Field Medic

In the heart of the battlefield, amidst chaos and danger, stands the skilled and selfless Field Medic. A master of medical expertise and healing arts, the Field Medic is a beacon of hope for injured allies. With an unwavering dedication to saving lives, they rush to mend wounds and offer aid to those in need.

Their training grants them a deep understanding of medical procedures, making them specialized healers. From the simplest bandage to complex surgeries, they possess the knowledge to mend the broken and revitalize the fallen. Their swift hands and steady minds can turn the tide of a dire situation, restoring health and hope to the wounded.

As they progress, their healing abilities become truly miraculous. They can restore hit points with unmatched precision and, in dire moments, achieve minor medical miracles, bringing those at death's door back from the brink of oblivion. At the pinnacle of their expertise, the Field Medic becomes a beacon of resurrection, capable of reviving even the gravely fallen.

Equipped with a trusty medical kit and unwavering resolve, the Field Medic strides into danger, risking their own safety to save others. Whether on the front lines of a war or attending to injured adventurers, the Field Medic's presence inspires courage and gratitude, earning them the respect and admiration of all who witness their life-saving artistry.

Advanced Class

FIELD MEDIC

Requirements

To qualify to become a Field Medic, a character must fulfill the following ­criteria.

Base Attack Bonus: +2.

Skills: Treat Injury 6 ranks, Spot 6 ranks.

Feat: Surgery.

Class Information

The following information pertains to the Field Medic advanced class.

Hit Die: 1d8

Action Points: 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class.

Class Skills

The Field Medic’s class skills (and the key ability for each skill) are: Computer Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life sciences, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier.

 

 

Class Features

The following features pertain to the Field Medic advanced class.

Medical Specialist

The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer

At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class.

Bonus Feats

At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Armor Proficiency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Im­proved Initiative, Medical Expert, Personal Firearms Proficiency, Surface Vehicle Operation, Vehicle Expert.

Medical Mastery

When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

Minor Medical Miracle

At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.

If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

Medical Miracle

At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.

If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.

Field Medic - Advanced Class