Medic
Medium Humanoid (Terran)
Hit Dice: 4d8+3 (21 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares)
Armour Class: 21 (+9 armor, +2 shield), touch 10, flat-footed 21
Base Attack/Grapple: +2/+1
Attack: Flash grenade launcher +2 ranged touch
Full Attack: Flash grenade launcher +2 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Heal, lesser restoration, medical mastery, medical specialist
Saves:
Fort +1, Ref +1, Will +5
Abilities: Str 9, Dex 10, Con 10, Int 10 Wis 13, Cha 11
Skills: Climb +2, Heal +14, Jump +2, Survival +10
Feats: Self-Sufficient, Skill Focus (heal), Toughness
Environment: Any
Organization: Solitary, pair, group (2-6 plus 6-12 Marines and 4-10 Firebats), or squad (10-20 plus 32-64 Marines and 12-32 Firebats)
Challenge Rating: 4
Treasure: A-13 flash grenade launcher, large shield, powered combat suit
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: --

   This Terran woman is dressed in thick white armor. She carries some needles, scalpels, and other tools, and carries a large shield with a large red cross symbol upon it.

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.

Combat
   The medics bravely roam battlefields healing their injured comrades. They have little in the way of defense themselves, but they may employ their flash grenade launchers in an attempt to blind attackers.
   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 2d8 hit points of an adjacent living biological unit.
   Medical Specialist: The medic recieves a +1 competence bonus on Heal checks. (Already reflected in statblock above).
   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, 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.