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Hosted by 12 To Midnight.
To qualify to become a Field Medic, a character must fulfill the following criteria.
Base Attack Bonus: +2.
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.
The Field Medic's class skills (and the key ability for each skill) are:
Computer Use (Int), Concentrate (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 Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Class Features||Defense Bonus||Reputation Bonus|
|1st||+0||+2||+0||+1||Medical specialist +1||+1||+1|
|5th||+2||+4||+1||+3||Medical specialist +2||+3||+2|
|7th||+3||+5||+2||+4||Minor medical miracle||+4||+3|
|8th||+4||+6||+2||+4||Medical specialist +3||+4||+3|
The following features pertain to the Field Medic advanced class.
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.
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.
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.
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.
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.