OFFENSE & DEFENSE
Combat
Attacks, battle abilities, combat skills, and offensive or defensive spells.
Weapons & attacks
3+5 · 1d4+3 piercing · Finesse, light, thrown 20/60 ft. · posterior targets only
+5 · 1d4+3 piercing · Range 20 ft. · posterior targets only
+5 · 1d8+3 bludgeoning · DC 13 STR or pushed 10 ft.
Abilities & features
3Procedure Attack +5
scalpels and syringes count as magical weapons for posterior attacks
syringe hit; spend a Procedure Die, CON save or extra damage, halved Speed, and no Reactions until the end of its next turn
Skills
1KEEP THE PARTY STANDING
Support & Healing
Healing, protection, teamwork, information, and abilities that help an ally succeed.
Abilities & features
9Specialized healer and precision combat support
4d6 · regain after a Long Rest
qualifying posterior damage is tracked alongside normal HP and limits Restructure healing
Action; spend one Procedure Die to restore 1d6+3 HP, limited by current Glute Trauma; a 20-foot syringe requires a Procedure Attack against AC 10
administer a beneficial procedure, potion, syringe, or medical compound as a Bonus Action
once per Long Rest; 1 minute of +10 Speed, doubled jumps and carrying capacity, Athletics Advantage, resistance to Prone and forced movement, and Posterior Slam; spend 2 Procedure Dice for another use
Reaction; spend a Procedure Die to help resist Prone or forced movement
Bonus Action; spend a Procedure Die to enhance one qualifying athletic, movement, save, or posterior attack roll
Healer’s kit, herbalism kit, alchemist’s supplies, and surgical instruments
Skills
1BEYOND THE FIGHT
Exploration & Utility
Social talents, investigation, movement, rituals, and other tools for solving problems.
Abilities & features
6BBL Surgeon
class features must involve the butt, gluteal muscles, tailbone, or functional posterior
available from behind, while the target is vulnerable, while an ally distracts it, or after Circle the Patient
Bonus Action; move up to 10 feet without provoking from one creature and make its posterior accessible for the turn
add a Procedure Die to a scalpel hit and reduce the target’s Speed by 10 feet
Skills
2MAGIC
Prepared spells
No prepared spells. This character’s power is entirely martial.