Mediziner - Archetypen in Iranthi | World Anvil

Mediziner - Archetypen

Archetypes and Class Options

Each alternate class feature presented in an archetype either replaces or alters one or more specific class features from the base class. When an archetype includes multiple alternate class features, a character must take all of them—often blocking the character from ever gaining certain standard class features, but replacing them with other options.
All class features of the base class that aren’t mentioned among the alternate class features of an archetype remain unchanged and are acquired normally when a character reaches the appropriate level. If an alternate class feature replaces a base class feature, the archetype doesn’t count as having that base class feature for the purpose of meeting any requirements or prerequisites.On the other hand, if an alternate class feature alters an existing class feature, it is considered to be the core class feature for the purposes of meeting any requirements or prerequisites, even if it was renamed.
A character can take more than one archetype, but none of the alternate class features can replace or alter the same class feature of the base class. If a class feature has a series of improvements (such as a fighter’s weapon training or a ranger’s favored enemy), it can be replaced either entirely or partially. By default, an alternate class feature replaces the entire original class feature and all of its improvements. For example, if a class feature states that it replaces trap sense without mentioning a specific bonus, it replaces trap sense entirely.
If an alternate class feature replaces one instance of a class feature that’s part of a series, the next time the character would gain an improvement to that ability, the new improvement counts as the lower-level ability that was replaced by the archetype, and all subsequent improvements follow suit. For example, if the barbarian’s 3rd-level trap sense +1 were replaced, the barbarian would gain trap sense +1 at 6th level, trap sense +2 at 9th level, and so on. If an archetype gains a class skill as a result of a new martial discipline becoming available to them or as part of an ability that grants a martial discipline, that archetype is not considered to be incompatible with other archetypes that alter or replace class skills. An archetype that otherwise alters the base class’ skill list follows the normal archetype compatibility rules.
Table of Contents
  • Ambu-Lancer
  • Angel of Mercy
  • Sanguinist
  • Witch Doctor

  •  

    Ambu-Lancer (Archetype)

    "It doesn't matter if they know I'm coming. If they knows I'm coming, they tend to get out of the way real quick."
    — Lieutenant Nel Landry, an ambu-lancer
    A medic must be able to rapidly traverse dangerous terrain to reach those in need of their aid. Some medics specially train mounts to aid them in their quests to provide healing to those in need.  

    Class Skills

    An ambu-lancer gains Ride as a class skill.  

    Maneuvers

    An ambu-lancer loses access to the Tempest Gale discipline and adds Piercing Thunder to her list of available disciplines. She otherwise learns, readies, and initiates maneuvers as a standard medic. This ability alters maneuvers.  

    Mount (Ex)

    At 1st level, an ambu-lancer gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid's animal companion, using the ambu-lancer's level as her effective druid level. The creature must be one that she is capable of riding and is suitable as a mount. A Medium-sized ambu-lancer can select a camel or a horse. A Small-sized ambu-lancer can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. At the GM’s option, other animals may be suitable mounts for an ambu-lancer to select. An ambu-lancer's bond with her mount is strong, with the pair learning to anticipate each other's moods and moves. An ambu-lancer does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Should an ambu-lancer's mount die, she may find another mount to serve her after 1 week of mourning. This ability replaces one of the medic’s expertises gained at 1st level.  

    Mounted Combat (Ex)

    At 1st level, an ambu-lancer gains Mounted Combat as a bonus feat, even if she does not meet the prerequisites. This ability replaces one of the medic’s expertises gained at 1st level. Mounted Maneuver Expertise (Ex): Starting at 1st level, an ambu-lancer and her trusty steed are so in tune with each other that they can work as one when performing maneuvers. Whenever an ambu-lancer is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the ambu-lancer can have her mount take the appropriate movement in her place. If the maneuver allows the ambu-lancer to make a charge attack, both she and hers mount are considered to be charging. This ability replaces the share spells ability that normal animal companions gain.  

    Mobile Triage Unit (Ex)

    Whenever an ambu-lancer uses her triage ability while mounted, she may have her mount take the movement of the triage ability in her place, riding on the mount to her destination as normal. This ability alters triage.  

