Noctis Vigil
2011-08-09, 06:19 AM
This class started before I even knew I was starting it. It had always bothered me that the Heal skill doesn't actually heal. All healing is left to clerics and their magic. Why was there no nonmagical healing in D&D? Where are the doctors and such? Then I saw a PrC for 3.0 called Physician that was the nonmagical doctor class I had been thinking of, but there it was: only a PrC, not a base class. I thought, "Why no base class? Why a PrC? It wouldn't be hard to make this a base class!" At this point I paused and went, "It wouldn't be hard to make this a base class, would it?"
The results I give to you now:
Class: Physician
Of all the healer classes out there, there are very few that anybody can learn. Clerics use their divine magic, as do Favored Souls and Druids. But far more reliable than any caster if the Physician.
What makes the Physician more reliable? He doesn’t use any magic. He may take a little longer than a cure spell, but the result is always the same. Plus, with no magic, there’s no chance of your healing spell being dispelled or blocked by an anti-magic zone. Additionally, Physicians may brew nonmagical potions of several types that perform just as well as the potions of a Cleric, and when brewed by a master Physician, they sometimes work better.
Alignment: A physician has several restrictions to her alignment. First and foremost, she is a healer. She does not and never will enjoy death or pain in any form. Thus, she must be good. Second, her studies and skills are quite focused, requiring a fairly regimented mind. Thus, she may never be chaotic.
Religion: While all Physicians enter the class to help people, not all of them do it for religious reasons. There are Physicians who serve no god, and merely a greater good, but a fair amount of them also worship gods of healing and good nature deities. A Physician will never worship a god of war or destruction.
Relations: Physicians get along well with most classes. Clerics, while they may frown at Physicians who don’t follow a god, will nonetheless tend to admire their dedication to helping people. Any melee combatant knows how helpful a Physician’s first aid is on the battlefield. Druids value the great knowledge of herbal healing remedies the Physician knows.
Abilities: Wisdom is by far the most important thing for a Physician, since it gives him his bonus on Heal and Profession (doctor) checks. Intelligence is also vital, giving the modifier to most his other class skills. Dexterity is also fairly important to a Physician, allowing them greater mobility and speed both on the battlefield and in the operating room.
Class Skills:
A Physician’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Int), Heal (Wis), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skillpoints per level: 6+Int Mod
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Healer's Oath, Healer, Medic, Doctor's Bag, Herbal Potions
2nd
+1
+3
+0
+3
Eye For The Wounded
3rd
+2
+3
+1
+3
Precision Attack
4th
+3
+4
+1
+4
Second Wind
5th
+3
+4
+1
+4
Model of Health
6th
+4
+5
+2
+5
Battlefield Medic
7th
+5
+5
+2
+5
Critical Precision, Restore Health
8th
+6/+1
+6
+2
+6
Skilled Healer
9th
+6/+1
+6
+3
+6
Long-Term Caregiver
10th
+7/+2
+7
+3
+7
Skilled Potion Maker
11th
+8/+3
+7
+3
+7
Hands of Life
12th
+9/+4
+8
+4
+8
Injection
13th
+9/+4
+8
+4
+8
Paragon of Health
14th
+10/+5
+9
+4
+9
Batch Brewer
15th
+11/+6/+1
+9
+5
+9
Resist the Reaper
16th
+12/+7/+2
+10
+5
+10
-
17th
+12/+7/+2
+10
+5
+10
Teacher of Healing
18th
+13/+8/+3
+11
+6
+11
-
19th
+14/+9/+4
+11
+6
+11
Pills
20th
+15/+10/+5
+12
+6
+12
Reattach
Weapon Proficiency: Physicians are proficient with all simple weapons, as well as one ranged and one melee weapon of the character’s choice. They are proficient in light armor, but not medium or heavy, and not shields. Physicians are not big on fighting, but they know how to defend themselves if need be.
Healer’s Oath: A Physician is bound to help people. He must take a vow to help people in need of healing. Should someone in true need of help beg the aid of the Physician, he must help him unless a more pressing matter is at hand (like combat). The Physician does not mind helping thusly in most cases, since helping others is his duty. Should he fail to fulfill this oath, for one week after breaking it, the Physician does not gain his bonus to the Heal skill granted by the Healer class feature, as he cannot focus due to a guilty conscience.
Should another Physician find out about this breach, he suffers a -5 penalty to Diplomacy checks for the remainder of that time as well, as his reputation precedes him.
