Physician: Enhanced

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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.

Apothecary
Rank 1 Gain +3 Nature.

Gain the herbalism ability.

  • Herbalism (1/Rest). While you are not in an urban area, you may scrounge for flora and fauna with intrinsic medicinal value. Make a DC 15 AWR/Foraging, INT/Nature, or LUCK/Scavenging check. On a success, you gain 1 herbal tincture. You may have a number of herbal tinctures up to double your INT.

Gain the Herbal Cure ability.

  • Herbal Cure (1/Week). You can spend 1 hour attempting to treat a patient by expending 1 herbal tincture. Make a DC 18 INT/Nature check; on a success, then you cure one creature of a common disease or poison. On a failure, you expend your herbal tincture but do not expend your use of Herbal Cure.
Rank 2 Gain +3 Nature.

Gain the More Leeches! ability.

  • More Leeches! When you attempt to treat a patient using Herbal Cure, you may also apply an unnecessarily voluminous number of leeches and/or maggots to draw out the bad blood and eat away rotten flesh. The patient takes 1d4 sharp damage and 1d4 psychic damage. Lower your treatment DC by the amount of damage the patient took.
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.

Tinctures Rarity DC
1 Common 18
3 Uncommon 22
9 Rare 28
16 Very Rare 35
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.

Rarity DC
Common 12
Uncommon 16
Rare 20
Very Rare 24

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.

  • Apothecary's Remedy (1/Week). Applying additional herbal tinctures to a patient allows you to lower the DC of their treatment by 2 per additional tincture used.
Field Surgeon
Rank 1 Gain +3 Medicine*.

Gain the Triage ability.

  • Triage (1/Rest). By spending 1 minute, you can attempt to treat one patient suffering from a lingering injury. Make an INT/Medicine check against a DC determined by the injury. On a success, they may ignore that lingering injury for the next 10 minutes, after which they regain the symptoms and recover at the normal treated recovery time.
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.

  • Follow Up Treatment. You may spend 1 hour giving additional treatment to an individual that benefited from your Triage ability. Their treated recovery time advances by 2d6 days. You cannot use this ability on the same creature’s injury more than once.
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.

Medical Doctor
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.

Veterinarian
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.

  • Veterinarian. (1/Rest). Given two days of operation at a well-resourced medical facility, you can attempt to treat one animal patient. Make a DC 12 AWR/Animal Handling or INT/Medicine check. On a success, then you cure one beast or monstrosity of a common disease.
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.

  • Not That Kind of Doctor (1/Week). You may use your Veterinarian ability to target a humanoid. However, the DC is doubled, and if you fail, the target gains Bleeding (1d6), gains Fatigue, and is Shaken until it removes Fatigue.
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.

Core Professions ArchivistBarristerCharlatanClergyEntertainerGuardHonorableInquisitorKnightNomadPhysicianPioneerSailorSoldierThiefThugTrader
Other Professions Archivist: LibrarianBarrister: EnhancedBartenderBlacksmithCourtesanPhysician: Enhanced