d20 Redshirts

Index > Classes > Corpsman

Corpsman

Corpsmen fill a vital role in any military unit. Their duty and training is to keep their comrades alive and in fighting condition for as long as possible, and they are well trained for this roll.

Alignment: Any
Hit Dice: d6
Skills: 4 + int, per level
Class Skills: Athletics, Bluff, Diplomacy, Drive, Heal, Knowledge (History), Knowledge (Local), Knowledge (Medicine), Knowledge (Nature), Perception, Sense Motive
Proficiencies: Simple Weapons, Light Armour

Level: BAB: Fort Save: Ref Save: Will Save: Special:
1 +0 +2 +0 +2 Field Dressings +1d6
2 +1 +3 +0 +3 Localized Stimulants
3 +1 +3 +1 +3 Field Dressings +2d6
4 +2 +4 +1 +4 Improved Long Term Care
5 +2 +4 +1 +4 Field Dressings +3d6
6 +3 +5 +2 +5 Localized Stimulants
7 +3 +5 +2 +5 Field Dressings +4d6
8 +4 +6 +2 +6 Snap Out Of It
9 +4 +6 +3 +6 Field Dressings +5d6
10 +5 +7 +3 +7 Localized Stimulants
11 +5 +7 +3 +7 Field Dressings +6d6
12 +6/+1 +8 +4 +8 Greater Long Term Care
13 +6/+1 +8 +4 +8 Field Dressings +7d6
14 +7/+2 +9 +4 +9 Localized Stimulants
15 +7/+2 +9 +5 +9 Field Dressings +8d6
16 +8/+3 +10 +5 +10 Walk It Off
17 +8/+3 +10 +5 +10 Field Dressings +9d6
18 +9/+4 +11 +6 +11 Localized Stimulants
19 +9/+4 +11 +6 +11 Field Dressings +10d6
20 +10/+5 +12 +6 +12 Iron Gut
Field Dressings

A Corpsman is well practised and trained at keeping injured soldiers in a fight. At first level the Corpsman gains Field Dressings as a bonus feat (if he already has Field Dressings he gains a 1d6 bonus to the hit points he grants with it). At every odd level after that, he grants an additional 1d6 temporary hit points when using his Field Dressings ability.

Localized Stimulants

By applying concentrated bursts of stimulants to specific parts of a person's anatomy, the Corpsman can achieve a number of nonstandard effects. These are standard actions, which expend a use of a First Aid Kit to perform. This effects of a localized stimulant last 1 minute per level. At the second level, and every 4 levels thereafter, the Corpsman may choose one of the following effects to grant on a patient:

(more to be added later)

Improved Long Term Care

Beginning at the 4th level, when using a heal check to provide long term care to a patient, the Corpsman heals hit points at double the usual rate.

Snap Out Of It

At the 8th level, the Corpsman may grant an adjacent ally an immediate reroll of their saving throw against a fear effect which he is suffering from. This is a full round action.

Greater Long Term Care

Beginning at the 12th level, when using a heal check to provide long term care to a patient, the Corpsman heals hit points at triple the usual rate.

Walk It Off

At the 16th level, the Corpsman may grant an adjacent ally an immediate reroll of their saving throw against a sickness effect which he is suffering from. This is a full round action.

Iron Gut

At the 20th level, the Corpsman becomes immune to sickness and fear type effects.

Improved Long Term Care

Beginning at the 4th level, when using a heal check to provide long term care to a patient, the Corpsman heals hit points at double the usual rate.