Healer: A Physician is well trained in healing people. Thus, at 1st level the Physician gains a +1 bonus on all Heal checks he makes. This bonus increases by an additional +1 at every level of Physician (+2 at 2nd, +3 at 3rd, et cetera).
Medic: A Physician knows how to treat wounds on the spot in amazing ways using the Heal skill. As a full round action that provokes attacks of opportunity, the Physician can make a Heal check (DC15) to heal 1d6 damage to one person or creature adjacent to him. He can heal more, but every additional d6 of healing adds 3 to the Heal check's DC, and he may never heal more hit dice per round than he has. Thus, a 3rd level Physician can heal up to 3d6 HP with his check, and the DC to do so would be 21.
Doctor’s Bag: A Physician carries a bag of supplies on him at all times. The GM of any particular campaign should determine what all would be in the bag exactly, but it contains everything the Physician needs for his medicinal purposes. The doctor’s bag provides a +2 bonus on any Heal check the Physician makes to tend to a patient over time or a +2 bonus to any Profession (doctor) check made to determine what is wrong with a patient or perform any form of surgery. This bonus may not be applied on the battlefield, or any time the Physician is within line of sight to an active threat to him or his patient.
This bag requires some upkeep. Surgery tools will need tending and cleaning, herbs tending and replacing, and so on. As such, maintaining this bag requires some small expense on the part of the Physician, generally time, although the GM may impose a reasonable monetary upkeep price. A Physician must take one hour a day to tend to his bag of supplies, or they may not gain this bonus for the day.
In addition, a Physician may also keep up to 20 of his herbal potions of any type in his doctor’s bag.
Herbal Potions: A Physician is very skilled at making herbal remedies. He can make non-magical herbal potions that heal a variety of ailments. All potions require a Craft (Alchemy) check of varying DCs to brew. A failed roll on the Alchemy check results in half the supplies being ruined and needing to be paid for again. All potions have a given time to brew. During that time, a Physician must be present while the potion is made. However, he may do other things during the brewing process, provided he monitors the brewing for at least half the process. Example: a 12th level Physician brews a potion to heal 6d6 damage, taking 2 hours to brew. Provided he watches the potion for at least half the time, he may do other tasks during the brewing process, including eat, tending to his doctor’s bag, and even brew another potion (although you may brew no more than two potions at a time, and may do nothing but tend to them during the brewing process). For a high level Physician, he may even sleep during long brewing sessions, waking periodically to tend his brews. A character doing such takes 12 hours to get the same amount of rest as sleeping regularly for 8 hours, but may tend a potion through the night. Only Physicians of 15th or higher level may do this.
A Physician learns how to treat physical wounds very early in their training. Starting at 1st level, a Physician can brew a potion that heals up to 1d6 damage per Physician level he has. The base cost of this potion is 5 gold, and requires a successful Alchemy check with a DC of 10, heals 1d6 damage, and takes 2 hours to make. For every additional +2 willingly added to the DC to create the potion, the potion heals an additional 1d6 damage. So a 3rd level Physician could make an Alchemy check DC14, and craft a potion that heals 3d6 damage.
At 5th level, the Physician may brew a potion that staves off poison and infection with an Alchemy check. This potion grants the drinker a +4 bonus on all saves against poisons and diseases for 24 hours. This potion takes 2 hours and 25 gold in supplies to brew, and requires a successful Alchemy check with a DC of 20 to brew. For every additional 5 willingly added to the DC, this potion grants an additional +1 bonus (+5 for DC25, +6 for DC30, et cetera).
At 10th level a Physician knows how to increase a person’s reactions with his brew. The Physician may brew potion that results in a character gaining a +2 bonus to one of their saves for 24 hours. Which save the potion increases is determined at the start of the brewing process. This potion takes 3 hours and costs 100 gold in supplies to brew, and requires an Alchemy check with a DC of 20 to brew. For every additional 10 willingly added to the DC, this potion's bonus increases by +1 (+3 for DC30, +4 for DC40, et cetera).
At 14th level, a Physician knows what herbs will increase a character’s resistances. He may brew a potion that gives the drinker +15 resistance to fire, cold, electricity, or acid. Which resistance increases is determined at the start of the brewing process. This potion takes 4 hours and costs 250 gold in supplies to brew, and requires a successful Alchemy check with a DC of 25 to brew. This resistance increases by +5 for every +5 willingly added to the DC during creation (to +20 for DC30, +25 at DC35, et cetera).
