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PFS StandardMedic

Legacy Content

Source Advanced Player's Guide pg. 184 2.0
You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.

PFS StandardMedic Dedication Feat 2

Legacy Content

Archetype Dedication 
Source Advanced Player's Guide pg. 184 2.0
Archetype Medic
Prerequisites trained in Medicine; Battle Medicine

You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Special You can't select another dedication feat until you gain two other feats from the medic archetype.

PFS StandardDoctor's Visitation [one-action] or [two-actions] Feat 4

Legacy Content

Archetype Flourish 
Source Advanced Player's Guide pg. 184 2.0
Archetype Medic
Prerequisites Medic Dedication

You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).

PFS StandardTreat Condition [two-actions] Feat 4

Legacy Content

Archetype Healing Manipulate Skill 
Source Advanced Player's Guide pg. 184 2.0
Archetype Medic
Prerequisites Medic Dedication
Requirements You are holding healer's tools, or you are wearing them and have a hand free.

You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.

Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

PFS StandardHolistic Care Feat 6

Legacy Content

Archetype Skill 
Source Advanced Player's Guide pg. 184 2.0
Archetype Medic
Prerequisites trained in Diplomacy; Treat Condition

You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.

PFS StandardPreventative Treatment Feat 8

Legacy Content

Uncommon Archetype Secret 
Source Knights of Lastwall pg. 81
Archetype Medic
Prerequisites Medic Dedication; Treat Condition
Access Knights of Lastwall have access to this feat.

You provide preventative remedies and care to help your patient fight off future maladies. You Treat a Condition the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the secret trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first.

PFS StandardResuscitate [three-actions] Feat 16

Legacy Content

Archetype Healing Manipulate 
Source Advanced Player's Guide pg. 184 2.0
Archetype Medic
Prerequisites Medic Dedication; legendary in Medicine
Requirements You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact.

You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.