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RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Organized Play Member. 151 posts (327 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I've always been told that summoned creatures go on their summoners (small s) INI. Yes? No?

HH


Talonhawke wrote:
I've always looked at it this way the Clerics faith not some piece of metal or wood is his power some spells need a channel hence DF component but a diety would be foolish to tell his cleric who has been stripped naked and is hours away from being used in a ritual to raise a dark evil that he cant cast a spell with no DF componet with out the holy symbol the cultist took from him.

For me, that would be when said deity would pull out his cosmic clipboard and start adding up all the good things that cleric has done and subtracting the times he has screwed up in the name of his holiness. If it's a positive number, then yeah the deity would say 'your prayers have been answered'. If a horribly bad negative total comes out then as the Germans say 'Peche gehabt'

HH


Nimon wrote:
Dolanar wrote:
Well the situation in question is as follows, a player cast a Silence spell on the BBEG in an effort to limit the BBEG's casting ability, the BBEG threw the symbol over the edge of a platform & now one of the players is asking if the BBEG can still cast certain spells such as Animate Dead (yes I am a player in said game)
Animate Dead has no DF component, so yes you could cast that spell.

I've read the rules and I now understand the DF thing, but somehow it just seems wrong for a cleric to call on the divine powers that gave him the ability to 'perform miracles' in the first place regardless of alignment and be able to tap into that without having his holy symbol. The GM agrees as he has since houseruled that the cleric must have his holy symbol to cast. But seriously, I'm not sure why there is any controversy in the first place. A Cleric's faith in his deity is the entire basis of his power, it only makes sense that he would have to have a representation of said deity on hand to access it.

HH


Ringtail wrote:
Dolanar wrote:
There are however a large grouping of spells that do not require a DF but can use material components instead...for these is the DF required?
PRD wrote:
If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash), and the divine version has a divine focus component (the abbreviation after the slash).

Essentially, if you are casting a spell with a M/DF component as a divine caster, then you need your divine focus. If you are casting it as an arcane caster, you need the material component.

Edit: Lathiira both ninja'd me and gave a more complete answer. I am shamed.

So an evil cleric can animate dead without the use of his holy symbol???

HH


1 person marked this as FAQ candidate.

In mid game here so would appreciate a quick answer. Must a Cleric have their holy symbol to cast cleric spells?

Thanks,

HH


The Eel wrote:
Not if all you're taking is a 5' step.

Ok, please correct me if I'm wrong but I was always told the 5' step was something that happened after the standard action and not before.

HH


Grick wrote:

All Spellstrike does is allow you to deliver a touch spell with your weapon instead of with a touch. That's it. You get weapon damage in addition to the spell, and you hit VS normal AC instead of touch AC. All the other normal rules of casting and using touch spells apply.

So anyone casting a touch spell in a threatened area may make a concentration check to avoid provokeing an attack of opportunity. (It's an option because they could choose to just take the AoO and hope they can concentrate through the damage, if any)

Tikael wrote:
The only real difference is that they can cast and attack in one turn however there are two important things to remember: If using a weapon to deliver a touch attack you can cast then move then deliver the attack
Yes, this is also true without Spellstrike. Any caster can cast a touch spell, move, then deliver the spell as a free action.

Wouldn't this last option negate the ability of a full round attack option though?

HH


Does a Magus need to make a concentration check when using the Spellstrike ability?

HH


Ravingdork wrote:
STR Ranger wrote:

You can throw, but to make it good you need to be a

Two Weapon Warrior (since you apply full wpn train whenever you fight with both weapons), Deadly Aim (Power Attack doesn't work with thrown weapons) and quickdraw.

Note: to full attack at high levels, that's alotta daggers (chakrams are better- more damage and 30ft range). At least 16 for 2 full attacks worth.

Taking the Two-Weapon Warrior archetype isn't necessary. Standard fighters using the same type of weapon in each hand do just as well, better in some instances.

