Physician (Alchemist Archetype)
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Archetypes of Power 2
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Proficiencies

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.


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