Mistwell
Crusty Old Meatwad
D20 Modern play is more deadly than you expected, and your PCs just got into some nasty combat. Perhaps they were victorious, or perhaps they are fleeing for their lives. But either way, the party has wounded, dying and dead men, and you think they need some help. But this isn't D&D, and there is no handy Cleric around to heal or resurrect them. Never fear - all you need is the Department 7 Rescue Squad! (D7RS).
This post is the first in a series detailing a rescue squad GMs may wish to insert into their campaigns. This post covers the doctor of the D7RS, Doctor Elliot Klien - Combat Medic. Future posts will cover the driver/pilot (Stephanie Lynch - Vehicle Expert), the gunner (Col. Russell Whitfield - Weapons Specialist), and the vehicles used by the D7RS (Rescue Helicopter and Undercover Van). If anyone has any comments, advice, or requests for the D7RS or future Department 7 NPCs, you are encouraged to post them here or in one of the related threads.
Ideally, the Department 7 Rescue Squad will be waiting in the undercover van or helicopter, though they may on foot near the party, where appropriate. Generally, the D7RS will be waiting no more than 3 minutes from the location of the party, and as close as a few rounds away.
The D7RS can be called in by the party by walkie-talkie, cell phone, or portable satellite phone. If the party is not in a convenient location for pickup, and they can move, Stephanie Lynch will instruct them to meet at a more appropriate locale (generally the street or ally for a Van squad, the roof for a 'copter squad, or any open space with some degree of cover and an escape route for a foot squad). If the party cannot move, the D7RS may move in to rescue the party wherever they are, if Col. Russell Whitfield decides the conditions warrant it. Doctor Elliot Klien will call the shots with regard to medical care once on the scene.
Doctor Elliot Klien - Combat Medic (Dedicated 3/Field Medic 10);
CR 13; Medium-size human; HD 3d6+1 plus 10d8+1; hp 68; Mas 12; Init +2; Spd 25 ft; Defense 25, touch 19, flat-footed 23 (+2 Dex, +7 Class, +6 Tactical Vest); BAB +7; Grap +6; Atk +9 melee (Stun Gun: 1d3 electricity damage, Fort Save 15 or paralyze 1d6 rounds), or +9 ranged (Taser: 1d4 electricity damage, Fort Save 15 or paralyze 1d6 rounds) or +9 ranged (Tear Gas grenade: Fort save DC 15 save or nauseated 1d6 rounds) or +9 ranged (Pepper Spray: Fort Save 15 or blinded for 1d4 rounds); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Department 7 and Hippocratic Oath; SV Fort +10, Ref +6, Will +11; AP 6 (1/2 of character level); Rep +5; Wealth 12 (chart page 204); Str 8, Dex 14, Con 12, Int 13, Wis 19 (three increases), Cha 8.
Occupation: Doctor (+1 to skills Craft (Pharmaceutical) and Treat Injury).
Skills: Concentrate 11 (+10 ranks, +1 con), Craft (Pharmaceutical) 20 (16 ranks, +1 int, +2 medical expert feat, +1 doctor occupation), Knowledge (Earth & Life Sciences) 17 (+16 ranks, +1 int), Profession 20 (+16 ranks, +4 wis), Sense Motive 10 (+6 ranks, +4 wis), Spot 20 (+16 ranks, +4 wis), Treat Injury 31 (+16 ranks, +4 wis, +2 medical expert feat, +1 doctor occupation, +2 healing knack talent, +3 medical specialist ability, +3 masterwork medical kit).
Talents/SA: Healing Knack, Healing Touch 1, Medical Specialist +2, Expert Healer, Medical Mastery, Minor Medical Miracle, Medical Miracle.
Feats: Surgery, Medical Expert, Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Combat Expertise, Heroic Surge, Weapon Finesse: Stun Gun.
Possessions: Tactical Vest, Stun Gun, Taser (3), Pepper Spray (4), Tear Gas Grenade (6), Flash Bang Grenade (?)(6) (in vehicle, not calculated above in attacks), Tonfa (?)(in vehicle, not calculated above in attacks), Surgery Kit, Masterwork Medical Kit +3, Pharmaceutical Kit, Handcuffs, Duct Tape, Gas Mask, Backpack, GPS Receiver, PDA, Medical Uniform, Professional Walkie-Talkie, Portable Satellite Phone, Search & Rescue Kit.
