- Written by Charles Wenzler
Hit Die: d6
RequirementsTo qualify to become a surgeon, a character must fulfill all the following criteria.
- Skills: Heal 9 ranks, Survival 3 ranks.
- Feats: Academy Graduate (Heal), Doctor, Self-Sufficent, Skill Expertise (Heal), Skill Focus (Heal).
Class SkillsCraft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History), Knowledge (Local), Perform (Cha), Profession (Wis), Perception (Wis), Sense Motive (Wis) and Survival (Wis).
Skill Ranks Per Level: 2 + Int modifier
|Level||Base Attack Bonus||Save||Save||Save||Special Abilities|
|1st||+0||+1||+0||+1||Healing Touch, Recognized Medical Practitioner, Revive Dead (rounds)|
|2nd||+1||+1||+0||+1||Heal the Body, Tend to the Masses|
|3rd||+1||+2||+1||+2||Revive Dead (minutes)|
|4th||+2||+2||+1||+2||Heal The Mind|
|5th||+2||+3||+1||+3||Revive Dead (hours)|
Class FeaturesWeapon and Armor Proficiency: The surgeon is proficient with the scalpel (treat as a tiny dagger) and does not gain any armor proficiency.
Healing Touch (Ex): You are able to provide first aid or operate on a creature quickly, healing it of a number of hit points equal to its level or hit dice multiplied by your surgeon class level. Use of this ability expends one use from her healer's kit per class level that the surgeon has.
Recognized Medical Practitioner (Ex): Whenever buying medical supplies for yourself, you only pay one-third the listed price (rounded down if the fraction is half or less, rounded up if the fraction is more than half).
Revive Dead (Ex): As the surgeon advances in level, she is able to bring the departed back to life by succeeding on a DC 30 heal check. Regardless of whether the check is successful or not, the number of uses from the surgeon's healer's kit are expended.
At 1st level, by expending two uses from her healer's kit, the surgeon can bring one dead creature back to life that has been dead for no longer than four rounds per class level of the surgeon. At 3rd level, by expending six uses from her healer's kit, the surgeon can bring one dead creature back to life that has been dead for no longer than four minutes per class level of the surgeon. At 5th level, by expending ten uses from her healer's kit, the surgeon can bring one dead creature back to life that has been dead for no longer than four hours per class level of the surgeon.
The revived creature is treated as if it wasn't fully dead, just teetering on the brink of it for the purpose of not suffering from negative level loss or Constitution drain when returned to life. Revived creatures are restored to one hit point and are placed under long term care of the surgeon and not released from the surgeons care until they have recovered at least three-quarters their maximum hit points. Spellcasters revived in the manner loses all their prepared spells. A revived creature cannot also receive the benefit of the surgeon's healing touch class feature in the same day.
Heal The Body (Ex): You may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 10 + twice the total amount of combined ability damage suffered to Strength, Dexterity and Constitution. With success, you may immediately heal 1 point of ability damage to the target has suffered to their Strength, Dexterity or Constitution. If the target's ability damage is permanent, the DC is increased by +10.
Tend to the Masses (Ex): When using a healer's kit, you are able to make it last longer; it becomes exhausted after 20 uses instead of the normal 10. In addition the number of patients you are able to look after when providing long-term care is increased by an amount equal to your surgeon class level +2.
The benefit of the number of long-term patients you are able to tend to stacks with the benefit from the Doctor feat.
Heal The Mind (Ex): You may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 10 + twice the total amount of combined ability damage suffered to Intelligence, Wisdom and Charisma. With success, you may immediately heal 1 point of ability damage to the target has suffered to their Intelligence, Wisdom or Charisma. If the target's ability damage is permanent, the DC is increased by +10.