Danke folks, I thought that was the way it worked but just checking to be sure. Also, does Double Slice apply? And my guy actually does use Chakrams but he's a habitual drunk so sometimes it's a law of averages thing.

"Frag, there was only one of you a minute ago."

HH


It states in the Imp TWF and Greater TWF feats 'off-hand weapon' as opposed to 'off-hand melee weapon'. Does this mean that they also work for the purposes of throwing daggers/chakrams and the like?

HH


....would have a claw, claw, bite attack suite if using natural weapons only. If he chooses to maintain his grapple with one of these does he then get to attack with the other two?

HH


Simon Legrande wrote:

Stop trying to apply real world physics to magic. Dragons can fly despite having wings far too small to lift their heavy bodies off the ground. It's magic.

I don't know (here's me going off on a tangent). I don't see why there is a hard and fast rule that says, every problem that is magic *must* be solved by magical means (be it with spell or enchanted weapon/item). We currently have exactly this problem in game, a Wizard who has cast Fly and Stoneskin on himself (this was after going invisible and summoning a demon for us to mess with). Bottom line, either we take out the Wizard or he's just going to keep throwing the underworld at us all day. None of us has the kind of weapons needed to get through the Stoneskin (though we have a Wand of Flying) for any more but 1 or 2 damage on a good roll and we're iffy on spells because of the demon (and an until recently possessed Captain, but who's counting). Ergo, we need to start thinking outside the box.

HH


Here is an interesting conundrum, though the rules don't specifically state yeah or nay.

Wizard casts Fly and Stoneskin on himself. If someone were to them cast enlarge person on him, would he then become too heavy to fly? I ask this because his weight would definitely increase but his ECL wouldn't.

Thoughts?

HH


wraithstrike wrote:
Hockey_Hippie wrote:

Yes, it's me again the brutal librarian.

Do Armour Check Penalties apply to Combat Maneuvers?

I have looked in a couple places, namely Combat Maneuvers and Armour Check Penalty

The first doesn't mention it, the seconds states:

Armor Check Penalty

Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dex- and Str-based skills. An armor check penalty applies to all Dex- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can't charge or run. Sleeping in light armor does not cause fatigue.

Thanks,

HH

Yes it does.

combat chapter wrote:


The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Edit: No they don't. Sorry I misread your statement. They only apply to skill checks, and attack rolls, but they only apply to attack rolls if they user is not proficient with the armor.

edit2:Skill checks are made when you try to use a...

Danke


Yes, it's me again the brutal librarian.

Do Armour Check Penalties apply to Combat Maneuvers?

I have looked in a couple places, namely Combat Maneuvers and Armour Check Penalty

The first doesn't mention it, the seconds states:

Armor Check Penalty

Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dex- and Str-based skills. An armor check penalty applies to all Dex- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can't charge or run. Sleeping in light armor does not cause fatigue.

Thanks,

HH


wraithstrike wrote:
Hockey_Hippie wrote:

Do monks get the FOB damage base when using Flurry of blows but not using unarmed combat?

Thanks HH

No. When you use a weapon you use the weapon base damage. The damage on the table is only for unarmed attacks.

Yeah, read the wrong column heading. Yeesh. I'm bloody brutal sometimes.


Do monks get the FOB damage base when using Flurry of blows but not using unarmed combat?

Thanks HH


Kilbourne wrote:

Yes, it can be done.

Creatures larger than medium receive a bonus to their CMB and CMD, and creatures smaller than medium receive a penalty.

SRD:

Quote:

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.

Danke (I'd make a horrible librarian)


Can it be done? If so what are the mods?

Thanks

HH


Razz wrote:

You used to be able to make an AoO with a grapple in 3.5, but Pathfinder changed that.

Best to take Scorpion Grasp from Sandstorm, it lets you initiate a grapple when you successfully hit with an unarmed strike or light weapon; a poor man's Improved Grab special attack, basically.