    Siren (Su)

    At 4th level, an ambu-lancer gains a glowing magical siren that announces her presence whenever she rides her mount. The siren emits an ear piercing wail and sheds light like a torch while active, though the ambu-lancer may choose to suppress this effect for one round as a free action. While the siren is active, the ambu-lancer takes a –30 penalty to her stealth checks as the wailing siren gives away her position. When she uses her triage ability with her siren active, her mount gains the benefits of the Improved Overrun feat and creatures she overruns must choose to avoid the ambu-lancer and cannot make attacks of opportunity against her for her movement, as creatures dive out of the way to avoid an oncoming ambu-lancer. This ability replaces the additional use of triage gained at 4th level.  

    Patient Retrieval (Ex)

    At 6th level, an ambu-lancer gains the following medic’s expertise: Patient Retrieval: When the medic uses her triage to heal an ally while mounted, she may pull that ally up and onto her mount. So long as her ally remains mounted on the ambu-lancer’s mount, the ambu-lancer may use her Mounted Combat feat to negate attacks against the ally on her mount. The medic’s mount may only take on one additional rider at a time, however the addition of a second rider does not otherwise interfere with the mount’s ability to move or be ridden, though excessive weight may affect its base speed as normal for a medium or heavy load. This ability replaces the medic’s expertise gained at 6th level.
    Back to top
     

    Angel of Mercy (Archetype)

    In the name of all that is holy, let evil be purified, wounds be healed, and blood be quickened. By the grace of the angels I heal thee!
    — Theodysus of Lassau, an angel of mercy
    The angel of mercy strides across the battlefield, dispensing both the healing light of the gods and their swift and terrible vengeance.  

    Maneuvers

    An angel of mercy loses access to the Broken Blade discipline and adds Silver Crane to her list of available disciplines. She otherwise learns, readies, and initiates maneuvers as a standard medic. This ability alters maneuvers.  

    Angelic Fortitude (Ex)

    Starting at 1st level, the angel of mercy is blessed with some of the inherent fortitude of the Angels from which she draws her power. She gains resistance to acid 5 and cold 5. At 8th level she also gains resistance to fire 5 and electricity 5. This ability replaces one of her medic’s expertises gained at 1st level.  

    Aura of Protection (Su)

    Starting at 6th level, allies within 20 feet of an angel of mercy gain the benefits of a protection from evil spell (the caster level for this effect is equal to the medic’s initiator level) for as long as they remain within 20 feet of the angel of mercy. This ability replaces the medic’s expertise gained at 6th level.  

    Bolstering Strikes (Su)

    At 10th level, whenever the angel of mercy initiates a strike that heals damage, all allies within 30 feet gain temporary hit points equal to the medic’s initiator level. These temporary hit points do not stack and last for 1 minute or until lost. This ability replaces the improved triage gained at 10th level.  

    Wings of Mercy (Su)

    At 12th level, the angel of mercy can grow wings to carry her towards those in need of her aid. Growing or retracting these wings is a free action, and the angel of mercy gains a fly speed equal to her movement speed, with good maneuverability. She can only use these wings to fly for 1 minute per class level, but does not have to use them consecutively. However, she must use them in 1 minute increments. This ability replaces the medic’s expertise gained at 12th level.
    Back to top  
         

    Sanguinist (Archetype)

    I have partaken of the blood of a thousand before you. After I have drained your blood dry, I will partake of a thousand more.
    — Andre Dumitrescu, a sanguinist
    Blood is life. Through blood, all things both good and bad are transported throughout the body. Within blood lies power and some medics learn to tap into and manipulate that power to both heal and harm.

    Barefisted Syringe (Ex)

    The sanguinist loves to get her hands dirty, and drawing blood with her bare hands brings forth the power much quicker and easier than other methods. At 1st level, the sanguinist gains Improved Unarmed Strike as a bonus feat, even if she does not meet the prerequisites. At 3rd level, she gains Greater Unarmed Strike as a bonus feat, even if she does not meet the prerequisites, and uses her medic initiator level in place of her base attack bonus for determining the damage of her unarmed strikes. In addition, the sanguinist may choose to deal bludgeoning, piercing or slashing damage with her unarmed strikes. This ability replaces one of her medic’s expertises gained at 1st level.  

