Combat+Medic

Combat Medic

Level Special 1 * * *Healing Hands, Heal Bonus, 2 * * *Sprint for Survival 3 * * *Stabilize 4 * * *Special Medicine 5 * * 6 * * *Bonus Feat 7 * * *Improved Healing Hands 8 * * *Sprint for Survival 2/day 9 10 * *Bonus Feat 11 * *Recovery 12 * *Stitch ‘em up 13 14 * *Bonus Feat 15 * *Improved Special Medicine 16 * *Sprint for Survival 3/day 17 18 * *Master’s Healing Hands 19 20 * *Full Recovery

Skills: Craft:alchemy(int), Diplomacy(cha), Heal(wis), Listen(wis), Profession(wis), Search(int), Sense Motive(wis), Spot(wis), Survival(wis), Tumble(dex)

3/4 attack bonus, good will and reflex saves, poor fortitude saves HD-d6

Weapon and Armor Proficiencies: *The Combat medic is proficient with all marial weapons and hand crossbows. *They are proficient with all light armor.

Healing Hands: (Ex) The Combat medic is a genius when it comes to bandaging, and splinting. *As a two full round actions, the Combat Medic may apply a bandage to a character, healing an amount equal to a heal check. At level 18, they may do this as one full round action. And individual person can be healed no more than twice per day. *At level 7, they may heal 1.5x thier heal check damage. *At level 18, they heal 2x thier heal check. *While bandaging, they gain a dodge bonus to their ac equal to 1/4 of their level

Heal Bonus: (Ex) *As a result from their training, Combat Medics know huge amounts about healing and otherwise fixing wounds. *They receive a bonus on heal checks equal to their wisdom modifier + their class level divided by three. (Example, Sanam, a combat medic is level 4 with a wisdom of 17. *He receives a +2 bonus on heal checks (4+3)/3)

Sprint For Survival: (Ex) Time is of the essence when treating a wound, and a Combat medic must be able to get anywhere on the battlefield in time to save their friends. *Once per day, A Combat medic may double their move speed for one round ( Sanam has a base speed of 30. *He sees his friend is about to be killed so he activates his sprint, making his base speed 60 for the remainder of the round) This increases to 2/day at level 8 and 3/day at level 16

Stabilize: (Ex) The combat medic may automatically stabalize a character between –1 and –9 as a free action

Special Medicine: (Ex) The Combat Medic knows many remedies for many diseases and poisons. *He may counteract a poison or a disease by making a heal check as opposed to the save dc of the infection. * This doesn’t work on supernatural diseases like mummy rot or lycanthropy. *At level 15, the Combat Medic may heal even supernatural disease with this ability. *The combat medic may also make useful stimulants. *They can give a bonus to a chosen stat and are consumed like a potion is. The DC(survival or gather information) to find ingredients, and later to make the potion(craft:alchemy), is 15+the bonus of the potion multiplied by two. For example, Sanam, a level 10 combat medic, can make potions of up to +3 enhancement bonus. *The DC for that is 21 (15+3x2)

Bonus Feat: *The combat medics presence in many combats has taught them a trick or two. *They make take a feat off the fighter bonus feat list.

Recovery: (Ex) At level 11, the combat medic’s knowledge is so advanced they can actually pull people back over the brink from death. *Provided that this ability is used no later than one minute per level of Combat medic, the Combat medic may perform Raise Dead. *This functions exactly as the spell, with a caster level equal to Combat Medic level. At level 20, the combat medic may instead perform a True Resurrection, except the body must be mostly intact. *This heals damage as, and counts for a bandaging for the day.

Stich ‘em up: (Ex) The combat medic is masterful at making repairs to the most server damage anyone can suffer. *The Combat medic can re-attach limbs that have been severed provided that they have been removed no longer than 10 minutes per level of Combat Medic. This heals damage as and counts for a bandaging for the day.