So to clarify, if I were to use a Combat Maneuver to give an opponent the prone condition, I could not attempt to grapple him when the opponent attempted to stand?

HH


Can one grapple as an AOO, specifically on a Prone or Disarmed opponent?

Thanks

HH


bigkilla wrote:
Hockey_Hippie wrote:
wraithstrike wrote:
Hockey_Hippie wrote:

Hi there folks,

Can a Rogue sneak attack with 2 weapons if he has 2 weapon fighting?

Yes, as long as the requirements are fulfilled such as flanking.
But he limited to a 5' step?
Yes, during a full attack action you can take a 5'(that is the only movement you can take with a normal full attack action) step at anytime during the attack sequence.

Danke


wraithstrike wrote:
Hockey_Hippie wrote:

Hi there folks,

Can a Rogue sneak attack with 2 weapons if he has 2 weapon fighting?

Yes, as long as the requirements are fulfilled such as flanking.

But he limited to a 5' step?


Hi there folks,

Can a Rogue sneak attack with 2 weapons if he has 2 weapon fighting?

Here is the crunch on all three variables:

Sneak Attack:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Two Weapon Fighting:

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Full Attack:

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Thanks

HH


Ok, so does spellstrike when a Magus is holding a longsword for example with 2 hands, work or not work?

HH


If you're a cleric of Calistria are Scorpion Whips counted as far as a cleric being proficient with the favoured weapon of their god?

HH


Kratzee wrote:

Sounds about right to me. It is a static requirement. You are 100 years old and know a lot. I'd expand it to include all races, except that humans and such would be of an age that a PC wouldn't take it. I would give it to a NPC wizened old man or woman though.

And what's wrong with a middle-aged gnome or any character for that matter? Bonuses to Cha, Int, and Wis can be nice for a mentally focused class.

Because the premise of the feat is you are *young for your kind* .Middle aged is not young, despite how many men own red sports cars and tell themselves that man. The other races that qualify for this have the benefit of still being *young* when they are eligible for it, but not Gnomes?

If you want static, then simply say Middle-aged - 20 years is the age requirement. It puts all of the three races on equal footing then.

HH


Hey folks,

Not sure if someone touched on this yet or not, but I'm thinking, in the case of Gnomes, the age requirement on BoE is kind of steep.

The blurb on the feat itself reads as follows:

Although *still young* for your kind, you have a lifetime of knowledge and training.

The age requirement is 100 years, which as it happens is when Gnomes hit middle age. In the case of Dwarves and Elves, they do not hit middle age until 125 and 175 years respectively. The age requirement as it stands, at least to me, makes this an all but unplayable feat for Gnomes

Thoughts?

HH


BigNorseWolf wrote:
Hockey_Hippie wrote:

Hey folks,

Do Feats like Spell Focus and Weapon Focus (Ray) work with wands (assuming correct school and a ray spell in the wand)?

HH

Da rules

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Spell focus: No. The DC is 10 +the wands level + the int modifier of the minimum stat required to cast it.

Weapon focus ray yes, you're aiming a ray at someone, you're good at aiming rays, you get the +1 to attack.

Danke

HH


Hey folks,

Do Feats like Spell Focus and Weapon Focus (Ray) work with wands (assuming correct school and a ray spell in the wand)?

HH


Thanks guys

HH


Hi there,

A pair of Queries:

Does the spell Magic Weapon work on Magic Weapons? It says it does not stack with Masterwork Bonuses but it doesn't say it doesn't stack with bonuses from a weapon that is a Magic Weapon.

Secondly, can a Wizard use 2 wands at once if he has the Two Weapon Fighting Feat?

Thanks in advance,

HH


VoodooMike wrote:
Hockey_Hippie wrote:

Hey folks,

I have a campaign where I play a Gnome who specializes in Jewelcraft (go figure) and during the last session an idea of how to determine success or failure was stumbled on.

