General Skill Feats
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Medicine Training (Int 12) - Become trained in Medicine.
- Medicine Training (Int 12) - Become trained in Medicine.
1st Level Medicine Feats (Req Trained in Medicine)
- Battle Medicine - Heal yourself or an ally in battle.
- Risky Surgery - Deal damage to a patient to gain a bonus to Treat Wounds.
2nd Level Medicine Feats (Req Expert in Medicine)
- Automatic Knowledge - Recall Knowledge as a free action once per round.
- Continual Recovery - Treat Wounds on a patient more often.
- Godless Healing (Battle Medicine, can't have a patreon deity) - With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise.
- Mortal Healing (Godless Healing, you follow the Laws of Mortality) - You grant greater healing when the gods don't interfere.
- Robust Recovery - Greater benefits from Treat Disease and Treat Poison.
- Ward Medic - Treat several patients at once.
7th Level Medicine Feats (Req Master in Medicine)
- Advanced First Aid - Use First Aid to reduce frightened and sickened condition values.
Medicine Training (Feat 1)
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Skill
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Prerequisites Intelligence 12
You become Trained in Medicine.
Battle Medicine (Feat 1)
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Skill
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You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Risky Surgery (Feat 1)
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Skill
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Prerequisites Trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Automatic Knowledge (Feat 2)
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Skill
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Prerequisites Expert in Medicine
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers) on the skill check.
Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.
Continual Recovery (Feat 2)
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Skill
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Prerequisites Expert in Medicine
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Godless Healing (Feat 2)
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Skill
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Prerequisites Battle Medicine, can't have a patron deity
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Mortal Healing (Feat 2)
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Skill
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Prerequisites Godless Healing, you follow the Laws of Mortality
You grant greater healing when the gods don’t interfere. When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.
Robust Recovery (Feat 2)
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Skill
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Prerequisites Expert in Medicine
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
Ward Medic (Feat 2)
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Skill
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Prerequisites Expert in Medicine
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Advanced First Aid (Feat 7)
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Healing
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Manipulate
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Prerequisites Master in Medicine
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
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