Physician (Alchemist Archetype)
Archetypes of Power 2


Physicians are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters proficiencies.

Combat Training (Ex)

A physician is considered an Adept practitioner, gaining spheres and talents as appropriate, and uses their Intelligence as their practitioner modifier.

This replaces the alchemy class feature.

Trained Medic (Ex)

The physician gains the (formulae) package of the Alchemy sphere, in addition to the Panacea (formulae) talent as bonus talents at 1st level. The physician must choose the Salve (formulae) talent as part of the free (formulae) talent he gains as part of gaining the (formulae) package.

In addition, when using Craft (alchemy) to create an alchemical item, a physician gains a competence bonus equal to his class level on the Craft (alchemy) check.

This bonus does not benefit whenever he would craft his formulae or toxins.

This replaces poison use and mutagen class features.

Emergency Supplies (Ex)

The physician may have an additional number of formulae prepared at one time equal to his practitioner modifier (minimum 1), to a maximum equal to his physician level, as long as the formulae prepared with this ability cannot deal damage.

This replaces bomb and brew potion class features.

Trained Surgeon (Ex)

At 2nd level, the physician’s knowledge of hygiene, tool maintenance and sterilization allows him to get more out of his tools. Once per day, the physician may spend 5 minutes cleaning and replenishing expended supplies from a healer’s kit, regaining 10 uses to a healer’s kit (maximum 10 uses). At 10th level, the physician may use this ability an additional time per day.

This replaces poison resistance and poison immunity.

Hygiene (Ex)

At 2nd level, the physician’s medical training has taught him how to avoid contaminants and toxins. The physician gains a +2 bonus on all saving throws against disease and poison. This bonus increases to +4 at level 10.

Quick Healing (Ex)

At 6th level, the physician’s ability to remain calm under pressure becomes apparent on the battlefield. The physician may take 10 on Heal checks, even if he would not normally be able to.

This replaces swift poisoning.

Master Medic (Ex)

At 14th level, the physician is always treated as if he has a healer’s kit when using the Heal skill. Additionally, the physician may provide first aid to a creature as a swift action that does not provoke attacks of opportunity, albeit at a -5 penalty, and may provide long-term care for a number of creatures equal to his class level.

This replaces persistent mutagen.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.