for 1 hour per medic level.The medic may use this talent multiple times on the same target, but each use after the first in the same 24 hours has a cumulative +5 to the Heal check DC.

Using this talent takes 1 use from a healer’s kit.


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