From Compendium of Worldly Lore
Requirements
Alignment: Any nonevil
Skills: Concentration 4 ranks, Heal 8 ranks.
Feats: Combat Casting, Dodge.
Spells: Ability to cast cure light wounds.
Summary
Combat medics are incredibly mobile healers, with a combat medic around no one will be staying down for long and no one will be getting left behind. They are unparalleled in moving around the battlefield and healing.
Role: Spell Support
Characteristics: Mobile healing casters that can boost their healing efficacy
Source: Heroes of Battle
Game Rule Information
The Combat Medic has the following game statistics.
Abilities: Dexterity for good reflex saves, Concentration for more bulk,
Alignment: Any non evil
Hit Die: d6
Starting Gold: N/A
Class Skills
The Combat Medic's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Combat Medic.
Weapon and Armor Proficiency: A Combat Medic is proficient with Combat Medics gain no proficiency with weapons or armor
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 light 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. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly.
If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add each level of combat medic for the purposes of determining spells per day, spells known, and caster level.
Healing Kicker Su: 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, allowing a healed target to more easily survive the rigors of combat.
Whenever you cast a conjuration (healing) spell on an ally, you can choose to imbue the spell with a secondary effect as described below. You can use this ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). In each case, the secondary effect lasts for 1 round unless otherwise noted. Only one secondary effect can be imbued into any single spell. You can't apply this secondary benefit to yourself.
At 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier.
At 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level.
At 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first.
Defensive Casting Ex: Starting at 2nd level, you are capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks made to cast spells defensively.
Field Healer Ex: At 2nd 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.
Mobility: You frequently find it necessary to dive into a pitched melee in order to heal a comrade. As a result, you gain Mobility as a bonus feat at 3rd level.
Evasion Ex: Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save. See the monk class feature.
Spontaneous Heal Ex: At 5th level, you gain the ability to "lose" any prepared spell or spell slot of 6th level or higher in order to cast heal, even if that spell is not normally on your spell list. If you do not have the ability to cast 6th-level spells, you can't use this class feature. This ability otherwise functions identically to the cleric's spontaneous casting class feature.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spells |
1st | +0 | +0 | +2 | +0 | Healing kicker (sanctuary) | +1 level of existing eligible spellcasting class |
2nd | +1 | +0 | +3 | +0 | Defensive casting, field healer | +1 level of existing eligible spellcasting class |
3rd | +1 | +1 | +3 | +1 | Healing kicker (Reflex saves), Mobility | +1 level of existing eligible spellcasting class |
4th | +2 | +1 | +4 | +1 | Evasion | +1 level of existing eligible spellcasting class |
5th | +2 | +1 | +4 | +1 | Healing kicker (aid), spontaneous heal | +1 level of existing eligible spellcasting class |