Doctor Klien is a quiet, kind man dedicated to protecting the lives of all members of Department 7. He abhors taking the lives of others (even the enemy). Generally, he will avoid combat, and attempt to get to any injured party members as quickly as possible. When forced into combat, he relies on nonlethal weapons.
On reaching an injured party, he will make a quick triage assessment (Spot check? Knowledge: Life Sciences? Treat Injury?), prioritizing as follows: 1) recently dead, 2) unconscious and dying, 3) unconscious, 4) stunned or dazed, 5) seriously wounded, 6) poisoned, 7) moderately wounded, 8) lightly wounded, 9) diseased. He will then proceed to treat the injured on the spot, or attempt to move/drag the patient(s) to a covered location where appropriate. If the patient(s) do not require immediate attention, he may delay treatment until long term care or pharmaceutical treatment can be rendered.
Treatments include the following:
1) Revive from dead less than 3 rounds - DC 30 (d20+31 = automatic success for Doctor. Fort save DC 15 for patient. Cannot take 10. Takes full round action?). Success restores patient to 0 HPs.
2) Revive from dead less than 3 minutes - DC 40 (d20+31, cannot take 10, cannot retry, will use action point when necessary, will encourage one other person nearby to assist (Aid Another DC 10, +2 to the Doctor's check if successful). Fort save 20 for patient. Takes full round action?). Success restores patient to 0 + 1d6 HPs.
3) Stabilize Dying Patient - DC 15 (d20+31 = automatic success for Doctor, can take 10 even under adverse conditions. Takes attack action).
4) Revive Dazed, Stunned, or Unconscious Patient - DC 15 (d20+31 = automatic success for Doctor, but must Stabilize an unconscious patient at -1 HP or lower first. Can take 10 even under adverse conditions. Takes attack action).
5) Restore Hit Points - DC 15 (d20+31 = automatic success for Doctor. Restores 1d4+12 HPs to patient. Usable once per day per patient. Can take 10 even under adverse conditions. Takes full round action).
6) Surgery - DC 20 (d20+31 = automatic success for Doctor. Restores (1d6)*(character level)+12 HPs to patient. Usable once per 24 hour period on patient. Can take 10 even under adverse conditions. Takes 1d4 hours + 1 hour for each point patient is below 0 HPs, so will likely use Restore Hit Points on patient first. Patient fatigued for 6 hours after treatment).
7) Treat Disease - DC 15 (d20+31 = automatic success for Doctor. Provides +13 bonus to save versus disease after initial contamination for patient. Can take 10 even under adverse conditions. Takes 10 minutes).
8) Treat Poison - DC 15 (d20+31 = automatic success for Doctor. Provides +13 bonus to save versus poisons secondary effects. Can take 10 even under adverse conditions. Takes attack action).
9) Long Term Care - DC 15 (d20+31 = automatic success for Doctor. Patients recover hit points (3*patient level) and temporarily lost ability points (3 points) per complete day of rest. Can take 10 even under adverse conditions, though patient must be at complete rest for treatment to succeed. Can tend up to 13 patients at same time. Takes 30 minutes per patient).
10) Craft (Pharmaceutical) to create medicinal drugs - DC depends on Disease DC (max 30)(d20+20, can take 10 even under adverse conditions but cannot take 20, requires wealth check depending on disease though cost usually covered by Department 7 as a requisition, provides +2 to Fort save versus disease if successful. Takes 1 - 12 hours, depending on disease. See skill description on Page 55. Will prepare in advance if aware of particular danger PCs may be facing).
Advancement & Alterations - You may wish to advance Doctor Elliot Klien a few levels, to increase his Treat Injury check, the amount of damage he heals with a Restore Hit Points or Surgery check, or the versatility of his use of action points. If you decide to advance the Doctor, it is recommended that you give him additional levels of Dedicated, and choose Skill Emphasis: Treat Injury, Faith, and Healing Touch 2 as his additional Talents. You may also wish to swap some of these talents for those listed in the main entry, depending on your campaign and particular desires. Additional skills to consider include Balance & Climb (if you expect the Doctor to slide down a rope from a helicopter to reach the party in an unstable location), and Drive (if you want to eliminate the D7RS vehicle expert or want a background in ambulance driving for the Doctor).
