monkman
2010-09-05, 06:49 PM
Battle Medic
Abilities: Wisdom is the most important ability for a battle medic, it governs his spells per day. Strength and constitution are also important for a battle medic. Strenght helps him attack and damage. Constitution helps him absorb the damage and for the concentration check.
Role: A battle medic role is to heal,buff and fight,he is skilled in all the roles.
Background Most battle medic train in churches to going the army wher ethey are very appreciated but there are case where some of them beacoming parts of adventuring groups.
Organization Battle medic usally are in the town milita or with a church.
Alignment A batle medic tends to go toward good, it is uncommon to have a evil battle medic, if they are evil they mostly work for greed or for power. They are mostly lawfull beacuse of the training that they had to do before they became battle medics.
Races Mostly all races can have battle medic but humans are the most common. Dwarfs also have a number of battle cleric. Half-orcs are good battle medics beacuse of there raw power.
Hit die:D10
Starting Gold: Same as fighter
Class features
Skill The battle medic's class skills (and the key ability for each skill) are Balance (Dex),Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump(Str) ,Profession (Wis), and Spellcraft (Int).
Skill Points at First Level:(2 + Intelligence Modifier) x 4
Skill Points Per Level After First: 2+ Intelligence Modifier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+1|
+2|
+0|
+2|Domain selection(2),Domain feat(Healing Proctetion, Strength, War)domain points|3|1
2nd|
+2|
+3|
+0|
+3||4|2|-
3rd|
+3|
+3|
+1|
+3|Augment Healing|4|2|1|-
4th|
+4|
+4|
+1|
+4|Healing Circle ( minor) 1/day|4|3|2|-|-
5th|
+5|
+4|
+1|
+4||4|3|2|1|-|-
6th|
+6/1|
+5|
+2|
+5|Imbued Healing|4|3|3|2|-|-|-
7th|
+7/2|
+5|
+2|
+5||4|4|3|2|1|-|-|-
8th|
+8/3|
+6|
+2|
+6||4|4|3|3|2|-|-|-|-|-
9th|
+9/4|
+6|
+3|
+6|Quicken or Empower 4/day|4|4|4|3|2|1|-|-|-|-
10th|
+10/5|
+7|
+3|
+7|Healing Circle2/day|4|4|4|3|3|2|-|-|-|-
11th|
+11/6/1|
+7|
+3|
+7||4|4|4|4|3|2|1|-|-|-
12th|
+12/7/2|
+8|
+4|
+8|Quicken or Empower 4/day|4|4|4|4|3|3|2|-|-|-
13th|
+13/8/3|
+8|
+4|
+8||4|4|4|4|3|3|2|1|-|-
14th|
+14/9/4|
+9|
+4|
+9||4|4|4|4|3|3|3|2|-|-
15th|
+15/10/5|
+9|
+5|
+9|Quicken or Empower 5/day|4|4|4|4|4|3|3|2|1|-
16th|
+16/11/6/1|
+10|
+5|
+10|Healing Circle3/day|4|4|4|4|4|3|3|3|2|-
17th|
+17/12/7/2|
+10|
+5|
+10||4|4|4|4|4|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Quicken or Empower 6/day|4|4|4|4|4|4|4|3|3|2
19th|
+19/14/9/4|
+11|
+6|
+11||4|4|4|4|4|4|4|4|3|3
20th|
+20/15/10/5|
+12|
+6|
+12||4|4|4|4|4|4|4|4|4|4[/table]
Domain points:A battle medic get 1 domain pointe lv 1,3 points when he is able to cast lv 2 spells,5 points when he is able to cast lv 3 spells,etc. For every spell lv of the domain spell a battle cleric needs 1 domain point. He can not cast twice the same domain spell
Deity:A battle cleric has to chose a god that has one of the following domains;Healing Proctetion, Strength, War
Weapon and Armor Proficiency : A battle medic has proficiency with all amor and shields(except tower shield), simple weapons and 2 martial weapons of his choice
Spells: A battle medic can cast the spells below
0th Cure minor wounds
1st Cure light wounds,Vigor Lesser,Divine favor,Magic weapon
2th Cure moderate wounds,Healing Lorecall,Close Wounds,Bear's endurance, Bull's strength, Resotration Lesser
