Hockey_Hippie wrote:
Hey folks,
More conversations with more people have pointed out a couple things that have been adjusted. It was thought that Anatomical Edge was a bit too weak at the bottom but too strong at the top. Therefore the ability now starts at +2 and targets creature type (for that combat) and is usable 3+INT per day. However, the damage it does no longer is unpreventable.
Weapon Proficiencies have been fleshed out more as have weapons required for the Precision Bleed to work.
The 'creatures not affect by critical...' clause has been added to Surgical Strike
One thing that is vexing us at this time is the scary combo of this guy multied with a Monk and Flurry of Blows. While we would like to prevent that combination and possibly this and Sneak Attack also we haven't as of yet been able to come up with a satisfactory solution. We could really use the boards help here.The type of clause located at the bottom of the Feat Combat Reflexes is a possibility but we'd rather not have to use something so blatantly mechanics oriented if there were a more 'reasoned' way to do this.
Anyway, here is the latest:
Anatomist
While most of those of great healing knowledge use their abilities to tend to those who are sick or wounded, there are those for which the examination of the dead holds far more interest. For him the cadaver is something to be examined so as to provide knowledge so that in the future sicknesses can be more easily cured or enemies more easily overcome. The anatomist is this person. Whether he is a morbid coffin-maker, a work-a day gravedigger or a gleeful experimenter, he is an explorer, the corpse his unmapped wilderness and his surgical tools his compass. His in depth knowledge of the anatomy not only allows him to be more precise in battle, it also allows him to pass some of the benefits of their research on to his allies. But he is more than that. An anatomist’s keen senses, trained by years of medical studies allow him to observe things many others might miss. Furthermore his...
Hey Hippie,
I like the aspect of change with the character and the want to have the pc played correctly, that is why I feel that AE would be good to be benefitted from AR, giving the bonuses to combat after your Anatomist has dissected/autopsied the species in question, making sure to write down findings, then using those towards AE of a certain type you previously studied (therefore making the bonuses much more viable).
It would also add to people wanting to make a character who wants to do so more as well, anyhow I also feel that beefing up his heal skill through AExpertise, is not bad...but add Skill Focus: Heal to it, then it makes it that he'll "NEVER" miss his heal check roll...not saying that's bad, but something to think about, and make sure you bring to the open that certain attacks wont work against constructs.
Hope I didn't peev ya off too much,
Deuces.