This post is the first in a series detailing a rescue squad GMs may wish to insert into their campaigns. This post covers the doctor of the D7RS, Doctor Elliot Klien - Combat Medic. Future posts will cover the driver/pilot (Stephanie Lynch - Vehicle Expert), the gunner (Col. Russell Whitfield - Weapons Specialist), and the vehicles used by the D7RS (Rescue Helicopter and Undercover Van). If anyone has any comments, advice, or requests for the D7RS or future Department 7 NPCs, you are encouraged to post them here or in one of the related threads.
Ideally, the Department 7 Rescue Squad will be waiting in the undercover van or helicopter, though they may on foot near the party, where appropriate. Generally, the D7RS will be waiting no more than 3 minutes from the location of the party, and as close as a few rounds away.
The D7RS can be called in by the party by walkie-talkie, cell phone, or portable satellite phone. If the party is not in a convenient location for pickup, and they can move, Stephanie Lynch will instruct them to meet at a more appropriate locale (generally the street or ally for a Van squad, the roof for a 'copter squad, or any open space with some degree of cover and an escape route for a foot squad). If the party cannot move, the D7RS may move in to rescue the party wherever they are, if Col. Russell Whitfield decides the conditions warrant it. Doctor Elliot Klien will call the shots with regard to medical care once on the scene.
Doctor Elliot Klien - Combat Medic (Dedicated 3/Field Medic 10);
CR 13; Medium-size human; HD 3d6+1 plus 10d8+1; hp 68; Mas 12; Init +2; Spd 25 ft; Defense 25, touch 19, flat-footed 23 (+2 Dex, +7 Class, +6 Tactical Vest); BAB +7; Grap +6; Atk +9 melee (Stun Gun: 1d3 electricity damage, Fort Save 15 or paralyze 1d6 rounds), or +9 ranged (Taser: 1d4 electricity damage, Fort Save 15 or paralyze 1d6 rounds) or +9 ranged (Tear Gas grenade: Fort save DC 15 save or nauseated 1d6 rounds) or +9 ranged (Pepper Spray: Fort Save 15 or blinded for 1d4 rounds); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Department 7 and Hippocratic Oath; SV Fort +10, Ref +6, Will +11; AP 6 (1/2 of character level); Rep +5; Wealth 12 (chart page 204); Str 8, Dex 14, Con 12, Int 13, Wis 19 (three increases), Cha 8.
Occupation: Doctor (+1 to skills Craft (Pharmaceutical) and Treat Injury).
Skills: Concentrate 11 (+10 ranks, +1 con), Craft (Pharmaceutical) 20 (16 ranks, +1 int, +2 medical expert feat, +1 doctor occupation), Knowledge (Earth & Life Sciences) 17 (+16 ranks, +1 int), Profession 20 (+16 ranks, +4 wis), Sense Motive 10 (+6 ranks, +4 wis), Spot 20 (+16 ranks, +4 wis), Treat Injury 31 (+16 ranks, +4 wis, +2 medical expert feat, +1 doctor occupation, +2 healing knack talent, +3 medical specialist ability, +3 masterwork medical kit).
Talents/SA: Healing Knack, Healing Touch 1, Medical Specialist +2, Expert Healer, Medical Mastery, Minor Medical Miracle, Medical Miracle.
Feats: Surgery, Medical Expert, Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Combat Expertise, Heroic Surge, Weapon Finesse: Stun Gun.
Possessions: Tactical Vest, Stun Gun, Taser (3), Pepper Spray (4), Tear Gas Grenade (6), Flash Bang Grenade (?)(6) (in vehicle, not calculated above in attacks), Tonfa (?)(in vehicle, not calculated above in attacks), Surgery Kit, Masterwork Medical Kit +3, Pharmaceutical Kit, Handcuffs, Duct Tape, Gas Mask, Backpack, GPS Receiver, PDA, Medical Uniform, Professional Walkie-Talkie, Portable Satellite Phone, Search & Rescue Kit.
