My thri-kreen race for PF, for reference, if needed.

A non thri-kreen can become a Collegiate Doctor with DM permission and a lot of work (or by making significant contributions to the Society Of Medical Advancement in the form of knowledge and techniques, although they know much and their standards are rigorous), but the vast majority of Collegiate Doctors are thri-kreen. The focus on non-magical healing just isn't as prevalent among other races.



Medical Professional: Add half your alchemist level rounded down (minimum +1) to all Heal checks. At 5th level, you gain Heal as a Skill Unlock.

You may use the Treat Deadly Wounds application of the Heal skill on a target one additional time per target per day, and one additional time every two levels after 1st.

Once per day per target, using the Treat Deadly Wounds application of the Heal skill takes one full round action instead of the hour it normally takes. You can use this ability an additional time per target per day every four levels after 1st.

This replaces Bomb and Throw Anything.

Triage: At 2nd level, a Collegiate Doctor adds deathwatch to his formula book as a 1st level extract. At 15th level, a Collegiate Doctor adds regenerate to his formula book as a 5th-level extract.

Discoveries: The following Discoveries are options available to a Collegiate Doctor.

Spoiler: Discoveries
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Bolstering First Aid
Prerequisites: -
Benefit: If you restore HP using the Heal skill and what you'd restore is greater than what the target is missing, the remainder is converted to Temporary Hit Points that last up to hour.

Compound Pharmacy
Prerequisites: Professional Pharmacist, Alchemist 18
Benefit: When you allow another to benefit from your mutagen instead of taking it yourself, they gain the full effect you would gain.

Deadly Vivisectionist
Prerequisites: Vivisectionist
Benefit: Your sneak attack from Vivisection advances as a Slayer of your Alchemist instead of as a Rogue of half your Alchemist level.

Elixir Of Restoration
Prerequisites: Alchemist 16
Benefit: Once per day, the alchemist can brew an elixir of restoration. This special concoction costs 5,000 gp to create and takes 1 hour of work. An elixir of restoration, when administered by the alchemist who brewed it, restores the target as if via Greater Restoration.

Energizing First Aid
Prerequisites: -
Benefit:When you use the Heal skill to restore a target's HP who is currently suffering from at least one ongoing effect due to a failed Reflex save, they may attempt another save against one such ongoing effect with a bonus on the save equal to your Intelligence modifier. If they are not currently suffering from an ongoing effect due to a failed Reflex save, then they may instead apply this bonus to one Will save of their choice made within the next hour. Multiple charges of this discovery stack.
Special: You may take this discovery multiple times. Every additional iteration lets you end an additional effect on initial recovery, or builds up an additional charge.

Experimental Vivisectionist
Prerequisites: Vivisectionist, Alchemist 6
Benefit: You may select a single rogue talent (or advanced rogue talent, if Alchemist 14+) that allows you to forgo some portion of Sneak Attack damage in exchange for some alternate effect, and may use that rogue talent in conjunction with Vivisectionist. For purposes of qualifying (and for the effect, if relevant), you count as a rogue 4 levels lower than your alchemist level.
Special: This discovery may be taken multiple times.

Expert Triage Analysis
Prerequisites: Alchemist 10
Benefit: You are under a continuous deathwatch effect.

First Aid Master
Prerequisites: Alchemist 8
Benefit: The faster uses of Treat Deadly Wounds provided by Medical Professional now take only a Standard action.

Fortifying First Aid
Prerequisites: -
Benefit: When you use the Heal skill to restore a target's HP who is currently suffering from at least one ongoing effect due to a failed Fortitude save, they may attempt another save against one such ongoing effect with a bonus on the save equal to your Intelligence modifier. If they are not currently suffering from an ongoing effect due to a failed Fortitude save, then they may instead apply this bonus to one Fortitude save of their choice made within the next hour. Multiple charges of this discovery stack.
Special: You may take this discovery multiple times. Every additional iteration lets you end an additional effect on initial recovery, or builds up an additional charge.

Genius Surgeon
Prerequisites: -
Benefit: You gain a bonus to Heal checks equal to your Intelligence modifier. When using the Heal skill to restore HP, you heal the target additional HP equal to your Intelligence modifier.

