6.1. Ecozona hidromórfica y selva baja
6.1.2. Estructura del bosque
Spanning the rift between traditional and applied sciences and the study of arcane magic, the alchemists of Vathak have gained a cautiously respected place among all of the cultures of this damned land. Whether practicing their craft within the dangerous wilds as maddened hermits or plying their skills in the foundries of the vindarian cities, the alchemist is regarded as being an unpredictable and dangerous individual. While lesser forms of alchemy can be commonly found within the more civilized and cultured areas of the lands, the most widely utilized forms of this talent have been harnessed by the vindari for war. Often gaining a reputation for their dangerous actions and reckless behavior, the alchemist’s mind is always at risk of becoming ultimately consumed with the quest to gain new materials and knowledge to aid him in the never ending goals of perfecting his experiments. With the arrival of the Old Ones, some of these alchemists became obsessed with the notion of deriving new extracts and infusions from the alien substances of these aberrant creatures. Many of these insane individuals have either been killed or driven to sanity’s edge in the foolish attempt to obtain samples from these unnameable beasts. Worse still are those who have suffered the unpredictable results of using these tainted auras upon their own bodies, as these foul experiments often end in tragedy due to the utterly alien nature of the mutagen thus produced.
War Medic (Alchemist Archetype)
In the lands of Vathak, the life of a soldier fighting along the front lines of the war is never far from death’s grasp. It is in the chaos of these horrific battles which the War Medic can be found. The figures of these fearless individuals can be seen sprinting into the madness of violence and bloodshed to find their wounded companions, their skills bringing relief from pain—one way or another. These War Medics are an elite sect of soldiers who stride through these war-torn places, offering aid to those who will recover, and a swift
death to those who would die a slow agonizing death without their charitable acts of mercy killing.
Through training, they have mastered the arts of poultices and salves, and are able to administer many forms of healing with their alchemical mixtures. Many a soldier owes his life to these individuals and the hard choices that they often make, and have given thanks for the swift end they bring to the mortally wounded. Foregoing arcane explosions and labs filled with precise ingredients, he makes due with sour-smelling poultices and sturdy jars filled with leeches. War Medics in employ of the military are typically confined to sweeping the battlefields searching for survivors—saving those they can and putting down those they cannot. As a precautionary measure, they are often charged with binding, or destroying the bodies of the fallen in order to prevent their rise as undead. War Medics are sent into the fray of battles, using their instinct and limited resources to decide which of their companions survive the assault.
Injection (Su) The War Medic gains the ability to heal
himself and his allies with specially prepared injections. This ability heals 1d6 points of damage per two alchemist levels (maximum 10d6) plus the war medic’s Intelligence modifier. The war medic must touch his target for the healing to take effect. This healing does no damage to undead. The war medic can use this ability a number of times per day equal to his class level + his Intelligence modifier. This ability replaces the bombs class feature. Any feat or class ability which increases the number of bombs available to the alchemist per day will also increase the number of injections that a war medic has available as well.
Fearless (Ex): Starting at 2nd level, a war medic gains
a +2 bonus on Will saves against fear. This bonus increases to a +4 at 5th level. At 8th level this bonus increases to a +6. At 10th level the war medic becomes immune to the effects of fear. This ability replaces the poison resistance class feature.
Curative Injection (Ex) At 2nd level, whenever the
War Medic prepares extracts of cure spells, they may choose to have them act as injections instead. These must be determined at the time of creation and once chosen to become an injection; they no longer function for the war medic who created them. When a War Medic prepares his extracts, he may choose to render any or all of his injected curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the War Medic’s daily extract slots until consumed or used). This ability replaces the poison use class feature.
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Anesthetic (Ex) At 6th level, a War Medic learns
how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a War Medic. This ability replaces the swift poisoning class feature.
New Formulas
At 2nd level, a war medic adds deathwatch to his formula book as a 1st-level extract. At 10th level, a war medic adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract.
New Discoveries
The following new discoveries are available to the war medic: Lesser Injected Booster: When the war medic heals himself or others with his Injection, he may choose to heal one of the following effects: Fatigued, Shaken, or Sickened. A war medic may only use one booster per injection.
Injected Booster: When the War Medic heals himself or others with his Injection, he may choose to heal one of the following effects: Dazed, Diseased, or Staggered. A war medic may only use one booster per injection. A war medic must be at least 6th level to take this discovery.
Improved Injected Booster: When the war medic heals himself or others with his Injection, he may choose to heal one of the following effects: Cursed, Exhausted, Frightened, Nauseated, or Poisoned. A War Medic may only use one booster per injection. A War Medic must be at least 10th level to take this discovery.
Greater Injected Booster: When the War Medic heals himself or others with his Injection, he may choose to heal one of the following effects: Blinded, Deafened, Paralyzed, or Stunned. A War Medic may only use one booster per injection. A War Medic must be at least 12th level to take this discovery.
Apostle
Held to a higher standard by a calling from their god, the apostle is thrust into the tradition of his religion, using his newly found powers to forge a path through the madness of violence and bloodshed. Driven by visions and a zealous devotion to the One True God, they act as heralds bringing the news of salvation to their allies and messengers of death and destruction to their enemies. Although ordained as divine champions through circumstances beyond their control, they are known to all as the “true” servants of the
One True God through the awesome display of his divine power.
Doomsayer (Apostle Archetype)
Some apostles are pulled from the horror of their lives and delivered a message of profound divinity. In but a few fleeting moments they are shown the truth of all things. With these revelations come the lasting visions of a terrifying consequence to the world, a foretold doom for all of