Advanced Medical Training (Ex)
From 5th level on, the scholar’s research has taught her advanced medical techniques for treating certain ailments; the scholar may expend 5 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 20 Heal check to cure any one of the following conditions affecting a creature: blindness, deafness, paralysis, or poison. For each 10 points by which the scholar exceeds the DC of this check, she may cure an additional condition from the list that the target is suffering as part of the same check. If the scholar has at least 8 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability drain +1 point for every 5 points by which she exceeds this ability’s DC.
The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 2 hit points +2 for each point by which the scholar exceeds the DC, and may activate it as a move action.
Bring Back the Dead (Ex)
At 16th level, your competence with medicine and your understanding of anatomy and physiology extends beyond the realm of living bodies.
You can spend a point of inspiration to perform a special Heal check using 2 uses of a healer’s kit. You can bring a creature that has recently died back to -1 hit points and stable by making a Heal skill check against a DC equal to the number of hit points below -1 they are. Doing so is a full-round action that provokes attacks of opportunity and may only be performed on creatures that have died within the last minute. You may expend an additional inspiration to affect creatures that have died within the last hour but the DC for such a Heal check is doubled. This ability is effective on creatures killed by a death effect, but their body must be intact enough for the creature to live normally; e.g., a disintegrated creature cannot be affected, but a creature might have their head reattached.
Chemical Reliance
Doctors must take the (formulae) package of the Alchemy sphere with their problem solver class feature, and cannot take any drawbacks that prevent them from doing so. If the doctor has already taken a drawback that would prevent them from taking the (formulae) package of the Alchemy sphere before taking their first level in this class, they do not gain the Scout sphere from their problem solver class feature and instead use that talent to buy off their drawback.
Chemical Resurrection (Ex)
Upon reaching 17th level, the doctor can use her advanced knowledge of anatomy, chemical compounds, and advanced healing techniques to restore a creature to life regardless of the length of time it has been dead.
The corpse to be revived does not need to be intact, but must represent a significant portion of the deceased creature, such as a skeleton, torso, or head (but not a finger or toe). Reviving a creature with this ability requires 25,000 gp worth of expensive chemical components and takes 10 minutes. Upon completion of this process, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or Constitution points) and all of the prepared spells, spell points, or similar resources possessed by the creature when it died.
The doctor can use this technique to revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This ability can also resurrect elementals or outsiders, but it can’t resurrect constructs, undead creatures, or creatures that have already been returned to life through alternative means. If the soul of a creature targeted by this ability is unwilling or unable to return, the process restores their body but creates only a fully intact inanimate corpse.
This replaces the material imposition normally gained at 17th level.
Competent Treatment (Ex)
At 4th level, you are so sure in your medical knowledge that you can perform your duties quicker and more skillfully than your peers. The time required to perform the various Heal skill actions is halved. The actions only requiring a standard action become a move action. Additionally, when treating deadly wounds or performing long-term care you may expend a point of inspiration to apply 1d6 plus your Intelligence modifier as additional healing. At 7th level and every 4 levels thereafter, the healing added by the inspiration increases by 1d6 to a maximum of 5d6 + your Intelligence modifier at 19th level.
Danger Sense (Ex)
At 3rd level, due to their preternatural ability to notice minute changes in their environment, a legendary investigator gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, they gain a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite.
The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class)
Expert Medical Training (Ex)
At 9th level, the scholar’s research has taught her rare and little known techniques for treating even the most virulent and uncommon ailments; the scholar may expend 10 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 25 Heal check to cure any one of the following conditions affecting a creature: confusion, cursed, or disease (including magical diseases).
If the scholar has at least 11 ranks in the Heal skill, she may instead use this ability to attempt to heal an ally who has died within a number of rounds equal to her Intelligence bonus (minimum 1). If her check is successful, the ally is restored to life and consciousness at 0 hit points, +1 hit point for each point by which she exceeds this check’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 3 hit points +3 for each point by which the scholar exceeds the DC, may activate it as a swift action, and no longer provokes an attack of opportunity for using any of her medical training abilities
Expert Medicine (Ex)
At 1st level, your training and knowledge of the medical arts helps you instead of your intuitive knowledge of the workings of a body. You may use your Intelligence modifier in place of the normal ability modifier for Heal checks. The bonus provided by the focus skill is doubled to identify any tampering in medical evidence like hiding wounds on a corpse or removing the evidence of a poison in a body. Additionally, you may apply 1/2 your legendary investigator level to Perception checks to identify potions.
