Medical Specialist

The Medical Specialist is bound by the Hippocratic Oath (or the equivalent for his species) as well as duty to ship, base, organization, etc. He tends to the health of any victims of disease or injury that he comes across.

To qualify to become an Medical Specialist, a character must fulfill the following criteria:

Reduce level requirement above by 1 if you possess:

Reduce level requirement above by 2 if you possess:

It is possible to reduce this requirement to 0 with proper planning.


Attributes: Wound Point Bonus: +1    Chakra Point Die: 1d10 

The Medical Specialists class skills (and the key ability for each skill) are:

Knowledge(Int), 

Perception (Wis)

Sense Motive (Wis)

Energy Control (Wis).


Class: Civilization StuffBlurbSkill Points at 1st Level: ( 6 + Intelligence Modifier) x4Skill Points At Each Level:  4 + Intelligence ModifierWeapon/Spell/Armor proficiency
  • General Choice +1

1: Survey the Damage

2: Expert Healer | Mag Bauble x2

3: Medical Feat

4: Bonus Talent

5: Healer's Eyes | Mag Bauble x2

6: Medical Mastery

7: Minor. Med Miracle | Mag Bauble x2

8: Mass Stimulant

9:  Bonus Talent

10: Medical Miracle | Mag Bauble x2

Survey the Damage

With skills in healing and examination, a Medical Specialist can easily survey the damage in an area and immediately determine who is in the greatest need. Beginning at 1st level, a Medical Specialist may make a Treat Injury check (DC 20) as a move-equivalent action to determine the condition of creatures near death within 20 feet. With a successful check, a Medical Specialist may automatically determine whether a creature is dead, dying, disabled, fragile (alive and wounded, with 3 or fewer hit points remaining), or wounded (alive with 4 or more hit points). With each use of this ability, a Medical Specialist may determine the status of a number of creatures equal to his Wisdom modifier (if any). If without any tools (such as a tricorder), this roll is automatically reduced by 4.

Expert Healer

At 2nd level and higher, the Medical Specialist’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for Surgery), the Medical Specialist restores 1 hit point for every level he has in this advanced class.

Medical Feat

At 2nd level, the Medical Specialist gains a bonus feat.

The bonus feat must be selected from the following list, and the Medical Specialist must meet all the prerequisites of the feat to select it:

Any Medical-related Feat (LIST WILL BE ADDED SOON) or any other feat in the Medical Feats page.

Medical Specialists can use their bonus Feat slots to buy Scientist Secrets even if they do not possess the base class in question.

Healer's Eyes

The Medical Specialist must remain alert and aware of every nuance of his patient. The Medical Specialist can make a Sense Motive check against an opposed Bluff check of the patient. If the Medical Specialist makes this check, he now can gain at a glance the same information he would be able to gain via the use of a medical tricorder. This gives the Medical Specialist the ability to determine the hit points of the patient to the nearest 10%. The use of this ability is a free action.

Medical Mastery

When making a Treat Injury skill check, a Medical Specialist of 5th level or higher may take 10 even if stress and distractions would normally prevent him from doing so.

Minor Medical Miracle

At 7th level or higher, a Medical Specialist can save a character reduced to -10 hit points or lower. If the Medical Specialist is able to administer aid within 3 rounds of the character’s death, he can make a Treat Injury check. The DC for this check is 30, and the Medical Specialist can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the Medical Specialist fails the skill check or the patient fails the save, the dead character can’t be saved.

Mass Stimulant

At 8th level and higher, the Medical Specialist can deliver drugs in a mist form, genetically tailored to specific individuals. This allows him to grant the effects of a single dose to all allies within 10 feet of him. They must be able to breathe the drugs (thus, not wearing space suits).

Medical Miracle

At 10th level, a Medical Specialist can revive a character reduced to -10 hit points or lower. If the Medical Specialist is able to administer aid within 3 minutes of the character’s death, he can make a Treat Injury check. The DC for this check is 40, and the Medical Specialist can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the Medical Specialist fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.