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UnappedCasses
Worldthought
Medic
JeremySmh
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Untapped Classes
Worldthought Medic
Author: Jeremy Smith
Additional Design: Dan Saffell
Editing: Andreas Rönnqvist, Sergio da Silva
Proofreading: Anthony Miller
Design / Layout: Jeremy Smith
Interior Illustrations: Rick Hershey, V. Shane
Cover Illustration: Rick Hershey
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Untapped Classes: Worldthought Medic
W ORLDTHOUGHT M EDIC
(Variant Society Mind)
medics, although the xephs, with their natural
inclination to travel, have been known to become
worldthought medics to provide the healing they,
and others, need while away from civilized areas.
Alignment: The nature of worldthought medics
as primarily healers tends to result in more good
or neutral aligned characters, but the offensive
capabilities of the worldthought medic, as well as
the ability to heal himself can lead characters of any
alignment to choose the path of the worldthought
medic. No specific alignment is exempt from being
able to choose to become a worldthought medic.
“With every blow you land on me, you come one
step closer to death.”
- Airen, elan worldthought medic
In societies without any magical way to heal
wounds, the needs of sick and injured must be
met in some way. Those with psionic potential in
these communities unlocked the secrets to use their
power to heal others. Initially, these individuals
were thought to simply be society minds, who have
the ability to share health across their worldthought
network; but as the talents of these healers grew, it
was discovered they had unique talents never seen
before in society minds. These individuals came to
be known as worldthought medics.
The worldthought medic is a variant designed
to supplement the existing society mind class. It is
quite possible to have both worldthought medics and
society minds in the same game, or even the same
adventuring party. A character cannot multiclass
between worldthought medic and society mind, as
they are both technically the same class.
GAME RULE INFORMATION
Worldthought medics have the following game
statistics.
Hit Dice: d6
Starting Gold: 4d4 x 10 (100 gp)
S tarting Age: Complex (as psion)
Class Skills
The worldthought medic’s class skills are
Autohypnosis, Bluff, Craft, Concentration,
Diplomacy, Gather Information, Heal, Intimidate,
Knowledge (history), Knowledge (local),
Knowledge (psionics), Listen, Perform, Profession,
Psicraft, Sense Motive, Speak Language, Survival.
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int
modifier
M AKING A W ORLDTHOUGHT M EDIC
The role of a worldthought medic in a party is
typically to provide healing, both in a reactive
way through his powers, and in a proactive way
by siphoning life from enemies and granting it
to his allies. Because a worldthought medic can
allow his allies to heal themselves without having
to actually take the initiative, he can often perform
other duties as needed, although his healing is
usually more effective if he initiates it, rather than
requiring a party member to request it.
Abilities: Wisdom determines what level of
psionic power a worldthought medic can manifest,
how hard his powers are to resist, and his bonus
power points. A high Constitution is also important
for the worldthought medic, who might need to
transfer other’s damage to himself.
Races: Worldthought medics come from all
races, although the naturally psionic races do tend
to draw more worldthought medics than those races
not born with psionic power. Elans and maenads
are among the most prolific of the worldthought
Class Features
Your psionic powers and your worldthought
network are your most vital abilities. Helping your
allies - whether by healing them or making your
enemies weaker - is what you do best.
Weapon and Armor Proficiency: Worldthought
medics are proficient with all simple weapons and
all types of armor, but not with shields. Armor does
not, however, interfere with the manifestation of
powers.
Power Points/Day: A worldthought medic’s
ability to manifest powers is limited by the power
points he has available. His base daily allotment of
power points is given on Table 1: The Worldthought
Medic. In addition, he receives bonus power points
per day if he has a high Wisdom score. His race
may also provide bonus power points per day, as
1
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Untapped Classes: Worldthought Medic
may certain feats and items.
Powers Known: A worldthought medic begins
play knowing one worldthought medic power of
your choice at the time. At every even-numbered
class level after 1st, he unlocks the ability to know
more powers at any given time.
Choose the powers known from the worldthought
medic power list. ( Exception: The feats Expanded
Knowledge and Epic Expanded Knowledge do
allow a worldthought medic to learn powers from
the lists of other classes.) A worldthought medic
can manifest any power that has a power point cost
equal to or lower than his manifester level.
The total number of powers a worldthought
medic can manifest in a day is limited only by his
daily power points.
A worldthought medic never needs to prepare
powers ahead of time; he draws them from his
mind when needed. When a worldthought medic
recovers his daily power points after resting, he
may choose to rotate one or more powers he knows
for new ones. These powers must always be chosen
from the worldthought medic power list, and the
maximum number of powers the worldthought
medic may know at any one time in this fashion is
listed on Table 3-1: The Worldthought Medic. If a
worldthought medic learns a power through other
means, such as the Expanded Knowledge feat or
psychic chirurgery , this power is known in addition
to his normal powers. He may never exchange it
for another power from the worldthought medic list
when he chooses his powers known, and it doesn’t
count against his limit of powers known at any one
time.
The Difficulty Class for saving throws against
worldthought medic powers is 10 + the power’s level
+ the worldthought medic’s Wisdom modifier.
