Biology

Spells Gained:
Biology Philosophers gain all Necromancy spells at their lowest level to their formulae list.

Mutagen Effect:
Biology mutagens toughen the body and drags out a strong survival instinct that comes off as abrasiveness. They gain their bonus in Constitution and penalty in Charisma.

At 5th level the mutagen grants unnatural resilience, giving a +2 bonus against Ability damage or drain, death effects, negative energy effects, diseases, poisons, mind affecting effects, and energy drain.

At 10th level you become immune to nonlethal damage and bleed effects.

At 15th level you are immune to negative energy effects, fatigue, exhaustion, and sleep.

At 20th level you gain all of the immunities granted by the Undead type, however you do not gain other effects.

Vigor Philter (Su):
At 3rd level you may create a strange concoction which can mimic the effects of positive or negative energy whenever you prepare your extracts. This philter must be made to mimic either one of the energy types on creation and can only be used to heal creatures, restoring 1d3 points of health per philosopher level plus your intelligence modifier. You may create a number of these philters a day equal to 3 + your intelligence modifier.

Pet Project (Ex):
At 6th level you gain the service of an animal companion treating your druid level as your level – 2. When you obtain this creature it becomes an undead, gaining one of the following templates: Fast Zombie, Alchemical zombie, or Plague zombie.

This creature appears to be alive however, granting a +10 bonus to disguise to appear as a living creature and even retains a small semblance of its living nature. It learns tricks as normal and may be commanded to act on its own instincts. It does not need a second attack trick to attack undead.

Life and Death (Ex):
At 9th level you have nearly perfected the art of reanimation. Whenever you create an undead creature you may opt to let them retain their intelligence and personality. This grants them a +5 bonus to disguise to appear as a living creature. Undead created in this way are not under your control and their alignment shifts one stage towards neutral evil. These creatures count towards your HD limit as twice their normal HD for creation.

Cure Death (Ex):
At 15th level death is naught but a simple disease for you. As long as a creature has not been dead for longer than one day and you have their entire body. This ability acts as raise dead and may be performed as an hour long operation, at the end of which the creature is revived at 1 HP.

Additionally creatures you’ve turned into undead, intelligent or not, can be treated as living or undead for the effects of positive or negative energy and are indistinguishable from living creatures unless you desire otherwise. You must still pay the cost of the spell in alchemical components.

Note for Biology philosophers:
It is suggested (And assumed by default) that extracts which create undead lose the evil descriptor. They can still be used for evil but just as much can be flavored as 'failed' resurrections, experiments, or simply excited corpses. As a general rule a non evil philosopher will not keep a corpse of an intelligent being animated longer than needed assuming they knew of their intelligence but knowingly keeping a sentient creature's body animated is an evil act.