Basically, the player tells the GM what he wants to do (in this case it was a necklace with 6 20 HP gems and 1 40 GP gem). The GM then assigns a difficulty value (DV) as to what he thinks will be the effort involved in making said thing. For arguments sake let's say it is 200 in this case (I have no idea what number he did pick). The intrepid jeweler then makes one jewelcraft roll per day until the collective total (CT) of all of his jewelcraft rolls meets or exceeds the GM's pre-determind DV. This indicates the piece is been finished. The GM then divides the DV by the number of days it took the PC to reach that number. This gives a grade of quality of work (QOW) with the higher number being better quality and lower number not so much.

So for our necklace, if it took the Gnome jeweler 8 rolls (days) to make the DV (200 in this case) the QOW would be 25. If it had taken the Gnome 10 days, the QOW would be 20, and thus a necklace of lesser worth.

Since you don't list the effect of your "QOW" rating, its hard to respond. In general it seems like it reduces crafting skills to "speed of work" moreso than capability, as anyone with (or without, really) the crafting skill can create any item, it just takes some people longer than others.

That kobold with a head injury and a club foot can make a war galleon so long as he has nothing better to do with his time, but by your system the "QOW" would be lower than that of a master shipwright. So of course the game effect of quality is going to matter. Plus, there really are some things that just shouldn't be possible without a certain level of skill, and that isn't going to be accounted for here.

Oh I agree, this is by no means perfect, far from it. This was meant to be a more of a food for thought thing as opposed to a finished product. Though I would think that someone with a higher mod (ergo more ability) would reach the designated DV before someone with a lower mod and because of that, more often than not, the formers QOW would be higher than the latters, no?

And as stated earlier, this is something that would be used selectively, probably moreso on things that take time to do as opposed to things whipped up in a single days work.

And yes the QOW at the point of this is DMs discetion. It could probably be charted, but at this point isn't. Feel free to make some suggestions there.

For example what would the standard QOW need to be to produce a masterwork item?

HH


Hey folks,

I have a campaign where I play a Gnome who specializes in Jewelcraft (go figure) and during the last session an idea of how to determine success or failure was stumbled on.

Basically, the player tells the GM what he wants to do (in this case it was a necklace with 6 20 HP gems and 1 40 GP gem). The GM then assigns a difficulty value (DV) as to what he thinks will be the effort involved in making said thing. For arguments sake let's say it is 200 in this case (I have no idea what number he did pick). The intrepid jeweler then makes one jewelcraft roll per day until the collective total (CT) of all of his jewelcraft rolls meets or exceeds the GM's pre-determind DV. This indicates the piece is been finished. The GM then divides the DV by the number of days it took the PC to reach that number. This gives a grade of quality of work (QOW) with the higher number being better quality and lower number not so much.

So for our necklace, if it took the Gnome jeweler 8 rolls (days) to make the DV (200 in this case) the QOW would be 25. If it had taken the Gnome 10 days, the QOW would be 20, and thus a necklace of lesser worth.

This obviously works best with things made over time, as opposed to say a cook baking a cake.

Opinions?

HH


Banpai wrote:

Some suggestions:

Gris-Gris: Change to a normal hex, require a new gris-gris every week, or when the witch changes the area (from jungle to desert).
Standard action to imbue your gris-gris with magic(asking the locals spirits for their favor) effect lasts for a number of rounds = witch level.

Crisis of Breath: Since you effectively copy a level 5 spell, this should be a major hex. I am quite confused by "2nd round/per point of the target’s Constitution score", assuming that it works like suffocation and uses the typical hex dc I would suggest to weaken it a bit, and of course include the "once per day limit".

Maybe add as the spell suffocation, except duration 1 + concentration for up to Int Bonus rounds.

Voodoo Doll: Add 1 per day limit, maybe add a line of sight or line of effect requirement.

Just me, but I multied an Alchemist and A Witch for my voodoo, kill em with a blowgun dart type.

