I swear to the gods if you don't stop running into pit traps, then next time I'm... Probably still going to bandage you up because clearly you would be long dead without me.
— Claire D'Aubergine, a medic
  While everyone would love the opportunity to receive the healing magics of the great churches, genius alchemists or noble paladins, the service of such heroes is a rare and valuable thing. Not everyone can afford the cost of such potent magics. For the rest of the world, natural healers great and small service those who are in need of care. On the battlefield, where wounds, disease and eath run rampant, the ones who answer this call are known as medics. These brave warriors possess a keen wisdom and insight into the healing arts, which they use to aid their brothers on the field of combat. Though a medic’s hands can heal, they are no slouches in combat, and their strength in arms can rival any warrior. Adventures: Medics often begin their adventuring careers alongside friends or companions whom they’ve known for some time. The medic’s natural concern for others leads them to follow those important to them, to ensure their survival. Other medics may have begun their careers in the military, and thus adventure as part of special missions set out by their commanders. Still others are simply mercenary, offering their services to whomever provides the coin. Characteristics: The nature of a medic’s job requires a calm, forceful demeanor. Medics cannot be ones to shy away from gore, filth, or horror of any kind and they do not rattle easily. This calm and dedicated personality often makes them a reliable companion.  


Any. Medics work to heal wounds and sickness, but they are not always driven by a moral compulsion to do good. Some are greedy and charge high but fair prices for their services. Others revel in the pain and suffering of battle and take their time exploring the wounds they seek to heal with little thought for the suffering of their patients.  


Those medics who do believe in gods tend to favor gods of knowledge, medicine or community. Medics who began their careers as military personnel may choose to worship gods of war or glory. Whether or not a medic is particularly religious is a gamble though. While many look upon the acts of gods and their chosen faithful to draw strength, still others spit at the mention of gods and blame them for the messes that medics feel they must clean up.  


Many medics could have made fine clergymen or intellectuals, but due to their station or upbringing these options were not available to them. More commonly though, the role of medic is one that is thrust upon them. Someone needed to step up and do the job, and they quickly find a talent for the dirty work of treating wounds.  


Medics are common among many different races and all walks of life. They are more common among militaristic cultures, and cultures that are antagonistic towards magic. Thus, races such as humans, orcs, hobgoblins and maenads often produce medics. Other Classes: The nature of a medic’s job makes them fast friends and allies with many different classes. Though they tend to be looked down upon by holierthan-thou clerics and the occasional haughty wizard, few are truly willing to turn down the aid of a medic when in need.  


Medics perform damage control for their parties. A medic’s job on the battlefield is often frantic as they must quickly prioritize their allies needs in order to best keep everyone alive. Some medics do this by performing emergency healing on allies, while others act to stop problems before they arise through proactive engagement.  

Game Rule Information


Wisdom is the primary ability score that concerns medics as it determines the strength of their maneuvers and many aspects of their healing ability. Constitution and Dexterity are also important to medics as they help keep the medic in the fight and thus help them protect their allies.  

Starting Age


Starting Wealth

5d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.  

Hit Die


Class Skills

The medic’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Martial) (Int), Knowledge (Nature) (Int), Knowledge (Nobility), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Sleight of Hand (Dex).  

Skill Ranks per Level

4 + Int modifier.  

Klassentabelle - Medic

1st+0+2+0+2Medic's training, triage 3/encounter, medic's expertise (2)531
2nd+1+3+0+3Improved treatment, medic’s expertise642
3rd+2+3+1+3Cura te ipsum +1742
4th+3+4+1+4Medic’s expertise, triage 4/encounter742
5th+3+4+1+4Improved triage853
6th+4+5+2+5Guardian of life 1/day, medic’s expertise853
7th+5+5+2+5Cura te ipsum +2, triage 5/encounter953
8th+6/+1+6+2+6Medic’s expertise963
10th+7/+2+7+3+7Triage 6/encounter, improved triage, medic’s expertise1064
11th+8/+3+7+3+7Cura te ipsum +31175
12th+9/+4+8+4+8Guardian of life 2/day, medic’s expertise1175
13th+9/+4+8+4+8Triage 7/encounter1275
14th+10/+5+9+4+9Medic’s expertise, improved resuscitation1285
15th+11/+6/+1+9+5+9Cura te ipsum +4, improved triage1386
16th+12/+7/+2+10+5+10Medic’s expertise, triage 8/encounter1386
17th+12/+7/+2+10+5+10Greater resuscitation1496
18th+13/+8/+3+11+6+11Guardian of life 3/day, medic’s expertise1497
19th+14/+9/+4+11+6+11Cura te ipsum +5, triage 9/encounter1597
20th+15/+10/+5+12+6+12Master medic, medic’s expertise16107

Class Features

The following are the class features of the medic.  

