The Sawbones is not a healer. Healers pray. The Sawbones cuts. When a crewman's guts are on the deck and the nearest corp hospital is three systems away, the Sawbones is the difference between a closed-casket funeral and a crewman who walks off the ship at the next port. The Sawbones's tools are a field kit, a steady hand, and the diagnostic instinct that reads a wound and knows what to do before the patient finishes screaming.
Asset Realisation books the Sawbones as "medical capital -- portable." The corp values the body as repairable equipment. A worker whose limbs function is a worker who generates revenue. A worker who bleeds out on the deck is a write-off -- recruitment cost, training cost, replacement logistics. The Sawbones exists to prevent write-offs. This is not compassion. This is the balance sheet.
The Sawbones practices trauma medicine: stabilise, repair, return to function. No prayer, no laying on of hands, no Fold-touched healing that might invite Perils. The Sawbones's healing comes from skill and pharmaceuticals -- med-kit charges, surgical tools, the pharmacological knowledge to keep a patient alive through procedures that would kill them in a cleaner theatre. The Sawbones also installs cybernetics: augmetic limbs, neural interfaces, organ replacements. In a setting where augmentations are the primary path to power for non-psions, the Sawbones is the gatekeeper.
Operating on the Creed chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor, 4 SP). Light armour only -- surgery requires manual dexterity. Pistol, knife, surgical tools -- the Sawbones fights with the same hands that operate. Prime requisites: WIS (diagnostic instinct) and CHA (the voice that keeps a patient calm while the Sawbones cuts into them).
Rules Reference
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
4
Hd
d8
Hd Sides
8
Max Level
20
Multiclass Notes
Sawbones can multiclass with Chaplain and Academic archetypes. Non-human sawbones use simultaneous multiclassing rules.
Archetype Niche: The Sawbones is the party's lifeline. Trauma Medicine provides reliable, scaling in-combat healing without tech -- it is a skill-based, resource-managed system (medical kit charges) that rewards investment in the Medicine skill and WIS. Field Surgery adds out-of-combat recovery and condition removal, making the Sawbones essential for long expeditions far from port. Install Cybernetic is the Sawbones's unique crafting ability: the only class that can install augmentations, making them indispensable in a setting where cybernetic enhancement is the primary path to power for non-psions. The Sawbones's niche is keeping the party alive and augmented.
Level Table
Orderly
Field
Value
bab
0
fortitude
2
level
1
reflex
0
skillPoints
16
title
Orderly
will
2
xp
0
Medic
Field
Value
bab
1
fortitude
3
level
2
reflex
0
skillPoints
4
title
Medic
will
3
xp
2000
Field Surgeon
Field
Value
bab
2
fortitude
3
level
3
reflex
1
skillPoints
4
title
Field Surgeon
will
3
xp
4000
Trauma Specialist
Field
Value
bab
3
fortitude
4
level
4
reflex
1
skillPoints
4
title
Trauma Specialist
will
4
xp
7500
Sawbones
Field
Value
bab
3
fortitude
4
level
5
reflex
1
skillPoints
4
title
Sawbones
will
4
xp
15000
Chief Sawbones
Field
Value
bab
4
fortitude
5
level
6
reflex
2
skillPoints
4
title
Chief Sawbones
will
5
xp
30000
Surgeon-Major
Field
Value
bab
5
fortitude
5
level
7
reflex
2
skillPoints
4
title
Surgeon-Major
will
5
xp
60000
Doctor
Field
Value
bab
6
fortitude
6
level
8
reflex
2
skillPoints
4
title
Doctor
will
6
xp
120000
Chief Surgeon
Field
Value
bab
6
fortitude
6
level
9
reflex
3
skillPoints
4
title
Chief Surgeon
will
6
xp
240000
Master Sawbones
Field
Value
bab
7
fortitude