HH


SmiloDan wrote:

VITAL STATISTICS

Half-Dwarf
Middle Age 62 years
Old 93 years
Venerable 125 years
Maximum Age 125 + 3d20 years

Adulthood 20 years
+1d6 Barbarian, Rogue, Sorcerer
+2d6 Bard, Fighter, Paladin, Ranger
+3d6 Cleric, Druid, Monk, Wizard

Half-Dwarf male
Base Height 4 foot 4 inches
Base Weight 130
Modifier: + 2d4
Weight multiplier x5 pounds
Half-Dwarf female
Base Height 4 foot 2 inches
Base Weight 100
Modifier +2d4
Weight multiplier x5 pounds

I believe there is a Feat in the APG which mimics this (Humans picking up the racial traits of of demi-human races). That said, I still think the fact that while all the tall races have inter-bred, the fact that none of the weefolk as of yet have is something someone should do something about (Bring on the Dwarlings, Gnorves and Halmes :) )

HH


Sphen86 wrote:

I only have a few comments to make.

1. The duality of these creatures makes it difficult for me to really pin down what you want them to be. They need to have something more solid to go off of. For instance, if you were to draw up differant tribes of the Terunar, then you could give each one a more closely explained general attitude. Keep a strong current theme throughout the race, but make the tribes a little differant. You said, "Living in total harmony with the natural world they can be as firece and ferocious as a hurricane, or as peaceful and gentle as a summer breeze." Let that be reflected in these tribes.
2. And this is only my opinion, but they seem a little over-powered. But just a little. It seems like they shouldn't get a straight up climb speed, but maybe a climb speed in the enviroment that they grew up in. A mountain Terunar wouldn't be as good at climbing a tree as a forest Terunar, and the same reversed for a cliff face. Also, they are short and stocky but maintain the 30 foot movement rate. And what about them grants them the low-light vision?
3.A small thing, but why did you choose those languages? They don't seem to really mesh with the idea of them dis-liking outsiders but still knowing the languages of actual outsider type monsters. I know you're not supposed to do it, but it might be cool if they could speak some form of the Druidic language.
Anyway, those are my opinions. Hope I've been of some help.

I also have to agree that this feels a bit overpowered to me. With the +2 NA Bonus, you are essentially giving the race +2 Str, +2 Wis and +2 Dex (for defensive purposes only mind you) vs a -2 in Int. Plus as the guy above me mentions, that climb speed is also iffy in my books. Basically what you have here mechanically is the new 'Boy will he make a swell Barbarian' race.

While I agree that of the melee classes Barbarian and Ranger should be the ones found most often, this class as you have it, feels skewed to the point that with the Barbarian class, it will be broken. I'd give him the Str bonus or the Natural AC, but not both.

As well, this is just me mind you and you can toss this out the garbage chute as soon as you read it, but history shows, that most folks that live in the desert don't tend to be stocky as much as thinner and lithe simply because the more musculature you have, the more water it takes to keep you up and running.

Given that there are races for Mountains/Hills/Badlands terrain in Gnomes and Dwarves and Elves for the forest, I'd concentrate on the Desert. In putting the desert in there, you hit on a good idea.

That said, racially for me the bonuses would go on Constitution and Wisdom and the Minuses on Intelligence. Favoured classes would be Barbarian, Ranger, Fighter in that order for melee; Druid, Witch, Oracle, Sorcerer in that order for pure casters and Rogue, Summoner, possibly Bard (though not the "Let me play for my supper" type) for the tweeners. Mind you all of these should have a desert slant to them. Classes like Paladin, Cavalier, Cleric, Wizard, Alchemist, Inquisitor and Monk all feel too civilized for a race that lives and breathes desert air.

Just my 2 cents CDN (so really about 1.8 cents)

HH


gamer-printer wrote:

Actually the Celts wore horned helms, but did so 1000 years before the Vikings existed, and the vikings never wore horned helmets. How that fact got flip-flopped like that - one can only guess.

