Medical Specialist

Background:

Races: Joined Trill, Unjoined Trill, Vulcans, Half-Vulcan, Denobulans

Role: The Medical Specialist’s role is to serve as the group’s primary healer. They often have expertise in many different areas as well as have basic combat training.

Alignment: Always Good; Usually Lawful

Hit Die: d6

Requirements
To qualify to become a Medical Specialist, a character must fulfill all the following criteria

Skills: Knowledge (Medicine) 10 ranks, Heal 10 ranks

Class Skills
The Medical Specialist’s class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (Medicine), Knowledge (History), Gather Information, Decipher Script

Skills Points at 1st Level: (6+int Modifier) x4

Skills Points at each additional level: 6 + int modifier

Class Features
All the following are features of the Medical Specialist Weapon and Armor Proficiency: Medical Specialists are proficient with daggers as well as simple phases. They are not proficient with any armor or personal shields.

Techniques: Medical Specialists are different from normal classes. They have special abilities known as Techniques in which they can use. To learn, or prepare a technique, the Specialist must have an Intelligence score equal to 10 + the technique level (Int 10 for 0-level techniques, Int 11 for 1st level spells, and so forth)

Detect Poison: As a special ability, the Medical Specialist has the ability to determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Knowledge (medicine) check.

Remove Paralysis: You can free any humanoid creature from the effects of any temporary paralysis. This ability does not restore ability scores reduced by penalties, damage, or drain

Remove Disease: Remove disease cures most diseases that the subject is suffering from. This technique can also kill parasites. Certain diseases may not be countered by this technique or may be countered only by a Specialist of a certain level or higher.

0-Cure Minor Wounds, Resistance, Status

1-Endure Elements, Cure Light Wounds, Sleep

2- Calm Emotions, Cure Moderate Wounds, Delay Poison, Hold Person, Zone of Truth

3-Blindness/Deafness, Remove Blindness/Deafness

4 Cure Critical Wounds, Neutralize Poison, Restoration

5-Cure Light Wounds Mass, Raise Dead*

6-Cure Moderate Wounds Mass, Heal

7-Cure Serious Wound Mass, Regenerate, Greater Restoration, Resurrection*