Paramedic
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Overclock your Magitech Rejuvi-Pak v2, causing its beam to chain to additional allies. For 1 round, any allies within 15 feet of an ally targeted by your Rejuvi-Pak v2 also benefit from its effects. Your Rejuvi-Pak healing output increases to 5HD per action, and all allies affected by it gain Brave (VII), Morale (VII), and are cleansed of all negative mental status effects.
Gain access to an experimental healing device, which projects a healing solution in energy form to an ally within 15 feet. As a Tactical Action, you can change the Rejuvi-Pak’s targeted ally. The ally in question heals for 2HD whenever they take an action of any kind.
Once per round, you gain a free reaction when you or an ally is inflicted with the Poison status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the poison status’s stack count and damage roll are each halved.
Gain access to an experimental gun, allowing you to inject allies at range. [Range: 50; QP: -3; Single-Action, ROF: 6, Single-Load: 1/6, DEX]. The Syringe Gun is loaded like a revolver, and you may choose the type of injection for each shot loaded.
Your Injections can now be used to affect a target’s SCR. For every +1 on the Medicine roll over the DC when preparing the injection, the injection will grant +10% SCR against the respective status effect.
You gain a free reaction when you or an ally is inflicted with the Disease status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the disease status’s stack count and damage roll are each halved.
You can load syringes in your gun with a cocktail designed to heal most wounds. Stem Cell Cocktails heal the target for 6HD and apply Regen (I) 3HD (3).
If the next injection loaded in your Syringe Gun is a Stem Cell Cocktail, you may as a free reaction shoot an ally who has just taken damage to heal them. If the target is about to be inflicted with a status effect and your next injection is for the same status effect, you can as a free reaction shoot that ally to apply the injection before they are inflicted with the status effect.
You may spend 1 entire turn and 10 injections to reattach a dismembered limb or remove 1 stack of Injury from a target (excluding yourself).
You can spend a TA to convert a status effect sample harvested from a target into an injection. Before combat, choose a status effect: you bring equipment designed to synthesize samples of that status effect into Injections. You can spend a TA to convert a sample of the status effect into a number of Injections equivalent to the status stack count / 3.
You can now create injections for Etheric status effects, albeit at triple the injection count cost.
You can load syringes in your gun with a cocktail designed to boost ally performance. Endorphin Cocktails grant the target Morale (V) (1) and Brave (V) (1).
You can infuse your Rejuvi-Pak beam with a drug mixture of your choice. Choose two of the effects between Depressant, Stimulant, Morphine, and Endorphin Cocktail. The target of your Rejuvi-Pak will gain the effects from the chosen drugs while targeted by the beam. (The Depressant effect will not inflict Sleep on the target).
Your maximum Injection count is doubled.
You can create an extremely experimental cocktail designed to boost the luck of an ally. Liquid Luck grants the target Lucky (III) x1 at the cost of 5 Injections, or Lucky (V) x1 at the cost of 10 Injections.
You gain +20 SCR to any status effect you have Cured in your Nurse’s Log.
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as NurseRequirements
- (Class Bond) Nurse: You must have fully unlocked every ability of the Nurse class.
Abilities
Ultimate Ability: Rejuvi-Pak Overclock
Rarity: Legendary | REQ: Magitech Rejuvi-Pak v2 | UP: 60 | ZP: 3 | ZL: 0 | Cost: 4 TPOverclock your Magitech Rejuvi-Pak v2, causing its beam to chain to additional allies. For 1 round, any allies within 15 feet of an ally targeted by your Rejuvi-Pak v2 also benefit from its effects. Your Rejuvi-Pak healing output increases to 5HD per action, and all allies affected by it gain Brave (VII), Morale (VII), and are cleansed of all negative mental status effects.
Magitech Rejuvi-Pak v2
Level 1 | CC: Paramedic | Rarity: Rare | Cost: 3 TPGain access to an experimental healing device, which projects a healing solution in energy form to an ally within 15 feet. As a Tactical Action, you can change the Rejuvi-Pak’s targeted ally. The ally in question heals for 2HD whenever they take an action of any kind.
