Technician

**Alignment**: Any

**Hit Die**: d8

**Starting Wealth**: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

### Class Skills

The Field Medic’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis),Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

**Skill Ranks per Level**: 4 + Int modifier.

#### Weapon and Armor Proficiency

Field Medics are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor. As well as a over all proficient with future tech.

**Surgical Healing (Ex)**: At 1st level a Field Medic can make a Heal check (DC 15) to heal a creature of 1d8 points of damage + 1 point of damage per class level. This crude procedure takes 1d4+1 rounds (This time can reduced by increasing the charisma damage the target would take on a failed save, 1 cha to one round.). The Field Medic can perform this surgery on herself or others. The subject must make a Fortitude saving throw (DC 20) or the healing causes scarring and other minor deformities, resulting in 1 point of Charisma damage—whether the Field Medic succeeded with her Heal check or not. This can only be used on willing or helpless creatures.

* At 6th level, the Field Medic can use surgical healing (Heal, DC 18) to heal 2d8 points of damage + 1 point of damage per class level.
* At 8th level, she can use this technique (Heal, DC 20) to heal 4d8 points of damage + 1 point of damage per class level; the save for the Charisma damage becomes DC 22.
* At 10th level, the quick surgery (Heal, DC 25) heals 6d8+10 points of damage, and the save for the Charisma damage becomes DC 24. (Can also choose to instead use *neutralize poison* using character level as caster level level)
* At 15th level, the quick surgery (Heal, DC 30) heals 8d8+ 2 point of damage per class level; and the save for the Charisma damage becomes DC 26.(Can also choose to instead use *Remove disease* using character level as caster level level)
* At 20th level, the quick surgery (Heal, DC 40) heals 10d8+ 4 point of damage per class level; and the save for the Charisma damage becomes DC 30. (Can also choose to instead use *breath of life* using character level as caster level level)

**Medical Studies:** The Field Medic gain a bonus to heal checks equal to half their level.

**Gunsmith (Ex):** At 3rd level a Field Medic gains a battered gun identical to the one gained by a 1st level Field Medic, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a Field Medic). At the start of each day, a Field Medic gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A Field Medic spends grit to accomplish deeds (see below), and regains grit in the following ways. As a standard action, the Field Medic can clear their gun for 1 grit, as long as that condition was gained from a misfire.

* **Stop Bleeding**: At 7th level The Field Medic makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The Field Medic does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
* **Bullet Juggler** (Ex): At 11th level as long as the Field Medic has at least 1 grit point, she does not require a free hand to reload a firearm.
* **Interrogation Shot** (Ex): At 15th level as a standard action, the Field Medic can spend 1 grit point to shoot a firearm past a creature’s body, causing that creature to suffer a -10 penalty on Bluff checks while the Field Medic gains a circumstance bonus on Intimidate checks made against that creature equal to 1/2 her class level; both of these effects last for 1 minute. The creature cannot benefit from any bonuses to Bluff checks, nor can they reroll a bluff check while under the effects of this deed. A creature must be aware of the attack to be affected by this deed.
* **Slinger’s Luck** (Ex): At 19th level the Field Medic can spend 2 grit points to reroll a saving throw. The Field Medic must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Regaining Grit:

* **Critical Hit with a Firearm**: Each time the Field Medic confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Field Medic’s character level does not restore grit.
* **Natural Medic**: Each time the Field Medic rolls a natural 20 while in the heat of combat with the Heal skill, she regains 1 grit point. Doing so out of combat does not restore grit.
* **Saving Grace**: When the Field Medic raises a creature to 1 or more hit points with Surgical Healing while in the heat of combat, she regains 1 grit point. Doing so out of combat does not restore grit.

**Poison Use (Ex):** Field Medics are trained in the use of poison and starting at 4th level, cannot accidentally poison themselves when applying poison to a weapon.

**Behind Enemy Lines** (Ex): Commandos are accustomed to acting alone. At 4th level, when no ally is within 30 feet of the commando, he gains a +1 morale bonus on attack and weapon damage rolls. This bonus increases by +1 at 8th level and every four levels thereafter to a maximum of +5 at 20th level.

