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Before I begin, I wanted to give a brief intro. I really love Pathfinder and Paizo and I think they did an awesome job providing one of my favorite games out there. I also really loved all the new classes from the Advanced Players Guide and I am kind of sad that the Advanced Class Guide only adds hybrid classes rather than, as far as I am aware, any new ones. Therefore, I wanted to test out my creative mind and try to craft a few unique and interesting classes, the first of which is below. I do still have a lot to do and would love any input. Also, as the name implies, this is only the first of (potentially) many and if people approve, I will try to post more.
Design Mantra
Unfinished
Several Oaths unfinished.
Add more Oaths.
Add more Fields.
Reword Amputation to not sound so ridiculous.
Add capstone ability.
Add level/ability requirements to powerful Fields.
The Chirurgeon
For wealthy nobles and skilled adventurers, wounds, disease and poison can be fixed with a few magic words and often a donation of gold. However, this is not so for the rest of the population who must rely on traditional medicines and healing. This is where the Chirurgeon comes in. Usually feared and hated, the Chirurgeon's job is often unpleasant, yet it saves lives.
Role: Chirurgeons are usually a supportive class. Their abilities can heal the party, turn lethal wounds into minor ones and provide benefits to their allies. Alternatively, they can also be a dangerous foe, wielding poison and diseased ridden weapons with deadly accuracy.
Alignment: Any
Hit Die: d8
Class skills: Craft, Diplomacy, Heal, Knowledge: Nature, Perception, Profession, Sense Motive and Use Magic Device
Skill Ranks per level: 4 + Int. Modifier
Bonuses
Medium BAB
Fortitude Good
Reflex Bad
Will Bad
Class Features
Weapon and Armor Proficiency: Chirurgeons are proficient in light armor and all simple weapons, plus scalpels, saws and syringes. (New rules for these items after the class)
Surgery
Chirurgeons are able to provide field surgery to a creature to reduce the severity of their wounds, often by quickly stitching a cut, popping bones back into socket or cauterizing a wound. While this does not heal the wound, it can otherwise turn a lethal wound into a minor one. Choose a creature type (Such as Humanoid or Animal). You may only use Surgery on these creature types. The Chirurgeon must be able to touch the target he intends to perform Surgery on and then use a full round action that provokes an attack of opportunity. Using Surgery allows the Chirurgeon to convert a number of points of damage into nonlethal damage up to 1d8. This increases by 1d8 at level 3 and by an additional d8 every two levels thereafter.
Oath
Every Chirurgeon takes an Oath and while not everyone takes the same Oath, it nonetheless changes how he approaches healing and unites him with other Chirurgeons who have taken a similar Oath. A Chirurgeon must select an Oath from those listed below. Oaths grant a Chirurgeon a number of bonuses, a new class skill and special abilities. Oaths require a Chirurgeon to act in a certain way and violating the tenets of their oath causes the Chirurgeon to lose any benefit granted by their Oath for 24 hours. Finally, changing ones oath is a difficult process. Upon changing their Oath, the Chirurgeon loses all benefits of their previous Oath and must follow the tenets of their new Oath, but gain no benefits from its abilities, until they gain a new level of Chirurgeon.
Hippocratic Oath
Tenets: Chirurgeon's of this oath must, to the best of their ability, offer help to those sick or injured. This does include enemies, so long as helping them does not endanger themselves or their allies. It does not mean the Chirurgeon must help them during the battle, only offer them aid following it.
Skills: The Chirurgeon adds Knowledge: Local to his list of class skills and adds half of his Chirurgeon level as a competence bonus when making Knowledge: Local checks.
Abilities: At level 2, when the Chirurgeon makes an Initiative roll, he may elect to take a penalty to his attack rolls up to his Intelligence Modifier. At the beginning of his turn, he may increase or decrease this penalty by 1, so long that it does not exceed his intelligence modifier. Whenever he uses his Surgery ability, he may instead add this penalty to his roll for every d8.
At level 8, the Chirurgeon realizes that there are too many people that are sick and injured in the world and that he will never have enough time to help them all. He instead learns how to give quick medical aid to some so that he may better focus his attention on others who truly need it. The Chirurgeon may use a swift action to use his Surgery ability as normal. However, if he does so, he treats all of his Surgery dice for that use as if they rolled 1’s.
At level 15,
Nightengale's Oath
Tenents: Chirurgeons of the Nightengale Oath must strive to lessen the suffering of the sick and injured to the best of their ability.
Skills: Those of the Nightengale Oath add Bluff to their list of Class skills and may add their half their level to Bluff rolls.
