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field_medic_advanced_class

Field Medic (Advanced Class)

Doctors aren't generally found on the battlefield. They're normally hudden away on some hospital ship or medical base, waiting for wounded upon which to operate. Medtechs, on the other hand, are ground-based medical personnel whose job it is to patch up the wounded so that they can reach the doctors. A good medtech has to know a variety of combat and survival skills in order to help those people who are under her care; combat rescues and covert operations are her forte. Medtechs are a common component of most military units sent into hostile territory, but not all medtechs belong to the military. Many medtechs serve on survey expeditions, corporate security teams, science posts, and other high-risk jobs.

In the Verge: Medtechs in the Concord Survey Service are currently posted throughout the Verge, working for aid stations and liaison missions with local governments. Their mission is to bring medical care and up-to-date technology to colonists without access to first-world care facilities.

The Field Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Field Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering. As a member of a team, the Field Medic is indispensable. He has the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Field Medic can often perform the impossible-or he'll at least do his best when no other help is nearby.

Select this advanced class if you want your character to excel at medical skills and the healing arts.

The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.

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), Diplomacy (Cha), Drive (Dex), Listen (Wis), Pilot (Dex), Research (Int), Spot (Wis), Treat Injury (Wis)

Skill Points at Each Level: 4 + 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 (ld4 for a medical kit, 1d6 per patient's character level for surgery), the Field Medic restores 1 hit point for every level he 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, 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 from doing so. He becomes so accomplished in the use of this skill that he can use it reliably even under adverse conditions.

Minor Medical Miracle

At 7th level or higher, a Field Medic can save a character reduced to the death threshold or lower. If the Field Medic is able to administer aid within 3 rounds of the character's death, he 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 the death threshold or lower. If the Field Medic is able to administer aid within 3 minutes of the character's death, he 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.

Advancement Table: The Field Medic

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st +0 +2 +0 +1 Medical Specialist +1 +1 +1
2nd +1 +3 +0 +2 Expert Healer +1 +1
3rd +1 +3 +1 +2 Bonus Feat +2 +1
4th +2 +4 +1 +2 Medical Mastery +2 +2
5th +2 +4 +1 +3 Medical Specialist +2 +3 +2
6th +3 +5 +2 +3 Bonus Feat +3 +2
7th +3 +5 +2 +4 Minor Medical Miracle +4 +3
8th +4 +6 +2 +4 Medical Specialist +3 +4 +3
9th +4 +6 +3 +4 Bonus Feat +5 +3
10th +5 +7 +3 +5 Medical Miracle +5 +4
field_medic_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)