Barber-Surgeon (NPC Class)
Barber-surgeons occupy a peculiar niche between healer and tradesman. Though lacking formal magical training, they are often the only source of medical care available to common folk, soldiers, and travelers. Their craft blends practical anatomy, superstition, and tradition - equal parts lifesaving skill and questionable practice.
While capable of grooming and cosmetic work, their true value lies in battlefield triage, crude surgery, and the management of wounds using tools that are as often feared as they are trusted.
Hit Die
d6
Class Skills
Appraise (Int), Craft (Alchemy) (Int), Craft (Barbering) (Dex), Craft (Surgery) (Wis), Heal (Wis), Knowledge (Local) (Int), Knowledge (Nature) (Int), Profession (Barber-Surgeon) (Wis), Sense Motive (Wis)
Skill Points at Each Level: 6 + Int modifier
Weapon and Armor Proficiency
Barber-surgeons are proficient with:
- Simple weapons
- Razors (treated as daggers)
- Light armor
- Bucklers (but not tower shields)
Base Attack Bonus
Medium progression (as Cleric)
Saving Throws
- Fortitude: Good
- Reflex: Poor
- Will: Good
Class Table
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Barber’s Tools, Field Dressing |
| 2 | +1 | +3 | +0 | +3 | Bloodletting |
| 3 | +2 | +3 | +1 | +3 | Leechcraft |
| 4 | +3 | +4 | +1 | +4 | Stitch Wounds |
| 5 | +3 | +4 | +1 | +4 | Battlefield Triage |
| 6 | +4 | +5 | +2 | +5 | Clean Cut |
| 7 | +5 | +5 | +2 | +5 | Sawbones |
| 8 | +6 | +6 | +2 | +6 | Iron Stomach |
| 9 | +6 | +6 | +3 | +6 | Master Barber |
| 10 | +7 | +7 | +3 | +7 | Surgeon Supreme |
Class Features
Barber’s Tools (Ex)
A barber-surgeon begins play with a kit including razors, scissors, needles, bone saw, leech jars, and bandages.
- Counts as masterwork tools for Heal checks
- Without tools, the barber-surgeon takes a -4 penalty on Heal checks
Field Dressing (Ex)
At 1st level, the barber-surgeon can stabilize a dying creature as a move action instead of a standard action.
Additionally, once per day per patient, the barber-surgeon may restore:
- 1d4 + Wis modifier HP
- Requires a Heal check (DC 10)
Bloodletting (Ex)
At 2nd level, the barber-surgeon may deliberately bleed a patient to “rebalance humors.”
- Spend 1 minute treating a target
- Target takes 1d4 damage
-
Removes one of the following:
- Fatigued condition
- Sickened condition
- +2 bonus on next Fortitude save within 1 hour
A creature can only benefit once per day.
Leechcraft (Ex)
At 3rd level, the barber-surgeon may apply medicinal leeches.
- 10 minutes of treatment
- Heals 2d4 HP
- Grants +2 bonus vs disease or poison for 1 hour
Stitch Wounds (Ex)
At 4th level, the barber-surgeon can treat more serious injuries.
- Full-round action
- Heal check DC 15
- Restores 1d6 + level HP
- Can be used once per encounter per target
Battlefield Triage (Ex)
At 5th level, the barber-surgeon thrives under pressure.
- May use Heal without provoking attacks of opportunity
- May treat two adjacent allies as a single action (roll once, apply to both)
Clean Cut (Ex)
At 6th level, the barber-surgeon’s blades are exceptionally precise.
- Razors count as masterwork weapons
- Gain +1 to attack rolls with daggers/razors
- On a successful sneak attack (if applicable), reduce target bleeding or apply 1 point bleed damage (DM discretion)
Sawbones (Ex)
At 7th level, the barber-surgeon can perform crude amputations.
- 1 minute procedure
-
Removes:
- Ongoing bleed effects
- Limb-based penalties (DM adjudication)
- Target takes 2d6 damage
- Grants immediate save against poison/disease at +4 bonus
Iron Stomach (Ex)
At 8th level, the barber-surgeon becomes desensitized to gore.
- Immunity to nausea from non-magical sources
- +4 bonus vs fear effects
Master Barber (Ex)
At 9th level, grooming becomes an art form.
-
Can:
- Alter appearance convincingly (Disguise bonus +5)
- Provide a shave/haircut granting +2 circumstance bonus on Diplomacy checks for 24 hours
Surgeon Supreme (Ex)
At 10th level, the barber-surgeon reaches peak non-magical medical mastery.
Once per day, they may perform a major operation:
- 10 minutes
- Heal check DC 20
- Restores 4d6 + level HP
-
Removes one of the following:
- Ability damage (1d4 points)
- Exhausted condition
- Non-magical disease
Failure deals 2d6 damage instead.
Optional Equipment
Barber-Surgeon Kit (25 gp, 5 lbs)
Includes razors, needles, thread, bone saw, leeches, alcohol, cloth bandages.
Grants +2 circumstance bonus on Heal checks (already included in class feature).

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