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<blockquote data-quote="MithrasRahl" data-source="post: 3956490" data-attributes="member: 43428"><p>Combat Medic from Heroes of Battle is money.</p><p></p><p>Heal as a move action (that you can take 10 on), Combat medic level bonus to concentration on casting defensively, Bonus feat of Mobility, Bonus Feat of Evasion, and the ability to drop a 6th level spell or higher to spontaneously cast Heal. </p><p></p><p>The real awesomeness is in their main ability, the Healing Kicker. You can add a healing kicker to one of your conjuration (healing) spells equal to your combat medic level + wisdom modifer times per day. The kickers are as follows:</p><p></p><p>1st level: Sanctuary: Sanctuary for one round, DC is 15 + Combat medic level + Wisdom Modifier. Our Aasimar Combat Medic at level 8 has a DC of 26 on his Sanctuary kicker. Lesser Vigor, mass + Sanctuary kicker + holding initiative so that it goes Healer, Enemy, rest of party = WIN.</p><p></p><p>3rd level: Reflex save: Target gains a Reflex save bonus equal to the Combat Medic level. This one isn't so great, since it only last a round, but our DM ruled that the Combat Medic could focus on the enemy caster, and if he successfully made a spellcraft check to determine he was casting, say, fireball, the Combat Medic would be able to cast the lesser vigor, mass and add the reflex kicker.</p><p></p><p>5th level: Aid: Imbue the spell with 8 + Combat Medic class level temporary hit points, that last for 1 minute or until the hit points are depleted, whichever is first.</p><p></p><p>The 3rd and 5th abilities are not super, but the Sanctuary for one round with the high DC is awesome.</p></blockquote><p></p>
[QUOTE="MithrasRahl, post: 3956490, member: 43428"] Combat Medic from Heroes of Battle is money. Heal as a move action (that you can take 10 on), Combat medic level bonus to concentration on casting defensively, Bonus feat of Mobility, Bonus Feat of Evasion, and the ability to drop a 6th level spell or higher to spontaneously cast Heal. The real awesomeness is in their main ability, the Healing Kicker. You can add a healing kicker to one of your conjuration (healing) spells equal to your combat medic level + wisdom modifer times per day. The kickers are as follows: 1st level: Sanctuary: Sanctuary for one round, DC is 15 + Combat medic level + Wisdom Modifier. Our Aasimar Combat Medic at level 8 has a DC of 26 on his Sanctuary kicker. Lesser Vigor, mass + Sanctuary kicker + holding initiative so that it goes Healer, Enemy, rest of party = WIN. 3rd level: Reflex save: Target gains a Reflex save bonus equal to the Combat Medic level. This one isn't so great, since it only last a round, but our DM ruled that the Combat Medic could focus on the enemy caster, and if he successfully made a spellcraft check to determine he was casting, say, fireball, the Combat Medic would be able to cast the lesser vigor, mass and add the reflex kicker. 5th level: Aid: Imbue the spell with 8 + Combat Medic class level temporary hit points, that last for 1 minute or until the hit points are depleted, whichever is first. The 3rd and 5th abilities are not super, but the Sanctuary for one round with the high DC is awesome. [/QUOTE]
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