It sounds like you are wanting this PRC to be available for players, no?
Learned PhysicianThough medicine is his stock-in-trade, the learned physician has used his medical training as a springboard into other fields of natural science. In fact, his skill with healing is only one
manifestation of a thirst for knowledge in general, and he never stops learning. Much more than a simple country doctor, the learned physician has garnered knowledge that allows him to understand the vectors of infection and the factors that affect the progress of illnesses. Not only has he learned classic medical techniques, he has acquired skills in healing far beyond what his fellow physicians — and even some clerics — are able to perform.
In addition, the learned physician’s keen eye and logical mind allow him to piece together how events must have occurred when presented with a set of mysterious circumstances. Many learned physicians go on to make scientific contributions in medicine or even in other fields based on their passion for finding out how and why the natural world works as it does.
Monks make excellent learned physicians, as do experts who have gathered sufficient medical training. Clerics and other divine spellcasters sometimes choose this path, but arcane spellcasters also favor it because of its emphasis on logic and on the piecing together of factual information and sensory observation. Paladins have also been known to choose this path on occasion, but fighters, rangers and rogues rarely do.
RequirementsTo qualify to become a learned physician (Lph), a character must fulfill all the following criteria.
Skills: Knowledge (any) 5 ranks, Healing 8 ranks, Profession (herbalist) 5 ranks.
Feat: Investigator, University Education.
Special: The candidate must be a graduate of a recognized university
Class SkillsThe learned physician’s class skills (and the key ability for each skill) are:
Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), plus any five additional skills chosen by the
learned physician when he first enters the class.
Skill Points at Each Level: 8 + Int modifier.
Class FeaturesAll the following are class features of the learned physician prestige class.
Hit Die: d6.
Weapon and Armor Proficiency: Learned physicians gain no proficiency with any weapon, armor, or shield.
Spellcasting: At every even-numbered learned physician level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he had before taking the level in learned physician. He does not, however, gain any other benefit a character of that class would have gained (improved ability to turn undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of learned physician to the level of his previous spellcasting class, then determines spells per day, spells known and caster level accordingly.
If the character has more than one spellcasting class, he must decide to which class he adds each level of learned physician for the purpose of determining spells per day and spells known. If the character had no spellcasting ability before taking levels in this prestige class, he may instead choose one spell-like ability from the table below at each even-numbered learned physician level. He may choose any spell-like ability with a “task rating” less than or equal to his learned physician level + his Wisdom modifier. Each of these abilities is usable once per day. If the learned physician chooses the same ability multiple times, he gains one additional use per day each time he chooses it.
Saving throw DCs, where applicable, are 10 + spell level + the learned physician’s Wisdom modifier
1 or less | Cure Minor Wounds |
2 | Detect poison |
3 | Cure light wounds |
4 | Deathwatch |
5 | Delay poison |
6 | Remove paralysis |
7 | Cure moderate wounds |
8 | Neutralize poison |
9 | Cure critical wounds |
10 | Heal |
Scientific Knowledge (Ex): Learned physicians gather knowledge about all sorts of topics. At 1st level, the learned physician knows information regarding various esoteric topics, just as a bard does. He adds his learned physician level and his Intelligence modifier to a 1d20 roll and compares the result with the scientific knowledge DC for the information. This ability otherwise works like the bardic knowledge ability.
A learned physician can make a scientific knowledge check to connect a power source to an item made with the Create Device* feat. He can also make a scientific knowledge check to learn how to use any spell trigger or spell completion item created with the Create Device feat as though he were a spellcaster of the appropriate type with a caster level equal to his character level. The DC for such a check is 15 + the device’s effective caster level.
Speedy Observation (Ex): Beginning at 3rd level, the learned physician becomes a keen observer who can notice apparently unrelated details and quickly form a valid conclusion. The character gains a +2 bonus on all Search checks and Heal checks. In addition, the learned physician can make a Search check over a space or volume of goods roughly 10 feet by 10 feet by 5 feet as a fullround action.
Healing Touch (Su): At 5th level, a learned physician can heal wounds (his own or those of others) by touch. Each day, he can heal a total number of hit points of damage equal to his learned physician level x his Charisma modifier (minimum 1). The learned physician may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using healing touch is a standard action. Starting at 9th level, the learned physician’s healing touch can cure a number of points of damage per day equal to his learned
physician level x his Charisma modifier (minimum 1) x his Wisdom modifier (minimum 1). In addition, the learned physician can now use remove blindness/deafness or remove disease a number of times per day equal to his Charisma modifier (minimum once per day). The use of either effect counts as one daily use of this ability.
Bedside Manner (Ex): Beginning at 9th level, the learned physician develops a knack for putting people at ease and reading their body language. He gains a +2 bonus on all Bluff, Diplomacy, Gather Information and Sense Motive checks