Healer's Oath
Prerequisites: non-Evil alignment
Benefit: You may use Treat Deadly Wounds one additional time per target per day. You gain one additional faster use of Treat Deadly Wounds per target per day.
Special: You may select this discovery multiple times. If you ever intentionally deal lethal damage to a living creature, you lose the benefits of this discovery until you receive an Atonement spell. If you ever unintentionally deal lethal damage to a living creature, you lose the benefits of this discovery for only 24 hours (or until you receive an Atonement spell).

Impressive Vivisection
Prerequisites: Vivisectionist, Alchemist 8
Benefit: When rolling against fortification for Sneak Attack, roll twice and take the better result. If using Vivisectionist against an enemy that would normally be completely immune to precision damage, you count them as having heavy fortification (although you don't get to roll twice against them).

Lost My Medical License
Prerequisites: non-Lawful alignment, cannot be a member of the Society Of Medical Advancement
Benefit: Select a single metamagic feat. When preparing extracts, you may apply that metamagic feat if applicable to the base effect, increasing the extract's effective level for purposes of what slot it takes up, exactly as if you were preparing a spell.
Special: You may select this discovery multiple times.

Master Physician
Prerequisites: Alchemist 12
Benefit: When using the Heal skill to restore HP, you restore 1 additional HP for every 1 point you beat the DC by.

Mistakes Are How We Learn
Prerequisites: Lost My Medical License, Alchemist 10
Benefit: Select one metamagic feat gained via Lost My Medical License. Reduce the required level increase by 1, to a minimum of 0.

Basic Pharmaceutical Training
Prerequisites: Mutagen, Alchemist 6
Benefit: You can allow another creature to benefit from your mutagen instead of taking it yourself, although they only gain half the effect you would, rounded up (including from any mutagen-improving/altering class features or discoveries).

Professional Pharmacist
Prerequisites: Basic Pharmaceutical Training, Alchemist 12
Benefit: When others use your mutagen as per Pharmaceutical Training, they gain three-quarters (rounded up) the effect you would get.

Questionable Ethics
Prerequisites: Xenobiologist, Vivisectionist
Benefit: When you activate Vivisectionist, make a Monster Lore check on the target. For every piece of information gained on the target, you gain a +1 insight bonus to attack and damage for the duration of Vivisectionist, to a maximum bonus of one-quarter your ranks in Heal. This does not count as precision damage.

Society Member In Good Standing
Prerequisites: non-Chaotic, member of the Society Of Medical Advancement
Benefit: Select one vigilante social talent (meeting qualifications and determining effects as if you were a Vigilante of your Alchemist level). This applies when relevant while interacting with other members of the Society, or with those who recognize your membership/profession and hold a modicum of instinctive respect for you based on that recognition. Discuss what all this means with your DM.
Special: This discovery may be taken multiple times.

Society's Wealth Of Knowledge
Prerequisites: Xenobiologist, Society Member In Good Standing, Alchemist 6
Benefit: You gain two additional skill ranks per alchemist level you currently possess, which must be spent on knowledge skills that would allow for a Monster Lore check. Whenever you gain a level of alchemist, you gain two more skill ranks that must also be spent thusly.

Speedy Surgery
Prerequisites: Alchemist 6
Benefit: The normal action requirement of Treat Deadly Wounds is halved, rounded up to the nearest minute.
Special: You may take this discovery multiple times. Remember that time is a real-world measurement, so two halvings is a quartering.

Stabilizing First Aid
Prerequisites: -
Benefit:When you use the Heal skill to restore a target's HP who is currently suffering from at least one ongoing effect due to a failed Will save, they may attempt another save against one such ongoing effect with a bonus on the save equal to your Intelligence modifier. If they are not currently suffering from an ongoing effect due to a failed Will save, then they may instead apply this bonus to one Will save of their choice made within the next hour. Multiple charges of this discovery stack.
Special: You may take this discovery multiple times. Every additional iteration lets you end an additional effect on initial recovery, or builds up an additional charge.

Target-Rich Environment
Prerequisites: Vivisectionist, Alchemist 8
Benefit: As a full round action, you may activate Vivisectionist a number of times equal to your Intelligence modifier.

