Some Chemists dedicate their skills into healing and aiding their comrades, rather than causing explosive harm. Those, called Medics, rely on a slightly different set of particular skills
Medic is an archetype of the Chemist. Other archetypes can *explicitly* overwrite Medic features, allowing any archetype to stack with it.
Limit Breaks
Medics gain access to the medic limit break mode but lose access to the battle limit break mode.
Medical Practice
Medics use Wisdom in place of Intelligence for any feature that requires it. In addition, if another archetype modifies a feature, that archetype’s features also use Wisdom instead.
Medical Expertise
At 1st level, Medics gain a bonus to the Heal skill equal to 1/2 their medic level, rounded down. In addition, they may use Craft (Alchemy) with their Wisdom, not their Intelligence, capped by their levels in Medic. If a character only has levels in Medic, this cap is removed.
This replaces Throwing Practice.
Treatment
At 1st level, the Medic can perform a Treatment as a standard action that provokes an attack of opportunity, on an ally within 5 feet. The target is healed for 1d6 + Wisdom modifier, which scales up at the same rate a base Chemist’s bombs feature does. At 5th level, the Medic no longer provokes attacks of opportunity for using Treatment. Mix uses the amount healed by Treatment for it’s Bomb damage, if it needs it, but Mixes that deal damage have their damage die reduced by one step (1d6 down to 1d4). If the Medic has level in other classes, their bonus healing provided by Wisdom is capped at their Medic level. Treatment can be used once per person after combat.
This replaces Bombs and modifies Mix.
Medical Breakthroughs
At 2nd level and every even level afterwards, the Medic can take a Breakthrough that doesn’t modify bombs, or a unique Medical Breakthrough from the list below. If a medic is using another archetype that replaces Bombs and thus replaces Treatment, this feature is ignored completely.
| Breakthrough | Prerquisite(s) | Benefits |
|---|---|---|
| Harsh Treatment | Medic 6 | Once per round, the Medic can perform an attack as a standard action, using his medic level in place of his Base Attack Bonus, and using his Treatment dice for the damage. All other weapon features apply, such as reach, trip, enchantments and other magical effects and class features, but cannot be used with Vital Strike. |
| Overtreatment | None | When a Medic performs Treatment, if they have any leftover healing from the dice rolls, then that leftover healing is added as temporary HP. Healing from dice rolled is used first to determine how much is left over. |
| Mobile Curative | Medic 5 | The Medic can perform treatment as a full round action, moving twice as far as their current speed and applying Treatment to one ally along the movement. This movement counts as a charge for the purposes of improving the movement speed, and does not provoke from any opponent within reach of the healed ally. |
| Alchemical Distributor | Medic 8, Mobile Curative | The Medic can draw and administer two curative alchemical items in place of healing an ally when using Mobile Curative, and counts both as allies healed for the purpose of not provoking attacks of opportunity. |
| Extract Virulence | Medic 4 | As a full round action that does not provoke, a Medic can perform a heal check against the DC of a poison or venom affecting themselves or an ally. If they succeed, the target is cured and the Medic gains one use of poison, venom or disease, applicable as if it was a Lacquer Mix. Extract Virulence can be used on an ally once per the ally's Constitution modifier or the medic targeting themselves. Extract virulence keeps the original duration of the removed condition (E.G. If a poison had two rounds left of effects, the target will suffer two rounds worth of that poison. |
| Malefic Expedition | Medic 12, Extract Virulence | When the Medic applies a poison or venom gained by Extract Virulence, the target inflicted with it suffers that effect for an additional number of rounds equal to the Medic’s wisdom modifier. |
| Plaguebearer | Medic 16, Malefic Expedition | The Medic becomes immune to all diseases, mundane and magical. In addition, he can extract a disease as if it was a venom, and store it within himself indefinitely, excreting a lacquer once per day to add that disease to a weapon or natural attack, as a standard action. |