3th Cure serious woundsl,Vigor, Vigor Lesser(Mass), Remove diease. Remove curse,Weapon of the Deity,Weapon of Energy,Weapon of Impact,Invest Moderate Protection, Flame of Faith
4th Cure critical wounds, Positive Energy Aura,Spirit of Healing, Panacea, Divine power, Greater magic weapon, Restoration
5th Cure light wounds(Mass), Vigor Greater,Raise dead,Righteous Wrath of the Faithful, Invest Heavy Protection
6th Heal, Cure moderate wounds(Mass),Bear's endurance(mass), Bull's strength(Mass),Animalistic Power (Mass)
7th Cure serious wounds(Mass), Vigorous Circle, Regenerate,
8th Cure critical wounds(mass), Brilliant Blade
9th Heal (mass) Visage of the Deity(Greater)
To prepare or cast a spell, a battle medic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a battle medic’s spell is 10 + the spell level + the battle medic’s Wisdom modifier
Like other spellcasters, a battle medic can cast only a certain number of spells of each spell level per day. He receives bonus spells per day if he has a high Wisdom score
Quicken or Empower At level 9 you are able to either quicken or empower healing spells 3/day. The number of time per day you are able to quicken and empower is increased by 1 every 3 levels after level 9.You are not able to quicken and empower a spell.
Healing Circle(minor)(SP) As a standard action you create an aura of healing energy upon which your allies can draw to mend their own wounds. The spell has three charges when cast.Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure moderate wounds, the second is a cure light wounds and the thrid cure 3 damage.The spell effect delivered by each charge functions as if you had personally cast the associated spell, Thus the first charge heals 2d8points of damage +1 point per caster level (maxium 10) and so on.
Healing Circle(SP) As a standard action eveyou create an aura upon which your allies can draw to mend their own wounds. The spell has five charges when cast. Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage. A creature must be conscious to draw a charge from the healing circle.
The spell effect delivered by each charge functions as if you had personally cast the associated spell. Thus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.
Abilities: Wisdom is the most important ability for a battle medic, it governs his spells per day. Strength and constitution are also important for a battle medic. Strenght helps him attack and damage. Constitution helps him absorb the damage and for the concentration check.
Role: A battle medic role is to heal,buff and fight,he is skilled in all the roles.
Background Most battle medic train in churches to going the army wher ethey are very appreciated but there are case where some of them beacoming parts of adventuring groups.
Organization Battle medic usally are in the town milita or with a church.
Alignment A batle medic tends to go toward good, it is uncommon to have a evil battle medic, if they are evil they mostly work for greed or for power. They are mostly lawfull beacuse of the training that they had to do before they became battle medics.
Races Mostly all races can have battle medic but humans are the most common. Dwarfs also have a number of battle cleric. Half-orcs are good battle medics beacuse of there raw power.
Hit die:D10
Starting Gold: Same as fighter
Class features
Skill The battle medic's class skills (and the key ability for each skill) are Balance (Dex),Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump(Str) ,Profession (Wis), and Spellcraft (Int).
