Field Medic

Risking life and limb, you charge onto the battlefield, not at an enemy force, but to come to the aid of an ally in need to pull them from the danger and bring them healthily from combat to a safe and sound shelter.

**Medical Specialist (Ex)**

At 2nd level, The Field Medic receives a +4 competence bonus on Heal checks. This bonus increases to +6 at 6th level, and to +8 at 10th level. Whenever the Field medic heals a creature’s hitpoints, it always adds this bonus to the amount healed. In addition the Field Medic does not take a penalty for making heal checks without the proper tools, and they do not provoke attacks of opportunity when using the heal skill to stabilize or heal another creature.

**Expert Healer (Ex)**

At 4th 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 Heal skill improves. When healing a creature, all healing die increase by 1 die step. (D4-D6-D8-D10-D12). Any time a Field medic heals a creature with a medical kit, they heal the creature of 1 ability damage to a single ability score if they are suffering from one.

**Medical Mastery (Ex)**

At 6th level, when making a Heal skill check, a Field Medic may take 10 even if stress and distractions would normally prevent him or her from doing so. In addition the Field Medic adds it’s wisdom modifier to it’s saving throws as an insight bonus.

**Swift Aid (Ex)**

At 8th level, A Field Medic treats its strength score as 4 higher to determine carrying capacity so it can carry a creature off of the battlefield. The Field Medic ignores natural rough terrain during an encounter. Finally if carrying or healing a creature, the Field Medic can choose to intercept any attack made on that creature and take it’s full damage and block the creature from harm.

At 12th level the Field medic’s strength is treated as 6 higher instead for the purpose of carrying others, and it gains a +10 bonus to move speed. When carrying another creature, the Field Medic gains a +2 dodge bonus to armor class and reflex saving throws.

At 14th level, the Field Medic can lift a creature and keep moving in the same way someone would use the spring attack feat, and it can apply basic medical aid to the creature while moving.

At 18th level, the Field Medic’s strength is treated as 8 higher for the purpose of carrying others, and its move speed increases by +5 more feet.

**Medical Miracle (Ex)**

At 10th level or higher, a Field Medic can save a character reduced to death. If the Field Medic is able to administer aid within a number of rounds of the character’s death equal to the field medic’s wisdom modifier, he or she can make a Heal check. The DC for this check is 30. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. Every time this happens to a creature within a day, the DC for both the field medic and the creature increase by +5.

If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

At 16th level, the time lengthens to a number of minutes equal to the Field Medic’s wisdom modifier instead of rounds. If a creature succeeds in the fortitude saving throw they are restored to 1d6+ Field Medic’s wisdom modifier.

**Believe you can pull through (Ex)**

At 18th level, when a creature that the Field Medic is doing some form of medical procedure on needs to make a saving throw, the field medic can make the save as well and use its own bonuses and the creature takes the best of the 2 results.

**Final Healer (Ex)**

At 20th level, the Field Medic treats all 1’s on their healing dice as 2’s instead. In addition the Field medic heals 1d4 ability damage to a single score when healing or 1 from each ability score. Finally, when a creature you are doing a medical procedure on needs to make a saving throw, they add the Field Medic’s wisdom modifier to the saving throw.