Weapon and Armor Proficiency

A medic is proficient with all simple and martial weapons, with light and medium armor, and with shields (except for tower shields).  


A medic begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Iron Tortoise, Golden Lion, Steel Serpent, and Tempest Gale. Once she knows a maneuver, she must ready it before she can use it (see maneuvers readied, below). A maneuver usable by a medic is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she do not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table 1-1: Medic. The medic must meet a maneuver's prerequisite to learn it. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the medic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the medic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A medic's initiation modifier is Wisdom.  

Maneuvers Readied

A medic can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A medic must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating or studying for ten minutes. The medic does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes studying or meditating, she can change her readied maneuvers. A medic begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below). In order for the medic to recover maneuvers, she must reassure her allies of her presence as a full-round action. When she does so, she recovers a number of expended maneuvers equal to her medic initiation modifier (minimum 2) and grants all allies within 30 feet (including herself) a number of temporary hit points equal to 3 times her initiator level and a bonus on Fortitude saves equal to her medic initiation modifier for one round. These temporary hit points last for one minute or until lost, and stack with temporary hit points gained from other sources as normal (but not from additional uses of the medic’s maneuver recovery). Alternately, the medic may take a moment to assess the situation and her allies and recover a single maneuver as a standard action. If a medic has no remaining uses of triage available and recovers medic maneuvers as a full-round action, she regains one use of triage.  

Stances Known

A medic begins her career with knowledge of one stance from any discipline open to medics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the medic does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a medic cannot learn a new stance at higher levels in place of one she already knows.  

Medic’s Training (Ex)

Early on in her career, a medic quickly learns to assess the battlefield in order to prioritize the needs of her allies against the dangers that her enemies present. Once per round as a free action (even if it is not her turn) the medic can assess the health of her allies. The medic is able to determine their current hit points, any conditions (including poisons or diseases). affecting them, and the duration of these conditions. As part of using this ability, the medic may also make a Heal check to assess the current health and condition of her opponents. She rolls her Heal check once and uses it for each opponent, comparing it to a DC of 10 + the opponent in question's CR. Failing this check against an opponent prevents the medic from assessing that opponent's health for one round.  

Triage (Ex)

A medic must be able to react immediately to any danger that threatens her allies. At 1st level, a medic gains the ability to perform a triage as a swift action. When she does, she can move up to her speed, so long as she ends her movement adjacent to an ally. That ally is healed for a number of hit points equal to three times the medic’s initiator level. This increases to four times her initiator level at 7th level and five times her initiator level at 14th level. In addition, she can apply the effects of one of her medic's expertises (see page X) to the ally, if applicable. The medic can also perform a triage on herself; she does not move when she does so. A medic can use this ability three times per encounter at 1st level, plus one additional time per encounter at 4th level and every three levels thereafter. Alternatively, the medic can take a full round action to apply her triage to multiple allies at once. If she does so, she can move up to twice her speed; this movement ignores difficult terrain and does not provoke attacks of opportunity. Any ally that the medic is adjacent to at any point during this movement is healed for the medic’s triage amount. In addition, the medic can apply the normal number of medic’s expertises for a medic of her level to each healed ally. Each ally can only benefit from the full-round use of triage’s healing once per use of the ability. Using triage in this way costs two uses of the ability.  
What is Triage?
Each medic treats wounds and fatigue differently, depending on the resources available to them and the injuries and diseases they encounter. Medics are nothing if not resourceful and most will keep a pack of materials including bandages, thread, sutures, herbs or minerals that they’ve used or heard about using successfully to treat wounds. Medics from more technologically advanced societies might use healing gels, nanites, or other esoteric technologies in place of bandages, while more primitive societies could rely on spirit channeling herbs and leeches to get the job done. Sometimes, a medic’s job isn’t even really needed, and a swift word of encouragement or a jibe is enough to motivate an ally to get back into the fray. What exactly is needed to treat each character is intended to be left up to the medic’s player, and should be modified to fit at each table as appropriate. However, for ease of gameplay, it is safe to assume that medics can readily keep their supplies (whatever they may be) on hand to treat their allies wounds.

Medic’s Expertise (Ex)

As the medic gains experience, she picks up various useful tricks to help her be more effective at the job of saving her friends. At first level, the medic learns two expertises, and she learns a new expertise at second level and every even numbered level thereafter. Medic’s expertise that apply to her use of her triage ability are marked with an asterisk *. The medic can choose from the following list of expertises:   Agile Runner:* The medic may automatically negate one attack of opportunity made against her during her movement as part of using her triage ability.