Antivenom
Level 2 | CC: Paramedic | Rarity: Uncommon | TP: 2Once per round, you gain a free reaction when you or an ally is inflicted with the Poison status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the poison status’s stack count and damage roll are each halved.
Syringe Gun
Level 3 | CC: Paramedic | Rarity: Rare | TP: 3Gain access to an experimental gun, allowing you to inject allies at range. [Range: 50; QP: -3; Single-Action, ROF: 6, Single-Load: 1/6, DEX]. The Syringe Gun is loaded like a revolver, and you may choose the type of injection for each shot loaded.
Class Feat Slot VI
Level 4 | CC: ParamedicVaccination
Level 5 | REQ: Injection | Rarity: Rare | TP: 4Your Injections can now be used to affect a target’s SCR. For every +1 on the Medicine roll over the DC when preparing the injection, the injection will grant +10% SCR against the respective status effect.
Antibiotics
Level 6 | Rarity: Uncommon | TP: 2You gain a free reaction when you or an ally is inflicted with the Disease status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the disease status’s stack count and damage roll are each halved.
Stem Cell Cocktail
Level 7 | REQ: Syringe Gun | Rarity: Legendary | TP: 3You can load syringes in your gun with a cocktail designed to heal most wounds. Stem Cell Cocktails heal the target for 6HD and apply Regen (I) 3HD (3).
Class Feat Slot VII
Level 8 | CC: ParamedicRapid Response
Level 9 | REQ: Stem Cell Cocktail, Injection | Rarity: Legendary | TP: 4If the next injection loaded in your Syringe Gun is a Stem Cell Cocktail, you may as a free reaction shoot an ally who has just taken damage to heal them. If the target is about to be inflicted with a status effect and your next injection is for the same status effect, you can as a free reaction shoot that ally to apply the injection before they are inflicted with the status effect.
Field Surgery
Level 10 | REQ: Injection | Rarity: Exotic | TP: 3You may spend 1 entire turn and 10 injections to reattach a dismembered limb or remove 1 stack of Injury from a target (excluding yourself).
Infusion Synthesis
Level 11 | REQ: Injection | Rarity: Exotic | TP: 5You can spend a TA to convert a status effect sample harvested from a target into an injection. Before combat, choose a status effect: you bring equipment designed to synthesize samples of that status effect into Injections. You can spend a TA to convert a sample of the status effect into a number of Injections equivalent to the status stack count / 3.
Class Feat Slot VIII
Level 12 | CC: ParamedicEther Doctor
Level 13 | REQ: Injection | Rarity: Legendary | TP: 3You can now create injections for Etheric status effects, albeit at triple the injection count cost.
Endorphin Cocktail
Level 14 | REQ: Syringe Gun | Rarity: Legendary | TP: 4You can load syringes in your gun with a cocktail designed to boost ally performance. Endorphin Cocktails grant the target Morale (V) (1) and Brave (V) (1).
Illegal Rejuvi-Pak Modification
Level 15 | REQ: Stimulant, Depressant, Morphine, Endorphin Cocktail, Magitech Rejuvi-Pak v2 | Rarity: Legendary | TP: 5You can infuse your Rejuvi-Pak beam with a drug mixture of your choice. Choose two of the effects between Depressant, Stimulant, Morphine, and Endorphin Cocktail. The target of your Rejuvi-Pak will gain the effects from the chosen drugs while targeted by the beam. (The Depressant effect will not inflict Sleep on the target).
Class Feat Slot IX
Level 16 | CC: ParamedicDeep Reserves
Level 17 | REQ: Injection | Rarity: Rare | TP: 3Your maximum Injection count is doubled.
Liquid Luck
Level 18 | Rarity: Exotic | TP: 4You can create an extremely experimental cocktail designed to boost the luck of an ally. Liquid Luck grants the target Lucky (III) x1 at the cost of 5 Injections, or Lucky (V) x1 at the cost of 10 Injections.
Class Feat Slot X
Level 19 | CC: ParamedicPreemptive Immunization II
Level 20 | REQ: Preemptive Immunization | Rarity: Mythic | TP: 5You gain +20 SCR to any status effect you have Cured in your Nurse’s Log.