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| [PTU] [Class] Homebrew Medic; Yeah it's this again. An alternate Medic class. | |
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| Tweet Topic Started: Jan 24 2017, 08:04 PM (1,199 Views) | |
| FanaticRat | Jan 24 2017, 08:04 PM Post #1 |
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Right, so, I've always liked Medic, or at least the concept of it, but there's always been things about it that bugged me. To that end, I just threw together some ideas I had for an alternate Medic class to see what it would do. My goals for this are threefold: One, I wanted to make a Medic class whose features are more proactive and less situational; two, I wanted to focus more on features that could buff the team and help resolve conflicts instead of just extending them; and three, I wanted to make something less reliant on books and general features and more distinct from Apothecary and people who invest in the med edu general features and edges. I admit, took a lot of inspiration from healing classes in TF2 and Overwatch. This hasn't been playtested at all and I doubt I'll ever get the chance to properly playtest it, but if anyone has feedback I'd be glad to hear it. Medic Prerequisites: Medic Training Static Effect: Choose First Aid Expertise or Nurse. You gain the chosen feat. In addition, you are always considered to have access to a First Aid Manual and a Combat Medic’s Primer, and are always considered to be Binding their Rank 1 Effects without actually using any AP Sports Medicine Prerequsite: Medic Drain 1 AP -- Extended Action Target: A willing trainer or pokemon. Effect: When you take the time to perform a check up on a target, you may Bind AP to give them the following benefits until their next extended rest: » +2 Bonus to one movement capability and +1/1 to Long and High Jump » A bonus to Athletics, Acrobatics, Focus, and Combat skill rolls equal to half of your medicine edu rank. » The AC of combat maneuvers with an AC that the target performs decreases by two to a minimum of 2 and do not provoke attacks of opportunity. A target may only benefit from one instance of Sports Medicine at a time. You may only have Sports Medicine bound to a number of targets equal to your medicine education rank at any one time. Medical Techniques [Ranked 3] Rank 1 Prerequisites: Medic Rank 2 Prerequisites: Medic, Adept Medic Education Rank 3 Prerequisites: Medic, Expert Medic Education Static Effect: Each rank, you learn two Medical Techniques from the list below. Combat Medic 1 AP – Free Action Trigger: You apply a Restorative Item or X-Item Effect: Roll Medicine Edu. The target gains that many HP in addition to any HP they would have gained from the triggering item. Proper Care Static Effect: You gain the Field Clinic edge, and gain additional bonuses to using Restoratives and Features while in a Field Clinic, Poke Center, Hospital, or other dedicated healing space that lets you access supplies. » When you trigger First Aid Expertise here, the injury that is Removed does not count towards the total number of Injuries that may be removed each day. » When you trigger Nurse here, Bandages cure 1 Injury after three hours, in addition the injury healed after 6 hours. » All Restoratives heal an additional 5 Hit Points. This stacks with the bonus granted by Field Clinic. Diagnose Scene x 2 -- Swift Action Target: A pokemon or trainer within 6 meters. Effect: The target is Diagnosed until the end of the scene. You know the Diagnosed target’s injuries, ticks of HP remaining, combat stages, and any status conditions they have or are immune to, and gain a +2 to accuracy checks, effect range, and critical range against the target. Booster Shot At-Will -- 1 AP, See Effect Effect: The target becomes Boosted. A Boosted target may expend the condition when making a successful damaging attack to add 1d6 to the damage roll. This increases to 2d6 at expert medicine education. Booster Shot is a standard action but may be used as Free Action when you apply a restorative or X-Item to a target; the Booster Shot may only be used upon the target of the restorative or X-Item when used this way. Medigun Static Effect: You may create Wonder Launchers for $2500 and treat them as 1-handed item equipment. When using a Wonder Launcher, you may launch restoratives, do not need to pay AP to activate them, and may use them even if you do not have Expert Medicine or Technology education. Therapeutic Counsel Static Effect: You gain the Confidence ability. Performance Enhancers Prerequisite: Sports Medicine, Adept Medicine Education Daily x 2 Drain 2 AP, extended action Target: A trainer or any creature with an AP pool. Effect: The target’s max AP is increased by an amount equal to your medicine education rank until their next extended rest. Multiple uses of Performance Enhancers does not stack. Megadose Prerequisite: Master Medicine Edu, Three Medic Features Daily x 3, Standard Action, 2 AP Target: An ally Trainer or Pokemon Effect: You may apply a Megadose to the target as if it were a restorative. The target may immediately make Save Checks against any volatile status they have at the time of receiving Megadose and for their next two turns gain the following effects: DR and a bonus to damage rolls equal to your Medicine Education rank doubled, +1 to accuracy and evasion, and their attacks do not automatically miss on a natural 1. A target may benefit from only one Megadose per scene. Note: As this feature is listed as “if it were a restorative”, you may use it with fling or a Wonder Launcher if you have Medigun, and it may trigger Combat