At 18th level, a Physician has acquired a good knowledge of stimulants. A Physician may brew a potion that increases one ability score by +2 for 24 hours. Which stat the potion increases is determined at the start of the brewing process. This potion takes 5 hours and costs 500 gold in supplies to brew, and requires a successful Alchemy check with a DC of 30 to brew. For every addition of 15 to the Alchemy DC, this potion increases the stat chosen by an additional +1 (+3 for DC45, +4 for DC60, et cetera).
At 20th level, the Physician knows so much about creatures that he can bring them back from the dead. He may brew a potion that will revive a character from death to 0 hit points (still unconscious), provided that character has only been dead for a number of rounds equal to or less than 3 plus that character’s Constitution modifier rounds. Example: a Fighter is killed in combat, and has a Constitution of 20 (+5 modifier). He may be revived with this potion during any time in the next 8 rounds (3 rounds plus 5 for his Constitution modifier). After that, and this potion will have no effect on him. This potion takes 12 hours and 1000 gold in supplies to brew, and requires a successful Alchemy check with a DC of 35 to brew. For every addition of 10 to the Alchemy DC, this potion is effective for an additional 3 rounds after death.
All potions grant untyped bonuses that stack with other effects, but may not be stacked with another potion of the same type. Should a character drink two potions of the same type, the duration of the effect is extended to the new time limit granted by the second potion, but has no other effect. If the potions do the same boost but different bonuses (example, +2 Dex and +3 Dex), use the higher modifier. Should the potions grant different bonuses (+2 to Dex and +2 to Str for example), these do stack.
Eye for the Wounded: A Physician on the battlefield has an instinctive knowledge of who needs his help most. At any time, starting at 2nd level, a Physician may make a Spot check (DC 15) as a free action to determine the condition of any creature within 15 feet of him. On a successful roll, the Physician know weather someone is dead, dying, disabled, fragile (wounded, with 3 or fewer hit points), or wounded (alive with 4 or more hit points). With each use of this ability, the Physician can determine the health of a number of people equal to one plus his Wisdom modifier. At 4th level, and every 3 levels afterwords (7th, 10th, and so on), the Physician may choose to add 5 to the Spot DC to extend the range of his examination by 10 feet (out to 25 feet at with a DC 20 check at 4th, 35 feet for a DC 25 check at 7th, et cetera).
This ability uses the Physician’s normal sight, and is not magical in any way. As such, anything that will hinder your normal vision’s range (darkness, walls, et cetera) will hinder this ability.
Precision Attack: A Physician learns how to put characters back together quickly and efficiently, which results in him also learning how to take them apart the same way. At 3rd level, the Physician may deal an additional 1d6 damage to any opponent he attacks which is denied its Dexterity bonus to AC. This damage increases by an additional 1d6 per three levels the Physician gains (2d6 at 6th, 3d6 at 9th, et cetera). Unlike a Rogue’s sneak attack, however, a Physician may choose to deal subdual damage. This ability can be stacked with any other form of sneak attack damage from other classes, provided the Physician is dealing lethal damage. The damage inflicted by this ability is not multiplied on a critical hit. This extra damage may only be dealt with a weapon usable with the Weapon Finesse feat.
Second Wind: A Physician is a lifeline in battle. Starting at 4th level, a Physician can grant any character adjacent to him or himself temporary hit points equal to his class level. To do so, he must make a successful Heal check (DC 25). These temporary hit points last for one hour or until lost due to damage. He may use this ability a number of times per day equal to 1 plus his Wisdom modifier.
At 8th level, the amount of hit points gained increases to his class level times 2, and this multiplier increases again for every 4 Physician levels gained (3x at 12th, 4x at 16th, et cetera).
Model of Health: A Physician is quite skilled at keeping others in good health, but is equally skilled at keeping himself in good health. At 5th level, he gains a +2 bonus to all Fortitude saves, and +4 to all saves against poisons and diseases.
Battlefield Medic: At 6th level, a Physician is so skilled in covering ground on the battlefield that he no longer provokes attacks of opportunity when he enters or leaves a threatened space. He also gains the ability to dodge things with amazing insight, granting him a bonus to saves and AC equal to his Wisdom modifier.
At 12th level, he may willingly give up the ability to avoid attacks to cover a prone character of his size or smaller who he is adjacent to, absorbing the damage from the attack for them. Additionally, any spell, spell-like power, psionic power or extraordinary ability that grants a save now has no effect on the Physician on a successful save.
