Battlefield Chirurgeon (Summoner/Cleric)

While most summoner’s order their eidolon’s to engage in combat, battlefield chirurgeons willingly wade into the fray themselves in search of fallen comrades. Often branded as foolhardy for rushing into a conflict zone, battlefield chirurgeons are simply fulfilling their oath to preserve life. Blessed with the divine powers of healing and death-sight, a battlefield chirurgeon can uses his eidolon as aid, rescuer, and guardian on the field of battle. (Original Concept by Elghinn Lightbringer)

Primary Class: Summoner.

Secondary Class: Cleric.

Alignment: A battlefield chirurgeon’s alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8.

Bonus Skills and Ranks: The battlefield chirurgeon may select three cleric skills to add to his class skills in addition to the normal summoner class skills, one of which must be Heal. The battlefield chirurgeon gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The battlefield chirurgeon is proficient with all simple weapons, with light armor, but not with shields. A battlefield chirurgeon can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcasters, a battlefield chirurgeon wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass battlefield chirurgeon still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A battlefield chirurgeon casts arcane spells drawn from the summoner spell list, but removes all summon monster spells from that list. A battlefield chirurgeon adds the following cleric spells to his list at the indicated spell levels: 0th level—bleed, stabilize; 1st level—cure light wounds, deathwatch, diagnose disease, inflict light wounds, remove sickness, restore corpse, sanctify corpse; 2nd level—aid, cure moderate wounds, delay pain, delay poison, inflict moderate wounds, remove paralysis, status, surmount affliction; 3rd level—contagion, cure serious wounds, inflict serious wounds, remove blindness/deafness, remove disease; 4th level—cure critical wounds, inflict critical wounds, neutralize poison, poison; 5th level—breath of life, cure light wounds (mass), inflict light wounds (mass), status (greater)*; 6th level—cure moderate wounds (mass), harm, heal, inflict moderate wounds (mass), raise dead, slay living. (*Pathfinder Campaign Setting, p.207)

A battlefield chirurgeon otherwise learns and casts spells as a summoner equal to his battlefield chirurgeon level. He also receives bonus spells per day if he has a high Charisma score.

Combat Medic (Ex): A battlefield chirurgeon adds half his class level (minimum 1) to all Heal skill checks and may make all Heal skill checks untrained.

Energy Surge (Su): Starting at 1st level, a battlefield chirurgeon can heal wounds (his own or those of others) or cause terrible wounds by touch (not a wave), similar to a paladin’s lay on hands or an antipaladin’s touch of corrution. A good battlefield chirurgeon (or a neutral battlefield chirurgeon who worships a good deity) can choose to deal damage to undead creatures or to heal living creatures. An evil battlefield chirurgeon (or a neutral battlefield chirurgeon who worships an evil deity) can choose to deal damage to living creatures or to heal undead creatures. A neutral battlefield chirurgeon of a neutral deity (or one who is not devoted to a particular deity) must choose whether she heals the living and deals damage to undead, or deals damage to the living and heals undead. Once this choice is made, it cannot be reversed.

When using this ability, the amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two battlefield chirurgeon levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from energy surge receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the battlefield chirurgeon's level + the battlefield chirurgeon's Charisma modifier. Creatures healed by energy surge cannot exceed their maximum hit point total—all excess healing is lost. A battlefield chirurgeon may use energy surge a number of times per day equal to 3 + his Charisma modifier. This is a standard action that and doesn't provoke an attack of opportunity, unless the battlefield chirurgeon targets himself, in which case it is a swift action. Using energy surge to deal damage requires a successful melee touch attack. Undead do not receive a saving throw against damage dealt by this ability. Energy surge otherwise counts as channel energy for the purpose of channeling feats. This ability replaces summon monster I.

Medic Eidolon: This is exactly like the summoner ability of the same name, except for the following changes. While a medic eidolon can choose any base form, biped is the most preferred. A medic eidolon gains 6 skill points for each Hit Dice and adds Heal and Use Magic Device to its list of class skills. It has one fewer evolution point than normal (maximum 25 points at 20th level), reduces its maximum attacks by two, and receives a Con/Cha bonus instead of a Str/Dex bonus. Also, a medic eidolon gains the following ability at 4th level.

Deliver Touch Spells (Su): If the battlefield chirurgeon is 4th level or higher, a medic eidolon can deliver touch spells for him. If the battlefield chirurgeon and the medic eidolon are in contact at the time the battlefield chirurgeon casts a touch spell, he can designate his medic eidolon as the “toucher.” The medic eidolon can then deliver the touch spell just as the battlefield chirurgeon would. As usual, if the battlefield chirurgeon casts another spell before the touch is delivered, the touch spell dissipates.

In addition, a battlefield chirurgeon can choose the following new evolutions for his medic eidolon, and are restricted to the Battlefield Chirurgeon multiclass archetype.

Anesthesia (Ex): The medic eidolon learns how to supplement uses of the Heal skill with pain-killing drugs. It gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic eidolon with this evolution. This evolution is a 1–point evolution.