Bolstering Treatment:* The medic can perform an aid another action on the target of her triage ability as part of applying her triage.

Careful Healer:* As part of using triage as a full round action, the medic may heal herself in addition to any allies adjacent to her during her movement.

Combat Training: The medic gains a bonus combat feat for which she qualifies. The medic must be at least 4th level to select this ability. She may select this expertise one additional time when she is at least 8th level, and a third time once she is at least 16th level.

Developed Immunity: The medic becomes immune to all poisons and nonmagical diseases. The medic must be at least 8th level to select this ability.

Doctor’s Advice: Whenever the medic successfully uses the aid another action, she adds +2 to the bonus provided. The medic must be at least 4th level to select this ability.

Emboldening Boost: When the medic initiates a boost, one ally she can see within 30 feet gains temporary hit points equal to her medic initiator level for one round.

First Responder:* The medic may instead move up to twice her speed when using her triage ability. If the medic is using her triage ability as a full round action, she can instead move up to triple her speed. This does not count towards the limit of expertises she can apply to her triage ability.

Fortifying Touch:* The target of the medic’s triage ability gains a bonus to its next saving throw this round equal to the medic’s initiation modifier.

Invigorating Touch:* Instead of healing the normal amount of hit points, the target of the medic’s triage ability gains fast healing equal to the medic’s initiation modifier for 1 minute.

Martial Healer:* When the medic successfully hits with a strike, she may spend a triage as a swift action to heal an ally within 30 feet. This use of triage only heals 1/2 the normal amount of damage.

Miracle Surgeon: As part of administering long term care, the medic can reattach severed limbs or organs to a body. The target creature must be living, and the limb cannot have been separated from the patient for more than a number of hours equal to the medic's class level. The overall process takes the full 8 hours of providing long term care. A medic must be at least 10th level to select this expertise.

Neutralize Poison:* The medic may neutralize one poison affecting the target of her triage ability, as the spell neutralize poison. The medic uses her initiator level in place of the caster level for this effect. The medic must be at least 8th level and possess the poison knowledge expertise to select this ability.

Poison Knowledge:* The medic never risks poisoning herself when applying or crafting poisons. In addition, she may delay the effects of one poison affecting the target of her triage ability for 1 hour as the spell delay poison.

Recovering Touch:* The medic may remove one of the following conditions from the target of her triage ability: fatigued, sickened, staggered, or shaken.

Recovering Touch, Improved:* The medic may remove up to two conditions with her recovering touch expertise. In addition, she adds the following conditions to the list of conditions her recovering touch can remove: blinded, dazed, deafened, exhausted, frightened, nauseated, paralyzed or stunned. The medic must have the recovering touch expertise and be at least 6th level to select this ability.

Regroup:* When the medic uses her triage ability on herself, she can move up to her speed. This movement does not provoke attacks of opportunity. This does not count towards the maximum number of medic’s expertises that she can use with her triage ability. The medic must be at least 10th level to select this ability.

Revitalizing Touch:* The target of the medic’s triage ability heals an amount of ability score damage equal to the medic’s initiation modifier instead of healing hit point damage. This healing may be divided up as the medic chooses between multiple ability scores as necessary.

Treat Curse:* The medic may attempt to remove one curse affecting the target of her triage ability as the spell remove curse. The medic uses her initiator level in place of the caster level for the caster level check of the spell. The medic must be at least 6th level to select this ability.

Treat Disease:* The medic may remove one disease affecting the target of her triage ability as the spell remove disease. The medic uses her initiator level in place of the caster level for the caster level check of the spell. The medic must be at least 4th level to select this ability.

Wrathful Healing:* When the medic uses her triage ability to heal an ally, the medic deals additional damage on the next strike she initiates within one round equal to her medic initiation modifier.

Improved Treatment (Ex): Starting at 2nd level, when the medic treats deadly wounds, the creature she treats recovers hit points and ability score damage as if it had rested for a full day and she no longer needs a healer’s kit to perform these actions. At 6th level, the medic can treat deadly wounds or provide long term care to a number of creatures equal to her initiation modifier at the same time. In addition, when the medic treats a creature’s deadly wounds it recovers hit points as if it had rested for a full day with long term care. At 11th level, when the medic treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.