Skill Points at First Level:(2 + Intelligence Modifier) x 4
Skill Points Per Level After First: 2+ Intelligence Modifier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+1|
+2|
+0|
+2|Domain selection(2),Domain feat(Healing Proctetion, Strength, War)domain points|3|1
2nd|
+2|
+3|
+0|
+3||4|2|-
3rd|
+3|
+3|
+1|
+3|Augment Healing|4|2|1|-
4th|
+4|
+4|
+1|
+4|Healing Circle ( minor) 1/day|4|3|2|-|-
5th|
+5|
+4|
+1|
+4||4|3|2|1|-|-
6th|
+6/1|
+5|
+2|
+5|Imbued Healing|4|3|3|2|-|-|-
7th|
+7/2|
+5|
+2|
+5||4|4|3|2|1|-|-|-
8th|
+8/3|
+6|
+2|
+6||4|4|3|3|2|-|-|-|-|-
9th|
+9/4|
+6|
+3|
+6|Quicken or Empower 4/day|4|4|4|3|2|1|-|-|-|-
10th|
+10/5|
+7|
+3|
+7|Healing Circle2/day|4|4|4|3|3|2|-|-|-|-
11th|
+11/6/1|
+7|
+3|
+7||4|4|4|4|3|2|1|-|-|-
12th|
+12/7/2|
+8|
+4|
+8|Quicken or Empower 4/day|4|4|4|4|3|3|2|-|-|-
13th|
+13/8/3|
+8|
+4|
+8||4|4|4|4|3|3|2|1|-|-
14th|
+14/9/4|
+9|
+4|
+9||4|4|4|4|3|3|3|2|-|-
15th|
+15/10/5|
+9|
+5|
+9|Quicken or Empower 5/day|4|4|4|4|4|3|3|2|1|-
16th|
+16/11/6/1|
+10|
+5|
+10|Healing Circle3/day|4|4|4|4|4|3|3|3|2|-
17th|
+17/12/7/2|
+10|
+5|
+10||4|4|4|4|4|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Quicken or Empower 6/day|4|4|4|4|4|4|4|3|3|2
19th|
+19/14/9/4|
+11|
+6|
+11||4|4|4|4|4|4|4|4|3|3
20th|
+20/15/10/5|
+12|
+6|
+12||4|4|4|4|4|4|4|4|4|4[/table]
Domain points:A battle medic get 1 domain pointe lv 1,3 points when he is able to cast lv 2 spells,5 points when he is able to cast lv 3 spells,etc. For every spell lv of the domain spell a battle cleric needs 1 domain point. He can not cast twice the same domain spell
Deity:A battle cleric has to chose a god that has one of the following domains;Healing Proctetion, Strength, War
Weapon and Armor Proficiency : A battle medic has proficiency with all amor and shields(except tower shield), simple weapons and 2 martial weapons of his choice
Spells: A battle medic can cast the spells below
0th Cure minor wounds
1st Cure light wounds,Vigor Lesser,Divine favor,Magic weapon
2th Cure moderate wounds,Healing Lorecall,Close Wounds,Bear's endurance, Bull's strength, Resotration Lesser
3th Cure serious woundsl,Vigor, Vigor Lesser(Mass), Remove diease. Remove curse,Weapon of the Deity,Weapon of Energy,Weapon of Impact,Invest Moderate Protection, Flame of Faith
4th Cure critical wounds, Positive Energy Aura,Spirit of Healing, Panacea, Divine power, Greater magic weapon, Restoration
5th Cure light wounds(Mass), Vigor Greater,Raise dead,Righteous Wrath of the Faithful, Invest Heavy Protection
6th Heal, Cure moderate wounds(Mass),Bear's endurance(mass), Bull's strength(Mass),Animalistic Power (Mass)
7th Cure serious wounds(Mass), Vigorous Circle, Regenerate,
8th Cure critical wounds(mass), Brilliant Blade
9th Heal (mass) Visage of the Deity(Greater)
To prepare or cast a spell, a battle medic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a battle medic’s spell is 10 + the spell level + the battle medic’s Wisdom modifier
Like other spellcasters, a battle medic can cast only a certain number of spells of each spell level per day. He receives bonus spells per day if he has a high Wisdom score
Quicken or Empower At level 9 you are able to either quicken or empower healing spells 3/day. The number of time per day you are able to quicken and empower is increased by 1 every 3 levels after level 9.You are not able to quicken and empower a spell.
Healing Circle(minor)(SP) As a standard action you create an aura of healing energy upon which your allies can draw to mend their own wounds. The spell has three charges when cast.Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure moderate wounds, the second is a cure light wounds and the thrid cure 3 damage.The spell effect delivered by each charge functions as if you had personally cast the associated spell, Thus the first charge heals 2d8points of damage +1 point per caster level (maxium 10) and so on.
Healing Circle(SP) As a standard action eveyou create an aura upon which your allies can draw to mend their own wounds. The spell has five charges when cast. Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage. A creature must be conscious to draw a charge from the healing circle.
The spell effect delivered by each charge functions as if you had personally cast the associated spell. Thus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.