Battlefield Medical Technician (Medic)

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"Please state the nature of your medical emergency."

Class traits

The Battlefield Medical Technician keeps allies in the fight longer with healing and restorative techniques.

Primary Role Secondary Role Key Abilities Armor Proficiency Weapon Proficiency Hit Points at 1st Level Hit Points per Level Gained Healing Surges per Day Trained Skills
Leader Defender Intelligence, Strength Tier 2 Choose pierce or anima 30 8 7 Heal. Choose one other at first level.

Class Description

Making sure injuries do not cripple the effectiveness of a tactical force, the Medic heals allies and supports allied effort. Medic serves the primary leader and secondary defender roles. Medic can reverse allies' injuries and dispel negative effects.

Your mission as a medic is to safeguard and heal allies on and off the battlefield.

Class Powers

Power Name ID Type (at-will, &c.) Action (minor, &c.) Level Description Augment
Cover Shot M1as1 at-will standard 1 Attack. An ally may shift 2 sq Str
Recover M1as2 at-will standard 1 Ally 2 temp hp and saving throw Int
Remedy Shot M1as3 at-will standard 1 Attack, ally saving throw
Evacuate M1as4 at-will standard 1 Pull ally, 2 temp hp Int
Recover Shot M1es1 encounter standard 1 Attack and surge ally
Count Stitches M1es2 encounter standard 1 Attack, if an ally attacked that target this round, it takes ongoing 1[W] (save ends)
Booster Shot M1es3 encounter standard 1 An ally may surge +2, shift 1 sq, and gets CM+1 Str (shift)
Heal Thyself M1es4 encounter standard 1 Attack, crit, and get 2 temp hp Str (crit range) Int (hp)
Give Em' the Juice M1ds1 daily standard 1 Surge all allies, each makes a basic attack
Surgical Strike M1ds2 daily standard 1 Attack with base CM = # of allies threatening your target
Second, Do Some Harm M1ds3 daily standard 1 Attack, crit. If an ally attacked that target this round, it takes ongoing 1[W] (save ends)
Med Shield M1ds4 daily standard 1 The next time you are hit with an attack, ignore the damage and get 2 temp hp Str
Lifeline M1ro1 reaction opportunity 1 Trigger: An ally takes damage for the first time in an encounter. Action: Grant that ally a healing surge plus 2 temporary hit points. Int
Combat Medicine M1p01 passive none 1 Up to two times per encounter, in place of your attack, you may spend a healing surge or let an ally spend a healing surge.
Panacea M3em1 encounter minor 3 One ally makes a saving throw + 2 Int
Sage Advice M3es2 encounter standard 3 Allies in burst 3 get +2 to all defs until they attack
Mediguard M3es3 encounter standard 3 Cover an ally, that ally may surge +2 Int
Rapid Recovery M4ds1 daily standard 4 One ally heals an amount equal to two healing surges plus your Wis
Raise Shield M4ds2 daily standard 4 Create a zone in which allies get +2 to all defs Str
Combat Intervention M4ro1 reaction opportunity 4 Trigger: An ally becomes fatigued. Action: Grant that ally +2 to all defenses
Med Beam M6em1 encounter minor 6 One ally spends a healing surge and adds your Wis
All on Me M6ro2 reaction opportunity 6 Trigger: You and at least one ally are hit by an area attack. Action: Only you take the attack, and are immobilized. (save ends)
Invigorating Care M6es3 encounter standard 6 Ally surges +2, may make a saving throw +2, and makes a basic attack +2.
Chronoboost M7am1 at-will minor 7 For a continuous effect with a duration in rounds or a save that has not been chronoboosted, that effect's duration lasts an additional round or that save requires two saves.
Protective Retreat M8ds1 daily standard 8 Ally is sent into the archonosphere for 1 round
Mass Recover M8ds2 daily standard 8 Surge all allies + 2