**Signature skill (Heal)** (Ex): at 5th level the Field Medic gains the feat signature skill for heal.

**Always Ready** **(Ex)**: at 6th level a number of time per day equal to 1/2 his Field Medic level + his Wisdom modifier (minimum: 1) the Field Medic may create any non-magical piece of equipment with a market value of 10 gp or less and a size of one cubic foot or smaller, such as rope, soap, oil, etc. This item remains functional for 1 hour per Field Medic level.

**Swift Poisoning (Ex)**: At 7th level, a Field Medic can apply a dose of poison to a weapon as a swift action.

**Chop shop** (Ex): Starting at 8th level, a Field Medic can make a specialized that costs and weighs 10 times Portable alchemist's lab that functions as a lab used to make cyber tech enchantments only.

**Favored Anatomy (Ex)**: At 9th level, a Field Medic selects a creature type from the Rangers favored enemies table. He gains a +4 bonus on Knowledge, Perception, Sense Motive, and Heal checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Field Medic may make Knowledge skill checks untrained when attempting to identify these creatures.

At 14th level and 19th level, the Field Medic may select an additional favored anatomy. In addition, at each such interval, the bonus against any one favored anatomy (including the one just selected, if so desired) increases by +2.

If the Field Medic chooses humanoids or outsiders as a favored anatomy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored anatomy, the Field Medic’s bonuses do not stack; he simply uses whichever bonus is higher.

**Seamless Integration (Ex)**: At 10th level when implanting cyber tech surgically implanted into a host body before it functions. The Field Medic has so much experience with this that the implantation value of the cyber tech is reduced by 1 to a minimal of 1 if they beat the implantation DC by 10 or more. If they beat it by 20 they can improve it by 1 for skill and ability enchantments.

**Pin point defense** (Ex): At 10th level once per round when a ranged attack targets something or someone within 30 feet of you, you can use an attack of opportunity to shoot down the more primitive projectiles. You fire your gun vs the attack made if your attack roll is higher the attack is deflected. Ranged attacks generated by natural attacks or spell effects can’t be deflected unless you are using a future tech weapon. This can only target non firearms or siege weapons.

Counts as deflect Deflect Arrows.

**The Rest of the Party Is Leaving Tracks** (Ex): At 11th level the Field Medic leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

**Technically Minded**: At 12th level, a Field Medic gains a bonus to all Knowledge (engineering) checks equal to 1/2 his Field Medic level, and takes half the usual time when using the Craft skill to repair an object. Whenever the Field Medic uses the Disable Device skill, he reduces the required time by 1 step (2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action).

**Coffee Fueled** (Ex): At 13th level, the Field Medic eschews sleep and has taken to consuming coffee in its place. As long as the Field Medic has at least 1 cup of coffee within an hour of waking, he requires 2 less hours of sleep before incurring penalties. The Field Medic is immune to magic sleep effects if he has had at least 2 cups of coffee that day.

**Black Ops** (Ex): At 14th level, the Field Medic gains low-light vision. If he already has low-light vision, he gains darkvision with a range of 30 feet. If he already has darkvision, the range of his darkvision increases by 30 feet.

**Anatomical Insight (Ex):** At 15th level whenever the Field Medic attacks a target who is flat-footed, is denied their Dexterity bonus to AC, or that the Field Medic is flanking, the Field Medic’s attacks deal an additional amount of damage equal to 1/2 the Field Medic’s class level (minimum: 1). This insight qualifies the Field Medic for feats and other options that require sneak attack dice, as if each point of precision damage dealt was a sneak attack die that always rolls ‘1’. This stacks with any sneak attack the Field Medic might possess from another source.

**Trench warfare** (Ex): You gain a +2 from cover bonuses, and a +2 to inhaled poison and diseases.

**Always got your back** (Ex): When a ally drops unconscious within sight of the Field Medic, he immediately gets a move action to move to them and can use Surgical Healing if they so choose.

**True Genius (Ex)**: At 18th level, the Field Medic gains a permanent +2 bonus to all mental ability scores.

**Interrogation** (Ex): At 20th level, the Field Medic can erode will with torture in the field faster and to the point of Stockholm syndrome. Torture now only takes them 10 rounds instead of the normal 1 hour. On top of this when a person reaches -10 on their will saves they now are considered very friendly from that point forward. (This doesn't work on mindless creatures or creatures immune to pain.)