Combat Medic

<color=Gold>**Combat Medic**</color=Gold>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

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 ensure 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.

Clerics of the gods of healing and war are the quickest to adopt the abilities of the combat medic. Bards are also potential candidates for the combat medic class, as their support abilities mesh nicely with the abilities of the prestige class – but they will need to consider the Heal investment required. Rangers and paladins can pursue the path of the combat medic, although they must sacrifice some of their martial prowess to do so. Favored souls, druids, and spirit shamans are far less common, but can still benefit from this class' abilities.

Wisdom is the key ability for most combat medics, because it impacts their Heal skill modifier and (typically) their spellcasting ability. Combat medics generally have a good Dexterity score as well: Armor Class is important to all who find themselves near a battle.

<color=Gold>**Requirements:**</color=Gold>

**Alignment:** Any non-evil

**Skills:** Concentration 8 ranks, Heal 8 ranks, Spellcraft 4 ranks.

**Feats:** Skill Focus (Concentration) and either: Augment Healing OR Life Domain Cleric.

**Special:** Ability to cast Cure Moderate Wounds from a base spell list (Bard 2, Cleric 2, Druid 2, Favored Soul 2, Paladin 3, Ranger 3, Spirit Shaman 2)

<color=Gold>**Class Features:**</color=Gold>

**Base Attack Bonus:** Medium

**Hit die:** d6

**Skill points:** 2 + Int

**High Saves:** Fortitude, Will.

**Class Skills:** Concentration, Craft Alchemy, Craft Armor, Craft Weapons, Diplomacy, Heal, Lore, Spellcraft, Spot, Tumble

**Spellcasting:** As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes Cure Moderate Wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained; the exception to this is Cleric Life Domain progression. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide which class will advance for this purpose.

**- Healing Kicker:** You hate to see your careful work ruined by an attack made right afterward. Thus, you can choose to add a short-term protective effect to your healing spells.

Whenever you cast a single-target direct healing spell on an ally, you can choose to imbue the spell with a secondary effect as described below. Only one secondary effect can be imbued into any single spell. You can't apply this secondary benefit to yourself. Healing Kickers cannot be applied to Rays of Healing or Surge of Healing. If no damage is healed, the benefit is not applied. This ability has a thirty (30) second cooldown.

At 1st level, you can imbue a healing spell with celerity, to help your target get out of harm's way. For two rounds, the recipient of the healing gains 25% movement speed.

At 3rd level, you can grant the target of your healing spell a temporary protective bonus. Your target gains +2 Dodge AC for two rounds.

At 5th level, you can imbue a healing spell with a secondary echo effect. For two rounds, your target heals 10% of the initial direct heal value each round.

**- Gifted Healer:** Starting at 1st level, your focus on others' welfare leads to greater aptitude. You gain Skill Focus (Heal) and a bonus to the Heal skill equal to your Combat Medic class level.

**- Rays of Healing:** At 1st level, you gain the ability to relieve injuries from a distance. You may heal a target at moderate range for 50 + (2 \* Caster Level) + (½ Heal Score) + the greater of your Charisma or Wisdom modifiers. On the following round, the party is healed for ten percent of that amount. You cannot target yourself with this ability. This ability has a 30s cooldown, which decreases to 24s at level three, and to 18s at level five.

**- Efficient Healer:** At 2nd level, you become so adept with administering first aid under any conditions that you can stretch the contents of a single healer's kit farther than most. Once every thirty seconds, you may use this ability to grant all allies within ten (10) feet of you the benefits of its use, using the normal formula (Heal Skill + d20 roll + value of the Healer's Kit). This ability consumes a healing kit from your Medic's Bag, and will not function if one is not present.

**- Unwavering Focus:** Your dedication to the preservation of life improves your focus on that task. At 3rd level, you gain +2 Concentration. At 5th level, this improves to +4.

**- Surge of Healing:** At 4th level, your aptitude for manipulating the forces of positive energy to reinforce the life force of others has reached new heights. You may heal a target at long range for 150 + (2 \* Caster Level) + (½ Heal Score) + the greater of your Charisma or Wisdom modifiers. On the following round, the party is healed for ten percent of that amount. You cannot target yourself with this ability. This ability has a 30s cooldown.

**- Enhanced Healing:** At 5th level, you gain the Maximize Healing feat.