Flashbangs (Ex)
At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning, slashing and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.
Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang.
Heal the Whole Patient (Ex)
At 8th level, your understanding of physiology and ailments of the body allow you to use your medical expertise to treat other debilities besides poisons, disease and wounds. You gain the following additional uses of the Heal skill, each usage below requires one use of a Healer’s kit:
Heal 1 point of ability damage. You may use a point of inspiration to increase this to 1d4 points of ability damage. Doing so is a DC 20 Heal check. At 12th level, you may expend a point of inspiration to instead heal 1 point of ability drain or 2 to heal 1d4 ability drain.
Remove the following conditions: fatigued, stunned, paralyzed, sickened. Doing so requires a DC 20 Heal check.
Reduce the following conditions: nauseated to sickened and exhausted to fatigued. Doing so requires a DC 25 check, however, if you exceed the check by 10 or more, the condition is removed instead of reduced.
Remove blindness or deafness from a creature. If they have either condition naturally or stemming from a class ability such as an oracle curse, they are not removed. The DC to do so is 30.
At 12th level you may expend a point of inspiration to remove petrification as if using the spell stone to flesh. Doing so requires a DC 40 Heal check.
You may expend a point of inspiration to remove a curse from a target. Doing so requires a Heal check against the DC of the curse.
Inoculations (Ex)
Starting at 1st level, the doctor learns to protect her allies from the effects of her abilities. At the start of each day, the doctor can select a number of allies up to her Intelligence bonus (minimum 1); both the doctor and the chosen allies are immune to the negative effects, including hit point damage, of the doctor’s alchemical items and material impositions. Positive effects of alchemical items and material impositions, such as hit point healing, still affect the doctor and her allies normally.
This replaces careful packer.
Inspiration (Ex)
A legendary investigator is beyond knowledgeable and skilled—they also possess keen powers of observation and deduction that far surpass the abilities of others. A legendary investigator typically uses these powers to aid in sizing up a situation but can also use these flashes of inspiration in other situations.
They have an inspiration pool equal to 1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator’s inspiration pool refreshes each day, typically after they get a restful night’s sleep or spend time doing an activity that stimulates their brain. As a free action, they can expend one use of inspiration from their pool to add 1d6 to skill and ability checks, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A legendary investigator can only use inspiration once per check or roll.
They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier.
Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have.
Keen Recollection (Ex)
At 3rd level, a legendary investigator can attempt all Knowledge or Lore skill checks untrained. This does not allow them to apply their inspiration die to the check if they normally would be
Unable.
Masterful Healing (Ex)
At 12th level, your skill in the medical arts surpasses all of your peers, so long as your mind stays sharp. As long as you have a point of Inspiration remaining, all healing dice results of Heal skill usage, via the competent treatment ability or other abilities/feats, or conjuration (healing) spells from your legendary investigator spells or extracts are maximized.
Master Intellect (Ex)
A legendary investigator’s powers of reason and deduction become almost superhuman, and they are able to use them in nearly all aspects of life. At 20th level, a legendary investigator can use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result
Material Imposition
Starting at 3rd level, the scholar has learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. The scholar learns one material imposition from the below list, plus an additional one at 5th level and every two levels thereafter. Unless stated otherwise, activating an imposition is a standard action that provokes attacks of opportunity and expends the scholar’s martial focus. A scholar damaged by an attack of opportunity while activating an imposition must make a concentration check adding her class level and Intelligence modifier to a d20 roll (DC 12 + damage dealt) or she fails to activate the ability and the action is wasted. Feats and abilities that normally improve concentration checks, such as the Combat Casting feat, also apply to scholar’s using material impositions. If the imposition grants a save, the DC is equal to 10 + 1/2 the scholar’s class level + her Intelligence bonus.
Impositions with activated abilities can interfere with each other’s energies and effects; if the scholar uses the activated ability of a material imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. Activating a material imposition consumes raw materials, but generally the cost of these materials is insignificant — comparable to the valueless material components of most spells. A scholar can assume she has all materials necessary to use her material impositions unless otherwise noted as long as she has a designated belt pouch or spell component pouch in her possession. Unless otherwise noted, material impositions are extraordinary effects.