GP

"...Blame Bruckheimer.." (sung) :)

Just gorged out on this thread. You folks are way way ahead of anything I could contribute on this, great idea, but more importantly, great brainstorming by all.

I don't know if this is historically accurate or a Hollywood thing, but it seems to me I've seen quite a few flicks involving folks north of Hadrian's Wall in which they paint their faces blue before going into battle. If it is true, maybe something can be done with it?

HH


tom olson wrote:

1. Anatomical Research - 2hrs every day seems extreme. So what if the anatomist gets married, and doesn't see any dead bodies all day long? Does he lose all of his powers? Granted adventurers see lots of dead bodies/or cause them as it were, but even adventurers don't dead people everyday.

2. Poison and disease resistance - why? Why is it that they get this. Do they fashion antitoxins and antibiotics? Why would they scientifically or magically get this ability?

3. Resistance on all saves - What does the anatomist do to give a resistance on all saves. Resistance = knowing most likely traps are coming? Im just asking for clarification.

4. Anatomical Masterpiece - Not sure how an anatomist gets the knowledge/power to understand how to bring life from nothing. I see how he/she can make a body look or physiologically do what is desired, but how is it that they know how to bring life from nothing and without magic, or deity assistance. Also, how does the 100k figure in? What is it that they are spending money on that would cost so much?

Thanks!

1. Through the Organ storage ability, Anatomists can keep cadavers and organs fresh and rot free, therefore giving them something to study on a daily basis

2. Not all things die from the sword. Historically, far more die from disease or sicknesses producing toxins in the body than anything. His exposure to these things over time has built up a tolerance to them in his body.

3. As it states in the ability, his studies of cadavers and his observation of living things in combat combined with his education and training to spot such details gives him this.

4. The price is there as a substitute for the lack of spells. In a practical sense, the extra money is used for chemicals etc needed to provoke a re-action which would re-start the heart.

HH


Chrine wrote:
Well I have been reading up and found out Flesh Golems can be bought at level 8 for 20,500, and was told that modifications and changes can be made to them for cheap as well.....need to look that up again, but if there is no mistake, maybe an alteration to price and what level can be gained at, whatever the case is, still looks like something I would play :)

This is true, but that requires the use of spells. The increased price reflects the absence of the required spells. As for modifications, I really know nothing about that. If someone could point me to it on the SRD that would really help me.

HH


I've tried fleshing out the special abilities a bit more and tried to be more Paizo consistent with the wording. The wording of Anatomical Advantage is based on the Inquisitor's Judgement ability; Precision bleed is based on Bleeding Attack from the Rogue; Bonus Feat is based on the Ranger's Combat Style Feat for example. Anatomical Masterpiece pulls wording from the Flesh Golem Creation template but I'm wondering if the stuff I have outside of it is too muddy. The Poison/Disease resistance/immunity ability has been re-named Noxious Innoculation (Thanks board :) ). I've also added a see/hear clause to Mass Anatomical Advantage, Mass Canny Resistance and Physiological Research special abilities.

As per usual, the board's input here is highly valued.

And so once more into the breach.

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, allows him to observe things many others might miss. Furthermore his years of disciplined study have also made him a fountain of knowledge. Armed with his findings and that knowledge, the anatomist makes for a valuable asset to have at hand in any interrogation.

Role: The mere fact that anatomists spend much of their time cutting up the dead does not make them the best candidate for social situations regardless of where they are. Most people avoid them out of habit simply because they are too much a reminder of their own mortality. That said, for those of strong stomach, like a group of adventurers who have seen their share of entrails, an anatomist’s medical expertise, general knowledge and well developed observation skills can be an asset to a party not to be overlooked.