Starting at 18th level, any spell, spell-like power, psionic power or extraordinary ability that grants a save now has no effect on the Physician on a successful save, and only half effect on a failed save. Further, he gains spell- and power-resistance equal to his class level plus his Wisdom modifier. His body dodges attacks more adroitly, and his mind is focused on reaching his target to use his healing skills on.
Critical Precision: At 7th level, a Physician can strike for critical damage far easier than most. The threat range for any weapon he wields increases by one, as does the damage multiplier (so a dagger would roll a critical on 18-20, and deal 3x damage). This ability only applies to weapons usable with the Weapon Finesse feat, however it does stack with other critical enhancing abilities.
At 13th level, he gains a +4 bonus to confirm a critical.
At 19th level, the threat level and damage multiplier for a critical increases by one again (so a dagger would roll a critical on 17-20, and deal 4x damage). This ability only applies to weapons usable with the Weapon Finesse feat, however it does stack with other critical enhancing abilities.
Restore Health: At 7th level, a Physician knows how to treat more than just the surface wounds. He may make a Heal check (DC 35) as a full round action. When successful, he heals up to one point of ability damage for every two Physician levels he has (rounded down). While use of this ability is not limited per day, he may not attempt this skill on any single character more than once per day, even if he was unsuccessful on his first attempt.
Skilled Healer: At 8th level, a Physician gains Skill Focus (Heal) as a bonus feat. If he already has this feat, he doubles the effects of the feat from +3 to +6.
Long-Term Caregiver: A Physician is quite skilled in taking care of his patients for long periods of time. As such, a person under his care heals faster. Starting at 9th level, any person a Physician provides long term care for using the Heal skill recovers hit points and ability points at twice the normal rate. At 18th level, this increases to three times the normal rate.
Skilled Potion Maker: At 9th level, a Physician gains Skill Focus (Craft (Alchemy)) as a bonus feat. If he already has this feat, he doubles the effects of the feat from +3 to +6.
Hands of Life: Beginning at 11th level, a Physician may take 10 on any Heal check, even when stress or distractions would otherwise prevent him from doing so.
Injection: A skilled Physician has learned the art of making his medicine into an injection that even those who are helpless, unable to drink a potion, or even an unwilling person can take the benefit of. At 12th level, he may make a potion into a medicine that can be injected into another creature to heal them or give them its benefits. As a full round action that provokes an attack of opportunity, he may use this medicine on a character.
Additionally, a Physician may use this ability to inject any contact or injury poison into a foe. Using an injection in this manner is a full round action that requires a touch attack. Upon a successful touch attack, the foe struck must make a save against the poison as normal, but adding the Physician's Wisdom modifier to the normal save DC to resist the poison.
A Physician also learns how to create poisons. He may make any of his potions as normal, save that they do the opposite effect (his healing potion would do damage, his stat boost potion would drop stats, et cetera). Using an injection in this manner is a full round action that requires a touch attack. Upon a successful touch attack, the foe struck must make a save against the poison, with the save DC of any of these poisons is equal to the Craft (Alchemy) DC required to brew it.
Lastly, injections take up less space in the Physician's inventory, with 10 doses of injection fitting in the space of one potion in his doctor's bag.
Paragon of Health: A Physician has mastered keeping himself healthy. At 13th level, he becomes immune to nonmagical poisons and diseases, his bonus to resist magical ones increases to +8, and his bonus to Fortitude saves increases to +4 (these replace the bonuses granted by Model of Health).
Batch Brewer: A Physician has mastered the art of brewing potions in batches. So long as he expends all the cost and materials to do so, he may brew up to his class level of the same potion as one batch (so a 15th level Physician could brew 15 identical healing potions at once, in the time it takes to brew one healing potion).
Resist the Reaper: At 15th level, the Physician’s dislike of death is so strong that he gains a +4 bonus to resist death effects. This bonus stacks with the +4 Fortitude bonus from Paragon of Health.
Teacher of Healing: By 17th level, a Physician is one of the best doctors there is, and it shows. He gives off an aura of calm confidence. Any ally within 30 feet of him gains a +4 bonus to all Heal checks and a +2 bonus to resist fear effects.
Pills: A Physician knows how to make his medicine into highly effective capsules by this time in his career. A pill costs 25% more and takes twice as long as a potion to make, but may be used as a swift action that doesn't provoke attacks of opportunity instead of a standard action that does. In addition, a bottle of 20 pills takes up as much space and weight that a single potion does.
Reattach: A Physician has mastered everything there is to master about medicine. At 20th level, he may make a Heal check (DC 50) to reattach a lost limb on someone. This process takes 8 hours of intense labor on the Physician's part, and costs 1000 gold in medical supplies. The limb in question must have been lost within the last 48 hours or preserved in some fashion, or the process automatically fails.