Medic and Booster Shot. If triggering Combat Medic, the HP gained are temporary HP. Removed Features: Prerequisite: Medic Daily x 3 Extended Action Target: Trainer or Pokemon Effect: You may apply a Potion, Super Potion, Antidote, Paralyze Heal, Burn Heal, Ice Heal, Full Heal, Revive, X-Item, or medical blend that contains only the aforementioned items to a creature that is used later like a food buff. Restoratives that heal HP may trigger when the recipient reaches 50% and restoratives that heal status may trigger when the recipient gains the associated status. Restoratives that do both trigger under either condition. The target may also trigger the restorative manually as a Free Action Interrupt action by spending 1 AP. A target can be only the effect of one instance of Preventive Medicine at any one time. Prerequisites: Expert Medicine Edu, Preventative Medicine Daily x3 – Full Action, Reaction Trigger: An Ally is hit by an attack or faints. Effect: If you can Shift to the target, you may immediately do so and apply a restorative. Though damage and all other effects of the triggering attack are finalized before this Feature is applied, do not determine if the target has been Fainted or Killed or gained an Injury until after the effects of the action chosen through use of this Feature has been resolved. In addition, you and the target gain 5 DR for one full round. Edit: Changed wording on a few feats. Modified Medigun's description to let one craft a Wonder Launcher, specified Diagnose's duration while changing its HP viewing to tick viewing, and clarified that Stay With Us prevents injuries. Edit 2: Modified Megadose to be less book keepy and have easier bonuses, also reduced to daily frequency. Changed Booster Shot to be worded better and have a buff that does not need to be immediately triggered, and changed Diagnose to be a swift action with Scene x 2 frequency. Replaced Preventative Medcine with Sports Medicine. Edit 3: Removed Stay With Us! Made Performance Enhancers its own feature with Sports Medicine as the prerequisite. Added a new Medical Technique, Therapeutic Counsel, which gives the ability Confidence. Diagnose no longer requires a DC12 medicine roll to use and its bonuses increase to +2. Changed Booster shot to be usable as a standard action and a free action if used with a restorative or X-item. Changed Combat Medic to simply give a bonus to HP recovery equal to your medicine education skill check. Finally, Sports Medicine now applies all effects when bound, not a choice of one of the three. Edited by FanaticRat, Jan 29 2017, 11:20 AM.
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| TheGloryXros | Jan 25 2017, 04:14 PM Post #2 |
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Reading through it, it sounds cool, and helps to differentiate it more from the Apothecary Researcher. Plus, it gives the Medic a tad bit more usefulness in combat, and helps them to actually be a competent battler if they wished to go that route. As a side note, I always thought the Apothecary Researcher could make itself different in that it specializes in using Herbal Restoratives while Medic can specialize with the standard Restoratives. Just a thought for any tweaks down the line. Edited by TheGloryXros, Jan 26 2017, 03:19 PM.
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| FanaticRat | Jan 26 2017, 01:09 PM Post #3 |
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Made a few changes to Megadose, Booster Shot, and Diagnose. ALso replaced Preventative medicine with Sports Medicine |
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| Flamewolf9 | Jan 26 2017, 01:15 PM Post #4 |
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For sports medicine, isn't bound until an extended rest the same as Drain AP? They are effectively the same thing, unless you expect the target and Medic to not rest at the same time. |
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| FanaticRat | Jan 26 2017, 01:18 PM Post #5 |
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You are correct, did not catch that. |
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| FanaticRat | Jan 29 2017, 11:21 AM Post #6 |
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Updated again, the changes are listed in the first post. Hopefully this will make the features a bit more proactive and useful. Again, any comments and critiques are appreciated, especially any playtest feedback from games. |
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| TheGloryXros | Jan 29 2017, 12:03 PM Post #7 |
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Just curious but why remove Stay With Us? |
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| FanaticRat | Jan 29 2017, 12:13 PM Post #8 |
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The feature seemed pretty situational and boring. The idea was cool, but it seemed difficult to proc, and even then it would eat your whole turn. Besides, I could easily see situations where you used it to heal someone, then they just get attacked again immediately and go right back down, so I decided to replace it with something different. |
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| cwolfcommander | Mar 2 2017, 04:48 PM Post #9 |
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I'm not seeing anything about a Field Clinic Edge, is that homebrew? |
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| TheGloryXros | Mar 2 2017, 06:16 PM Post #10 |
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It was added in the Sept. 2015 Playtest. |
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