Followers


PFS RestrictedMedic

Minion 
This trainee healer can master the art of bringing people back from the brink of death.
Melee [one-action] scalpel (agile, deadly d8, finesse, versatile S), Damage 1d4 piercing (functions as dagger)
Str +0 Dex +2 Con +1 Int +1 Wis +3 Cha +0
Hit Points 6
Kit Armor item bonus +1, Dex cap +4
Skills Herbalism Lore, Medicine, Nature, Survival
Follower Ability A medic has the Battle Medicine feat. Their kit includes a healer’s toolkit.

Experienced Advancement When the medic becomes an experienced follower:
  • Increase their Dexterity modifier to +3 and their Wisdom modifier to +4.
  • Increase their proficiency rank in Fortitude saves and Will saves to expert.
  • Increase their proficiency rank in Medicine to expert.
  • Increase their scalpel Strike damage dice from 1d4 to 2d4. Their scalpel Strikes deal 1 persistent bleed damage (or 1d6 persistent bleed damage on a critical hit).
  • Once per day, the medic can use Battle Medicine on a creature that is temporarily immune.

Veteran Advancement When the medic becomes a veteran follower:
  • Increase their Strength modifier to +1, their Dexterity modifier to +4, and their Constitution modifier to +2.
  • Increase their item bonus to AC to +2.
  • Increase their proficiency rank in Perception to expert.
  • Increase their proficiency rank in Medicine to master, and their proficiency rank in Herbalism Lore, Nature, and Survival to expert. Give them a +1 item bonus to Medicine checks.
  • Increase their proficiency rank in their scalpel Strikes to expert, and give them a +1 item bonus to attack rolls with their scalpel Strikes. Their scalpel Strikes deal 2 additional damage and become magical for the purposes of ignoring resistances.
  • The medic can use Medic’s Treatment.
    Medic’s Treatment [one-action] Requirements The medic is wearing or holding a healer’s toolkit; Effect The medic treats an adjacent creature in an attempt to reduce the clumsy, enfeebled, sickened, or stupefied condition. If a creature has multiple conditions from this list, the medic chooses one to treat. The medic attempts a counteract check against the condition, using their Medicine modifier as their counteract modifier and half their level as the counteract rank. The condition’s source determines the DC. The medic can’t treat a condition that came from an artifact or an effect above 20th level. Using Medic’s Treatment on a condition that is continually applied (for instance, the enfeebled condition a holy creature gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
    Critical Success Reduce the chosen condition’s value by 2.
    Success Reduce the chosen condition’s value by 1.
    Critical Failure Increase the chosen condition’s value by 1.

Exceptional Advancement When the medic becomes an exceptional follower:
  • Increase their Strength modifier to +2, their Constitution modifier to +3, their Intelligence modifier to +2, and their Wisdom modifier to +5.
  • Increase their item bonus to AC to +3.
  • Increase their proficiency rank in Fortitude and Will saves to master, and their proficiency rank in Reflex saves to expert. Give them a +1 item bonus to all saving throws.
  • Increase their item bonus to Medicine checks to +2. They become an expert in Acrobatics.
  • Increase their item bonus to attack rolls with their scalpel Strikes to +2. Increase their scalpel Strike damage dice from 2d4 to 3d4 and increase the additional damage that their scalpel Strikes deal from 2 to 4. Increase the persistent bleed their scalpel Strikes deal to 2 (or 2d6 on a critical hit).
  • Once per hour, the medic can use Battle Medicine on a creature that is temporarily immune.
  • The medic can use Quick Treatment.
    Quick Treatment [one-action] Frequency once per round; Effect The medic Strides and then uses Administer First Aid, Battle Medicine, Medic’s Treatment, or Treat Poison.