______________
So that's the class. Comments, questions and reviews are welcome. "PEACH" is the term, I think, though I have yet to find somewhere on this site that says what this means.
The results I give to you now:
Class: Physician
Of all the healer classes out there, there are very few that anybody can learn. Clerics use their divine magic, as do Favored Souls and Druids. But far more reliable than any caster if the Physician.
What makes the Physician more reliable? He doesn’t use any magic. He may take a little longer than a cure spell, but the result is always the same. Plus, with no magic, there’s no chance of your healing spell being dispelled or blocked by an anti-magic zone. Additionally, Physicians may brew nonmagical potions of several types that perform just as well as the potions of a Cleric, and when brewed by a master Physician, they sometimes work better.
Alignment: A physician has several restrictions to her alignment. First and foremost, she is a healer. She does not and never will enjoy death or pain in any form. Thus, she must be good. Second, her studies and skills are quite focused, requiring a fairly regimented mind. Thus, she may never be chaotic.
Religion: While all Physicians enter the class to help people, not all of them do it for religious reasons. There are Physicians who serve no god, and merely a greater good, but a fair amount of them also worship gods of healing and good nature deities. A Physician will never worship a god of war or destruction.
Relations: Physicians get along well with most classes. Clerics, while they may frown at Physicians who don’t follow a god, will nonetheless tend to admire their dedication to helping people. Any melee combatant knows how helpful a Physician’s first aid is on the battlefield. Druids value the great knowledge of herbal healing remedies the Physician knows.
Abilities: Wisdom is by far the most important thing for a Physician, since it gives him his bonus on Heal and Profession (doctor) checks. Intelligence is also vital, giving the modifier to most his other class skills. Dexterity is also fairly important to a Physician, allowing them greater mobility and speed both on the battlefield and in the operating room.
Class Skills:
A Physician’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Int), Heal (Wis), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skillpoints per level: 6+Int Mod
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Healer's Oath, Healer, Medic, Doctor's Bag, Herbal Potions
2nd
+1
+3
+0
+3
Eye For The Wounded
3rd
+2
+3
+1
+3
Precision Attack
4th
+3
+4
+1
+4
Second Wind
5th
+3
+4
+1
+4
Model of Health
6th
+4
+5
+2
+5
Battlefield Medic
7th
+5
+5
+2
+5
Critical Precision, Restore Health
8th
+6/+1
+6
+2
+6
Skilled Healer
9th
+6/+1
+6
+3
+6
Long-Term Caregiver
10th
+7/+2
+7
+3
+7
Skilled Potion Maker
11th
+8/+3
+7
+3
+7
Hands of Life
12th
+9/+4
+8
+4
+8
Injection
13th
+9/+4
+8
+4
+8
Paragon of Health
14th
+10/+5
+9
+4
+9
Batch Brewer
15th
+11/+6/+1
+9
+5
+9
Resist the Reaper
16th
+12/+7/+2
+10
+5
+10
-
17th
+12/+7/+2
+10
+5
+10
Teacher of Healing
18th
+13/+8/+3
+11
+6
+11
-
19th
+14/+9/+4
+11
+6
+11
Pills
20th
+15/+10/+5
+12
+6
+12
Reattach
Weapon Proficiency: Physicians are proficient with all simple weapons, as well as one ranged and one melee weapon of the character’s choice. They are proficient in light armor, but not medium or heavy, and not shields. Physicians are not big on fighting, but they know how to defend themselves if need be.
Healer’s Oath: A Physician is bound to help people. He must take a vow to help people in need of healing. Should someone in true need of help beg the aid of the Physician, he must help him unless a more pressing matter is at hand (like combat). The Physician does not mind helping thusly in most cases, since helping others is his duty. Should he fail to fulfill this oath, for one week after breaking it, the Physician does not gain his bonus to the Heal skill granted by the Healer class feature, as he cannot focus due to a guilty conscience.
Should another Physician find out about this breach, he suffers a -5 penalty to Diplomacy checks for the remainder of that time as well, as his reputation precedes him.
Healer: A Physician is well trained in healing people. Thus, at 1st level the Physician gains a +1 bonus on all Heal checks he makes. This bonus increases by an additional +1 at every level of Physician (+2 at 2nd, +3 at 3rd, et cetera).
