Physician: Enhanced: Difference between revisions
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Revision as of 22:17, 10 October 2025
Source: MythCraft Enhanced
Occupation Tags: Academic, Religious
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your skills through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.
Starting Equipment
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: belt pouch and satchel, gambeson armor, tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.
Skills
Each time you gain a rank in the Physician profession (including rank 1), gain +1 in three of the following skills:
- Crafting: Alchemy*, Brewing*, Woodcarving*
- Influence: Empathy, Leadership
- Knowledge: Arcana, Biology, Chemistry, History, Law
- Observation: Appraising, Intuiting
- Subterfuge: Lockpicking, Sleight of Hand
- Survival: Animal Handling, Nature
Treatment
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.
You have completed the basic training required to treat individuals suffering from illness or injury. Choose your specialization as a physician: apothecary, field surgeon, medical doctor, or veterinarian. Each time you rank up in this profession, you advance in the same professional track that you chose at this rank.
| Rank 1 | Gain +3 Nature.
Gain the herbalism ability.
Gain the Herbal Cure ability. | |||||||||||||||
| Rank 2 | Gain +3 Nature.
Gain the More Leeches! ability.
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| Rank 3 | Gain +3 Nature.
When using Herbal Cure, you may expend additional herbal tinctures to attempt to cure more deadly diseases or poisons, as shown on the following table.
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| Rank 4 | Gain +3 Nature.
Gain the Balance the Humors ability. Balance the Humors. When you attempt to treat a patient using Herbal Cure, you may first attempt to balance their humors. To do so, make an INT/Religion check against a DC determined based on the poison or disease’s rarity, as shown on the following table.
If successful, lower the DC for your treatment by 4. Lower the DC for your treatment by an additional 4 if you exceeded your DC by 8 or more. | |||||||||||||||
| Rank 5 | Gain +3 Nature.
Herbal Cure becomes 1/Rest. Gain the Apothecary’s Remedy ability.
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| Rank 1 | Gain +3 Medicine*.
Gain the Triage ability.
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| Rank 2 | Gain +3 Medicine*.
When you use Triage and succeed on your INT/Medicine check, the creature may ignore that lingering injury for 1 hour. |
| Rank 3 | Gain +3 Medicine*.
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease. |
| Rank 4 | Gain +3 Medicine*.
Gain the Follow Up Treatment ability.
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| Rank 5 | Gain +3 Medicine*.
Your capacity to rapidly treat the most grievous wounds with clinical efficiency makes you a remarkably valuable asset. When you use Triage and succeed on your INT/Medicine check, the creature’s treated recovery time is halved. Furthermore, if you fail your INT/Medicine check, you do not expend your use of Triage, but you cannot attempt to treat that specific injury again using your Triage ability until you Take a Rest. |
| Rank 1 | Gain +3 Medicine*.
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease. |
| Rank 2 | Gain +3 Medicine*.
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease. |
| Rank 3 | Gain +3 Medicine*.
Your patient load increases to four; only one of these patients may have an uncommon disease. Helping patients in this way now allows you to earn up to +1 Goodwill per week. |
| Rank 4 | Gain +3 Medicine*.
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease. At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it. |
| Rank 5 | Gain +3 Medicine*.
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases. Helping patients in this way now allows you to earn up to +3 Goodwill per week. |
| Rank 1 | Gain +3 Animal Handling.
You gain a draft horse or similar steed that carries your medical supplies. It does not aid you in combat. Gain the Veterinarian ability.
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| Rank 2 | Gain +3 Animal Handling.
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common poison or a common or uncommon disease. |
| Rank 3 | Gain +3 Animal Handling.
Gain the Not That Kind of Doctor ability.
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| Rank 4 | Gain +3 Animal Handling.
The first time a beast or monstrosity that you treated Takes a Rest, it gains Shield HP equal to your AWR or INT. Your services as a specialist medic earn you +1 Goodwill every time you use your Veterinarian ability. |
| Rank 5 | Gain +3 Animal Handling.
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common, uncommon, or rare poison or any disease. |