Medic

Combat healer and trauma responder.

The Medic is the squad's standing medical response. They are not the Sawbones -- the Sawbones heals in the ward, after the fight, with proper facilities and time. The Medic heals during the fight, with a kit, on the move, under fire. They are booked as a casualty-reduction specialist: the person whose job is to keep a wounded trooper producing value until the trooper reaches the Sawbones or the Sawbones reaches them.

On the Kadiss, the Medic rides the grid as qualified medical staff. Their kit is logged, their credentials are checked, and their rek is measured in trooper-hours-preserved. They work fast because the alternative is the casualty list, and the casualty list is the paperwork the Medic is trying to avoid generating.

Combat Medicine is the kit-charge economy: every heal costs one charge, every kit has ten, the kit costs rek, and the Medic knows exactly how many charges are left at all times. Triage Protocol is the eye that reads the battlefield as a medical problem -- who is about to die, who can wait, who is already gone. Pharma Application is the Medic's relationship with the chemist: every compound is more effective in trained hands, and the trained hands know which crash to soften, which side-effect to halve, which duration to extend.

Operating on the Support chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor). Light and medium armour -- the kit must be reachable. WIS and CHA primes: the judgment to read a wound and the bedside manner to keep the patient calm enough to be treated.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierthree-quarters
Base Skill Points4
Hdd8
Hd Sides8
Max Level20
Multiclass NotesMedics can multiclass with Sawbones and Chirurgeon archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesWIS, CHA
Prime RequisitesWIS, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Medical injector

Notes

Archetype Niche: The Medic is the party's combat healer. Combat Medicine provides reliable, scaling in-combat healing without tech -- a skill-based system that rewards WIS investment and kit charge management. Triage Protocol provides instant battlefield assessment and mass-casualty coordination. Pharma Application makes the Medic the ideal partner for a Chemist Pharma, enhancing and extending compound effects. The Medic's niche is keeping the party vertical in combat -- they heal faster than the Sawbones (standard action vs full-round) but with shallower healing, creating a distinct role.

Level Table

Corpsman

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleCorpsman
will2
xp0

Field Medic

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleField Medic
will3
xp1500

Medic

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titleMedic
will3
xp3000

Senior Medic

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleSenior Medic
will4
xp6000

Master Medic

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleMaster Medic
will4
xp13000

Grand Medic

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleGrand Medic
will5
xp27500

Chief Medic

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleChief Medic
will5
xp55000

Medical Chief

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleMedical Chief
will6
xp110000

Life-Saver

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleLife-Saver
will6
xp225000

High Life-Saver

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleHigh Life-Saver
will7
xp450000

Ward Surgeon

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleWard Surgeon
will7
xp675000

High Ward Surgeon

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleHigh Ward Surgeon
will8
xp900000

Angel of the Void

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleAngel of the Void
will8
xp1125000

High Angel

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleHigh Angel
will9
xp1350000

Death's Bane

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleDeath's Bane
will9
xp1575000

High Death's Bane

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleHigh Death's Bane
will10
xp1800000

The Unkillable Crew

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleThe Unkillable Crew
will10
xp2025000

High Unkillable Crew

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleHigh Unkillable Crew
will11
xp2250000

Life Incarnate

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleLife Incarnate
will11
xp2475000

Supreme Medic

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleSupreme Medic
will12
xp2700000

Special Abilities

Combat Medicine

FieldValue
level1
nameCombat Medicine

description: Medicine is a class skill with +3 competence bonus. Standard action: heal an adjacent ally for 1d8 + WIS HP. Costs one charge from a medical kit (standard kit: 10 charges, 50 rek). At level 5, 2d8 + WIS. At level 10, 3d8 + WIS. At level 15, 4d8 + WIS. Usable 1 + half Medic level times per encounter (minimum 1). Each target benefits once per encounter. Free action to stabilise a dying creature (normally standard action) once per round. The kit-charge economy: every heal costs one charge; the Medic knows exactly how many are left.

Triage Protocol

FieldValue
level3
nameTriage Protocol

description: Free action: assess medical status of all visible creatures within 60 feet (HP percentage, active conditions or diseases, who is closest to death). In mass-casualty, direct up to 4 untrained helpers to assist with stabilisation, doubling creatures stabilised per round. At level 8, Combat Medicine on two adjacent allies simultaneously (one standard action, two targets, two kit charges). At level 14, Combat Medicine at range (30 feet, injector dart). The eye that reads the battlefield as a medical problem.

Pharma Application

FieldValue
level5
namePharma Application

description: Administer compounds with superior efficiency. Target gains +2 to any save the compound requires; beneficial duration extended by 50%. Counteract combat stim crash with a Medicine check (DC 15 + stim potency), reducing crash duration by half. At level 11, two compounds to one target in one standard action. At level 17, compounds' negative side effects halved. Every compound is more effective in trained hands.