    Blood Reserve (Su)

    At 1st level, the sanguinist gains the ability to store the vitality of others within her body. Whenever the sanguinist uses her blood transfusion ability to deal additional damage, that extra damage is stored as hit points in her blood reserve. Whenever the sanguinist uses triage to heal an ally, the sanguinist draws those hit points from her blood reserve instead of providing the normal amount of healing from triage. When using triage, the sanguinist can heal a number of hit points up to the total amount currently in her blood reserve, however she may determine the exact amount healed at the time she uses her triage. These hit points are then deducted from the total amount of hit points in the blood reserve. For example, if a 1st level sanguinist has 20 hit points in her blood reserve, when she uses triage on an ally, and she heals that ally for 20 hit points, she would reduce her blood reserve to 0. She may instead choose to heal the ally for a lesser amount, such as 10 hit points, leaving the remaining amount in her blood reserve for later use. The blood reserve can only store hit points for up to 24 hours, but it does not have a maximum number of hit points it can store. This alters the medic’s triage ability.  

    Blood Transfusion (Su)

    Starting at 1st level, the sanguinist gains the ability to drain the lifeblood of a creature, store that vitality and transfer it elsewhere. Whenever the sanguinist deals lethal damage with an unarmed strike or natural attack, she deals additional damage equal to her initiation modifier. This additional damage represents lifeblood or some other form of vitality stolen from the target of her attack, which is then stored in the sanguinist's blood reserve as an equivalent number of hit points in order to fuel her ability to heal. In addition, any unarmed strike or natural attack modified by her blood transfusion ability is treated as a magic weapon. If the target’s current hit points are less than the sanguinist’s initiation modifier, she cannot transfer that additional damage to her blood reserve as healing.  

    Pain’s Gain (Ex)

    The sanguinist knows how to put her instinct to cause harm to good use. Starting at 3rd level, the sanguinist gains a +1 bonus to attack and damage rolls made with natural attacks or unarmed strikes. This bonus increases by +1 at 7th level and every four levels thereafter. This ability replaces cura te ipsum.  

    Unnatural Vitality (Su)

    At 4th level, the sanguinist becomes immune to all poisons and diseases. Whenever the sanguinist uses her blood transfusion or triage ability, she may choose to absorb any poison or disease currently affecting the target. The target is immediately cured of that affliction, and the sanguinist may choose to the poison or disease within the sanguinist’s blood reserve. If the sanguinist has a poison or disease stored in her blood reserve which deals only ability score damage (with no additional effects such as unconsciousness, paralysis or sleep), she may choose to inflict it upon the target of her blood transfusion or triage. The target must succeed on a Fortitude save (DC 10 + 1/2 the sanguinist's class level + the sanguinist's initiation modifier) or be subject to the disease/poison’s effects as if they had failed their save against that poison or disease. If the disease or poison would have an onset that is not immediate, treat the onset as if it were immediate. The sanguinist cannot store more diseases or poisons than her initiation modifier at any given time, however these remain in the blood reserve until used, unlike hit points. This ability replaces the medic’s expertise gained at 4th level.  

    Feast of Blood (Su)

    At 20th level, the sanguinist increases the amount of hit points she drains from a target of her unarmed strike or natural attack by 50%. This ability replaces master medic.
    Back to top
       

    Witch Doctor (Archetype)

    The spirits whisper their secrets to me. They will protect me, as I protect you.
    — Choga Lioneater, a witch doctor
      The witch doctor utilizes the tools of clerics and wizards in their efforts to heal their allies. Instead of patching them up with bandages and poultices, the witch doctor calls on magical training to heal others.  

    Class Skills

    A witch doctor gains Spellcraft and Use Magic Device as class skills. She uses her Wisdom modifier instead of her Intelligence modifier when making Spellcraft checks, and instead of her Charisma modifier when making Use Magic Device checks.  

