Field Medic (4e Future Origin)
Field Medic
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"Medic Bertie on the prowl... by Infinite Hollywood, on Flickr |
Also known as combat medical technicians, corpsmen or first-aiders, they are trained in providing wound care, basic surgery and drug administration under emergency situations. They have a knowledge of anatomy and physiology. Bedside manner may or may not be included, however the mere presence of a medic on the battlefield is enough to boost morale.
Appearance: The symbol of the medic profession, a Red Cross or the Star of Life, is typically emblazoned on their uniform - perhaps in the hope that the enemy will show compassion and direct their fire elsewhere.
Field Medic Traits |
Ability: Wisdom |
Power Source: Fusion; +2 to Fusion overcharge. |
Skill Bonus (Level 1): Gain a +4 bonus to Science checks. |
Concentration Under Fire (Level 1): Gain a +2 bonus to Will |
Trauma Expert (Level 1): Allies adjacent to you gain a +5 bonus to death saving throws. |
Field Medic Critical (Level 2 or 6): When you score a critical hit, one ally within 5 squares of you may make a saving throw. |
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gollark: Right, yes, but I have no idea by how much or whatever.
gollark: ... in any situation with a bunch of moderators/cells in a reactor.
gollark: OH COME ON.
gollark: The FTB wiki seems a bit outdated about this and I don't understand your code.
gollark: <@167658041028640768> So what actually are the moderator rules? i.e. given the amount of active moderators and cells, can one calculate the power and efficiency multipliers, and if so how?
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