XCOM 2
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[WOTC] Pharmacist Class
 
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Oct 24 @ 4:04pm
Oct 28 @ 4:44pm
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[WOTC] Pharmacist Class

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Description
[WOTC] Pharmacist Class
The Pharmacist is a support class tasked with healing allies and inflicting status effects on foes. They are armed with an Assault Rifle and a unique secondary weapon called the Stim Gun. The Stim Gun can be used to fire Recovery Stims at allies and Venom Stims at enemies. As one can probably guess, the Recovery Stim acts as a ranged medikit heal, while the Venom Stims are guaranteed to hit their target and inflict Poison. The per-mission charges for these abilities can be increased by equipping more medikits. Pharmacists also start with the Stimulate ability, letting them remove mental status effects from an adjacent ally once per turn. Think of them as being half way between a Specialist and a Medic, with some powerful crowd control abilities.

Unfortunately my artistic skills are lacking, so the Stim Gun model and effects are just those of the default Pistol. I know it's a bummer, but hopefully you can enjoy this class despite that.

Skill Tree
Doctor - Focus on staying mentally fit and alive, while applying heals to allies.
Assistant - Focus on flanking, taking down aliens, and buffing allies.
Dealer - Focus on applying poison and other status effects.

Squaddie
Recovery Stim - Fire a dart at an allythat applies a medikit heal. Also grants Stabilize Stim, allowing you to stabilize an ally who is bleeding out. Does not end the turn when used as a first action.
Venom Stim - Fire a dart that poisons the target. Deals no damage but is guaranteed to hit. Does not end the turn when used as a first action.
Stimulate - Once per turn, you may remove mental impairments from a nearby ally.

Corporal
Survivor - Guarantees you will always bleed out on your first death on a mission, and reduces your wound recovery time.
Dedication - Free action. Activate to ignore reaction fire and gain a mobility bonus.
Pins and Needles - Venom Stims do some guaranteed damage, which increases with Stim Gun tier.

Sergeant
Steadfast - Grants immunity to disorientation, mind control, and panic.
Maim - Fire a shot with your Assault Rifle that immobilizes the target for a turn.
Bloodlet - Standard shots with your primary weapon now cause Bleeding.

Lieutenant
Over the Counter - Gain 2 additional Recovery Stim uses.
Nitro Stimulant - Fire a dart at an ally granting them bonus critical chance and mobility.
Under the Counter - Gain 2 additional Venom Stim uses.

Captain
Quick Stims - Activate this before using a Stim, and your next Stim will not cost an action.
Predator - Grants an aim and critical chance bonus against flanked targets.
Neurotoxin - Venom Stims now also disorient the target.

Major
Savior - All healing abilities (including Recovery Stims and Combat Clinic) heal 4 additional hit points.
Focus Stimulant - Fire a dart at an ally that grants them a large aim bonus.
Increased Dosage - Poison applied by you deals more tick damage.

Colonel
Lingering Effects - Recovery Stims also grant health regeneration for a few turns.
Flatline - Fire a shot with your primary weapon, dealing increased damage and applying rupture.
Warning Shot - Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage.

Brigadier
Combat Clinic - Fire a Recovery Stim at all allies that you can see.
Cold Blooded - The first primary weapon shot you take against an enemy suffering from bleeding, poison, burning, or acid burning does not cost an action.
Toxic Cloud - Grants a special dart that functions as a normal Venom Stim against the target, but also releases a large poison cloud in an area around them. Enemies in the area of effect take damage as if they were shot by a Venom Stim.

Credits
Design and implementation: Favid
XModBase: Xylthixlm
Ability icons: .vhs, Xylthixlm, Favid
Preview image: bstar, Favid
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28 Comments
Narrelama Nov 9 @ 3:17am 
i know, but it would have the dual feature of being a melee attack that could be used on enemies as well. Besides, you can run out of stims, can't run out of kick =D
Favid  [author] Nov 9 @ 2:58am 
That's basically what Stimulate does.
Narrelama Nov 9 @ 1:24am 
what if the pharmacist could have the same ball-kicking ability that the pistol wielding class has, only with the option to use it on a squad member with the opposite effect (negating disorient, panic, or such malus), could call it 'tough love'.
Mär ♫ Oct 30 @ 1:35pm 
Still testing, but love it so far.
Awesome! Thank you!
Favid  [author] Oct 28 @ 4:47pm 
Oops. That should be fixed with the update I just pushed.
I can't quite seem to get my characters to Brigadier. Is there something I missed? I double checked to make sure that I have all of the required mods.
dmc32 Oct 26 @ 5:27pm 
@Panther excellent idea!
rayking2110 Oct 26 @ 4:34pm 
one thing you missing. I have a idea for you if its a way to make it -- Adrenaline Stim - fire a dart that revives unconscious ally. or just a way to revive someone im pretty sure the pharmacist got the drug for that lol.
Lux Strauss Oct 26 @ 12:02pm 
Whats the benifit of this class vs the field medic? Is it simply the status effects?