Greater Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: exhausted, frightened, nauseated, or stunned. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must have the merciful touch evolution and be at least 9th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 3–point evolution when first selected, and a 2–point evolution for each additional mercy selected.

Healer’s Touch (Ex): The medic eidolon can, as a free action once per round, heal another creature for 5 hit points of damage. The medic eidolon can heal 5 hit points per day in this manner for every Hit Dice it possesses. The battlefield chirurgeon must be at least 6th level to select this evolution. This evolution is a 3–point evolution.

Major Healer’s Magic (Sp): This evolution functions as the major magic evolution, except that the medic eidolon may select one spell from the following list: aid, animate undead (lesser), compassionate ally, consecrate, cure moderate wounds, death knell, delay pain, delay poison, desecrate, inflict moderate wounds, remove paralysis, restoration (lesser), shield other, spiritual weapon, or status.The battlefield chirurgeon must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 3–point evolution.

Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: dazed, dazzled, fatigued, shaken, sickened, or staggered. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must be at least 3rd level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 2–point evolution when first selected, and a 1–point evolution for each additional mercy selected.

Minor Healer’s Magic (Sp): This evolution functions as the minor magic evolution, except that the medic eidolon may select one spell from the following list: bless water, bless, cure light wounds, curse water, deathwatch, decompose corpse, detect undead, inflict cure light wounds, remove sickness, restore corpse, sanctify corpse, or sanctuary. The battlefield chirurgeon must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 2–point evolution.

Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 9th level and have the healer’s touch evolution to select this evolution. This evolution is a 2–point evolution.

Ultimate Healer’s Magic (Sp): This evolution functions as the ultimate magic evolution, except that the medic eidolon may select one spell from the following list: animate dead, bestow curse, blindness/deafness, contagion, create food and water, cure serious wounds, inflict serious wounds, neutralize poison, poison, remove blindness/deafness, remove curse, or remove disease. The battlefield chirurgeon must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 4–point evolution.

Life Senses (Su): This is exactly like the summoner’s bond senses ability. Additionally, a battlefield chirurgeon is under the constant effect of a deathwatch spell. Whenever he shares his eidolon’s senses, both he and his eidolon can determine the conditions of any creature within sight of his eidolon. This ability otherwise functions and replaces bond senses.

Guard Ally (Ex): At 4th level, whenever an ally (including the battlefield chirurgeon) is within the medic eidolon’s reach, the ally receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the medic eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability otherwise functions as and replaces shield ally.

Transposition (Su): This is exactly like the summoner’s transposition ability. Alternatively, a medic eidolon can use maker’s call to send one ally to the battlefield chirurgeon’s location once per day. The ally appears in a square adjacent to the battlefield chirurgeon, or as close as possible if unable. The ally does not need to conscious to use this effect. This ability otherwise functions as and replaces transposition.

Expert Healer (Ex): At 10th level, a battlefield chirurgeon no longer provokes attacks of opportunity when using the Heal skill or casting healing spells (including his healing surge ability). This ability replaces aspect.

Greater Guard Ally (Ex): At 12th level, the bonuses gained from guarded ally increase to +4. This ability otherwise functions as and replaces greater shield ally.

Life Bond (Su): This is exactly like the summoner’s life bond ability. Alternatively, the battlefield chirurgeon can choose to transfer his life bond link to a single ally as a standard action. While the battlefield chirurgeon’s life bond is thus transferred, the ally is considered the battlefield chirurgeon for the purpose of this ability. This transfer remains for 1 minute per battlefield chirurgeon level, or until the battlefield chirurgeon ends it. Ending the transfer is a swift action.

Master Chirurgeon (Su): At 18th level, all of the battlefield chirurgeon’s cure spells (or inflict spells) are treated as if they were empowered, increasing the amount of damage healed or dealt by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spellmetamagic feat. This ability replaces greater aspect.

Twin Chirurgeon (Su): At 20th level, a battlefield chirurgeon and his eidolon share a true connection. As a standard action, the medic eidolon can assume the shape of its battlefield chirurgeon, copying all of its master’s abilities. The medic eidolon’s Intelligence, Wisdom and Charisma scores change to match the base scores of its battlefield chirurgeon. The medic eidolon can choose to have any gear that the battlefield chirurgeon carries (all mundane) when in its new form. The medic eidolon its natural attacks, evolutions, and all eidolon traits (except bonus feats, skills, and languages) in favor of the abilities granted by its new form. While in this new form, the medic eidolon gains all the battlefield chirurgeon’s class features and spells, but is restricted to only using spells with the healing subtype. Any uses of these class features or spells count against the uses and spells of the battlefield chirurgeon. The medic eidolon can keep this form for a number of minutes per day equal to the battlefield chirurgeon’s level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The battlefield chirurgeon can end this effect as a free action. This ability replaces twin eidolon.

Table: Battlefield Chirurgeon

Table: Battlefield Chirurgeon Spells Known