Island in the Mist
|Spells per Day|
|Level||Base Attack Bonus||Fort||Ref||Will||Special||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|5th||+3||+4||+4||+4||Energy resistance (1st type)||6||6||4||-||-||-||-||-||-||-|
|10th||2||+7||+7||+7||Energy resistance (2nd type)||6||6||6||6||5||3||-||-||-||-|
|15th||6/+1||+9||+9||+9||Energy resistance (3rd type)||6||6||6||6||6||6||6||4||-||-|
Combat Medics have the following game statistics.
Abilities: Constitution determines how many medical procedures the favored soul can perform per day. Wisdom determines how effective the medical procedures are. In addition to using Constitution and Wisdom for medicine, a Combat Medic also benefits from high Dexterity and Strength.
Hit Die: d8
The Combat Medic’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Anatomy) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the Combat Medic.
Weapon and Armor Proficiency: Combat Medics are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A Combat Medic may choose a Favored Weapon which which he is proficient, no matter the weapon class.
Spells: A Combat Medic can perform medical procedures (as Cleric spells), which are drawn from the Combat Medic procedure list. She can perform any procedure she knows without preparation.
To perform a procedure, a Combat Medic must have a Wisdom score of 10 + the procedure’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficultly Class for a saving throw against a favored soul’s spell is 10 + the spell’s level + the favored soul’s Wisdom modifier.
Her base daily procedure allotment is given on the above table. In addition, she receives bonus spells for a high Wisdom.
Favored Weapon Focus: At 3rd level, a Combat Medic gains the Weapon Focus feat with her favored weapon. If the character already has that feat, she can choose a different one.
Energy Resistance (Ex): At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.
Favored Weapon Specialization: At 12th level, a Combat Medic gains the Weapon Specialization feat with her favored weapon. If she already has that feat, she can choose a different feat from the Fighter bonus feat list.
Damage Reduction (Su): A 20th-level favored soul gains damage reduction 10.
Combat Medic procedure list:
All spells must be cast at range: Touch.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or object.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance: Subject gains +1 on saving throws.
Tenacity (as Virtue): Subject gains 1 temporary hp.
Endure Elements: Exist comfortably in hot or cold environments.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Delay Disease: Ravages of Disease staved off for a day.
Healthful Rest: Subjects heal at twice the normal rate.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Vigor, Lesser: Creature heals 1hp/(round/level).
Resurgence: You grant a subject a second chance at a saving throw.
Deep Breath: Your lungs are filled with air.
Remove Scent: Hides affected creature’s scent.
Second Wind: Dispel fatigue, grant bonus on Constitution checks.
Warning Shout: Allies are no longer flat-footed.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Enbalm (as Gentle Repose): Preserves one corpse.
Apply Paralysis (as Hold Person): Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Status: Monitors condition, position of allies.
Close Wounds: Cure 1d4 +1/level. Immediate action.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with healing spells.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Vigor: As lesser vigor, but 2hp/round (max 25 rounds).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration M: Restores level and ability score drains.
Panacea: Removes most afflictions
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.