Alignment: Any non-chaotic

Hit Dice: D8

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills: Appraise, Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12

Level Special

1st Organ Storage, Practiced Observation, Anatomical Advantage, Calculating Defense
2nd Noxious Inoculation+2, Precision Bleed
3rd Canny Resistance, Know Your Enemy, Cold Logic
4th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
5th Precision Bleed, Mass Canny Resistance
6th Noxious Inoculation+4, Cold Logic, Physiological Research
7th Anatomical Advantage, Mass Anatomical Advantage
8th Precision Bleed, Bonus Feat
9th Canny Resistance, Cold Logic
10th Anatomical Advantage, Mass Anatomical Advantage, Noxious Inoculation+6
11th Precision Bleed, Mass Canny Resistance
12th Cold Logic, Bonus Feat, Physiological Research
13th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
14th Noxious Inoculation, Precision Bleed
15th Canny Resistance, Cold Logic, Anatomical Masterpiece
16th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
17th Precision Bleed, Mass Canny Resistance, Anatomical Masterpiece
18th Cold Logic, Physiological Research
19th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
20th Surgical Strike, Precision Bleed

Class Features

The following are class features of the anatomist.

Weapon and Armor Proficiency: Anatomists are proficient with all simple weapons plus the short sword and rapier. Due to the fact that they use their hands for delicate procedures they may not use unarmed attacks or weapons that directly use their hands to deal damage such as brass knuckles or gauntlets. They are also proficient with light armor, but not with shields.

Anatomical Research: The anatomist derives all of his abilities from his study of remains. To that end he must spend two hours a day examining a cadaver or organs and recording the results of his research in order to keep his class skills. Should he not be able to do this he loses all class skills and bonuses derived from them until he has an opportunity to put in his allotted research time.

Organ Storage: The anatomist’s basic education teaches him how to properly store cadavers and organs so they do not rot over time. Starting at 1st level, an anatomist can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level. An anatomist still needs to account for transporting preserved organs. For the purposes of encumbrance, each organ weighs 2 pounds.

Practiced Observation: The anatomist is trained to use all of his senses when determining what conclusions to draw from the samples he studies. Anatomists receive a +2 bonus on Perception Skill Checks.

Anatomical Advantage: Due to his extensive study of the forms of living things, the anatomist knows his opponents weaknesses. At 1st level, an anatomist can, as a swift action to attempt a Heal Skill Check. If his Heal check is equal to or greater than 15 + the target's hit die, he receives a +2 bonus on Attack and Damage Rolls against opponents of that creature's type. Every 3 levels after 1st, the bonuses both increase by 1 up to +8 at 19th level. He may attempt Anatomical Advantage a number of times a day equal to his 3+Intelligence Modifier. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Special: Due to the fact that they use their hands for delicate procedures this ability cannot be used in combination with the Monk’s Flurry Of Blows special ability.

Calculating Defense: The anatomist’s prior scholastic research gives him insight as to what other forms of life are capable of in combat. At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.

Noxious Inoculation: Through years of controlled exposure to dangerous chemicals, compounds, and mediums the anatomist slowly becomes immune to all but the most harmful of all substances and ailments. At 2nd level, an anatomist gains a +2 bonus on all saving throws against all poisons or diseases. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

Precision Bleed: The anatomist, because of his experience with surgical tools, is able to inflict wounds that cause an opponent to bleed when using piercing or slashing weapons. Starting at 2nd level a successful hit causes the target to take 1 additional point of damage each round. At every 3 levels after 2nd, this bonus increases by 1 up to 7 at 20th level. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Canny Resistance: The study of cadavers and the observation of living organisms in combat allows the anatomist rare insight into their behavior when threatened. At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.

Know Your Enemy: The anatomist’s calculating mind allows him to determine when best to strike in combat. At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.

Cold Logic: Due to the many hours spent observing subjects under stress, the anatomist has become adept at picking up on the signs they give off when they are telling the truth and when they are lying. At 3rd level, an anatomist can add any one relevant knowledge skill modifier (DM’s discretion) to any one Sense Motive Check. If the check is successful, he may continue to add the same knowledge skill modifier to up to two follow-up questions in the same line of questioning. At 3rd level, an anatomist can use this ability once per day. At 6th level and every three levels thereafter, the anatomist can use this ability one additional time per day.

