Medic (3.5e NPC)

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Author: Franken Kesey (talk)
Date Created: 06/26/19
Status: Fin
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Medic (Psyblade 12)

CR 12

Dag
CG S Humanoid
Init/Senses +1/Listen +8, Spot +8
AC 24(10+1Dex+7armor+2brackers+1size+3deflection), touch 15, flat-footed 20
hp 87 (12d8+33(Improved Toughness) HD)
Fort/Ref/Will +10/+12/+17
Speed 30'
Melee Single Powerful Accurate Attack: +3 Energy Attuned-Psionic-Power Stored (energy ray)-Mind Weapon(Kukri): Attack +23/+18, Damage 1d3+5d6+11+27(57), Crit 18-20/x2 Type Slashing or
Melee Two Weapon Attack: 1st attack: +3 Energy Attuned-Psionic-Power Stored (energy ray)-Mind Weapon(Kukri): Attack +21/+16, Damage 1d3+5d6+11+27(57), Crit 18-20/x2 Type Slashing; 2nd Attack: Mind Weapon(Kukri): Attack +18/+13, Damage 1d3+4d6+8(13), Crit 18-20/x2 Type Slashing
Ranged Thrown Mind Weapon (same as first): Attack +16/+11, Damage 1d3+5d6+11+27(57), Crit 18-20/x2 Type Slashing, Range 30’ or
Ranged +1 Composite Shortbow: Attack +13/+8, Damage 1d4+7(9.5), Crit 20/x3 Type Piercing Range 70’
Space/Reach 5’/5’
Base Atk/Grp +9/+4/+13
Special Actions Healing
Combat Gear Belt of Giant Strength +4, Gloves of Dexterity +2, Amulet of Health +2, Headband of Intellect +2, Periapt of Wisdom +4, Cloak of Resistance +3
Abilities Str 26, Dex 12, Con 14, Int 14, Wis 22, Cha 6
Feats Weapon Focus, Quicken Power, Two-Weapon Fighting (Improved), Empower Power, Psionic Meditation, Improved Toughness, Maximize Power, Psionic Weapon, Greater Psionic Weapon
Skills Autohypnosis+13(5r+2sy), Balance+4(1r+2sy), Climb+8, Concentration+15(14r), Diplomacy+0(2sy, cross class), Escape Artist+8(5r+2race), Gather Information+0(2sy, cross class), Heal+10(4r), Hide +9(8r), Intimidate+2(4r), Jump+15(5r+2sy), Knowledge(local)+3(5r), Knowledge(nature)+5(1r+2sy, cross class payed 2), Knowledge(psionics)+7(3r+2sy), Listen+8(2race), Move Silently+7(6r), Profession+10(4r), Psicraft+3(1r), Search+3(1r), Sense Motive+11(5r), Spot+8(2race), Survival+15(7r+2race), Swim+8, Tumble+10(7r+2sy), Use Psionic Device+0(2r), Use Rope+3(2sy if escaping rope); (90 total ranks)

Tactics[edit]

Character Features[edit]

Wealth and Gear[edit]

Weapons: Kukri x2 (16), +1 Composite Shortbow +6Str (2675), arrows x40 (2).

Armor and Shields: +3 Mithral-Chain Shirt (free, +7 AC), Bracers of Armor +2 (4000, +2 AC, can use weapons in same hand with no penalty), Ring of Protection +3 (free, +3 AC).

Ability and Save Modifying Items: Belt of Giant Strength +4 (16,000), Gloves of Dexterity+2 (4000), Amulet of Health +2 (4000), Headband of Intellect +2 (4000), Periapt of Wisdom +4 (16,000), Manual of Gainful Exercise +1 (27,500), Cloak of Resistance +3 (9000)

Other Gear (gold unless noted otherwise): Backpack (2) loaded with: Bedroll (-1sp), Crowbar (-2), Grappling Hook (-1), Hammer (-5 sp), Small Steel Mirror (-10), Sewing Needle (-5 sp), Cold Weather Outfit (-8), Explorer's Outfit (10), Miner’s Pick (-3), Piton x9 (-9 sp), Tent (10), Trail Rations (-4, 8 days), Silk Rope(50 ft.) x2 (-20), Waterskin x2 (-2); (-74gp total).

Gold: Spent 87,267gp, Saved 733gp, Total Available at 12th level 88,000.

Load with all gear: Kukri x2 2, Shortbow 1, Arrows x40 2, Armor 12.5, Shield 0.5, bedroll 1.25, crowbar 5, grappling hook 4, hammer 2, small steel mirror 0.5, cold weather outfit 1.75, explorer's outfit 2, miner’s pick 10, piton x9 4.5, rations x8 2, rope 10, tent 5, waterskin 2 (68.5lbs total); light load is <229.5lbs.

