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Class record

Medic

Healer

Tier
1
Difficulty
2 / 5
Main role
Healer
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Linguistics, History, Medicine or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

She flinched at the echoing crack of combined musket fire that briefly drowned out the crash of combat that was getting closer by the minute and the cries of the wounded. She curled her tail closer, interposing the bulk of it between her patient and the sounds of fighting. Smoke choked the air as buildings burned. She ignored that as best she could as she finished tying off the bandage over the temporary sealant she’d slathered over the wounded soldier’s wounds. He hissed between his teeth but gave her a shaky nod in thanks as she helped him to his feet. That patch should last him until he could get himself back to the rear and evacuated. Hopefully.

He staggered as he took a step and she caught him before he could fall.

“I have some painkillers--”

“No, no. I can make it. Save it for someone who needs it,” he interrupted. She watched him limp away and shook her head fondly. Everyone in Dacquoise was such a nobly brave idiot.

“Lyra!”

She looked up at the panicked shout. Captain Claire was rushing toward her, his breastplate scorched and he was missing his shield. That was not good. He was supposed to be in command of the unit down the block. 

“You need to get out of here! The line is collapsing!”

The sound of fighting crescendo'd as Dacquoise soldiers rounded the corner down the street at a sprint. Most didn’t even have their weapons, so desperate in their need to escape. Taking up the rear was a heavily armored lamia, his iconic circular shield like a mobile wall that deflected a barrage of arrows and magical blasts. Some hits sparked off his armor and scales but he ignored them as he swung his spear in wide arcs, knocking back the pursuing invaders. He was buying time.

“Keep moving men!” Captain Claire called out.

As if in defiance of that command, one of the few soldiers that still had a weapon skidded to a halt and took a knee, raising his musket. The single shot was a far cry from the volleys from earlier but it still took one of the invaders down just before he could slip behind the lamia spearmaster’s flank. He was rewarded for his bravery with a magical energy beam that seared into his side, dropping him to the ground. But his intervention did allow the lamia to keep up his delaying action for a little bit longer.

Without thinking about it, Lyra rushed forward and coiled around the downed musketeer. Before he could protest, she had a bandage pressed to his side with one hand while she injected a painkiller with the other.

“Lyra, leave him and run!”

She ignored Captain Claire.

“You should go,” the musketeer hissed out.

She ignored him too.

“I’ve got you, just give me a minute.”

“Faster would be better, lady medic!” the spearmaster shouted. “Get him on his feet and go!”

“No,” the musketeer shook his head. “Leave me and make sure Nikolaos gets away! We can’t--we can’t lose him!”

“We’re all getting away,” Lyra insisted even as she winced as an arrow skipped off her scales. “Get ready to run!”

The cities of Dacquoise were burning but that didn’t mean she was going to leave anyone behind if she could help it.

Tactical guidance

Playing Medic

The medic is a short range healer class that does not use mana to heal.

Your primary tool for healing is First Aid. When an ally is attacked, you ‘mark’ them with First Aid and then you can heal them on your next turn. Because the healing you can do is limited by your focus, you can feel safe to use it whenever an ally takes damage for as much as you'd heal them.

Painkiller Injection is your other way of ‘healing’. It lets you dump a lot of AP into a massive shield that lasts for a single turn. Good for when you know an ally is guaranteed to take damage, or if you want to absolutely discourage enemies from hitting that ally.

Code Blue is your mobility tool, as your abilities are short range. As long as you plan to heal with your medic abilities, it's very efficient movement.

Field Medic just lets you carry medical and surgery kits without them taking up a lot of burden. Unless you're partying with another medic, you should expect to carry both of them.

Finally your key ability just lets you heal more with your second wind when used on others. It's a situational use, but the extra healing can be valuable on allies with lower max HP.

Medic

Class features

Abilities unlocked

Complete rules for every ability granted by Medic.

Key ability

Medic's Journey

Class feature
Grants+5 skill pointsMedicine

Benefit 1

You gain proficiency in small weapons, set of missiles and light armor.

Benefit 2

You gain +5 skill points to spend in Medicine. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You gain the benefits of First Response.

Ability

First Aid

0 RP
Range
40ft
Keywords
Aid,Healing

You grant an ally First Aid X, where X is the damage they took.

When an ally has First Aid applied by you, you may spend 1 AP while within 5ft of them to remove all First Aid and heal the target for your Focus up to the First Aid value.

Requirements

An ally is damaged

Ability

Code Blue

1 AP1 MP
Range
Self
Keywords
Sidestep

You may sidestep up to your speed towards an ally and must end this movement within 5ft of them.

Your next Painkiller Injection or the AP spending of First Aid used this turn has its AP cost reduced by 1.

No listed cost

Medical and Surgery kits (including any upgraded versions) you carry have their burden reduced by 1, down to a minimum of 0.

-1 AP
Range
5ft
Keywords
Aid,Active

You inject a willing ally with some helpful drugs to grant them temporary HP until the start of your next turn equal to your Focus x X. 

The target cannot benefit from this ability again until the end of your next turn.