Remedier
Remedier
Base
Remediers are a valuable commodity in any fighting force. Utilizing ancient Ki'Thal drones from Nascav times, Remediers are perfect for healing groups of allies, though come into concerns when accidentally healing enemies comes into play.
Hit Dice: d6
Proficiencies
Armor: Light Armor, Medium Armor
Melee Weapons: Light Melee, Heavy Melee, Rondure Melee
Ranged Weapons: Rifles, Snipers, Sidearms, Bows, Submachine Guns, Shotguns
Saves: Dexterity & Wisdom
Skills: Choose two from Sleight of Hand (DEX), Insight (WIS), Medicine (WIS), Survival (WIS), Veterinary (INT), Perception (WIS)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.
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(a) Nectyr Vest and Buckler or (b) Armored Coat or (c) Flak Jacket
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(a) DMR or (b) any SMG or (c) Carbine Rifle
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(a) Chakram or (b) any Light Melee
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(a) Remedy Pack or (b) Survivalist Pack
Rank Acquires
| Rank | Remedier | Potency | Proficiency |
|---|---|---|---|
| 1 | Combat Style + Embody | 1d6 | +2 |
| 2 | Medic | Corrupter | 2d6 | +2 |
| 3 | ASI | 2d6 | +3 |
| 4 | Main Feat | 3d6 | +3 |
| 5 | Spec 1 2 | Spec 2 2 | 3d6 | +4 |
| 6 | ASI | 4d6 | +4 |
| 7 | Main Feat | 4d6 | +5 |
| 8 | Spec 1 3 | Spec 2 3 | 5d6 | +5 |
| 9 | Ability Upgrade + ASI (2) | 6d6 | +6 |
Rank 1
Combat Style
Always Active
You may choose a Combat Style to claim as your own.
Embody
You are a master of using Ki'Thal drones, shaping them into great clouds of tiny bugs, prone to heal or hurt. Your Ki'Thal can enact one of the following at a time. You can use Embody PROF amount of times per Medium Rest.
- Blind: All creatures within the radius are Blinded for 1 minute.
- Maim: Creatures must make a Dexterity Saving Throw or take
Potency + WIS MODdamage. The DC is equal to8 + PROF + WIS MOD. This deals Slash Damage - Mend: Creatures within all heal
Potency + WISHP.
In addition to this mastery of harming or healing, you also are a master of shaping the clouds you form.
- Cone shape: Launch a 15ft cone cloud of Ki'Thal from your location.
- Aura shape: Form a 10ft circular cloud of Ki'Thal, with you as the epicenter.
- Circular shape: form a 20ft circular cloud, with the epicenter being a place of your choice within 60ft.
- Line Shape: Launch a line 30ft forward from your location.
- Singular: Focus your Ki'Thal on a singular target within 60ft, only targeting them.
Rank 2
Specialty Selection
Medic
Medics specialize in using Ki'Thal to heal targets. With this power, they are incredibely valuable and non-negotiable in almost any battleforce.
Healthy Grove
When using the mend Embody ability, the cloud lasts for 3 turns, healing consistenly overtime. The Ki'Thal swarm zealously protect this grove with their lives. The edges of this grove cannot be entered by enemies, only allowing allies to enter the radius. The grove will follow you if the Aura shape is drawn. When casting the grove, roll Potency. Enemies must damage the wall equal to the number rolled to breach the wall. The wall shares your AC.
In addition, allies have advantage on Saving Throws, automatically succeed Death Saving Throws, and have 2 additional AC while within the grove. Only 1 grove may exist at a time.
Corrupter
Corrupters focus on utilizing Ki'Thal to deconstruct enemy combatants from the inside out. Using toxins and blights, they are terrifying enemies.
Locust Swarm
When using any embody ability that harms or debuffs enemies, Ki'Thal zealously swarm the edges, not allowing enemies through. The edges of the Locust Swarm cannot be exited by enemies, only allowing allies to leave. The swarm will follow you if the Aura shape is drawn. When casting the swarm, roll Potency. Enemies must damage the wall equal to the number rolled to breach the wall. The wall shares your AC.
In addition, allies have advantage on Saving Throws made to avoid the swarm's attacks, while enemies lose 2 AC within the walls. You gain the new embody ability: Plague. When plague is used, treat it the same as Maim, however, when damage is rolled, half it. The enemy must succeed a dcPROF + 8 + WIS MOD Constitution Saving Throw or take the damage again at the beginning of their next two turns. Plague deals Toxic Damage.
Rank 3
ASI
Stat Enhancement
2 allocatable stat points
Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)
Rank 4
Ability
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Rank 5
Specialty Upgrades
Spec1 - Ability
Ability
text
Spec2 - Ability
Ability
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Rank 6
ASI
Stat Enhancement
2 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)
Rank 7
Ability
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Rank 8
Specialty Upgrades
Spec1 - Ability
Ability
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Spec2 - Ability
Ability
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Rank 9
Ability Upgrade - Ability
Ability
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ASI (2)
Stat Enhancement
4 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)