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.

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.

In addition to this mastery of harming or healing, you also are a master of shaping the clouds you form.


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

text


Rank 5

Specialty Upgrades

Spec1 - Ability
Ability

text

Spec2 - Ability
Ability

text


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

text


Rank 8

Specialty Upgrades

Spec1 - Ability
Ability

text

Spec2 - Ability
Ability

text


Rank 9

Ability Upgrade - Ability

Ability

text

ASI (2)

Stat Enhancement
4 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)

Powered by Forestry.md