MEDIC
Description:
The Medics of the United Earth Directorate follow a time-honored tradition of selflessly marching into combat zones to aid their injured brethren. These fearless women, aided only by protective shielding, are highly skilled healers capable of restoring the health and vitality of wounded soldiers. Medics can even cure various Zerg infestations.
Race: Terran.
Hit Die: d8.

Class Skills
   The medic's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Jump (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Medic

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Heal +1d8, medical specialist +1
2nd
+1
+0
+0
+3

3rd
+1
+1
+1
+3
Heal  +2d8, lesser restoration
4th
+2
+1
+1
+4
Medical mastery
5th
+2
+1
+1
+4
Heal +3d8, medical specialist +2
6th
+3
+2
+2
+5

7th
+3
+2
+2
+5
Heal +4d8, restoration
8th
+4
+2
+2
+6

9th
+4
+3
+3
+6
Heal +5d8
10th
+5
+3
+3
+7
Medical specialist +3
11th
+5
+3
+3
+7
Heal +6d8
12th
+6/+1
+4
+4
+8

13th
+6/+1
+4
+4
+8
Greater restoration, Heal +7d8
14th
+7/+2
+4
+4
+9

15th +7/+2
+5
+5
+9
Heal +8d8, medical specialist +4
16th
+8/+3
+5
+5
+10

17th
+8/+3
+5
+5
+10
Heal +9d8, minor medical miracle
18th
+9/+4
+6
+6
+11

19th
+9/+4
+6
+6
+11

20th
+10/+5
+6
+6
+12
Medical miracle, medical specialist +5

Class Features
All of the following are class features of the medic.
   Weapon and Armor Proficiency: A medic is
proficient with all simple weapons and with all armor (heavy, medium, and light).
   Heal: While expendable, the massive losses of Terran Marines during the Great War began to become cost prohibitive. The Medic's use of chemical modifiers has greatly enhanced the survival rate of UED forces, lengthening the expected battlefield life expectancy to over nine seconds. As a standard action, a medic may heal 1d8 hit points of an adjacent living biological unit. This ability increases to 2d8 at 3rd level, and increases by an additional 1d8 every two levels thereafter (5th, 75th, 9th, 11th, 13th, 15th, 17th).
   Medical Specialist: The medic recieves a competence bonus on Heal checks. At first level, the bonus is +1. It increases again at 5th level and every five levels thereafter (10th, 15th, 20th).
   Lesser Restoration: With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine. Lesser restoration dispels any effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
   Medical Mastery: When making a Heal skill check, at 4th level the medic may choose to take 10, even if stress and distractions would normally prevent her from doing so. She becomes so accomplished in the use of this skill that she can use it reliable even under adverse conditions.
   Restoration: This ability functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
   Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
   Greater Restoration: This ability functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
   Greater restoration also dispels all effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects
   Minor Medical Miracle: At 7th level, a medic can save a character reduced to -10 hit points or lower. If the medic is able to administer aid within 3 rounds of the character's death, she can make a Heal check. The DC for this check is 30, and she can't take 10 or 20. If the check suceeds, the character may make a Fortitude save (DC 10) to stabilize and be restored to 0 hit points. If the medic fails the skill check or the patient fails the save, the dead character can't be saved.
   Medical Miracle: At 10th level, a medic can revive a character reduced to -10 hit points or lower. If the medic is able to administer aid within 3 minutes of the character's death, she can make a Heal check. The DC for this check is 40, and she can't take 10 or 20.
If the check suceeds, the character may make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the medic fails the skill check or the patient fails the save, the dead character can't be restored..