Scientists who devote themselves to the healing arts, despite their momentary lapses in sanity and ethical procedures.
Spellcasting
Mad Doctors cast spells using the Divine spell list instead of the Rune spell list. In addition to this, spells cast in order to heal an ally or themselves receive a bonus to the HP recovered equal to 1/2 level.
This alters Spellcasting.
Fake M.D.
Mad Doctors gain a bonus to any Heal skill checks equal to half their level (on top of the bonus from being Trained), and in addition to this, Providing First Aid with the Heal skill recovers 1 + (1/2 level) HP, minimum of 2 HP.
This replaces Potions Initiate.
Medical Toolkit
This functions like Alchemical Solution except no check is required to create them, and it's unable to be created as a standard action and because of this must always be prepared beforehand.
This alters Alchemical Solution.
Tattooed Symbol
This functions as Tattooed Spell except it uses divine spells instead of rune spells. The only spells which can be tattooed are ones which state they can affect an ally or the caster. When activating, even if it specifies being able to target an ally, it always targets the "caster" (the one with the tattoo).
This alters Tattooed Spell.
Medical Study
Mad Doctors are eventually able to take their ability to heal allies to extreme levels - each doctor has their own practice or study. This is as Alchemical Divergence however the choices below are the only ones available for the Mad Doctor.
Regeneration Specialist: Healing spells you cast regrow limbs similarly to the Regenerate Limb spell, using its listed cost. Using Regenerate Limb itself instead can be used with no cost for diamond dust required.
Life Caller: You're able to resurrect the dead...in a sense. Through the use of fungal spores and brain parasites you can raise the corpse of a creature your level or lower as an Alchemical Zombie. They lose their Magic, Resistance, and Smarts scores, and gain a +4 to Strength, -2 to Agility (minimum 1), and a +2 to Endurance. These Alchemical Zombies last as long as you want, however only one can exist at one time.
This alters Alchemical Divergence.