Paramedic Profession in Novence Eternal | World Anvil

Paramedic

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Nurse

Requirements

  • (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 TP
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.

Magitech Rejuvi-Pak v2

Level 1 | CC: Paramedic | Rarity: Rare | Cost: 3 TP
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.

Antivenom

Level 2 | CC: Paramedic | Rarity: Uncommon | TP: 2
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.

Syringe Gun

Level 3 | CC: Paramedic | Rarity: Rare | TP: 3
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.

Class Feat Slot VI

Level 4 | CC: Paramedic

Vaccination

Level 5 | REQ: Injection | Rarity: Rare | TP: 4
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.

Antibiotics

Level 6 | Rarity: Uncommon | TP: 2
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.

Stem Cell Cocktail

Level 7 | REQ: Syringe Gun | Rarity: Legendary | TP: 3
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).

Class Feat Slot VII

Level 8 | CC: Paramedic

Rapid Response

Level 9 | REQ: Stem Cell Cocktail, Injection | Rarity: Legendary | TP: 4
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.

Field Surgery

Level 10 | REQ: Injection | Rarity: Exotic | TP: 3
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).

Infusion Synthesis

Level 11 | REQ: Injection | Rarity: Exotic | TP: 5
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.

Class Feat Slot VIII

Level 12 | CC: Paramedic

Ether Doctor

Level 13 | REQ: Injection | Rarity: Legendary | TP: 3
You 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: 4
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).

Illegal Rejuvi-Pak Modification

Level 15 | REQ: Stimulant, Depressant, Morphine, Endorphin Cocktail, Magitech Rejuvi-Pak v2 | Rarity: Legendary | TP: 5
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).

Class Feat Slot IX

Level 16 | CC: Paramedic

Deep Reserves

Level 17 | REQ: Injection | Rarity: Rare | TP: 3
Your maximum Injection count is doubled.

Liquid Luck

Level 18 | Rarity: Exotic | TP: 4
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.

Class Feat Slot X

Level 19 | CC: Paramedic

Preemptive Immunization II

Level 20 | REQ: Preemptive Immunization | Rarity: Mythic | TP: 5
You gain +20 SCR to any status effect you have Cured in your Nurse’s Log.