7
level
10
reflex
3
skillPoints
4
title
Master Sawbones
will
7
xp
480000
Chief of Medicine
Field
Value
bab
8
fortitude
7
level
11
reflex
3
skillPoints
4
title
Chief of Medicine
will
7
xp
720000
Grand Doctor
Field
Value
bab
9
fortitude
8
level
12
reflex
4
skillPoints
4
title
Grand Doctor
will
8
xp
960000
Grand Surgeon
Field
Value
bab
9
fortitude
8
level
13
reflex
4
skillPoints
4
title
Grand Surgeon
will
8
xp
1200000
Medical Director
Field
Value
bab
10
fortitude
9
level
14
reflex
4
skillPoints
4
title
Medical Director
will
9
xp
1440000
Arch-Surgeon
Field
Value
bab
11
fortitude
9
level
15
reflex
5
skillPoints
4
title
Arch-Surgeon
will
9
xp
1680000
Surgeon Chief
Field
Value
bab
12
fortitude
10
level
16
reflex
5
skillPoints
4
title
Surgeon Chief
will
10
xp
1920000
Master of Flesh
Field
Value
bab
12
fortitude
10
level
17
reflex
5
skillPoints
4
title
Master of Flesh
will
10
xp
2160000
Surgical Authority
Field
Value
bab
13
fortitude
11
level
18
reflex
6
skillPoints
4
title
Surgical Authority
will
11
xp
2400000
Life-Master
Field
Value
bab
14
fortitude
11
level
19
reflex
6
skillPoints
4
title
Life-Master
will
11
xp
2640000
Supreme Sawbones
Field
Value
bab
15
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Sawbones
will
12
xp
2880000
Special Abilities
Trauma Medicine
Field
Value
level
1
name
Trauma Medicine
description: The Sawbones stabilises with a pressure bandage, a coagulant injection, or a dislocated joint forced back into socket while the patient bites down on a strap. Medicine becomes a class skill with +3 competence bonus. As a standard action, Medicine check (DC 15) to heal an adjacent ally for 1d8 + WIS modifier HP. Each use consumes one charge from a medical kit (standard kit: 10 charges, 50 rek). At level 5: 2d8 + WIS. Level 10: 3d8 + WIS. Level 15: 4d8 + WIS. Level 20: 5d8 + WIS. Usable 1 + half Sawbones level times per encounter (minimum 1). Each target can benefit only once per encounter -- the Sawbones can patch a wound but cannot rebuild a body mid-fight.
Field Surgery
Field
Value
level
3
name
Field Surgery
description: During a short rest (1 hour), the Sawbones performs proper field surgery on one ally. The target recovers additional HP equal to the Sawbones's Medicine check result -- no kit charge consumed; this is time, skill, and sutures. Additionally, the Sawbones can attempt to remove one condition (bleeding, poisoned, diseased, or a single ability score drain/damage effect) with a separate Medicine check (DC = 10 + the condition's severity). At level 8, the Sawbones can perform field surgery during combat as a full-round action (2 kit charges) -- the body does not care that bullets are flying. At level 13, the Sawbones treats 2 allies during a single short rest -- triage efficiency, learned the hard way.
Install Cybernetic
Field
Value
level
5
name
Install Cybernetic
description: The Sawbones installs augmetics -- the chrome that separates a baseline human from a combat-effective operator. Medicine check by implant complexity: basic DC 15, advanced DC 20, military-grade DC 25, experimental DC 30. The Sawbones gains +2 to this check. Success: the implant functions normally -- the patient wakes up stronger, faster, or simply still alive. Failure by 5 or less: the implant functions but the target suffers 1 point of permanent CON damage (restorable only by replacing the implant) -- the body rejects, partially. Failure by more than 5: the implant is destroyed and the target suffers 2d6 damage -- the Sawbones miscalculated. At level 10, installation time is halved. At level 15, the Sawbones can install experimental implants at no increased DC -- the Sawbones has seen enough bodies to know what works.