Some medics specializes in supporting the battlefield at a distance with firearms rather than up-close and personal.
The field specialist is an archetype of the medic class.
Archetype Main Ability Scores:
The field specialist mainly focuses on DEX for martial combat and WIS for his class features.
Archetype Feature Replacements:
1st – Limit Break (Keen Eye), Medical Specialist, Finesse Training. 2nd – Medical Practice, Surgical Precision, Evasive, Holistic Care. 3rd – Emergency Team. 4th – Medical Practice. 5th – Injections. 6th – Medical Practice. 7th – Precision Expertise. 8th – Medical Practice. 10th – Medical Practice, Improved Injections. 12th – Medical Practice. 13th – Penetrating Strike. 14th – Medical Practice. 15th – Superior Injections. 16th – Medical Practice, Formulating Solution. 18th – Medical Practice. 20th – Medical Practice
Limit Break (Su)
At 1st level, the field specialist receives the Limit Break (Keen Shot).
Keen Shot (Su): This Limit Break allows the field specialist to make precise strikes to deal vital damage to his opponents. For a duration of 1 round + 1 round per four medic levels after 1st, the field specialist deals an extra + 1d6 points of damage on any successful attacks with an additional + 1d6 per four medic levels after 1st. In addition, any vital shot extra damage does not require his opponent to be denied a Dexterity bonus to AC to deal this extra damage while this limit break is in effect. This limit break requires only a swift action.
This ability modifies the Limit Break (Keen Eye).
Medic Gunner
At 1st level, the field specialist gains Gunsmithing as bonus feats. Additionally, he also gains a battered gun identical to the one gained by the gunner.
This ability replaces medical specialist.
Gunner Style (Ex)
At 1st level, the field specialist is treated as having one of the following feats: Deadly Aim, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Rapid Shot, even if she does not have the normal prerequisites for that feat. The benefits of this ability apply only when she wears light or no armor. She loses all benefits of this ability when wearing medium or heavy armor.
This ability replaces finesse training.
Gunnery Talents (Ex)
As a field specialist gains experience, he learns a number of talents that aid his marksmanship skills. Starting at 2nd level, a field specialist gains one gunnery talent or medical practice, using his medic level as his gunner level. He gains an additional gunnery talent or medical practice for every two levels of medic attained after 2nd level. A field specialist must meet the prerequisite of the talent selected and unless specified otherwise, each talent can only be selected once.
- A complete list of gunnery talents can be found here: Gunnery Talents
This ability may replace medical practices.
Vital Shot (Ex)
Beginning of 2nd level, the field specialist learns how to make a vital shot, dealing extra damage. The field specialist’s attack deals extra precision damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 2nd level, and increases by 1d6 every three medic levels thereafter. A field specialist may only use vital shot with firearms.
This ability replaces surgical precision.
Nimble (Ex)
Starting at 2nd level, a field specialist gains a +1 dodge bonus to AC while wielding a firearm. This bonus increases by +1 for every three levels, to a maximum of +7 at 20th level.
This ability replaces evasive.
Gun Fix (Ex)
At 2nd level, as a swift action, a field specialist can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. She can use this ability a number of times per day equal to her Wisdom modifier.
This about replaces holistic care.
Field Medic Expertise (Ex)
At 3rd level and every three levels thereafter, a field specialist gains a +1 bonus to Heal skill checks. In addition, the field specialist can take 10 on Heal skill checks even if stress and distractions would normally prevent him from doing so.
This ability replaces emergency team.
Gun Training (Ex)
At 5th level, a field specialist can select one specific type of firearm (such as standard pistol and standard rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when he misfires with that type of firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.
This ability replaces injections and formulating solution.