Combat Medic

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Combat Medic

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

Description: On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams.

Requirements

To qualify to become a Combat Medic, a character must fulfill the following criteria:

  • Alignment: Any Non-Evil.
  • Skills: Concentration 8 Ranks, Heal 10 Ranks.
  • Feats: Combat Casting, Dodge, Skill Focus: Heal.
  • Spells: Can Cast 1st Level Divine Spells

Class Skills

The class skills of the Combat Medic are:

  • Concentration
  • Crafting
  • Diplomacy
  • Heal
  • Knowledge (History)
  • Knowledge (Religion)
  • Spellcraft
  • Spot

Class Features

Base Attack Progression: Low

Skill Points at Each Level: 2 + Intelligence Modifier

Hit Dice: D6

As she advances in level, a combat medic gains abilities that enhance her healing skills. She also continues to gain spellcasting power.

Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. At each level except first, you get new spells per day and spells known as if you had also gained a level in any one divine spellcasting class, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add each level of combat medic for the purposes of determining spells per day, spells known, and caster level.

Healing Kicker (Su): You hate to see your careful work ruined by an attack made right afterward. Thus, you can add a short-term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat. Whenever you cast a conjuration (healing) spell on an ally, you imbue the spell with a secondary effect as described below. In each case, the secondary effect lasts for 1 round unless otherwise noted. You can’t apply this secondary benefit to yourself. This will effect all healing spells except Mass Heal.

At 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 11 + class level (of combat medic) + Wisdom modifier. At 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level. At 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first.

Defensive Casting (Ex): Starting at 2nd level, you are capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks made to cast spells defensively.

Field Healer (Ex): At 2nd level, you become adept at administering first aid quickly and while under duress. You gain a +5 to your heal skill.

Mobility: You frequently find it necessary to dive into a pitched melee in order to heal a comrade. As a result, you gain Mobility as a bonus feat at 3rd level.

Evasion (Ex): Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save.

Heal: At 5th level, you gain the ability to cast Mass Heal once per day.