There is a Legacy version
here.

ChirurgeonSource Player Core 2 pg. 61You concentrate on healing others with alchemy.
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites) and use your Crafting modifier in place of your Medicine modifier for all Medicine checks. Paizo Clarification
With the chirurgeon's field benefit, it might not always be clear how to apply bonuses and penalties when you're attempting a Medicine check that uses your Crafting modifier. You can apply any bonus that would affect either your Crafting modifier or Medicine modifier to the check as long as it's relevant to the action. For example:
The +1 item bonus to Crafting checks from a crafter's eyepiece applies to all your Medicine checks, as does the +1 bonus to Medicine checks from healer's gloves. If you were wearing both items, you'd still apply only one item bonus, as normal.
If a bonus or ability applies only to specific actions or categories of actions, that restriction still applies as normal. So healer's gloves wouldn't apply to an attempt to Repair, since you're not substituting your Crafting modifier for a Medicine check—you're just using it for a normal Crafting activity. An expanded alchemist's lab wouldn't grant you a bonus to when you Treat Wounds using your Crafting modifier, since it applies only when crafting alchemical items, not to all Crafting checks.
The same broad application applies to penalties. For example, if a curse gives you a status penalty to all Crafting checks, it would also apply to your Crafting check to Treat Wounds. If stage 2 of the curse gives you a status penalty to all Medicine checks, the penalty would apply if you were to Treat Wounds, even if you were using Crafting instead of Medicine. The stage 2 penalty wouldn't apply if you tried to Repair something.
The field benefit is meant to let you use Crafting in place of Medicine broadly, and not face a lot of restrictions because of the replacement. As always, the GM might make exceptions in certain cases.
Your versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.
Your medicinal elixirs are quite fortifying. When a creature drinks an infused elixir with the healing trait that you have created, that creature gains a number of temporary Hit Points equal to your Intelligence modifier (minimum 0); these temporary Hit Points last for 1 minute.
When you use a field vial to heal a creature that has half its maximum Hit Points or fewer, the coagulant trait doesn’t apply to that healing.
When you use Quick Alchemy to create any type of elixir of life, the creature healed by the item regains the maximum Hit Points possible, instead of rolling to determine the number of Hit Points regained.