Well the Making New Classes thread made it look so easy, so I thought I'd try my hand at bashing together an Expert class.
Turns out it's not easy at all

Any chance of some feedback on whether it's hideously overpowered or the check DCs are way out of line? The aim was to make a class that would make the medicine skill a competitive alternative to magical healing, but I'm worried it might be too specialised to be any fun to play.
SURGEON (Expert Class)The surgeon is the master of the art of medicine, respected in all cultures for his ability to accomplish seemingly supernatural feats of healing armed only with scalpel, leeches and drugs.
Party Role: Specialist/Backer.
CLASS FEATURESRequirements: Intelligence 15+, Medicine 6+ ranks, Basic Skill Mastery (Healer) feat
Favoured Attributes: Intelligence
Class Skills: Crafting, Haggle, Impress, Investigate, Medicine, Notice, Prestidigitation, Resolve, Sense Motive, Search
Skill Points: 6 + Int Modifier per level
Vitality: 9 + Con modifier per level
BAB: Low
Fortitude: High
Reflex: Low
Will: Medium
Defence: High
Initiative: Low
Lifestyle: High
Legend: Medium
CORE ABILITYHealing Hands: Whenever you spend an action die to boost any Medicine check then the target heals damage equal to the amount rolled on the action die (special characters recover that many vitality points and heal 2 wounds).
CLASS ABILITIESLeechcraft I: At Level 1, you may attempt a Mend check on any character once per scene rather than once per day. In addition you may choose to raise the DC of a Mend check by 5 to heal an additional 1d6 damage with a success.
Leechcraft II: At Level 5, you may choose to raise the DC of a Mend check by 10 to heal an additional 2d6 damage.
Leechcraft III: At Level 9, you may choose to raise the DC of a Mend check by 15 to heal an additional 3d6 damage.
Medicine Man I: At Level 2, as long as you have access to a doctor’s bag you may spend a full action to produce medical supplies, poison and/or any elixir that does not produce a spell effect, up to a total value of 10 times your Class Level in silver pieces. You may use this ability once per adventure and these consumables must be used before the end of the scene or be lost.
Medicine Man II: At Level 7, you may use this ability twice per adventure.
Field Surgeon I: At Level 3, you may spend 5 consecutive full actions to make a Calm or Mend check on an adjacent character. You do not need to be in a peaceful location to make these checks, but the GM may require you to make a Concentrate check as circumstances demand.
Field Surgeon II: At Level 7, you may make spend 2 full actions to make a Calm or Mend check.
Man of Learning: At Level 4, each time you fail a Medicine or Investigate check and don't suffer an error, you still succeed as long as the check DC is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
Best Practice: At Levels 4 and 8 you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
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Barber-Surgeon: any character who benefits from a Treatment check at your hands has their Appearance bonus increased by 1 for the rest of the scene. You may also make Treatment checks to apply this bonus without treating any condition, in which case the check requires half the usual time.
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Plague Doctor: you gain the
contagion immunity NPC quality.
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Herbalist: poisons and medical supplies you create come with one more use than usual.
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Enhanced Interrogation: you may use your Medicine bonus to make Intimidate checks against helpless characters. These checks always count as trained.
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Doctor of Philosophy: Acquire 2 additional Interests.
Expert Diagnosis: At Level 6, you may spend a full action to make a DC 20 Investigate check on one character in close quarters. If the target is a different creature type to you, raise the DC to 25. If you succeed your threat range with skills and attacks that have that character as the sole target increases by one until the end of the scene. You may use this ability on any character no more than once per scene.
Bonesetter: At Level 8, you may spend 1 minute to make a Prestidigitation check on any character who has suffered a critical injury in the current scene. With success against a DC equal to the damage of the attack that caused the injury, the injury is healed.
Miracle Cure: At Level 10, you may spend a full action to make a Medicine check to revive a character whose wounds have dropped below 0 in the current scene. With a success against a DC of 10 - the character’s (negative) wounds the target is alive, conscious and sprawled with 1 wound remaining, as well as being sickened until the end of the scene. No character may benefit from this ability more than once per adventure. This ability may not revive characters with -25 or less wounds.