Medic

A medic may be fundamentally different from other ninja, as his primary skill is healing rather than stealth or combat, but like other ninja he is someone who gets done through skill what others could only do with magic. A medic is a student of medicine, massage, acupuncture, and aromas, whose skills are built through a lifetime of study and generations of experimentation. Whether aiding armies in the field, healing an adventuring party, or serving a mercenary organization, a medic is a welcome addition to any group that lives by the sword and hopes to escape death for one more day.

Class Skills

A medic adds Heal and Survival to his class skills. This replaces Disguise and Linguistics as class skills.

Medicine (Ex)

Whenever a medic uses his Heal skill to perform long-term care, the subjects of his long-term care recovers 3 hit points per level for a full 8 hours of rest, or 6 hit points per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. When treating deadly wounds, the subject recovers 2 hit points per level instead of 1. The medic also adds his Wisdom modifier (if positive) to the amount of hit points the subject recovers when performing long-term care or treating deadly wounds for every 5 points by which the medic exceeds the target DC. The medic may perform long-term care, and may treat deadly wounds, on himself by taking a -5 penalty on his Heal check. A medic gains half his ninja level as a bonus to his Heal skill.

This replaces poison use.

Expert Care (Ex)

At third level, treating deadly wounds takes 10 minutes instead of one hour to perform. At 7th level, treat deadly wounds takes 1 minute. At 11th level, a medic may treat deadly wounds as a full-round action that provokes an attack of opportunity.

At 11th level, whenever a medic uses long-term care on a subject, that subject may recover one point of attribute drain per day. The medic may also spend 1000 sy in rare herbs to heal one negative level from the subject of his long-term care. A subject may only be healed of one negative level per day.

This replaces trap sense.

Salve (Ex)

Starting at 1st level, a medic may use his knowledge of healing and the humanoid body to bolster his or an adjacent ally’s body. This requires a standard action that provokes an attack of opportunity, and grants the target 1d4 temporary hit points that last for 1 hour per level. The amount of temporary hit points bestowed increases by 1d4 for every two ninja levels the medic possesses after 1st, to a maximum of 10d4 at 19th level. If a character is at 0 hit points or below, but not dead, this ability stabilizes them and may return them to consciousness if their new hit point total is positive.

Alternatively, the medic may use his salve to heal wounds a creature has suffered. This use restores 1d4+Wis mod HP, plus 1d4 for every two ninja levels the medic possesses beyond the 1st.

Applying a salve does not stop bleed effects. A medic may use this ability a number of times per day equal to half his ninja level +1.

This replaces sneak attack.

Surgical Precision (Ex)

Whenever a medic is in a situation where he would normally be granted a sneak attack, he instead gains a +1 competence bonus to his attack rolls. This bonus increases by +1 for every 4 ninja levels past 1st. Any feat or ninja trick that affects sneak attack instead affects surgical precision. Count the medic’s to-hit bonus from surgical precision as the number of sneak attack dice he possesses when calculating effects dependent on sneak attack dice. If the medic gains sneak attack dice from another source, add the to-hit bonus from surgical precision and the number of sneak attack dice he possess together when determining the effects of his sneak attack and the effects of abilities that alter sneak attack.

The medic must be striking with a light piercing or slashing weapon to benefit from Surgical Precision.

Surgical Strike (Ex)

At third level, once per turn when landing a hit with Surgical Precision, the ninja can apply one of the following conditions to his target: dazzled, fatigued, shaken, sickened. This condition lasts for one round. At 6th level and every 3 levels thereafter, the duration increases by one round. These conditions do not stack, and a single target can have only one of these conditions affecting them at a time due to this ability.

This ability replaces No Trace.