Medical Training (Ex)
The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
Piercing the Veil (Ex)
A legendary investigator’s grasp of facts and data teaches them to see past the veils and legerdemain conjured up by others, granting them resistance to even the most potent illusions. At 4th level, they may use their Intelligence modifier instead of their Wisdom modifier on Will saving throws against illusions. Additionally, they may spend a point of inspiration to add their inspiration die to such a Will saving throw. At 8th level, they may make a Will save against any illusion requiring a specific action, like interacting with it, simply by being in its presence. At 12th level, they can make a Will save against any glamer or figment present within 10 feet regardless of it having a saving throw. For example, if an invisible creature passes within 10 feet, the legendary investigator can make a Will save to see through it. At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw.
Quick Wits (Ex)
At 2nd level, a legendary investigator’s ability to focus on the minutiae in their environment gives them a deep insight into their surroundings. They may use their Intelligence modifier instead of their Wisdom modifier for Perception and Sense Motive. Additionally, they may use Intelligence instead of Charisma when using Diplomacy to gather information. This use of Intelligence to gather information entails the legendary investigator using their powers of observation rather than simply carousing, otherwise, the check is unchanged.
Regenerative Mists (Ex)
At 7th level, the doctor learns how to pack her flashbangs with a special compound that creates a mist which can interact with her inoculations to create remarkable healing effects. The scholar can expend her martial focus and one use of a healer’s kit when using a flashbang to have it create a fine, clear mist that hangs in a 30 ft. radius sphere centered on the target of her flashbang. This mist remains active for a number of rounds equal to the doctor’s Intelligence modifier and cannot penetrate solid surfaces such as walls and solid floors, though it can spill through open windows or highly porous surfaces. The doctor and any creature benefiting from her innoculations gains fast healing equal to half the doctor’s class level (rounded down) each round they begin their turn within the area of the mist. If the doctor begins and ends her turn within the area of the regenerative mists, she may regain her martial focus as an immediate action at any point before the start of her next turn.
This replaces the material imposition normally gained at 7th level.
Revitalizing Compounds (Ex)
From 3rd level on, whenever the doctor prepares an alchemical item, she may make a Heal check as part of the preparation process and expend one use of a healer’s kit as though using the hit point healing option of her medical training class feature; the scholar may take 10 on this check, but cannot take 20. Whenever the doctor or an ally benefiting from her inoculations class feature is within the area affected by the use of an alchemical item modified by this ability, they regain hit points as though they had benefited from a use of the doctor’s medical training class feature with a Heal check equal to the one used when preparing the alchemical item, but all creatures that would normally be damaged by the alchemical item take only half damage (minimum 1), and gain a +2 bonus on any saving throws to resist its effects. This ability can be used to augment alchemical items that normally affect only a single creature, such as the Salve formulae created by the Alchemy sphere. Creatures healed by this ability count each instance of healing received in this manner against the total number of times per day they may be affected by the doctor’s medical training class feature.
This replaces the material imposition normally gained at 3rd level.
Slippery Mind (Ex)
At 14th level, the legendary investigator’s mental control allows them to wrest control of their mind from the influence of others. If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, they may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Stimulate the Mind (Ex)
At 6th level, once per day, the legendary investigator may spend 10 minutes reviewing notes, collecting their thoughts, narrating events or doing some other intellectually stimulating activity to roll their inspiration die to regain the resulting number in points of inspiration. They may do this an additional time per day for every 4 levels thereafter to a maximum of 4 times per day at 18th level.
Studied Combat (Ex)
A life of a legendary investigator typically leads them into danger, so they must always be ready to bring their wits to bear in a fight. By taking the time to observe the movements and tactics of their opponent, a legendary investigator can take advantage of openings in the opponent’s guard and faults in their skill. At 1st level, a legendary investigator can use a move action to study a single enemy that they can see. Upon doing so, they add 1/2 their investigator level (minimum 1) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to their Intelligence modifier (minimum 1) or until they deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage and is not multiplied on a critical hit.
A legendary investigator can only have one target of studied combat at a time, and once a creature has become the target of their studied combat, it cannot become the target of the same legendary investigator’s studied combat again for 24 hours unless the legendary investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex)
At 1st level, a legendary investigator can choose to make a studied strike against the target of their studied combat as a free action, upon successfully hitting their studied target with a melee attack, to deal additional damage, ending any instance of studied combat on the target. The damage is 1d6 at 1st level and increases by 1d6 for every odd level thereafter (to a maximum of 10d6 at 19th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the legendary investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), they may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If they chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The legendary investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot use a studied strike against a creature with concealment.