🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Medic Dedication Feat 2


ArchetypeDedication
Source Pathfinder Player Core 2
Prerequisites trained in Medicine, Battle Medicine

You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.

Once per day, you can use Battle Medicine on a creature that's temporarily immune due to having already been treated with Battle Medicine. If you're a master in Medicine, you can do so once per hour.

You've studied countless techniques for providing medical aid, making you a peerless doctor and healer. While many healers happily practice the art of medicine in the safety and serenity of stationary buildings, few are in more dire need of medicinal aid than adventurers. Such an occupation comes with frequent injuries that need constant attention. Few parties would ever turn down help from a practicing medic. In fact, the need for medicine is so great that many medics started as adventurers and took up medicine as a necessity. While patching up injuries is the most common practice of medics, they are also invaluable for their ability to help fight diseases and ailments inflicted by all kinds of creatures and traps. The adaptability and utility of the medic are undeniable. Whether you studied medicine for most of your life or picked it up on the road, you are who people turn to for aid.

Medic Dedication Feat 2

Prerequisites trained in Medicine, Battle Medicine


You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.

Once per day, you can use Battle Medicine on a creature that's temporarily immune due to having already been treated with Battle Medicine. If you're a master in Medicine, you can do so once per hour.

Source: Pathfinder Player Core 2

Doctor's Visitation Feat 4

Source: Pathfinder Player Core 2

Treat Condition Feat 4

Source: Pathfinder Player Core 2

Holistic Care Feat 6

Source: Pathfinder Player Core 2

Preventative Treatment Feat 8

Source: Pathfinder Lost Omens Knights of Lastwall

Resuscitate Feat 16

Source: Pathfinder Player Core 2


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.