Abilities: At level 2, whenever the Chirurgeon uses their Surgery ability, they reduce the amount of nonlethal damage by their level + charisma modifier. This can not reduce the nonlethal damage below 1.
At level 8, whenever the Chirurgeon uses their Surgery ability or the Heal skill on an NPC, they double their Charisma modifier (if any) on social rolls with that NPC and (at GM’s discretion) the NPC’s allies for 24 hours.
At level 15,
The Ripper's Oath
Tenets: Those who have taken the Ripper’s Oath must always seek to learn more about the anatomy and must protect all such scientific knowledge from destruction.
Skills: Following the Ripper Oath adds Intimidate to your class skills and you may add half your level to Intimidation rolls.
Abilities: At level 2, the Chirurgeon’s knowledge of anatomy allows him to do incredible damage to his enemies. The Chirurgeon may use the Sneak Attack ability as per the Rogue ability on any creature that he would be able to use his Surgery ability on. His sneak attack damage is a d6 for every 2d8 his Surgery can heal (minimum 1d6).
At level 8, Chirurgeons can kill a patient with an inch long blade that many warriors can not bring down with longswords. The Chirurgeon gains the Improved Critical feat for a weapon the Chirurgeon can use.
At level 15, if the Chirurgeon deals scores a critical attack, he can snuff out a life in a second. The Chirurgeon may forgo the bonus critical damage and instead force the creature to make a Fortitude save against a DC 10 + half the Chirurgeon’s level + Int modifier. If they fail, they immediately die. If they succeed, they take damage and may not be affected by this ability for 24 hours.
Helsing’s Oath
Tenets: Taking Helsing’s Oath means using your knowledge to fight off supernatural diseases and the creatures that cause them.
Skills: Followers of Helsing’s Oath add Knowledge: Planes to their class skills list and may add half their class level to Knowledge: Planes checks.
Abilities: At level 2, Chirurgeons of the Helsing Oath gain the Favored Enemy ability, as per the Ranger. The bonus granted by this ability is equal to the number of dice rolled on their Surgery ability. Also, the Chirurgeon gains the Anatomic Understanding field for free with their Favored Enemy.
At level 8, the Chirurgeon gains an additional Favored Enemy, as per the Ranger. Whenever a Chirurgeon attacks their Favored Enemy with a Scalpel, Saw or Syringe, they may ignore that creatures DR for that attack.
At level 15,
More Oaths needed
Fields
Fields are abilities that represent medical techniques. Starting at level 2, a Chirurgeon gains one Field. He gains an additional Field for every 2 levels of Chirurgeon attained after 2nd level. A Chirurgeon cannot select an individual talent more than once.
List of fields (List needs expanded)
Acupuncture
The Chirurgeon understands how to better channel the bodies natural energies to better heal an individual. A Chirurgeon may only perform Acupuncture on a creature they may use their Surgery ability on. The process takes an hour and the recipient may not perform any strenuous activity during this process. At the end of the hour, the recipient regains HP as if they had spent a full day at complete rest using the Heal. A creature may only have acupuncture performed on them once a day.
Anatomic Understanding
Choose a creature type (such as Humanoid or Animal). You may now also use your Surgery ability on creatures of that type. You may select this ability multiple times. Each selection allows you to choose a new type.
Amputation
The work of the Chirurgeon may not be pretty, but sometimes it can save lives. Sometimes, by removing the traumatized body part, the Chirurgeon can save the life of an otherwise doomed individual. The Chirurgeon may only use this ability on a creature that has been dead for less than a number of minutes equal to the Chirurgeon’s Intelligence Modifier in minutes. The Chirurgeon chooses to sever the creatures arm or leg. This takes a number of rounds equal to the creatures Constitution and requires the Chirurgeon to have a piercing or slashing weapon. At the end of the procedure, the creature makes a fortitude as if they were still dying with a bonus equal to the Chirurgeon’s Int. Mod. If they succeed, they are no longer dead and stabilize. They are now lacking the loss appendage, but otherwise they are alive. At the GM’s discretion, this can not be used to save the life of certain individuals who do not make sense, such as an individual who was killed by a disintegration ray or beheaded by a vorpal sword.
Autopsy
By examining and operating on a dead corpse, the Chirurgeon can gain information from it. A Chirurgeon can perform an Autopsy on any dead creature he can normally perform surgery on if it were alive. The process takes 10 minutes. At the end of the process, he may ask questions as if he had cast the spell Speak with Dead, using his Chirurgeon level in replace as cleric levels. Obviously, the corpse does not speak, but the information gained from the corpse provides the same answers nonetheless.
