Their impeccable coordination in the usage of razors made these barbers the perfect choice for both surgery and making the officers look good on the battlefield. Where Red Cloaks use their advanced healing arts and Plague Doctors their concoctions, the Barber Surgeon use their razors and hard-learned knowledge of anatomy to treat their patients.

The barber-surgeon isn’t a delicate type of healer though, and patients often come out of surgery with some side-effect, like an amputated leg, or the loss of an eye. But they’re still alive, right?

Level 3 Barber Surgeon

Attributes Increase two by 1
Characteristics Health +3
Professions and Languages You add barber and healer to your list of professions or add a language to the list of languages you can speak.
Barber Surgeon’s Gear You gain a barber’s kit, a healer’s kit, and a razor. You make rolls with the healer’s kit with 1 boon.
Barber You can spend 1 hour with your barber’s kit and a creature. After, the creature gains 1 boon on all social rolls until they complete a rest or take damage.
Surgeon You can use a healer’s kit to greater than usual effect to aid one creature you can reach. You can expend a use from your healer’s kit to allow the target to heal damage equal to its healing rate. The target must make a Strength challenge roll or become impaired for 1d3 minutes.
Razor Your razor counts as a knife that deals 1d6 damage, but cannot be thrown. You make attack rolls with your razor with 1 boon.

Level 6 Barber Surgeon

Characteristics Health +3
Talented Barber You only need 30 minutes to use your Barber talent.

Level 9 Master Barber Surgeon

Characteristics Health +3
Professional Barber You only need 15 minutes to use your Barber talent. Also, the target creature gains 2 boons on all social rolls instead.
Master Surgeon When using your Surgeon talent, the target heals double their Healing Rate instead. This stacks with Battlefield Surgeon. Also, the target makes their Strength challenge roll with 1 boon.
Improvised Surgery You can use an action to restore life to a creature that has been dead for 10 minutes or less. Expend the entire contents of a full healer’s kit (6 uses) and make an Intellect challenge roll with 1 bane. On a success, the target returns to life and heals 1 damage and must roll on the Maimed table below. On a failure, the target returns to life and is disabled and unconscious for 1d3 hours before healing 1 damage and must roll on the Death Injury table below. Also, the creature is impaired until it completes a rest. If the result is 0 or below, the creature stays dead.
Master of Anatomy When the total of your attack roll with a weapon is 20 or higher and beats the target number by 5 or more, the attack deals 1d6 extra damage, or if the target is living, deals 1d3 extra damage at the end of each round and the target becomes fatigued for 1 round. Anyone within reach of the target can use an action to make an Intellect challenge roll and stanch the wound and end the effect. A healers kit adds 1 boon to this roll.

MAIMED

d6 Injury
1Lose a patch of skin.
2Lose 1 ear. If you lose both ears, you make Perception challenge rolls to hear with 3 banes.
3Lose 1d3 toes.
4Lose 1d3 fingers.
5Lose your nose. If no nose, treat the roll as a 1.
6Lose 1 eye. If you lose both eyes, you become blind.

DEATH INJURY

d6Injury
1-2Limb Loss
3-5Horrible Injury
6Maimed

HORRIBLE INJURY

d6Permanent Effect
1-2 to Perception
2-1 to Strength
3-1 to Agility
4-1 to Intellect
5-1 to Will
6-2 to Speed

LIMB LOSS

2d6Loss
2Entire Arm. If you have lost all your arms, roll for a horrible injury instead.
4-5Forearm. If you lost this forearm, you lose the rest of the arm.
6-7Hand. If you lost this hand, you lose the forearm.
8-9Foot. If you lost this foot, you lose the lower leg.
10-11Lower Leg. If you lost this lower leg, you lose the rest of the leg.
12Entire Leg. If you have lost all your legs, roll for a horrible injury instead.