    Magical Assistance (Ex)

    A 1st level witch doctor begins play with a caster level 1 wand of cure light wounds in addition to her normal equipment. The wand is of an unusual design and only the witch doctor knows how to use it properly. This starting wand can only be sold for scrap (it’s worth 4d10 gp when sold). Up to three times per encounter, the witch doctor may move up to her speed as a swift action, ending her movement adjacent to an ally. If she does so, she may use a spell completion or spell trigger item (such as a wand, scroll, or staff) of a spell with the healing descriptor or from her list of witch doctor spells on the ally she ends her movement adjacent to. The witch doctor may use this ability on herself, if she does so she does not move, only heals. She may use her magical assistance ability one additional time per encounter at 4th level and every three levels thereafter. This ability replaces triage.  

    Magical Understanding (Su)

    The witch doctor gains Scribe Scroll as a bonus feat at 1st level, even if she does not meet the prerequisites. At 5th level she gains Craft Wand as a bonus feat, even if she does not meet the prerequisites. In addition, the witch doctor can use her initiator level in place of her caster level to meet the prerequisites of item creation feats. This ability replaces both of the medic’s expertises gained at 1st level.  

    Thaumaturgic Medicine (Su)

    Although the witch doctor lacks any true innate magical talent, her understanding of magical principles is such that she is able to utilize a number of magical devices with such skill that she may as well be casting spells herself. The witch doctor is considered to have a spell list that contains all spells with the healing descriptor, along with the following additional spells for purposes of determining whether or not she can cast a spell from any spell trigger or spell completion item without having to make a Use Magical Device check. This list also allows the witch doctor to craft such items, should she possess the appropriate feats. For all purposes related to caster level for these spells, the witch doctor treats her caster level as being equal to her initiator level and uses the lowest level available of the spell for determining the minimum level spell her items are crafted at, and she learns these spells at the same time that she learns maneuvers of the same level. The spells are as follows:
     
    • 1st—Air bubble, detect undead, diagnose disease, endure elements, moment of greatness, protection from chaos/evil/good/law, remove fear, shield, shield of faith.
    • 2nd—Abeyance, aid, bear’s endurance, blood of the martyr, bull’s strength, calm emotions, cat’s grace, death knell, delay pain, eagle’s splendor, fox’s cunning, ironskin, owl’s wisdom, path of glory, protection from chaos (communal), protection from evil (communal), protection from good (communal), protection from law (communal), protection from outsiders, resist energy, shield other, status.
    • 3rd— Archon’s aura, dispel magic, protection from energy, remove curse, resist energy (communal), sacred bond, water breathing.
    • 4th—Anti-incorporeal shell, death ward, healing warmth, path of glory (greater), protection from energy (communal), rest eternal, restoration.
    • 5th—Cleanse, life bubble, spell resistance, undeath ward.
    • 6th—Antilife shell, bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), fox’s cunning (mass), eagle’s splendor (mass), owl’s wisdom (mass), stone to flesh.
    • 7th—Circle of clarity, spell turning.
    • 8th—Mind blank, protection from spells.
    • 9th—Freedom, mind blank (communal).
    This ability replaces the medic’s expertise gained at 2nd, 4th, 8th, 12th, 14th, 16th, 18th and 20th levels, as well as resuscitation, improved resuscitation, and greater resuscitation.
     

    Magical Device Expertise (Su)

    Starting at 6th level, whenever the witch doctor casts a spell from her list of Thaumaturgic Medicine spells through a wand, scroll or other spell completion item, she treats the caster level of the spell as being equal to her initiator level, regardless of the spell’s actual caster level. In addition, spells she casts through such items that heal hit point damage gain the benefits of the Empower Spell metamagic feat, if they are not already empowered. This does not increase the level of the spell. This ability replaces the medic’s expertise gained at 6th level.  

    Thaumaturgic Mastery (Su)

    At 20th level, any spell the witch doctor casts as part of her magical assistance ability gains the benefits of the Maximize Spell metamagic feat. This does not increase the level of the spell. This ability replaces master medic.
    Back to top

Kommentare

Please Login in order to comment!