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Medic

Also known as combat medical technicians, corpsmen or first-aiders, they are trained in providing wound care, basic surgery and drug administration under emergency situations. They have a knowledge of anatomy and physiology. Bedside manner may or may not be included, however the mere presence of a medic on the battlefield is enough to boost morale. Medics know the importance of keeping their allies running and keeping the fight going. They can apply tourniquets, splint limbs, and patch up just about any wound you’d see in battle. Most of them take their place among the ranks of an army of some sort, but there are the rare few who find adventuring a worthy interest.
Role: The medic’s role is, first and foremost, a healer. Skilled in administering first aid to maximum effect and aiding the dying/injured in recovery. But most of them also have some battlefield training, and make a decent secondary combatant. The eventually come to possess the ability to create injections and brew potions to aid them in a unique and powerful manner.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 × 10 gil (average 105 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The medic’s class skills (and the key ability for each skill) are Appraise (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (technology) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points Per Level: 4 + Int modifier

Table: Medic

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Type3/4GoodGoodBad
1st+0+2+2+0Improved First Aid, Medical Specialist, Limit Breaks
2nd+1+3+3+0Surgical Precision (+1d6), Holistic Care, Evasive (+1)
3rd+2+3+3+1Battlefield Inspiration (1), Emergency Team, Combat Medic Technique
4th+3+4+4+1Natural Healing, Survey the Damage
5th+3+4+4+1Evasive (+2), Surgical Precision (+2d6), Piercing Mastery (+1), Injections
6th+4+5+5+2Battlefield Inspiration (2), Anesthetic, Calming Touch, Combat Medic Technique
7th+5+5+5+2Expert Healer, Precision Expertise
8th+6/+1+6+6+2Evasive (+3), Surgical Precision (+3d6), Medical Alchemist (Cure Potion)
9th+6/+1+6+6+3Field Healer, Combat Medic Technique
10th+7/+2+7+7+3Battlefield Inspiration (3), Resuscitate, Improved Injections, Piercing Mastery (+2)
11th+8/+3+7+7+3Evasive (+4), Surgical Precision (+4d6), Quick Fix
12th+9/+4+8+8+4Vigorous First Aid, Advanced Combat Medic Technique, Improved Calming Touch
13th+9/+4+8+8+4Therapy, Penetrating Strike, Medical Alchemist (Hi-Potion)
14th+10/+5+9+9+4Battlefield Inspiration (4), Evasive (+5), Surgical Precision (+5d6), First Aid Mastery
15th+11/+6/+1+9+9+5Advanced Combat Medic Technique, Superior Injections, Piercing Mastery (+3)
16th+12/+7/+2+10+10+5Formulating Solution, Improved Resuscitate
17th+12/+7/+2+10+10+5Evasive (+6), Surgical Precision (+6d6)
18th+13/+8/+3+11+11+6Battlefield Inspiration (5), Advanced Combat Medic Technique, Medical Alchemist (X-Potion)
19th+14/+9/+4+11+11+6Perfect Body, Vigorous First Aid (Improved)
20th+15/+10/+5+12+12+6Evasive (+7), Surgical Precision (+7d6), Piercing Mastery (+4), Master Mender

Class Features

All of the following are class features of the medic.

Weapon and Armor Proficiency

Medics are proficient with all simple weapons, firearms, and any light piercing weapons. They are proficient with light armor but not with any shields.

Limit Breaks (Su)

At 1st level, the medic receives the Limit Breaks (Keen Eye and Regenerative Aura).

Keen Eye (Su): This Limit Break allows the medic to make precise strikes to deal vital damage to her opponents. For a duration of 1 round + 1 round per four medic levels after 1st, the medic deals an extra + 1d6 points of damage on any successful attacks with an additional + 1d6 per four medic levels after 1st. In addition, any surgical precision extra damage does not require her opponent to be denied a Dexterity bonus to AC to deal this extra damage while this limit break is in effect. This limit break requires only a swift action.

Regenerative Aura (Su): This Limit Break creates an aura around the medic that extends out to 15 feet, granting all allies within the area of effect of Fast Healing of 2 + 2 per four medic levels after 1st. This limit break lasts for a duration of 1 round + 1 round per four medic levels after 1st. In addition, each round this limit break is in effect allows the medic to cure one status effect per person within the area of effect as a free action. This limit break requires only a swift action.

Improved First Aid (Ex)

At 1st level, a medic can use the Heal skill (DC equal damage dealt) to provide first aid, healing for 1d4 points of damage + his Wisdom modifier instead. For every 5 points the medic beats the DC for first aid, the healing increases by 1d4. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per injury. In addition, a medic using the Heal skill to treat deadly wounds gains double the amount as if using first aid along with the normal healing from deadly wounds treatment.

Medical Specialist (Ex)

The medic receives a competence bonus equal to half her medic level to  her Heal skill (minimum +1).

Surgical Precision (Ex)

At 2nd level, the medic learns how to make a precise strike, dealing extra damage. The medic’s attack deals extra damage (called “precision damage”) anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every three medic levels thereafter. Should the medic score a critical hit with a surgical precision, this extra damage is not multiplied. A medic may only use surgical precision with light piercing weapons. This stacks with the thief’s sneak attack and similar abilities.

