Sawbones
Approaches the body as a complex machine, replacing intuition with precision tools and methodical repair.
Pick Tree
12 picks along the Sawbones path. Pair them with the general Forgeron class picks.
Level 2
Improved Diffuser
Choosing this locks Sawbones as your Specialization. You have modified the Aether Diffuser to extend the healing effect. When using the Diffuser, its effect lasts until the end of your third turn after activation.
Details →Laced Punch
Requires: Pick: Improved Diffuser
Use 1 Action to perform a punch with your injector, loaded with a poisoning solution. Make an STR based melee attack against a target in range. The attack gains +2 to hit and deals Piercing damage and additional 1d8 Poison(5) damage. This ability stacks with Injector Booster.
Details →Serrated Slash
Requires: Pick: Improved Diffuser
Use 1 Action to make a melee attack with your Bonesaw with +2 to Hit. The attack deals slashing damage and inflicts Bleed(3) on hit.
Details →Level 3
Equipment: Conversion Matrix
Requires: Pick: Improved Diffuser
As a 1½ Action, you activate Conversion Matrix to convert elemental damage for the next 5 rounds. Choose one damage type. Whenever you or an ally within 10 meters of you would take damage of that type, 1d8 damage is converted to healed WP instead.
Details →Revitalizing Mist
Requires: Pick: Improved Diffuser
Use 1 Action to load the Aether Diffuser with a special solution and release it covering a 3 meter radius area around you. The mist heals allies HP and WP equal to your INT Bonus instantly and at the start of their turns.
Details →Level 4
Automated Surgical Assistant
Requires: Pick: Improved Diffuser
Use 1½ Action to deploy a Mechanical Arcane-powered Assistant designed to automatically treat allies within its reach. The Assistant obeys your commands (Free Action) and can administer Health or Will regenerating solutions to targets. The Assistant can move and target up to 2 allies on your turn, healing 2d10 + your INT Bonus HP or 1d10 + your INT Bonus WP. It has HP equal to 5 times your level + INT Bonus, Defense Rating of 14 and Speed of 12m. Usable once per Rest. You can have one Turret, Assistant or Automaton active at a time.
Details →Level 5
Emergency Protocol Omega
Requires: Pick: Improved Diffuser
For one turn, all healing you perform is tripled. All conditions except Dying are removed from every ally you can see within 30 meters. Allies in the Dying condition may be stabilized instantly as a Free Action this turn. Usable once per Rest.
Details →Level 6
Emergency Injection
Requires: Pick: Improved Diffuser
When an ally within Chem Injector range would be reduced to 0 HP, you may immediately use this ability outside your turn. The ally instead remains at 1 HP and does not gain a condition from the hit. Requires at least one Injector charge remaining. Uses one Injector charge.
Details →Level 7
Requires: Pick: Improved Diffuser, Emergency Protocol Omega
The WP cost of Emergency Protocol Omega is reduced to 30 WP.
Details →Level 8
Requires: Pick: Improved Diffuser
Spend a Full Action to charge up to three Self-Applicators with a healing potion of your choice. Applicators may be distributed to allies or kept for personal use. When triggered, each Applicator delivers its payload as if administered through the Chem Injector. Usable once per Rest.
Details →Level 9
Emergency Overdrive
Requires: Pick: Improved Diffuser, Emergency Protocol Omega, Emergency Protocol Omega: Level 7 Upgrade
While Emergency Protocol Omega is active, half the WP spent on healing actions is returned after each effect resolves. When EPO ends, immediately recover 20 WP.
Details →Level 10
Rectified Injector Regulator
Requires: Pick: Improved Diffuser
Inject the full contents of a loaded Chem Injector into one target, delivering the effect three times simultaneously. When used on an ally, the concentrated surge additionally grants 20 Temporary HP, one Bonus Action usable until the start of your next turn, and +2 to one attribute of their choice until the start of your next turn.
Details →