Path of the Physician

The Path of the Physician educates students on the practice of healing through medicine and alchemy. This Path is recommended for WIS-focused support characters who want to heal their allies.

**Requirements:** Craft Healing Salve (Scholar)

**Path Completion Bonus**: +1 Wisdom

## Core Abilities

**Primary Care Physician**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

For every 4 abilities purchased in the Path of the Physician, you and all allies gain +1 max HP.

**Diagnostics**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: 3\* Actions, 3 Vim

*You identify what injuries someone has, including how to fix them (though you may not be able to) and how to make them worse.*

You may spend up to 2 MP on this ability. For each MP spent, decrease the Action cost by 1. Choose an adjacent target; gain all of the following buffs:

* +2 to all checks made to heal or harm the target
* +2 HP whenever you heal the target
* +4 damage whenever you damage the target

**Careful Physician**

**Prerequisite**: **Diagnostics**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: Passive

When you use **Diagnostics**, you may spend 2 MP to double its effect.

**Physician's Kit**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

*You carry some useful medicines with you.*

During a Rest, you may add a "Physician's Kit" to your inventory weighing up to 3 \* WIS Bulk. It contains this many Remedies, each weighing 1 Bulk. Whenever you heal an adjacent target by any means, you may spend a Remedy to provide an extra 1d6+WIS HP. At the next Rest, any remaining Remedies expire, but you may craft a new kit.

**Patch Up**

**Prerequisite**: **Physician's Kit**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: 1 Action, X Remedies

You quickly heal yourself or an adjacent ally. The target regains an amount of HP equal to your WIS times the number of Remedies spent.

**First Aid**

**Prerequisite**: Patch Up

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 2 Actions, 2 MP

You heal yourself or an adjacent ally. Make a Wisdom check and subtract 10. The target gains (or loses) this amount of HP. Between Encounters or whenever you can take your time calmly, you may use a passive check. Remedies spent on this ability provide double their normal amount of additional healing.

**Inside-Out Oil**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: 2 Actions, 3 Remedies

You create a viscous oil. When consumed, this pharmacon causes the target to vomit for several minutes. This removes all of their status effects, both positive and negative, except if a status effect is being continuously applied, such as due to environmental factors. This also cures minor physical ailments, such as hangovers and colds.

**Diagnose and Prescribe**

**Prerequisite**: **Diagnostics**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: 2 Actions, 1 Remedy

You remove a debuff from an adjacent ally. This ability cannot target a debuff being continuously applied, such as due to environmental factors.

**Chirurgeon's Care**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: 2 Actions, 6 Vim

Heal an adjacent ally for 2d6+WIS HP. At the next Rest, they gain an amount of HP equal to the value of the most recent **Chirurgeon's Care** they received since the last Rest.

**Amazing Antidote**

**Prerequisite**: **Physician's Kit**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: 1 Action, 1 MP, 1 Remedy

You administer a novel cure to yourself or an adjacent ally. This removes any one physical status effect or debuff of your choosing and heals 0 HP.

**Bedside Manners**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

Add your WIS to Charisma checks made which relate to someone you've recently healed.

**Anesthetizing Syringe**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: 1 Action, 3 Vim

You inject an adjacent target with a strong anesthetic. Against hostile targets, this is a Dexterity-based skill strike. On success, the target gains the debuff *Drowsy*: -3 Speed, -30 Accuracy, and Charisma checks made to persuade the target gain +WIS.

**Anatomical Knowledge**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

Add half your WIS to damage rolls on all attacks against humanoids and beasts.

**Study Cadaver**

**Prerequisite**: **Anatomical Knowledge**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: 10 minutes

You observe and dissect a corpse. You may add your WIS to an Intelligence check regarding one of the following:

* How this creature died
* What this creature's special abilities or biological functions are
* Any other information knowable from studying its body

After studying a cadaver, gain +5 Accuracy and +2 damage against similar creatures until the next Rest. You may study each corpse only once.

**Doctor's Handwriting**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

You can write encoded messages that can be read only by allies you choose when writing the message. Other creatures can attempt a DL 11 + WIS check to read your message.

**Medically Educated**

**Prerequisite**: **Doctor's Handwriting**

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: Passive

Gain +3 to checks made to interpret difficult texts (both physically difficult to read and intellectually difficult to understand), conduct research, read books, and solve puzzles related to medicine and alchemy.

**Do No Harm**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

At the start of every combat Encounter, gain the buff *No Harm Done*: targets of your healing gain an additional WIS HP. This buff is removed when you deal any damage or declare an attack.

**Confidentiality**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: Passive

Gain +2 to checks made to encourage someone to tell you about themselves. This bonus is doubled on the following subjects:

* Their physical and mental health conditions
* Their injuries and how they were hurt
* Their physical and mental weaknesses, such as allergies or vulnerabilities

**Identify Drug**

**Cost**: 300 XP

**Expedited for:** Science

**Activation**: 3 Actions

Gain +3 to an immediate check made to identify a biochemical substance, such as drugs, foods, poisons, and bodily fluids.