Holistic Care (Ex)

Beginning of 2nd level, the medic is an expert in caring for her comrades both during and after battle. She makes sure they eat right, stretch, etc. Either way, she makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.

Evasive (Ex)

Also at 2nd level, a medic is so skilled in combat involving light bladed or piercing weapons that she gains a +1 dodge bonus to AC against attacks made against her with them. This bonus increases by +1 for every three levels, to a maximum of +7 at 20th level.

Battlefield Inspiration (Ex)

Out in the heat of battle, a medic may find themselves unable to reach an allies who needs help. Even in such situations, however, a good speech, taunt, or shouted piece of advice can help their allies stay in one piece for a little bit longer. Starting at 3rd level, as a standard action, the medic can grant all allies within 30 feet a number of temporary hit points equal to the medic’s class level + her Wisdom modifier. All creatures to be affected must be able to see, hear, and understand the medic to gain the bonuses. This ability can be used once per encounter at 3rd level and she gains one additional use per encounter every 4 levels thereafter.

Emergency Team (Ex)

Also at 3rd level, the medic is skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting the medic with Heal checks.

Combat Medic Technique

Beginning at 3rd level, and every three levels thereafter until 9th level, the medic may select a thief talent from the list below. Talents marked with an asterisk add effects to a medic’s surgical precision. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. The medic may select from the following thief talents: Assault Leader, Befuddling Strike*, Bleeding Attack*, Canny Observer, Distracting Attack, Finesse Thief, Follow Clues, Hard to Fool, Offensive Defense, Powerful Sneak, Slow Reactions, and Weapon Training.

Natural Healing (Ex)

At 4th level, the medic’s extensive knowledge of natural healing allows her to make Heal checks without a healer’s kit, if she has access to appropriate natural substitutes (as determined by the DM).

Survey the Damage (Ex)

With skills in healing and examination, a medic can easily survey the damage in an area and immediately determine who is in the greatest need. Beginning at 4th level, a medic may make a Heal check (DC 20) as a move-equivalent action to determine the condition of creatures near death within 20 feet. With a successful check, a medic may automatically determine whether a creature is dead, dying, disabled, fragile (alive and wounded, with 3 or fewer hit points remaining), or wounded (alive with 4 or more hit points). With each use of this ability, a medic may determine the status of a number of creatures equal to her Wisdom modifier (if any).

Piercing Mastery (Ex)

At 5th level, a medic gains a +1 bonus on attack and damage rolls with any light piercing weapons. This bonus increases by +1 for every five levels beyond 5th. In addition, when using surgical precision, the medic’s threat range increases by 1. This bonus increases by 1 for every five levels beyond 5th.

Injections (Ex)

Beginning of 5th level, the medic can prepare injections to enhance herself and her allies. The medic can prepare a number of injections equal to her class level + her Wisdom modifier per day. Most medics create a number of syringes at the start of the day equal to the total number of injections they can create in that day and takes an hour to prepare. The medic must pick specific injections (see below) during this time. All injections have a duration of 1 minute. After the duration of the injections is over, the recipients are fatigued for twice the amount of time. If the recipient receives another injection while fatigued, he becomes exhausted instead.

  • Adrenaline Shot (Ex): The recipient of this injection gains the Haste status effect.
  • Feline Vision (Ex): The recipient of this injection gains low-light vision and a +4 competence bonus to Perception skill checks.
  • Mental Boost (Ex): The recipient of this injection gains a +2 enhancement bonus to Intelligence, Wisdom, and Charisma.
  • Physical Boost (Ex): The recipient of this injection gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.
  • Regenerative Serum (Ex): The recipient of this injection gains Fast Healing 2.

Anesthetic

At 6th level, a medic learns how to supplement uses of the Heal skill with pain-killing drugs. She gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic.

Calming Touch (Ex)

At 6th level, as a standard action, the medic can relieve the individual of a condition. Her touch can remove the dazed, fatigued, shaken, or staggered condition. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.

At 12th level, the medic’s touch can remove the exhausted, nauseated, sickened, or stunned condition.

Expert Healer (Ex)

At 7th level and higher, the medic’s ability to restore hit points with a healer’s kit and a successful use of the Heal skill improves. In addition to the normal hit point recovery rate, the medic restores 1 hit point for every medic level she possesses. Treating deadly wounds now only requires 30 minutes.

Precision Expertise (Ex)

Also at 7th level, when the medic deals a surgical precision attack, she may sacrifice 1 die of damage to deal either 1 point of temporary Strength or Dexterity damage as a free action. This applies to a single attack and must be declared before the attack is rolled. The ability cannot be used to deal more than 6 points of ability damage on a single target. The ability damage lasts for 1 minute per medic level.

Medical Alchemist (Ex)

At 8th level, an accomplished medic does not need magic to create elixirs with miraculous healing capabilities. With a healer’s kit, an alchemist’s kit and rare herbs worth the cost of the alchemical item, the medic may create a non-magical cure potion in 8 hours. At 13th level, she may create non-magical hi-potions. At 18th level, she may create non-magical x-potions.