Bottled Death
In addition to potions crafted with the Craft Chemical ability, the Chirurgeon may now also craft potions containing diseases. If the Chirurgeon has access to the disease, it is crafted as if a level 1 potion. If the Chirurgeon does not, it is crafted as if it were a level 3 potion. Certain rare diseases may not be craftable without having it on hand, at the GM’s discretion.
Filthy Weapon
Some Chirurgeons consider cleaning their utensils as a suggestion rather than a necessity and therefore, many patients gain infections. Some Chirurgeons actually embrace this, using their disease ridden weapon against their enemies. This works just like the Rogue talent ‘Disease Use’.
Monstorous Prosthetic
The Chirurgeon has become skilled enough replacing limbs that he can now use nearly any limb to do so. Whenever a Chirurgeon uses the Promethean Prosthetic field, they may attach a limb from any creature, so long as the limb originally belonged to a creature within one size category of the recipient. If the donor had a natural attack associated with the limb, the recipient also gains the attack. However, they are not proficient with this attack unless they have the required feat.
Muscle Cut
Even the most powerful combatant can be brought down with a cut to a tendon. As a full round action, the Chirurgeon may make an attack against an adjacent creature. If it hits, the creature takes a point of Strength, Dexterity or Constitution damage, the Chirurgeon’s choice.
Muscle Cut, Improved
When using the Muscle Cut field, he now deals 1d4 points of ability damage. Requires Muscle Cut.
Muscle Cut, Greater
When using the Muscle cut field, the Chirurgeon now deals 1d6 points of ability damage. In addition, he may select a second ability and deal 1d4 points of damage to it. Requires Muscle Cu, Improved.
Noncombatant
On the field of battle, men of honor will not mistreat Chirurgeons because they know they are doing good work. So long as the Chirurgeon has not performed some sort of offensive maneuver, such as attacking or threatening an enemy, or are not healing an evil creature, characters with either a Lawful or a Good alignment must make a Will Save against a DC 10 + half the Chirurgeon’s level + Charisma modifier when attacking you. If they fail, they are unable to bring themselves into harming someone doing such good work. Their action is not wasted and can used to instead attack any legal target. If they succeed, the attack happens as normal and they are immune to this effect for 24 hours.
Use Poison
While some Chirurgeons refuse to do some, some Chirurgeons may use poisons to euthanize patients rather than let them suffer. Others may use poisons merely out of morbid curiosity. This ability works just like the Assassin's ability.
Promethean Prosthetic
While gruesome, you have discovered how to take the limbs of corpses and repurpose them for the use of the living. The process requires an hour of work and 2,500 gold worth of materials, including the replacement limb, which must be similar to the creatures original appendage. At the end of the process, the undead flesh is attached and the medicine will slowly bring it back to life. The creature is treated as if their strength score was 6 lower for the purpose of using that limb. This penalty heals at the normal rate for ability damage, but can not be cured by the Chirurgeon’s Surgery ability or the Restoration spell.
Reanimate
Some Chirurgeons take their research of the body far beyond mortal research and actually research manners in which they may bring the dead back to life. The Chirurgeon may create undead, as per the spell Lesser Animate Dead, as an extraordinary ability. The Chirurgeon may only target corpses of creatures he could normally use his Surgery ability on and he must touch the corpse, injecting it with chemicals, to do so.
Restorative Surgery
The Chirurgeon can now use his surgery ability to heal Ability damage. Once per day per character per type of ability damage, the Chirurgeon can use his Surgery ability to heal a single point of ability damage. The target takes an amount of nonlethal damage equal to the current ability score - the Chirurgeon’s Int. Mod.
Injection
Using a syringe, the Chirurgeon is able to inject potions directly into the bloodstream of patients. This works just like injecting poisons using a syringe, (See below). Delivering a potion in this way is much stronger. Saving Throws against such potions are treated as if the Chirurgeon’s Intelligence was 4 higher and the effects are treated as if he had +2 Caster levels.
Craft Chemical
Starting at level 3, the Chirurgeon gains the ability to craft various medicines, poisons and chemicals. The Chirurgeon is considered to have the Brew Potion feat, as well as required spells (even if he does not), to brew potions. The potions a Chirurgeon may create must come from the clerics spell list and his Cleric level is equal to his Chirurgeon -2. Any potion with a save now instead requires a Fortitude save against a DC 10 + the Chirurgeon’s Int. Modifier + the Spells level.
Strong Stomach
At level 5, the Chirurgeon has seen the worst of injuries and sometimes, had to perform some terrible operations to save lives. The Chirurgeon is now immune to the nauseated and sickened conditions.