Doctor Klien is a quiet, kind man dedicated to protecting the lives of all members of Department 7. He abhors taking the lives of others (even the enemy). Generally, he will avoid combat, and attempt to get to any injured party members as quickly as possible. When forced into combat, he relies on nonlethal weapons.
On reaching an injured party, he will make a quick triage assessment (Spot check? Knowledge: Life Sciences? Treat Injury?), prioritizing as follows: 1) recently dead, 2) unconscious and dying, 3) unconscious, 4) stunned or dazed, 5) seriously wounded, 6) poisoned, 7) moderately wounded, 8) lightly wounded, 9) diseased. He will then proceed to treat the injured on the spot, or attempt to move/drag the patient(s) to a covered location where appropriate. If the patient(s) do not require immediate attention, he may delay treatment until long term care or pharmaceutical treatment can be rendered.
Treatments include the following:
1) Revive from dead less than 3 rounds - DC 30 (d20+31 = automatic success for Doctor. Fort save DC 15 for patient. Cannot take 10. Takes full round action?). Success restores patient to 0 HPs.
2) Revive from dead less than 3 minutes - DC 40 (d20+31, cannot take 10, cannot retry, will use action point when necessary, will encourage one other person nearby to assist (Aid Another DC 10, +2 to the Doctor's check if successful). Fort save 20 for patient. Takes full round action?). Success restores patient to 0 + 1d6 HPs.
3) Stabilize Dying Patient - DC 15 (d20+31 = automatic success for Doctor, can take 10 even under adverse conditions. Takes attack action).
4) Revive Dazed, Stunned, or Unconscious Patient - DC 15 (d20+31 = automatic success for Doctor, but must Stabilize an unconscious patient at -1 HP or lower first. Can take 10 even under adverse conditions. Takes attack action).
5) Restore Hit Points - DC 15 (d20+31 = automatic success for Doctor. Restores 1d4+12 HPs to patient. Usable once per day per patient. Can take 10 even under adverse conditions. Takes full round action).
6) Surgery - DC 20 (d20+31 = automatic success for Doctor. Restores (1d6)*(character level)+12 HPs to patient. Usable once per 24 hour period on patient. Can take 10 even under adverse conditions. Takes 1d4 hours + 1 hour for each point patient is below 0 HPs, so will likely use Restore Hit Points on patient first. Patient fatigued for 6 hours after treatment).
7) Treat Disease - DC 15 (d20+31 = automatic success for Doctor. Provides +13 bonus to save versus disease after initial contamination for patient. Can take 10 even under adverse conditions. Takes 10 minutes).
8) Treat Poison - DC 15 (d20+31 = automatic success for Doctor. Provides +13 bonus to save versus poisons secondary effects. Can take 10 even under adverse conditions. Takes attack action).
9) Long Term Care - DC 15 (d20+31 = automatic success for Doctor. Patients recover hit points (3*patient level) and temporarily lost ability points (3 points) per complete day of rest. Can take 10 even under adverse conditions, though patient must be at complete rest for treatment to succeed. Can tend up to 13 patients at same time. Takes 30 minutes per patient).
10) Craft (Pharmaceutical) to create medicinal drugs - DC depends on Disease DC (max 30)(d20+20, can take 10 even under adverse conditions but cannot take 20, requires wealth check depending on disease though cost usually covered by Department 7 as a requisition, provides +2 to Fort save versus disease if successful. Takes 1 - 12 hours, depending on disease. See skill description on Page 55. Will prepare in advance if aware of particular danger PCs may be facing).
Advancement & Alterations - You may wish to advance Doctor Elliot Klien a few levels, to increase his Treat Injury check, the amount of damage he heals with a Restore Hit Points or Surgery check, or the versatility of his use of action points. If you decide to advance the Doctor, it is recommended that you give him additional levels of Dedicated, and choose Skill Emphasis: Treat Injury, Faith, and Healing Touch 2 as his additional Talents. You may also wish to swap some of these talents for those listed in the main entry, depending on your campaign and particular desires. Additional skills to consider include Balance & Climb (if you expect the Doctor to slide down a rope from a helicopter to reach the party in an unstable location), and Drive (if you want to eliminate the D7RS vehicle expert or want a background in ambulance driving for the Doctor).
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