Maximum Power Level Known: A worldthought
medic begins play with the ability to learn 1st-level
powers. As he attains higher levels, he may gain
the ability to master more complex powers.
To learn or manifest a power, a worldthought
T ABLE 1: T HE W ORLDTHOUGHT M EDIC
Power
Points/
Day
Maximum
Power Level
Known
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save Special
Powers
Known
Level
Cooperative healing, medic powers,
worldthought network
1
+0
+0 +0 +2
2
1
1st
2
+1
+0 +0 +3
Health sense (identify), spirit of many
6
2
1st
3
+2
+1 +1 +3
Steal health, telepathy
11
2
2nd
4
+3
+1 +1 +4
Network range (close)
17
3
2nd
5
+3
+1 +1 +4
Request aid
25
3
3rd
6
+4
+2 +2 +5
Empathy (2/day)
35
4
3rd
Health sense (stabilize), network range
(medium), steal health (ranged)
7
+5
+2 +2 +5
46
4
4th
8
+6/+1
+2 +2 +6
Mystic echo
58
5
4th
9
+6/+1
+3 +3 +6
Empathy (3/day), Soul Buffer
72
5
5th
10
+7/+2
+3 +3 +7
Network range (long)
88
6
5th
11
+8/+3
+3 +3 +7
Healing affinity (+1)
106
6
6th
12
+9/+4
+4 +4 +8
Empathy (4/day), health sense (treat poison)
126
7
6th
13
+9/+4
+4 +4 +8
Network range (miles)
147
7
7th
14
+10/+5
+4 +4 +9
Steal life
170
8
7th
15
+11/+6/+5
+5 +5 +9
Empathy (5/day), healing affinity (+2)
195
8
8th
16
+12/+7/+2
+5 +5 +10 Network range (any)
221
9
8th
17
+12/+7/+2
+5 +5 +10 Health sense (treat disease)
250
9
9th
18
+13/+8/+3
+6 +6 +11 Empathy (6/day)
280
10
9th
19
+14/+9/+4
+6 +6 +11 Network range (planar), healing affinity (+3)
311
10
9th
20
+15/+10/+5
+6 +6 +12 Efficient network
343
11
9th
2
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Untapped Classes: Worldthought Medic
medic must have a Wisdom score of at least 10 +
the power’s level.
Worldthought Network (Su): A worldthought
medic can connect willing minds through an internal
network that strengthens their psychic bonds. As a
standard action, a worldthought medic can join up
to his class level in willing targets into his network.
The worldthought medic must have line of sight to
each target, each target must have a Wisdom score
of at least 1, and all targets must be within range
(see Table 2). A worldthought medic’s network
can never have more members than his class level.
The worldthought medic is always considered a
member of his own network, and does not count
against this limit.
The worldthought medic can choose to remove a
member as a free action on his turn, and any member
can voluntarily leave the network as a free action
on their turn. Any member whose Wisdom drops to
zero or who moves out of range of the network is
automatically removed. If a member enters a null
psionics field , the network link is suppressed until
that member leaves the field. A member who leaves
the network for any reason immediately loses any
and all benefits they may have gained from being
a member. A worldthought medic is aware of the
status of his network and can, roughly, sense the
presence of each member, although beyond telling
if such a creature is still a member, this has no
mechanical benefit until higher levels (see telepathy
and health sense, below).
A worldthought medic can manifest certain
powers through his worldthought network. If a
worldthought medic power specifies one or more
willing targets (or is harmless) and has a range
greater than personal, he can manifest this power
on a member of his network regardless of the range
of the actual power. All other non-range restric-
tions still apply. He may also manifest any
power with the Network descriptor this
way, regardless of their actual ranges
or targets. If he is capable of mani-
festing powers or casting spells
from a different class (as
is the case for a mul-
ticlass worldthought
medic), any com-
patible spell or
power with a
range greater than touch can also be used through
the network.
If a member of the network dies, the member is
removed from the network and the worldthought
medic must make a Fortitude save (DC 15) or lose
10 XP and 1 power point for every Hit Die of the
fallen member.
The worldthought medic must maintain a power
point reserve of at least one point to maintain
the network. If he does not, the network and all
attendant benefits end immediately.
T ABLE 2: R ANGE OF THE W ORLDTHOUGHT N ETWORK
Level Range
Distance
1
30 ft
30 ft
4
Close
25 ft. + 5 ft. per two class levels
7
Medium 100 ft. + 10 ft. for every class level
10
Long
400 ft. + 40 ft. for every class level
13
Miles
1 mile per class level
16
Any
Any distance as long as they remain
on the same plane
19
Planar
Any distance, even over planar and
dimensional boundaries.
Cooperative Healing (Su): Whenever a willing
member of the worldthought
medic’s worldthought
network could regain
lost hit points or
ability damage,
that member may
choose to redi-
rect any or all
of that healing to
one or more other
willing members
of the network as
a free action. This
can transfer instan-
taneous healing (such
as a body adjustment
power) and even hit
points gained from rest
(in which case, a member
of the network would rest
for a period of time as nor-
mal, and the amount of hit
A worldthought medic can heal the fallen with the power of the mind
3
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