Combat Medics serve in the front line, right beside the marines to whom they are usually assigned to. They are trained and equipped to keep the front line troopers in fighting condition for as long as possible.
Knowledge (Medicine): 4
Knowledge (Warfare): 4
Feat: Field Dressings
Hit Dice: d8
Skills: 6 + int, per level
Class Skills: Acrobatics, Athletics, Bluff, Diplomacy, Drive, Fly, Heal, Intimidate, Knowledge (Local), Knowledge (Medicine), Knowledge (Nature), Knowledge (Warfare), Perception, Stealth, Survival
Proficiencies: Simple Weapons, Martial Weapons, Light Armour, Combat Armour
|Level:||BAB:||Fort Save:||Ref Save:||Will Save:||Special:|
|1||+0||+0||+2||+1||Combat Training, Localized Stimulants|
|2||+1||+0||+3||+2||Field Dressings +1d6|
|6||+4||+2||+5||+3||Field Dressings +2d6|
|10||+7/+2||+3||+7||+5||Field Dressings +3d6|
Beginning at 1st level, the Combat Medic may count his class levels as fighter levels for the purposes of qualifying for feats. If you gain this ability from other classes, the levels stack.
Every odd numbered level, the Combat Medic can select and use a Localized Stimulants effect (as the Corpsman ability of the same name). The Combat Medic's class levels stack with his Corpsman levels for the purposes of calculating the duration of stimulant effects.
At the second level, the Combat Medic grants an additional 1d6 temporary hit points when using his Field Dressings ability. The Combat Medic's bonus increases to 2d6 at the 6th level and 3d6 at the 10th level.
At the 4th and 8th level, the Combat Medic may select any combat feat he qualifies for.