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
Field
Value
Armor Allowance
Light, Medium
Bab Tier
three-quarters
Base Skill Points
4
Hd
d8
Hd Sides
8
Max Level
20
Multiclass Notes
Medics can multiclass with Sawbones and Chirurgeon archetypes. Non-humans use simultaneous multiclassing rules.
Primary Abilities
WIS, CHA
Prime Requisites
WIS, CHA
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
2
level
1
reflex
0
skillPoints
16
title
Corpsman
will
2
xp
0
Field Medic
Field
Value
bab
1
fortitude
3
level
2
reflex
0
skillPoints
4
title
Field Medic
will
3
xp
1500
Medic
Field
Value
bab
2
fortitude
3
level
3
reflex
1
skillPoints
4
title
Medic
will
3
xp
3000
Senior Medic
Field
Value
bab
3
fortitude
4
level
4
reflex
1
skillPoints
4
title
Senior Medic
will
4
xp
6000
Master Medic
Field
Value
bab
3
fortitude
4
level
5
reflex
1
skillPoints
4
title
Master Medic
will
4
xp
13000
Grand Medic
Field
Value
bab
4
fortitude
5
level
6
reflex
2
skillPoints
4
title
Grand Medic
will
5
xp
27500
Chief Medic
Field
Value
bab
5
fortitude
5
level
7
reflex
2
skillPoints
4
title
Chief Medic
will
5
xp
55000
Medical Chief
Field
Value
bab
6
fortitude
6
level
8
reflex
2
skillPoints
4
title
Medical Chief
will
6
xp
110000
Life-Saver
Field
Value
bab
6
fortitude
6
level
9
reflex
3
skillPoints
4
title
Life-Saver
will
6
xp
225000
High Life-Saver
Field
Value
bab
7
fortitude
7
level
10
reflex
3
skillPoints
4
title
High Life-Saver
will
7
xp
450000
Ward Surgeon
Field
Value
bab
8
fortitude
7
level
11
reflex
3
skillPoints
4
title
Ward Surgeon
will
7
xp
675000
High Ward Surgeon
Field
Value
bab
9
fortitude
8
level
12
reflex
4
skillPoints
4
title
High Ward Surgeon
will
8
xp
900000
Angel of the Void
Field
Value
bab
9
fortitude
8
level
13
reflex
4
skillPoints
4
title
Angel of the Void
will
8
xp
1125000
High Angel
Field
Value
bab
10
fortitude
9
level
14
reflex
4
skillPoints
4
title
High Angel
will
9
xp
1350000
Death's Bane
Field
Value
bab
11
fortitude
9
level
15
reflex
5
skillPoints
4
title
Death's Bane
will
9
xp
1575000
High Death's Bane
Field
Value
bab
12
fortitude
10
level
16
reflex
5
skillPoints
4
title
High Death's Bane
will
10
xp
1800000
The Unkillable Crew
Field
Value
bab
12
fortitude
10
level
17
reflex
5
skillPoints
4
title
The Unkillable Crew
will
10
xp
2025000
High Unkillable Crew
Field
Value
bab
13
fortitude
11
level
18
reflex
6
skillPoints
4
title
High Unkillable Crew
will
11
xp
2250000
Life Incarnate
Field
Value
bab
14
fortitude
11
level
19
reflex
6
skillPoints
4
title
Life Incarnate
will
11
xp
2475000
Supreme Medic
Field
Value
bab
15
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Medic
will
12
xp
2700000
Special Abilities
Combat Medicine
Field
Value
level
1
name
Combat 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
Field
Value
level
3
name
Triage 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
Field
Value
level
5
name
Pharma 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.