There is a Legacy version
here.
Surgeon
The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better.
Medium Human Humanoid
Source NPC Core pg. 61
Recall Knowledge DC 16 • Humanoid (Society)
Perception +14
Languages Common
Skills Crafting +10, Diplomacy +8, Medicine +16
Str +1, Dex +3, Con +1, Int +2, Wis +4, Cha +0
Medical Specialist In medical matters, a surgeon is a 6th-level challenge.
Doctor's Hand When the surgeon rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead.
Items scalpel (3. functions as a dagger), bonesaw (functions as a temple sword), healer's toolkit
AC 17; Fort +7, Ref +7, Will +10
HP 30
Speed 25 feet
Melee [one-action] bonesaw +9 [+4/-1] (trip), Damage 1d8+1 slashingMelee [one-action] scalpel +11 [+7/+3] (agile, finesse, versatile S), Damage 1d4+1 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoningRanged [one-action] scalpel +11 [+7/+3] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercingMedical Malpractice [one-action] The surgeon attempts a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the surgeon's melee Strikes deal an extra 1d6 precision damage against that creature (2d6 on a critical success) until 1 minute passes or the surgeon critically hits that creature, whichever comes first. Using this action again ends any previous one. A surgeon can target an individual creature no more than once per day with this ability.All Monsters in "Healer"
Source NPC Core pg. 60The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.
Ailments
Common diseases can be found
here. These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like
bogwid fever or
zombie rot, you might impose penalties on a normal healer attempting to remedy them.
Alchemical Reputation
Earning the trust of their clients is often the most difficult part of any well-meaning alchemist's trade. Elixirs often have a stigma against them due to the wide and potentially dubious nature of alchemical concoctions. Medicinally inclined alchemists often build favorable local reputations, potentially drawing the attention of employers in the nearby governance. This can range from jobs as simple as preparing daily elixirs for the town guards to assisting local freelance adventurers.
Hunting For Healing
Healers who don't use magic are always on the hunt for ingredients. NPCs like the apothecary, local herbalist, and tonic merchant might hire PCs to collect rare ingredients they've heard contain latent alchemical properties. Such a quest could involve traveling to an inhospitable area to collect plants, fungi, or minerals. Or it might require tracking down and slaying or capturing a creature with organs that produce ingredients useful in healing.
Medical Service Prices
The physician and surgeon are masters of Medicine; the apothecary and plague doctor are experts. Plague doctors charge five times this rate, and surgeons 10 times.
Identify Affliction: 1 sp
Treat Wounds: 2 sp
Treat Disease: 1 gp
First Aid or Treating a Poison: 1 sp