Sawbones

Trauma surgeon.

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

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points4
Hdd8
Hd Sides8
Max Level20
Multiclass NotesSawbones can multiclass with Chaplain and Academic archetypes. Non-human sawbones use simultaneous multiclassing rules.
Primary AbilitiesWIS, CHA
Prime RequisitesWIS, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Surgical tools (function as light melee weapons, 1d4 damage)

Notes

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

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleOrderly
will2
xp0

Medic

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleMedic
will3
xp2000

Field Surgeon

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titleField Surgeon
will3
xp4000

Trauma Specialist

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleTrauma Specialist
will4
xp7500

Sawbones

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleSawbones
will4
xp15000

Chief Sawbones

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleChief Sawbones
will5
xp30000

Surgeon-Major

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleSurgeon-Major
will5
xp60000

Doctor

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleDoctor
will6
xp120000

Chief Surgeon

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleChief Surgeon
will6
xp240000

Master Sawbones

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleMaster Sawbones
will7
xp480000

Chief of Medicine

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleChief of Medicine
will7
xp720000

Grand Doctor

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleGrand Doctor
will8
xp960000

Grand Surgeon

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleGrand Surgeon
will8
xp1200000

Medical Director

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleMedical Director
will9
xp1440000

Arch-Surgeon

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleArch-Surgeon
will9
xp1680000

Surgeon Chief

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleSurgeon Chief
will10
xp1920000

Master of Flesh

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleMaster of Flesh
will10
xp2160000

Surgical Authority

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleSurgical Authority
will11
xp2400000

Life-Master

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleLife-Master
will11
xp2640000

Supreme Sawbones

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleSupreme Sawbones
will12
xp2880000

Special Abilities

Trauma Medicine

FieldValue
level1
nameTrauma 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

FieldValue
level3
nameField 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

FieldValue
level5
nameInstall 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.