Medic: A Physician knows how to treat wounds on the spot in amazing ways using the Heal skill. As a full round action that provokes attacks of opportunity, the Physician can make a Heal check (DC15) to heal 1d6 damage to one person or creature adjacent to him. He can heal more, but every additional d6 of healing adds 3 to the Heal check's DC, and he may never heal more hit dice per round than he has. Thus, a 3rd level Physician can heal up to 3d6 HP with his check, and the DC to do so would be 21.
Doctor’s Bag: A Physician carries a bag of supplies on him at all times. The GM of any particular campaign should determine what all would be in the bag exactly, but it contains everything the Physician needs for his medicinal purposes. The doctor’s bag provides a +2 bonus on any Heal check the Physician makes to tend to a patient over time or a +2 bonus to any Profession (doctor) check made to determine what is wrong with a patient or perform any form of surgery. This bonus may not be applied on the battlefield, or any time the Physician is within line of sight to an active threat to him or his patient.
This bag requires some upkeep. Surgery tools will need tending and cleaning, herbs tending and replacing, and so on. As such, maintaining this bag requires some small expense on the part of the Physician, generally time, although the GM may impose a reasonable monetary upkeep price. A Physician must take one hour a day to tend to his bag of supplies, or they may not gain this bonus for the day.
In addition, a Physician may also keep up to 20 of his herbal potions of any type in his doctor’s bag.
Herbal Potions: A Physician is very skilled at making herbal remedies. He can make non-magical herbal potions that heal a variety of ailments. All potions require a Craft (Alchemy) check of varying DCs to brew. A failed roll on the Alchemy check results in half the supplies being ruined and needing to be paid for again. All potions have a given time to brew. During that time, a Physician must be present while the potion is made. However, he may do other things during the brewing process, provided he monitors the brewing for at least half the process. Example: a 12th level Physician brews a potion to heal 6d6 damage, taking 2 hours to brew. Provided he watches the potion for at least half the time, he may do other tasks during the brewing process, including eat, tending to his doctor’s bag, and even brew another potion (although you may brew no more than two potions at a time, and may do nothing but tend to them during the brewing process). For a high level Physician, he may even sleep during long brewing sessions, waking periodically to tend his brews. A character doing such takes 12 hours to get the same amount of rest as sleeping regularly for 8 hours, but may tend a potion through the night. Only Physicians of 15th or higher level may do this.
A Physician learns how to treat physical wounds very early in their training. Starting at 1st level, a Physician can brew a potion that heals up to 1d6 damage per Physician level he has. The base cost of this potion is 5 gold, and requires a successful Alchemy check with a DC of 10, heals 1d6 damage, and takes 2 hours to make. For every additional +2 willingly added to the DC to create the potion, the potion heals an additional 1d6 damage. So a 3rd level Physician could make an Alchemy check DC14, and craft a potion that heals 3d6 damage.
At 5th level, the Physician may brew a potion that staves off poison and infection with an Alchemy check. This potion grants the drinker a +4 bonus on all saves against poisons and diseases for 24 hours. This potion takes 2 hours and 25 gold in supplies to brew, and requires a successful Alchemy check with a DC of 20 to brew. For every additional 5 willingly added to the DC, this potion grants an additional +1 bonus (+5 for DC25, +6 for DC30, et cetera).
At 10th level a Physician knows how to increase a person’s reactions with his brew. The Physician may brew potion that results in a character gaining a +2 bonus to one of their saves for 24 hours. Which save the potion increases is determined at the start of the brewing process. This potion takes 3 hours and costs 100 gold in supplies to brew, and requires an Alchemy check with a DC of 20 to brew. For every additional 10 willingly added to the DC, this potion's bonus increases by +1 (+3 for DC30, +4 for DC40, et cetera).
At 14th level, a Physician knows what herbs will increase a character’s resistances. He may brew a potion that gives the drinker +15 resistance to fire, cold, electricity, or acid. Which resistance increases is determined at the start of the brewing process. This potion takes 4 hours and costs 250 gold in supplies to brew, and requires a successful Alchemy check with a DC of 25 to brew. This resistance increases by +5 for every +5 willingly added to the DC during creation (to +20 for DC30, +25 at DC35, et cetera).
At 18th level, a Physician has acquired a good knowledge of stimulants. A Physician may brew a potion that increases one ability score by +2 for 24 hours. Which stat the potion increases is determined at the start of the brewing process. This potion takes 5 hours and costs 500 gold in supplies to brew, and requires a successful Alchemy check with a DC of 30 to brew. For every addition of 15 to the Alchemy DC, this potion increases the stat chosen by an additional +1 (+3 for DC45, +4 for DC60, et cetera).