Tenured Physician
Prerequisites: Society Member In Good Standing, Alchemist 8
Benefit: You gain the Leadership feat. Your cohort and followers are low-ranking society members looking to make a good impression.

Veteran Xenobiologist
Prerequisites: Xenobiologist, Alchemist 8
Benefit: Your bonus to Heal checks from Medical Professional also applies to knowledge checks made as part of a Monster Lore check (regardless of whether that check is part of Xenobiologist or not). This does not let you attempt Knowledge checks you're not trained in.

Vivisectionist
Prerequisites: non-Good
Benefit: You gain Sneak Attack as a rogue of half your alchemist level (rounded up), but by default you can't use it against anybody. You may spend a swift action and select a single creature within 60 ft. You expend one possible Treat Deadly Wounds on that creature for the day, and can use your Sneak Attack against them for five minutes (provided you would qualify to gain Sneak Attack damage normally, given the circumstances).

Xenobiologist
Prerequisites: 1 rank in at least one Knowledge check that can be used for Monster Lore
Benefit: When you attempt a Heal check to restore HP to a creature, and you are have at least 1 rank in the knowledge skill appropriate to their creature type, you may use the Monster Lore function of that knowledge skill as part of the same action used to heal them. In addition to learning information as per the normal Knowledge rules, you also restore 2 additional HP for every useful bit of information gained about the target.


Grand Discovery: The following Grand Discoveries are options available to a Collegiate Doctor.

Spoiler: Grand Discoveries
Show
Legendary Vivisectionist
Prerequisites: Evil alignment, Deadly Vivisectionist
Benefit: Your sneak attack from Vivisectionist is now as a rogue of your alchemist level.

Mad Scientist
Prerequisites: Chaotic alignment, Lost My License
Benefit: When preparing an extract with at least one metamagic feat, you can choose to ignore some or all of the increase in level the metamagic feat would normally apply. You must be capable of preparing such a spell without doing this (so you couldn't, for example, prepare Maximized "Cure Critical Wounds" and then ignore the level increase, because you can't prepare 7th-level extracts in the first place). If you choose to ignore any portion of the level increase in this manner, the DM secretly assigns the extract an additional effect. This effect has an effective spell level equal to twice however much metamagic increase was ignored, which can itself include metamagic effect. The DM is encouraged to make this effect problematic for the player, and can be a natural consequence of how the extract might help the alchemist (although this isn't required), but should not have it completely negate whatever extract it was tied to. For example, getting a lvl 4 Extended "Freedom Of Movement" extract probably shouldn't have "Hold Person" attached to it, but Extended "Grease" is totally kosher.

Miracle Worker
Prerequisites: -
Benefit: If you are adjacent to a corpse that is relatively intact, didn't die of old age, and wasn't targeted by any magic that would prevent resurrection, you can Work A Miracle on the target. Pretend the target is alive with negative HP equal to whatever their negative HP total was when they died, plus the square of the number of days they've been dead. You can "heal" them from their deep negative HP total with charges of Treat Deadly Wounds, which must be used back-to-back and takes however long using that many in a row would normally take you. If you get them above their negative Constitution modifier, they are genuinely alive again. If you cease using Treat Deadly Wounds on them (by choice or by running out of charges for that person until they rest properly) before they are alive once more, then they are dead and this ability can't be used to overcome this particular death (although if they are resurrected in a different manner and die again, you could try and Work A Miracle on them again).

Prolific Physician
Prerequisites: -
Benefit: You may use Treat Deadly Wounds two additional times per target per day. You gain two additional faster use of Treat Deadly Wounds per target per day.

Unquestionably Ethical
Prerequisites: Good alignment, Healer's Oath
Benefit: When using Treat Deadly Wounds on somebody who has damaged you or inflicted conditions on you within the last hour, your Heal check also affects them as if it were a Diplomacy check (with penalties as appropriate for whatever action it was you spent to make the check). If that person is incapacitated, or below 0 HP, you also count as having Diplomacy as a Skill Unlock for the purposes of this pseudo-Diplomacy check.

World-Renowned Physician
Prerequisites: Lawful alignment, Tenured Physician
Benefit: Everyone you meet starts one step more friendly towards you. Your cohort's maximum level is one lower than yours. You have twice as many followers as your leadership score would indicate.