Sawbones
Diagnose, Treat, Harm
Description
The modern militaries of the world realized the importance of having medical personnel capable of defending themselves. This led to the official creation of the Soldiery Trained in the Medical Studies, more commonly known as Sawbones.
The name Sawbones traces back to the origins of the position where the bulk of their duties were to remove limbs that had been mangled, poisoned, corrupted, or any of the things that commonly happened during the age of great evils. This became less common as medical knowledge improved, but the nickname stuck.
Most Sawbones end up traveling with other adventurers after they finish their tour of duty. While many do this out of the very welcoming arms of their new compatriots, some do this out of sense of duty to help those who want to fight the encroaching darkness.
Play a Sawbones if:
- You want to be helpful in a mundane way.
- You want to help but handle yourself in a fight.
- You really want to play a jaded medic.
Class Feature
Combat Surgery
You take no Combat penalties for Medicine Tests for allies.
Stat Bonuses
|
+2 to Wits |
|
+1 to DEX |
|
+1 to STR or COMP |
Skill Bonuses
|
+2 to Medicine |
|
+1 to Observance |
|
+1 to one of the following:
|
Weapons
A Sawbones may select one of the following weapons:
| Mace and Shield | M | B | 1D4+STR | Shield(2), Concussive |
| Sword and Shield | M | B | 1D4+STR | Shield(2), Parry |
And may select one of the following weapons:
| Crossbow | R | P | 1D8 | Range(1, 12), Reload(1/2) |
| Shortbow | R | P | 1D4 | Range(1, 8), Silent |
You also receive the following item:
| Medical Satchel | Adds +2 to healing done with Medicine Tests while readied |
Armor
A Sawbones may select one of the following types of armor:
| None |
| Very Light |
| Light |
| Medium |
Abilities
|
1 |
I Just Fixed That! |
+2 to your next Melee Damage Roll when an ally you successfully used a Medicine Action on your previous turn is targeted by an enemy. Does not stack. |
|
2 |
Duty Above All |
You may ignore the effects of Fear or Terror Conditions while performing actions to aid an ally. Movement actions to move towards an ally count count for this ability. |
|
3 |
Inoculated |
+5 mod bonus to BSvs Disease |
|
4 |
Tourniquet |
You are Immune to the Bleed Condition. |
|
5 |
Pass That Back |
You may remove a condition from yourself if you use a medicine test to remove the same condition from an ally. |
|
6 |
Always Ready |
You may swap to your Medical Satchel once per combat as a quick action. |