Additional Feats

Medical Expert
Prerequisite: Wis 13, Heal 1 rank

Benefit: When you use the Heal skill to treat deadly wounds, you may add ½ your ranks in Heal to the amount of damage healed. Patients who rest fully gain the benefits of two days of treatment for every day spent under your care. Alchemists may select this feat in lieu of a Alchemical Discovery. 


Field Surgeon (Combat)
Prerequisite: Heal 2 ranks.

Benefit: You can perform simple field surgery, allowing creatures to recover more quickly from their wounds. Field Surgery expends one use from a Surgeon’s kit. To perform field surgery, you must make a Heal check and spend time treating an injured creature; success means that on the creature’s next rest period it heals 1d4 points of damage (this is in addition to the normal amount healed from resting and with being under long-term care from a person with the Heal skill).

The amount of time you take treating the injury determines the DC of the check according to the following table:

Treatment Time    DC
1 minute    25
5 minutes    20
10 minutes    15
You decide how long you will perform the surgery before making the check. You cannot take 20 on this check. If you fail the check by 4 or less, nothing happens. If you fail this check by 5 or more, the patient loses 1 hit point. If this puts the patient below 0 hit points, he starts dying.

You can use field surgery on a creature multiple times, but the additional healing from field surgery in one day cannot exceed the patient’s Constitution score (additional surgeries have no effect).

Try Again: You may try again as long as the patient is alive.


First Aid
Prerequisite: Wis 13, Heal 1 rank

Benefit: When you perform first aid on a patient with less than 0 hit points, they gain enough temporary hit points to raise their total to 0. These temporary hit points last for one minute. If the loss of these temporary hit points brings the patient below 0 hit points, they are automatically stable. In addition, you gain a +2 competence bonus on Heal checks. Alchemists may select this feat in lieu of a Alchemical Discovery. 


Minor Medical Miracle
Prerequisite: Wis 13, First Aid, Heal 7 ranks

Benefit: You can save a character reduced to their negative hit points or lower, when they would normally be dead. If you are able to administer aid within 3 rounds of the character’s death, you can make a Heal check. The DC for this check is 30, and you can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.  Alchemists may select this feat in lieu of a Alchemical Discovery. 


Major Medical Miracle
Prerequisite: Minor Medical Miracle

Benefit: You can use Minor Medical Miracle to save a character who has died within 3 minutes. However, if more than 3 rounds has passed, the DC increases to 40 and the patient, if revived, suffers negative levels or Constitution drain, as if the target of a raise dead spell.  Alchemists may select this feat in lieu of a Alchemical Discovery. 


Tougher Than Thaumaturgy 
Prerequisite:  Great Fortitude, no caster levels including alchemist.
Benefit: Once per round, when targeted by a spell or effect that allows a Reflex save or a Will save, you can instead make a Fortitude saving throw. You may use the ability a number of times per day equal to 3 + your Constitution bonus.
Special: If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spell-casting ability and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced.

Additional Feats

Zeigeist: Division Six JosephNorris