New Equipment:
Scalpel
Light Exotic Weapon
A scalpel is really a very small knife that medical practioners use for cutting into skin. Its small size generally makes it unsuited for use as a weapon, but its sharp blade can be very dangerous.
1d3 Slashing, Crit 18-20, 2 gold.
Saw
One handed Exotic Weapon
Typically, saws are used for cutting through wood and lumber or cutting through limbs on a medical table. While the blades are sharp, it is not a sturdy weapon and rarely useful on the battlfield.
1d4 Piercing, Crit 20, 1 Gold
Syringe
Light Exotic Weapon
The Syringe is a recent invention used for delivering medicines directly into the bloodstream. While people worldwide seem to fear them, they are almost never a deadly weapon and very fragile. A syringe can be filled with poisons and skilled practioneers can fill them with medicines. This requires a move action to preform. Whenever a creature takes damage from a Syringe, the wielder can inject the creature with whatever is in the Syringe as a free action. Because it is injected directly into the blood stream, it is almost always more effective, increase DCs to resist by +2.
1 Piercing, Crit 20, 2 gold, Fragile

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One part bump, one part expansion. Also, I thought I could edit my posts, but it appears not? Mraw.
Anyways, a lot of this is still obviously early rough draft. Basically, pre-Alpha, since I haven't been able to test any of this out. Any thoughts or ideas would be appreciated.
Skilled Surgeon
Starting at level 4, the Chirurgeon's skill at healing improves. When using his Surgery ability, the amount of nonlethal damage gained is reduced by 1. Furthermore, at level 8 and every 4 levels thereafter, the amount of nonlethal damage is reduced by an additional 1.
New Fields
Adrenaline Shot
By injecting a patient with Adrenaline, the Chirurgeon may reduce some of the negative effects of surgery. The Chirurgeon may craft a number of vials of Adrenaline per day equal to his Intelligence Mod. These vials become inert after 24 hours. The Chirurgeon must use a Syringe to delivery the Adrenaline shot (Meaning the Chirurgeon must use an attack option to deliver the shot. A creature may elect to be 'struck' by this attack and they only take 1 point of lethal damage from the Syringe). A creature injected with an Adrenaline Shot regains 1d4 points of HP and 1d8 points of nonlethal damage.
Bedside Manner
After speaking to the soon to be deceased and their family members, you are skilled at sensitively speaking to them in their time of need. You gain a +5 competency bonus to Diplomacy and Bluff rolls against characters who are dying (-1 hp or below), poisoned or diseased. If attempting such a roll against a family member, or at the GM's discretion close ally, you instead gain a +2 competency.
Create Prometheus
Requirement: Promethean Prosthetic, Monstorous Prosthetic, Reanimate
After many trials of stitching together body parts and reanimating the dead, the Chirurgeon has discovered the way to create new life. The Chirurgeon may craft Flesh Golems, even if he does not meet the requirements to do so.
Cutting the Tumor
Some Chirurgeons are bleeding hearts that will sacrifice even their very lives to save as many as they can. You are not one of them and in fact, you understand that sometimes, the needs of the many outwell the needs of the few. You may add your intelligence modifier to attack and damage rolls against creatures that are poisoned, infected with a disease or produce a disease.
Paralytic Injection
Requirements: You must be level X.
While some Chirurgeons may use paralyzing agents to numb a patient, you have more nefarious uses for it. Once per day, the Chirurgeon may spend 10 minutes to create a special poison called a Paralytic agent that must be delivered directly into the bloodstream vial a Syringe. If a creature is injected with a syringe full of a paralytic agent, the creature must make a fortitude save (DC 10 + half the Chirurgeon's level + Int. Mod.) or become Paralyzed. This effect lasts an hour times the Chirurgeon's Int. Mod.

Pupsocket |

The Chirurgeon
For wealthy nobles and skilled adventurers, wounds, disease and poison can be fixed with a few magic words and often a donation of gold. However, this is not so for the rest of the population who must rely on traditional medicines and healing. This is where the Chirurgeon comes in. Usually feared and hated, the Chirurgeon's job is often unpleasant, yet it saves lives.
I see a character concept that goes to level 3, tops.

Rynjin |

Little nitpick, there's no Feat to gain proficiency in a Natural Attack.
Like the concept, though the name will get confusing since there's a Chirurgeon Alchemist already.
Ripper's Oath and Hellsing's Oath seem a lot better than the other ones, more fleshed out. May want to give some more oomph to the other two.
They NEEEEEED to be proficient in the Syringe Spear. That's a must.
Looks pretty solid overall, though.