Field Medic[edit]
Also known as combat medical technicians, corpsmen or first-aiders, they are trained in providing wound care, basic surgery and drug administration under emergency situations. They have a knowledge of anatomy and physiology. Bedside manner may or may not be included, however the mere presence of a medic on the battlefield is enough to boost morale.
Appearance: The symbol of the medic profession, a Red Cross or the Star of Life, is typically emblazoned on their uniform - perhaps in the hope that the enemy will show compassion and direct their fire elsewhere.
Field Medic Traits
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Ability: Wisdom
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Power Source: Fusion; +2 to Fusion overcharge.
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Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
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Concentration Under Fire (Level 1): Gain a +2 bonus to Will
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Trauma Expert (Level 1): Allies adjacent to you gain a +5 bonus to death saving throws.
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Field Medic Critical (Level 2 or 6): When you score a critical hit, one ally within 5 squares of you may make a saving throw.
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Hurt and Help
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Medic Novice
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You lay down suppressive fire with one hand, and help up your comrade with the other.
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At-Will Fusion, Weapon
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Standard Action
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Melee or Ranged weapon
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Target: one creature
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Attack: Wisdom + your level + weapon accuracy vs. AC
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Hit: 1[W] + Wisdom modifier damage.
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Effect: One ally adjacent to you gains temporary hit points equal to your level.
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Triage
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Medic Utility
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You rapidly assess the needs of your allies, and apply treatment as needed.
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Encounter Fusion, Healing
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Standard Action
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Close burst 2
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Target: 1, 2 or 3 allies in burst.
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Effect: Each target receives one of the following effects. Each effect can only be given to one target.
- Gain hit points equal to the target's bloodied value.
- Make a saving throw.
- Gain temporary hit points equal to your Wisdom modifier + your level.
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Medical Intervention
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Medic Expert
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You have weaponized your medical equipment, and slamming it into your foe injects them with all manner of pharmeceuticals. You are simultaneously pumped full of your own custom chemical cocktail.
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Encounter Fusion, Toxic
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Standard Action
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Melee 1
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Target: one creature
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Attack: Wisdom + your level vs. Fortitude
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Hit: 1d8 + Wisdom modifier + twice your level toxic damage, and the target takes ongoing 5 toxic damage (save ends).
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Effect: You gain two of the following effects:
- Temporary hit points equal to your Wisdom modifier + your level.
- +2 bonus to Reflex and attack rolls until the end of your next turn.
- +1 bonus to AC and Speed until the end of your next turn.
- Make a saving throw.
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