## Gift Exclusives

**Repeatable Remedy**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Gift of Science

**Cost**: 300 XP

**Activation**: 1 Action, 2 Vim

Heal yourself or an adjacent ally for 1d6 + WIS HP. If you used **Repeatable Remedy** since the last Rest, you may choose to use the die roll from the previous time you used this ability. You may use this ability WIS times per Rest.

## Course of Heroism

**Reassuring Remedies**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Science

**Activation**: Passive

Targets of your healing gain an additional 3 HP for each time you are Supported, up to 3 times.

**Supportive Doctor**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Science

**Activation**: Passive

Creatures you heal by any means are Supported. (This includes a heal of 0 HP.)

## Course of Conditions

**Draught of Awakening**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 3 Actions, 3 Remedies

*This stuff can wake anyone up.*

You craft an invigorating drug. When imbibed, this potion removes fatigue and exhaustion; the imbiber loses half of their remaining MP and Vim.

**Philter of Delusion**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 3 Actions, 3 Remedies

*The taste is awful. That’s what makes it a love potion.*

You craft a sedative which dulls the senses. This potion grants 5 \* WIS temporary HP but the imbiber gains the debuff *Sedated* until the next Rest: -1 Perception and Wisdom; -3 to checks made to resist persuasion.

**Anesthetic Gas**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 2 Actions, 3 Remedies

You throw a Grenade with a radius of 1 meter: targets within its range take 5 \* WIS Vim damage and gain 5 \* WIS temporary HP.

**Improved Physicking**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions, **Patch Up**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Passive

Whenever you heal someone with an ability in Path of the Physician, you may spend up to 5 Vim to grant them that much HP and temporary HP. If you are Supported, the amount of HP and temporary HP granted is doubled.

**Muscular Therapy**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Respite, 3 Vim

You massage a creature, curing them of stiffness.

**Smelling Salts**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 1 Action, 2 Remedies

You or an adjacent creature is cured of fatigue, awakens if asleep, gains 10 temporary Vim, and loses 5 HP and MP.

## Course of Damages

**Bandage**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1 Action, 2 Vim

This ability is usable when you or an adjacent ally is bleeding. Reduce the bleeding by your WIS and heal 0 HP.

**Ice Balm**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1 Action, 2 Vim

This ability is usable when you or an adjacent ally is burning. Reduce the burning by your WIS and heal 0 HP.

**Mollifying Gel**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1 Action, 2 Vim

This ability is usable when you or an adjacent ally is stunned or paralyzed. Reduce any remaining stun and paralysis damage by 2 each and heal 0 HP. If the target was paralyzed, they gain 1 Reaction.

**Deep Incision**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Attack, 4 Vim

This ability is usable while making a melee basic attack. Deal an additional 1d6+WIS bleed damage.

**Tonic of Purification**

**Prerequisite**: Course of Damages, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 1 Action, 1 Remedy

Reduce the attribute damage of one attribute for yourself or an adjacent ally by 1.

**Experimental Remedy**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Physician's Kit**

**Cost**: 500 XP

**Activation**: 1 Action, 1 Remedy, 3 Vim

You administer an experimental cure to yourself or an adjacent ally, granting them 2d6+WIS HP and reducing their bleeding and burning by 1d6 each. On subsequent uses of this ability in the same Encounter, you may choose to use your previous result instead of rolling. If you targeted an ally, they are Supported.

**Aromatic Ammonia Spirit**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Physician's Kit**

**Cost**: 500 XP

**Activation**: 1 Action, 1 Remedy

You administer a potent dose of medicine to yourself or an adjacent ally. This wakes them up if they were unconscious, then applies the buff *Reduced Fainting*: the next time you would become unconscious or Dying, instead gain 1 HP after resolving the rest of the triggering action.

**Atropine Sulfate**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 1 Action, 1 Remedy

You or an adjacent creature gains the buff *Dilated Pupils*: you can see dim light as bright light that extends three times as far; in bright light, take 1 paralysis damage at the start of each turn.

## Course of Wounds

**Potent Physicking**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds, **Physician's Kit**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: 2 Actions, 3 MP, 5 Vim

This ability is usable on an adjacent ally who is Dying. You restore them to half of their maximum health plus 3d6+WIS temporary HP.

**Surgery**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds, **First Aid**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Rest

*Grave wounds demand grave action.*

You attempt to heal a Grievous Wound of an ally. This ability cannot be used on wounds from the Magic or Dying categories. Roll 1d6 + WIS. Based on the roll, the target is permanently affected:

* 1 or lower: the target loses 2 of any Attribute determined randomly
* 2-4: the target loses 2 of any Attribute chosen by the physician
* 5-7: the target loses 1 of any Attribute, determined randomly
* 8-10: the target loses 1 of any Attribute chosen by the physician
* 11+: the surgery is a complete success

If the Attribute affected is still 0 or greater (or the surgery is a complete success), the Grievous Wound is healed. Otherwise, the penalties of the Grievous Wound become permanent but the wound no longer counts as a Grievous Wound for the purpose of death.