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A medic may be fundamentally different from other rogues as his primary skill is healing rather than stealth or combat, but like other rogues 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.

The medic is an archetype of the rogue class.

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 rogue level as a bonus to his Heal skill.

This replaces trapfinding.

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 gp 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 human 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 1d6 temporary hit points that last for 1 hour per level. The amount of temporary hit points bestowed increases by 1d6 for every two levels the medic possesses after 1st, to a maximum of 10d6 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. Applying a salve does not stop bleed effects. A medic may use this ability a number of times a day equal to his rogue level + his Wisdom modifier. (minimum 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 bonus to his attack rolls for every odd rogue level he possesses, to a maximum of +10 at 19th level. Any feats or rogue talents 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.

This replaces ambush. If not playing with the added ambush class feature (See Glory Rogue), then the medic instead gains 2 fewer skill points per level.