At 20th level, the Physician knows so much about creatures that he can bring them back from the dead. He may brew a potion that will revive a character from death to 0 hit points (still unconscious), provided that character has only been dead for a number of rounds equal to or less than 3 plus that character’s Constitution modifier rounds. Example: a Fighter is killed in combat, and has a Constitution of 20 (+5 modifier). He may be revived with this potion during any time in the next 8 rounds (3 rounds plus 5 for his Constitution modifier). After that, and this potion will have no effect on him. This potion takes 12 hours and 1000 gold in supplies to brew, and requires a successful Alchemy check with a DC of 35 to brew. For every addition of 10 to the Alchemy DC, this potion is effective for an additional 3 rounds after death.
All potions grant untyped bonuses that stack with other effects, but may not be stacked with another potion of the same type. Should a character drink two potions of the same type, the duration of the effect is extended to the new time limit granted by the second potion, but has no other effect. If the potions do the same boost but different bonuses (example, +2 Dex and +3 Dex), use the higher modifier. Should the potions grant different bonuses (+2 to Dex and +2 to Str for example), these do stack.
Eye for the Wounded: A Physician on the battlefield has an instinctive knowledge of who needs his help most. At any time, starting at 2nd level, a Physician may make a Spot check (DC 15) as a free action to determine the condition of any creature within 15 feet of him. On a successful roll, the Physician know weather someone is dead, dying, disabled, fragile (wounded, with 3 or fewer hit points), or wounded (alive with 4 or more hit points). With each use of this ability, the Physician can determine the health of a number of people equal to one plus his Wisdom modifier. At 4th level, and every 3 levels afterwords (7th, 10th, and so on), the Physician may choose to add 5 to the Spot DC to extend the range of his examination by 10 feet (out to 25 feet at with a DC 20 check at 4th, 35 feet for a DC 25 check at 7th, et cetera).
This ability uses the Physician’s normal sight, and is not magical in any way. As such, anything that will hinder your normal vision’s range (darkness, walls, et cetera) will hinder this ability.
Precision Attack: A Physician learns how to put characters back together quickly and efficiently, which results in him also learning how to take them apart the same way. At 3rd level, the Physician may deal an additional 1d6 damage to any opponent he attacks which is denied its Dexterity bonus to AC. This damage increases by an additional 1d6 per three levels the Physician gains (2d6 at 6th, 3d6 at 9th, et cetera). Unlike a Rogue’s sneak attack, however, a Physician may choose to deal subdual damage. This ability can be stacked with any other form of sneak attack damage from other classes, provided the Physician is dealing lethal damage. The damage inflicted by this ability is not multiplied on a critical hit. This extra damage may only be dealt with a weapon usable with the Weapon Finesse feat.
Second Wind: A Physician is a lifeline in battle. Starting at 4th level, a Physician can grant any character adjacent to him or himself temporary hit points equal to his class level. To do so, he must make a successful Heal check (DC 25). These temporary hit points last for one hour or until lost due to damage. He may use this ability a number of times per day equal to 1 plus his Wisdom modifier.
At 8th level, the amount of hit points gained increases to his class level times 2, and this multiplier increases again for every 4 Physician levels gained (3x at 12th, 4x at 16th, et cetera).
Model of Health: A Physician is quite skilled at keeping others in good health, but is equally skilled at keeping himself in good health. At 5th level, he gains a +2 bonus to all Fortitude saves, and +4 to all saves against poisons and diseases.
Battlefield Medic: At 6th level, a Physician is so skilled in covering ground on the battlefield that he no longer provokes attacks of opportunity when he enters or leaves a threatened space. He also gains the ability to dodge things with amazing insight, granting him a bonus to saves and AC equal to his Wisdom modifier.
At 12th level, he may willingly give up the ability to avoid attacks to cover a prone character of his size or smaller who he is adjacent to, absorbing the damage from the attack for them. Additionally, any spell, spell-like power, psionic power or extraordinary ability that grants a save now has no effect on the Physician on a successful save.
Starting at 18th level, any spell, spell-like power, psionic power or extraordinary ability that grants a save now has no effect on the Physician on a successful save, and only half effect on a failed save. Further, he gains spell- and power-resistance equal to his class level plus his Wisdom modifier. His body dodges attacks more adroitly, and his mind is focused on reaching his target to use his healing skills on.
