Field Medic

Morrus

Well, that was fun
Staff member
[h=5]Requirements[/h] To qualify to become a Field Medic, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Treat Injury 6 ranks, Spot 6 ranks.
Feat: Surgery.

[h=5]Class Information[/h] 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.

Table: The Field Medic
Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+2+0+1Medical Specialist +1+1+1
2nd+1+3+0+2Expert Healer+1+1
3rd+1+3+1+2Bonus feat+2+1
4th+2+4+1+2Medical mastery+2+2
5th+2+4+1+3Medical specialist +2+3+2
6th+3+5+2+3Bonus feat+3+2
7th+3+5+2+4Minor medical miracle+4+3
8th+4+6+2+4Medical specialist +3+4+3
9th+4+6+3+4Bonus feat+5+3
10th+5+7+3+5Medical miracle+5+4
[h=5]Class Features[/h] 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.
 

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