Field Healer (Ex)

At 9th level, you become adept at administering first aid quickly and while under duress. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.

Resuscitate (Ex)

At 10th level, a medic can revive a character who has died. As a full round action, if the medic is able to administer aid within 10 rounds of the character’s death, she can make a Heal check. Heal skill: DC 20 + the negative Hit Points. If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1 hit point. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored with this ability.

At 16th level, a revived character receives the effects of first aid based off the Resuscitate skill roll.

Improved Injections (Ex)

Beginning at 10th level, the medic’s knowledge of medical injections improves.

  • Adrenaline Shot (Ex): The recipient of this injection also gains an additional attack with a –2 penalty on all attack rolls.
  • Feline Vision (Ex): The recipient of this injection also gains Darkvision (60 feet) and now gains a +8 competence bonus to Perception skill checks.
  • Mental Boost (Ex): The recipient of this injection now gains a +4 enhancement bonus to Intelligence, Wisdom, and Charisma.
  • Physical Boost (Ex): The recipient of this injection now gains a +4 enhancement bonus to Strength, Dexterity, and Constitution.
  • Regenerative Serum (Ex): The recipient of this injection now gains Fast Healing 4.

Quick Fix (Ex)

At 11th level, as a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject’s ability scores with successful Heal check (DC 25). This application of the skill can be used successfully on a character only once per injury.

Vigorous First Aid (Ex)

At 12th level, when the medic administers first aid successfully, she grants the creature temporary hit points equal to 1d6 + half of the medic’s level.

At 19th level, the amount of temporary hit points increases to 2d6 + half of the medic’s level + the medic’s Wisdom modifier.

Advanced Combat Medic Technique

Beginning at 12th level, and every three levels thereafter, the medic may select a thief advanced talent. The medic may select from the following thief advanced talents: Confounding Blades, Crippling Strike*, Deadly Sneak*, Entanglement of Blades, Knock-Out Blow, and Opportunist.

Therapy (Ex)

At 13th level, the medic can cure 1 point of permanent ability damage to one of the subject’s ability scores. This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.

Penetrating Strike (Ex)

Also at 13th level, when the medic makes a surgical precision attack, she can bypass damage reduction equal to her Wisdom modifier.

First Aid Mastery (Ex)

At 14th level, a medic can quickly apply first aid to those around him. As a full-round action, the medic can use the Heal skill to apply first aid to all creatures that is adjacent to her. As with normal applying first aid, only creatures that has recently obtained injuries can be healed. Treating deadly wounds now only requires 15 minutes.

Superior Injections (Ex)

Beginning at 15th level, the medic’s knowledge of medical injections improves.

  • Adrenaline Shot (Ex): The recipient of this injection now gains a third additional attack with a –4 penalty on all attack rolls.
  • Feline Vision (Ex): The recipient of this injection now gains Darkvision (120 feet) and a +12 competence bonus to Perception skill checks.
  • Mental Boost (Ex): The recipient of this injection now gains a +6 enhancement bonus to Intelligence, Wisdom, and Charisma.
  • Physical Boost (Ex): The recipient of this injection now gains a +6 enhancement bonus to Strength, Dexterity, and Constitution.
  • Regenerative Serum (Ex): The recipient of this injection now gains Fast Healing 6.

Formulating Solution (Ex)

At 16th level, the medic can take any injection she has created and create a mist that infects all creatures around her within 10 feet with the injection but the duration is halved.

Perfect Body (Ex)

At 19th level, a medic has mastered her own body, making her difficult to kill. As a full-round action, the medic can harness her metabolism to heal herself and gaining Fast Healing 10 for 1 minute.  The medic can use this ability a number of times per day equal to her Wisdom modifier.

Master Mender (Ex)

A medic of 20th level is capable of healing even the most grievous of injuries. As a full-round action, the medic can heal an ally to full health, including restoring any ability drain, removing fatigue or exhaustion, and curing any poisons or diseases with a successful Heal check (DC 15 + the creature’s HD). The medic can use this ability once an hour.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have medic as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Al Bhed: The medic gains +1/6 of a new combat medic technique.
  • Dwarf: Add +1/2 hit point to the amount healed naturally through holistic care.
  • Elvaan: Add +1/3 on critical hit confirmation rolls made while using surgical precision (maximum bonus of +5). This does not stack with the Critical Focus feat.
  • Galka: Add +1/3 to the amount of temporary hit points granted by the medic’s battlefield inspiration.
  • Hume: The medic gains +1/6 of a new combat medic technique.
  • Mithra: The medic gains +1/6 of an additional 1d6 points of surgical precision damage.
  • Moogle: Add +1/6 to the dodge bonus granted by the medic’s evasive ability.
  • Shindroid: The medic gains +1/6 of a new combat medic technique.
  • Tarutaru: Add +1/4 hit point additionally healed with medic’s improved first aid.
  • Tonkin: Add +1/6 to the dodge bonus granted by the medic’s evasive ability.

Archetypes