Psyblade[edit]

Powers: Level: # Known[edit]

Total Power Points: 114

  • 1st: 5
    • Control Object: Telekinetically animate a small object.
    • Detect Status: Highlight allies and enemies that are below 30% HP in a small area. With investment, will also show conditions.
    • Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage (+1d6 per extra power point).
    • Offensive Precognition: Gain +1 insight bonus on your attack rolls (+1 attack for every 3 extra power points).
    • Vigor: Gain 5 temporary hit points.
  • 2nd: 5
    • Biological Regeneration: Psionic touch healing, heals 2d6 damage (+1d6 per 3 extra power points). With investment can heal conditions.
    • Darkvision: See 60 ft. in total darkness.
    • Dissolving Weapon: Your weapon deals 4d6 acid damage.
    • Hustle: Instantly gain a move action.
    • Specified Energy Adaptation: Gain resistance 20 against one energy type.
    • Wintry Gasp: Make a single melee attack as part of manifesting this power. If the attack hits, the target is immobilized and cannot physically move from the spot until the end of their next turn.
  • 3rd: 4
  • 4th: 4
    • Battle Transformation: You gain a +2 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks. You also gain 1 temporary hit point per manifester level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus.
    • Cure Conditions: Cure negative conditions. With investment, heals ability damage.
    • Frankenstein's Monster: IT’S ALIVE! A resurrection gone wrong, which brings subject back as an intelligent undead.
    • Wither: Your touch disrupts the target’s physical form, draining the strength from its muscles. The creature suffers 2d4 points of Strength damage. A successful Fortitude save halves the Strength damage taken.
    • Vanishing Strike: Manifesting this power does not provoke attacks of opportunity. As part of manifesting this power, make a single melee attack against an enemy within reach. After the attack, you bend the light around you, becoming invisible, and teleport up to 30 feet away from your current location. You stay invisible for one round per manifester level or until you make an attack.

Other[edit]

Languages: Common, Elven, Sylvan, !Qai.

Strongest Healing Power (Biological Regeneration): 7d6(24.5), for 12pp (if empowered).

Zone Healing Power (Healing Sound): Fast Healing 2, in a 10' area for 12 rounds (24), for 9pp. Heals allies and enemies alike.

Power DC: 16+spell level (or 10+spell level+Wis modifier).

17.33

Max DPR vs. 28AC =108.59: ((34*.75+36+17*.6+20*.5+17*.35+20*.75+50.5*.15+30.5*.15*2+36*.15*2+87)/2)

  • 1st round: manifest Battle Transformation (+4attack/damage, +12HP, +1 extra attack, quickened, 19pp), then attack.
    • Attack: 8Str((16base+2race+3lvl+4belt+1manual-10)/2)+9BAB+1race+1size+3weapon(only 1st and 3rd)+4power+1feat, -2two weapon, total attack =+25/+22/+20/+17/+25
      • 1st Damage: (1d6+4d6+3d6+(8d6+8)+(1d3+3))Energy Attuned-Psionic-Power Stored (energy ray)-Mind Weapon(Kukri)+8Str+4power=34(weapon)+36(energy ray)
      • 2nd & 4th Damage: (1d6+(1d3))Energy Attuned-Mind Weapon(Kukri)+8Str+4power=17
      • 3rd & 5th Damage: (1d6+1d3+3)Energy Attuned-Mind Weapon(Kukri)+8Str+4power=20
    • Critical: 1st: (1d3+15)x2+5d6=50.5; 2nd & 4th: (1d3+12)x2+1d6=30.5; 3rd & 5th: (1d3+15)x2+1d6=36.5
  • 2nd round: manifest two energy rays: 1st 6d6+6 (quickened, 12pp), 2nd 9x6+6 (empowered and maximized, 12pp)=27+60(87)
  • Total Power Point Cost: 19+8+12+12=51 (uses about half daily limit).

House Rules used for this NPC[edit]

House rules, 30 point buy (Str16, Dex10, Con10, Int14, Wis16, Cha8), race +2 to any attribute (Con), feats every odd level, ability bonuses are retro-active, healing powers are free to know, increase in powers known based on Wisdom bonus. Given a +3 Ring of Protection and +3 Mithral Chain Shirt for free.


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Facts about "Medic (3.5e NPC)"
AuthorFranken Kesey +
Challenge Rating12 +
Identifier3.5e NPC +
NameMedic (Psyblade 12) +
RaceDag +
RatingUndiscussed +
SizeS +
SummaryPsyblade Healer +
TitleMedic +
TypeHumanoid +