Doctor
The doctor uses his mundane arts to cure the sick and heal the wounded. She believes that healing expertise trumps magical restoration.
Ability Score Increase:
Level 1: +2 Intellect Level 4: +2 Intellect +1 Foresight Level 7: +3 Intellect +1 Foresight +1 Rhetoric Level 10: +5 Intellect +2 Foresight +2 Perception +1 RhetoricClass Level Abilities
Level 1
Active Abilities
Field Treatment: A Doctor can treat wounds on the battlefield. You can use a full round action to touch an injured creature to make a medical treatment roll to give temporary hit points. Make a medical treatment check and compare the number of successes. The target gains 5 temporary hit points for every success plus additional points equal to the Doctor’s level. The temporary hit points cannot exceed the creature's maximum hit points. The temporary hit points last level/3 in minutes (minimum 1). Hospital Care: A Doctor can spend time to heal a creature. The creature regains hit points equal to the doctor’s level per hour. This is in addition to natural healing due to rest. The doctor and creature being healed cannot do anything else during this time. Stabilizer: If a creature is unconscious with zero or fewer hit points, you can use a partial touch action to add to their Metu Mortis check. Make a Medicine check, then the target adds the number of successes to their next Metu Mortis check. Surgical Prowess: Once a day, a doctor can as a partial action restore a disabled limb to working condition. At levels 3, 5, 7 and 10, these improve to twice a day, thrice a day, four times a day and five times a day respectively.Conditional Abilities
Surgical Strike: While using a piercing weapon, a doctor knows how to hit the vitals. Increase the Pierce value of the weapon by 3 and if they would deal critical damage, increase the Pierce value by an additional 3.Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge. Support Class: All classes consider the Specialist Class Group to be part of their class group for the purpose of multi-classing. A Doctor can only be in one other class group unless otherwise specified.Level 2
Active Abilities
The Miracle Cure: Once a day, the doctor can brew a medicine that can cure any non-magical/non-curse disease. This cure must brewed with a medical kit and costs §500 in materials. The cure loses its properties if not used within one hour of production.Conditional Abilities
Passive Abilities
I’ve Seen Everything: Due to exposure to many diseases over his years, a doctor has built up an immunity to most. The doctor gains +50 Resistance(Disease). Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge. Surgical Prowess Level Up: The times per day increases to two.Level 4
Active Abilities
Conditional Abilities
Surgical Strike II: While using a piercing weapon, a doctor knows how to hit the vitals. Increase the Pierce value of the weapon by 6 and if they would deal critical damage, increase the Pierce value by an additional 6. This ability replaces Surgical Strike.Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge. Surgical Prowess Level Up: The times per day increases to three.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge. Surgical Prowess Level Up: The times per day increases to four.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge. Surgical Prowess Max: The times per day increase to five.
Class Currency Modifier: 2