Critical Precision: At 7th level, a Physician can strike for critical damage far easier than most. The threat range for any weapon he wields increases by one, as does the damage multiplier (so a dagger would roll a critical on 18-20, and deal 3x damage). This ability only applies to weapons usable with the Weapon Finesse feat, however it does stack with other critical enhancing abilities.
At 13th level, he gains a +4 bonus to confirm a critical.
At 19th level, the threat level and damage multiplier for a critical increases by one again (so a dagger would roll a critical on 17-20, and deal 4x damage). This ability only applies to weapons usable with the Weapon Finesse feat, however it does stack with other critical enhancing abilities.
Restore Health: At 7th level, a Physician knows how to treat more than just the surface wounds. He may make a Heal check (DC 35) as a full round action. When successful, he heals up to one point of ability damage for every two Physician levels he has (rounded down). While use of this ability is not limited per day, he may not attempt this skill on any single character more than once per day, even if he was unsuccessful on his first attempt.
Skilled Healer: At 8th level, a Physician gains Skill Focus (Heal) as a bonus feat. If he already has this feat, he doubles the effects of the feat from +3 to +6.
Long-Term Caregiver: A Physician is quite skilled in taking care of his patients for long periods of time. As such, a person under his care heals faster. Starting at 9th level, any person a Physician provides long term care for using the Heal skill recovers hit points and ability points at twice the normal rate. At 18th level, this increases to three times the normal rate.
Skilled Potion Maker: At 9th level, a Physician gains Skill Focus (Craft (Alchemy)) as a bonus feat. If he already has this feat, he doubles the effects of the feat from +3 to +6.
Hands of Life: Beginning at 11th level, a Physician may take 10 on any Heal check, even when stress or distractions would otherwise prevent him from doing so.
Injection: A skilled Physician has learned the art of making his medicine into an injection that even those who are helpless, unable to drink a potion, or even an unwilling person can take the benefit of. At 12th level, he may make a potion into a medicine that can be injected into another creature to heal them or give them its benefits. As a full round action that provokes an attack of opportunity, he may use this medicine on a character.
Additionally, a Physician may use this ability to inject any contact or injury poison into a foe. Using an injection in this manner is a full round action that requires a touch attack. Upon a successful touch attack, the foe struck must make a save against the poison as normal, but adding the Physician's Wisdom modifier to the normal save DC to resist the poison.
A Physician also learns how to create poisons. He may make any of his potions as normal, save that they do the opposite effect (his healing potion would do damage, his stat boost potion would drop stats, et cetera). Using an injection in this manner is a full round action that requires a touch attack. Upon a successful touch attack, the foe struck must make a save against the poison, with the save DC of any of these poisons is equal to the Craft (Alchemy) DC required to brew it.
Lastly, injections take up less space in the Physician's inventory, with 10 doses of injection fitting in the space of one potion in his doctor's bag.
Paragon of Health: A Physician has mastered keeping himself healthy. At 13th level, he becomes immune to nonmagical poisons and diseases, his bonus to resist magical ones increases to +8, and his bonus to Fortitude saves increases to +4 (these replace the bonuses granted by Model of Health).
Batch Brewer: A Physician has mastered the art of brewing potions in batches. So long as he expends all the cost and materials to do so, he may brew up to his class level of the same potion as one batch (so a 15th level Physician could brew 15 identical healing potions at once, in the time it takes to brew one healing potion).
Resist the Reaper: At 15th level, the Physician’s dislike of death is so strong that he gains a +4 bonus to resist death effects. This bonus stacks with the +4 Fortitude bonus from Paragon of Health.
Teacher of Healing: By 17th level, a Physician is one of the best doctors there is, and it shows. He gives off an aura of calm confidence. Any ally within 30 feet of him gains a +4 bonus to all Heal checks and a +2 bonus to resist fear effects.
Pills: A Physician knows how to make his medicine into highly effective capsules by this time in his career. A pill costs 25% more and takes twice as long as a potion to make, but may be used as a swift action that doesn't provoke attacks of opportunity instead of a standard action that does. In addition, a bottle of 20 pills takes up as much space and weight that a single potion does.
Reattach: A Physician has mastered everything there is to master about medicine. At 20th level, he may make a Heal check (DC 50) to reattach a lost limb on someone. This process takes 8 hours of intense labor on the Physician's part, and costs 1000 gold in medical supplies. The limb in question must have been lost within the last 48 hours or preserved in some fashion, or the process automatically fails.
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So that's the class. Comments, questions and reviews are welcome. "PEACH" is the term, I think, though I have yet to find somewhere on this site that says what this means.