Medical Feats

Forensics Training

Prerequisite: Knowledge (earth and life science) 6 ranks, Treat Injury 6 ranks

Benefit: You have extensive knowledge of the human body that allows you to perform a

autopsy on a dead subject. Autopsy allows you to determine not only the cause of death,

but also reveals much of a body's secrets.

Performing autopsy requires 1 hour and can only be done on subjects of your own type.

Every 3 ranks beyond 6, you may learn to perform autopsy on one additional type.

The first hour allows you to make one use of the forensics training feat, and every hour

after that allows for an additional use, up to a maximum of 1 hour per point of the dead

subject's former Constitution score; afterwards, the body becomes useless. The DC of the

forensics' use depends on the use you make of it, and is always a Knowledge (earth and

life science) check, unless specified otherwise.

Cause of Death (DC 15): You are able to determine the nature of the killing blow

delivered on the subject. Viable examples include: mental trauma (possibly through

genjutsu), poisoning, disease, hemorrhaging (also reveals the nature of the damage), or

chakra coil damage.

Examination (DC 18): You are able to determine all types of poisons and diseases the

subject had been subjected to in the last 14 days before its passing, plus 1 day per point

you exceed the DC by.

Condition (DC 20): You are able to determine the subject's maximum hit points and

chakra pool, level, advanced bloodline and elemental affinities.

Enhancements (DC 25): You can determine whether or not the subject had taken shinobi

drugs, analyze and catalog their effects. Further analysis may reveal the components used

in the drug, at the GM's discretion.

Specialization (DC 28): You are able to determine one of the following: what the

subject's Strength, Dexterity or Constitution (choose one) scores were before its passing,

minus all enhancement bonuses, or the types of technique it utilized the most (Chakra

Control, Genjutsu, Ninjutsu or Taijutsu; if ninjutsu or taijutsu, specify the subtype, if

any).

Necromancy (Treat Injury DC 30): Another use of the forensics training is the ability to

put a body back together no matter how mangled it was, assuming no body parts are

missing. If any body parts are missing, necromancy cannot be performed. The body, when

pieced back together, may be used to perform autopsy upon for 1 hour, plus 1 hour every

5 points you beat the DC by. This is generally the task of several medics aiding one

another. Necromancy cannot be retried.

A character with ranks in Treat Injury or Knowledge (earth and life science) may aid a

character perform forensics, but a character with forensics training cannot aid another

character perform autopsy without the feat.

A character without a Disposal/Forensics Kit suffers a -4 penalty to checks made during

autopsy.

Improved Natural Healing

You recover from wounds and injury faster than normal.

Prerequisite: Base Fortitude save bonus +5.

Benefit: You recover 2 hit points per character level per rest period (8 hours of sleep). If you undergo complete bed rest (doing nothing for the entire day), you recover 4 hit points per character level per day. Ability damage returns at 2 points for resting 8 hours, or 4 points per day with complete bed rest.

Normal: Normal natural healing is 1 hit point per character level for 8 hours rest, or 2 hit points per character level per day for complete bed rest. Ability damage returns at 1 point for 8 hours rest, or 2 points per day with complete bed rest.

Medical Expert

Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.

Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

Reverse Doctor

You are as terrifying as you are great. The very air shakes in fright before your might!

You are the Reverse Doctor!

Prerequisite: Chakra Scalpel class ability.

Benefit: You may apply your Dexterity or Intelligence modifier with your attack rolls

made with the Chakra Scalpel instead of your Wisdom modifier, whichever is higher.

You may also add up to a +3 bonus of either your Dexterity or Intelligence modifier to

damage rolls made with the chakra scalpel (choose one, you may change once per round

as a free action).

Surgery

Prerequisite: Treat Injury 4 ranks.

Benefit: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.

Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.

Field Dressings

Xenomedic