Medical Discovery

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At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Vivisectionist makes an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the vivisectionist's level + the vivisectionist's Intelligence modifier.

Medical Discovery is one of many Class Features available in Pathfinder: Wrath of the Righteous. Class Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.

 

Medical Discovery Information

Type:

 

Possible Selections

Name Effects

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Cognatogen

The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

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Combat Trick

 Gains a bonus combat feat.

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Enhance Potion

Any potion an alchemist drinks to function at a caster level equal to his class level.

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Extend Potion

Any potion an alchemist drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

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Fast Stealth

This ability allows a rogue to move at full speed using the Stealth skill without penalty.

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Feral Mutagen

 Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

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Focusing Attack - Confused

When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition.

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Focusing Attack - Shaken

 When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition. 

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Focusing Attack - Sickened

 When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition. 

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Infusion

The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells of the same names when considering targets and range. 

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Iron Guts

A rogue with this talent has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the rogue to be nauseated or sickened.

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Preserve Organs

The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

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Slow Reactions

 Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

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Spontaneous Healing

 The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

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Weakening Wound

When making a sneak attack against a creature that has damage reduction, the character's attack reduces that damage reduction for two rounds by an amount equal to the character's level. This penalty to damage reduction does not stack.

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Confounding Blades

When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds.

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Crippling Strike

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

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Dispelling Attack

Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level.

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Feral Wings

Under the effects of feral mutagen the alchemist gains bat-like wings that give him a +3 dodge bonus to AC against melee attacks and immunity to the effects of difficult terrain.

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Grand Cognatogen

The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends.

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Grand Mutagen

The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

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Greater Cognatogen

The alchemist’s cognatogen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.

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Greater Mutagen

The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.

Mummification

The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

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Nauseating Flesh

The alchemist’s body is suffused with poison. Any creature that bites, engulfs, or swallows the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds.

 

How to Acquire Medical Discovery

Medical Discovery can be obtained by the following Classes:

 

Medical Discovery can be cast by using the following Items:

  • Item: Item goes here.
  • Weapon: Weapon goes here.
  • Armor: Armor goes here.

 

Medical Discovery Tips & Notes

  • Notes & Tips go here

 

 

 




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