Medic

Medics receive additional training in giving medical care to their fellow soldiers. Subclass of Rifleman.

Weapon Proficiency
Medics are not proficient with automatic firearms

Affects rifleman weapon proficiency

Extra Equipment
Medics are given 2 extra first aid kits

Affects rifleman starting wealth

Magic Education
Treat medic level as a caster level when casting healing spells.

Bonus spells based on INT

Healing Training
The medic learns healing spells, this replaces Discipline.
 * 1st level: Cure Light Wounds
 * 3rd level: Cure Moderate Wounds
 * 5th level: Cure Serious Wounds
 * 7th level: Cure Critical Wounds
 * 9th level: Breath of Life
 * 11th level: Cure Moderate Wounds (Mass)
 * 13th level: Heal
 * 15th level: Regenerate
 * 17th level: Cure Critical Wounds (Mass)
 * 19th level: Heal (Mass)

Aura of Protection (Su)
At 6th level the medic and all allies with 30 feet gain 1 DR. Requires one ally within 30 feet to activate. Replaces Formation Fighting.

Empowered Heal
At 10th level treat all your cure spells as though they were empowered, increasing the amount healed by 50%. Does not apply to damage dealt to undead. Does not stack with Empower Spell. Replaces Cross Training.

Stay Death (Ex)
At 12th level the medic gains a +10 circumstance bonus on Heal checks to perform first aid. Additionally, if an ally has been killed by damage within the last round, the medic may attempt to perform first aid with a DC of 15 + (the number of hit points below 0) in order to revive them to 0 hit points and stable. Usable a number of times per day equal to 4 + Wis modifier. Replaces Die Hard.

The Emperor Protects (Su)
At 20th level the medic and all allies within 30 feet gain 5 DR. Requires one ally within 30 feet to activate. Replaces The Emperor's Shield.