Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules

Medical Staff

Source Interstellar Species pg. 172
In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price.

Aliens in the "Medical Staff" Family

Psychic Healer9
Special Forces Medic13

Medical Staff, Special Forces Medic

Source Interstellar Species pg. 173

Special Forces Medic CR 13

XP 25,600
N Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +28


HP 225; RP 7
EAC 27; KAC 29
Fort +15; Ref +17; Will +14


Speed 35 ft.
Melee horn +27 (3d12+21 P) or called returning alto singing disk +27 (3d6+21 So; critical confuse)
Ranged called returning alto singing disk +24 (3d6+21 So; critical confuse)
Offensive Abilities friendly fire , gore


STR +8; DEX +1; CON +4; INT +6; WIS +2; CHA +0
Skills Athletics +23, Medicine +28, Survival +23
Languages Common, Orc, and up to 3 others
Other Abilities maze mind , rapid treatment, shield the fallen
Gear pinion skyfire armor, called returning alto singing disk, mk 3 serums of healing (3), advanced medkit, white nanite hypopens (3); Augmentations mk 2 force soles

Special Abilities

Rapid Treatment (Ex) A special forces medic can spend 1 Resolve Point to use Medicine to treat deadly wounds as a standard action rather than requiring 1 minute of treatment. If the Medicine check is successful, the target receives twice as many Hit Points as normal.
Shield the Fallen (Ex) When the medic uses Medicine to provide first aid, treat deadly wounds, treat disease, or treat drugs or poison, they gain Bodyguard and In Harm’s Way as bonus feats for 1 minute, but they can only use these feats to protect the target of their Medicine check.


For elite combat medics, doing their job often means exposing themselves to the same fangs and gunfire that wounded their comrades a moment earlier. These doctors are typically part of a military unit and receive training in combat and infiltration.