Medic
Medics are doctors and nurses and field medics. They are able to heal wounds, and help the dying.
Gear:
Carrys 1 melee weapon and 1 ranged weapon
Skills:
Medicine:
Medics are good at medicine. They are able to analyze wounds and even heal them with certain feats. Medicine is a d20+heal mod roll. Using this will tell you how much hp a target has, and the type of wounds they’ve suffered.
FEATS:
Heal(Starting Feat): 3 time per battle, the medic can heal a target(not themselves). They perform first aid quickly, healing a heal roll/10 rounded down. (so if they roll 40, they heal 4). This takes up their turn.
Self Heal: 2 times per battle, the medic can heal themselves. They perform first aid quickly, healing a heal roll/10 rounded down. (so if they roll 40, they heal 4). This takes up their turn.
Smelling Salts: The medic carries 1 package of smelling salts. When this is used in combat, it revives a koed target. The revived target comes back with 1d8 health.
Adrenaline Shot: The medic carries 1 adrenalin shot with them at a time. When used, this gives a +1 to all rolls for 1d8 rounds, to whoever is injected with it.
Improvise: The medic may use two of their turns(This one and the next) to re arrange their medical bag. Upon doing so, they will find more supplies..allowing them to heal again. (This means that they can do 1 more heal each time this is used).
Focus Pill: The medic carries 1 focus pill with them at a time. When used, this gives a +10 to -skill- rolls to whoever takes it.
Anatomy Knowledge: Knowing the Best Places and Nerves and Such allows them to Get an Edge over their opponents. Adds one to their damage for melee attacks.
Critcal Hit: With this feat, any hit that is rolled with a natural 20 and connects does double damage.