Medic
Medium Humanoid (Terran)
Hit Dice: 4d8+3 (21 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares)
Armour Class: 21 (+9
armor, +2 shield), touch 10, flat-footed 21
Base Attack/Grapple: +2/+1
Attack: Flash grenade launcher
+2 ranged touch
Full Attack: Flash grenade
launcher +2 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Heal, lesser
restoration, medical mastery, medical specialist
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 9, Dex 10, Con
10, Int 10 Wis 13, Cha 11
Skills: Climb +2, Heal +14,
Jump +2, Survival +10
Feats: Self-Sufficient, Skill
Focus (heal), Toughness
Environment: Any
Organization: Solitary, pair,
group (2-6 plus 6-12 Marines and 4-10 Firebats), or squad (10-20 plus
32-64 Marines and 12-32
Firebats)
Challenge Rating: 4
Treasure: A-13 flash grenade
launcher, large shield, powered combat suit
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: --
This Terran woman is
dressed in thick white armor. She carries some needles, scalpels, and
other tools, and carries a large shield with a large red cross symbol
upon it.
Description
The Medics of the
United Earth
Directorate follow a time-honored tradition of selflessly marching into
combat zones to aid their injured brethren. These fearless women, aided
only by protective shielding, are highly skilled healers capable of
restoring the health and vitality of wounded soldiers. Medics can even
cure various Zerg infestations.
Combat
The medics bravely roam battlefields healing their injured
comrades. They have little in the way of defense themselves, but they
may employ their flash grenade launchers in an attempt to blind
attackers.
Heal: While
expendable, the massive losses of Terran Marines during the Great War
began to become cost prohibitive. The Medic's use of chemical modifiers
has greatly enhanced the survival rate of UED forces, lengthening the
expected battlefield life expectancy to over nine seconds. As a
standard action, a medic may heal 2d8 hit points of an adjacent living
biological unit.
Medical Specialist:
The medic recieves a +1 competence bonus on Heal checks. (Already
reflected in statblock above).
Lesser Restoration:
With the introduction of nano-conveyed anesthetic and attenuated laser
technology, surgery has made amazing advancements. The death rate
resulting from the emergency removal of foreign objects or alien
viruses is at an all-time low, making such treatment in the field
routine. Lesser restoration dispels any effects reducing one of
the subject’s ability scores or cures 1d4 points of temporary ability
damage to one of the subject’s ability scores. It also eliminates any
fatigue suffered by the character, and improves an exhausted condition
to fatigued. It does not restore permanent ability drain.
Medical Mastery:
When making a Heal skill check, the medic may choose to
take 10, even if stress and distractions would normally prevent her
from doing so. She becomes so accomplished in the use of this skill
that she can use it reliable even under adverse conditions.