Cura Te Ipsum (Ex)

Starting at 3th level, the medic’s martial training enhances her ability to defend herself while she ensures the health and safety of her allies. Whenever the medic initiates a strike maneuver she gains a +1 insight bonus on Reflex and Will saves until the start of her next turn. This bonus increases by +1 at 7th level and again at every four levels thereafter.

Improved Triage (Ex)

At 5th level, the medic can apply the effect of two medic’s expertises of her choice to any use of her Triage ability. At 10th level, she may apply the effect of a third medic’s expertise, and at 15th level, a fourth.

Guardian of Life (Su)

The medic’s dedication to the health and wellbeing of her allies is translated into an aggressive defense of their lives. Starting at 6th level, once per day the medic can initiate a counter as a free action (even if it is not her turn) in defense of her ally. This counter can only be used to protect an ally within 30 feet of the medic. The ally is treated as if they had initiated the counter in response to the attack, but uses any relevant modifiers (initation modifier, base attack bonus, skill bonus, and the like) from the medic instead of the ally. She may only use this ability once per round. The medic can use this ability one additional time per day at 12th and 18th level.

Resuscitation (Ex)

Starting at 9th level, the medic’s ability to treat severe wounds allows her to bring allies back from the very brink of death. The medic can use her triage ability to heal allies that have died within 1 round. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures slain by death effects cannot be saved by resuscitation.

Improved Resuscitation (Sp)

At 14th level, the medic’s ability to stave off the death of her allies broaches on the supernatural. Once per week, she can use raise dead as a spell-like ability, with a caster level equal to her medic initiator level.

Greater Resuscitation (Sp)

At 17th level, the medic’s skill at treating wounds is so great she can perform truly spectacular feats of medicine. Once per month, she can use true resurrection as a spell-like ability, with a caster level equal to her medic initiator level.

Master Medic (Ex)

At 20th level, the medic is such an expert of the healing arts that she can apply any number of medic’s expertise that she knows to her triage ability.

Favores Class Bonuses



Stalwart guardians, dwarf medics prefer to fix problems before they arrive. Gain +1/6 of a use of guardian of life per day.  


Elven medics use their natural intellect to predict upcoming problems and plan ahead accordingly. Gain +1/6 of a use of guardian of life per day.  


Halfling medics are quick to leap in and aid their allies. Gain +1-foot bonus to movement speed when using triage. In combat this option has no effect unless the halfling has selected it five times (or another increment of five).  


Human medics study a variety of different styles of healing, often combining techniques to learn new ways to treat wounds. Gain +1/6 of a new medic’s expertise.  


Aasimar are naturally given to care and concern for others, and thus make excellent medics. Gain +1/6 of a new medic’s expertise.  


Dhampir often suffer from a weakened constitution due to their partially undead state and many study medicine to compensate for this. Add +1 to the amount of damage the medic heals with triage, but only when the medic uses that ability on herself.  


Hobgoblin medics do not use their craft to heal so much as to ensure that their allies continue to fight. Gain +1/3 of a new maneuver known from the Scarlet Throne or Piercing Thunder disciplines.  


Fierce warriors are often reluctant to accept medical treatment, so orc medics must be truly impressive warriors to force their allies to accept aid. Gain +1/3 of a new maneuver known from the Primal Fury or Golden Lion Disciplines.  


Often maligned and mistrusted, tieflings must learn to care for their own needs. Add +1 to the amount of damage the medic heals with triage, but only when the medic uses that ability on herself.


Half-giant medics are quick to react to any danger to their friends or allies, often rushing headlong into danger to protect their companions. Gain +1/4 dodge bonus to AC when moving through threatened squares while using triage.  


Maenad medics are used to dealing with difficult to restrain patients and often have to resort to extreme measures to ensure they can administer proper treatment. Gain +1/3 of a new maneuver known from the Broken Blade or Sleeping Goddess disciplines.  


Ophiduan medics are calm and precise in their actions. Gain +1/3 of a new maneuver known from the Sleeping Goddess or Steel Serpent disciplines.  


Alicorn medics are natural born healers, and use their own abilities in conjunction with their training to bring relief to allies. When you use your touch of tranquility ability to absorb hit point damage, you may reduce the damage you take by 1/2 point.  


Dreige medics often take up the lifestyle as a way to protect others from the predation of the fey. Whenever you use your triage ability, the targets gain +1/4 of a bonus on saving throws against Charm or Compulsion effects until the start of your next turn.  


Wulfkin medics, like most wulfkin, had to learn to survive on their own and developed a tough, aggressive attitude as a result. Gain +1/3 of a new maneuver known from the Elemental Flux or Broken Blade disciplines.

Articles under Mediziner


Please Login in order to comment!