Mass Anatomical Advantage: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Advantage bonus 3 levels lower than his current class level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to grant these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.

Bonus Feat: The anatomist’s insight into the location of vital organs of his opponents allows him an increased chance to deal critical damage. At 4th level, and at every four levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. At 4th level he gains Critical Focus. At 8th level these feats must be taken from the following list: Sickening Critical and Exhausting Critical. At 12th level, he adds Staggering Critical and Deafening Critical to the list. At 16th level, he adds Blinding Critical and Stunning Critical to the list.

Mass Canny Resistance: At 5th level and at every 6 levels thereafter all allies within 30’ of an anatomist gets a +1 bonus to all saving throws. If he is frightened, panicked, paralyzed, stunned, unconscious the ability does not end, but the bonuses do not resume until the disabling condition is removed. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.

Physiological Research: Anatomists not only study the structures of living things but also how the parts of those structures work. At 6th level any ally (including the anatomist) within 30’ of the anatomist gains a bonus of +1 on Initiative and a +1 Dodge bonus to their AC. This range increases by 5’ for every 2 class levels beyond 6 to a maximum of 60’ at 18th level. At every 6 levels after 6th, this bonus increases by 1 up to 3 at 18th level. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.

Anatomical Masterpiece: At 13th level an anatomist’s knowledge of life in its many forms has advanced to the point that he may choose to create a flesh golem without the use of spells. The process to do this costs 100,000 GP and takes two weeks during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. As this is seen as an anatomist’s masterpiece he may only possess one flesh golem at any time. The pieces of a flesh golem must come from normal humanoid corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 GP are also required. Upon completion of this process he must make a successful Heal check to bring the golem to life. He succeeds if his Heal check is equal to or greater than 15 + the target's hit die. Failure destroys the golem though an anatomist may attempt to create a new flesh golem if he wishes. At 15th level and every 2 levels thereafter up to 19th level an anatomist may add one of the enhancements below. He may only select any one particular enhancement once. The process to do this costs 50,000 GP and takes one week during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. In addition to these costs, each enhancement requires an additional component detailed below.

Bite 1d6: Barghest fangs or an Owlbear beak

Claw 1d4x2: Grizzly Bear claws or Yeti claws

Climb 20’: Giant Spider tines or Giant ant tines

Constrict 1d6: Giant Scorpion ligaments or Choker ligaments

Special: Constrict is a secondary attack

Energy Attacks 1d6 of selected energy: Fire –Red Dragon glands (minimum age young) or Acid – Black Dragon glands (minimum age young) or Electric – Blue Dragon glands (minimum age young) or Frost – White Dragon glands (minimum age young)

Fast Healing 2: Hydra blood or Troll blood

Gore 1d6: Gargoyle horns or Minotaur horns

[b]Improved Natural Armour: +2 Natural Armour AC: Ankylosaurus skin or Xorn skin

Swim 30’: Sahuagin fins or Skum fins

Surgical Strike: At 20th level an anatomist can kill a foe with a single blow. Whenever an anatomist successfully confirms a critical hit, he makes an Anatomical Advantage Roll against his target. If that roll succeeds that foe is either brought to -1 hit point or is slain as the anatomist wishes. Creatures immune to critical hits cannot be affected.

Again, opinions/suggestions are welcome.

HH


Liporteryu wrote:

Noxious inoculation (Ex): Through years of controlled exposure to dangerous chemicals, compounds, and mediums the anatomist slowly becomes immune to all but the most harmful of all substances and ailments. At 2nd level, an anatomist gains a +2 bonus on all saving throws against all poisons or diseases. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

We have a winner!

Danke

HH


Roshan wrote:

Maybe change the name of the Poison and Disease Resistance ability to

Noxious Fumes (Ex): After years of being exposed to chemicals, both natural and artificial that go into preserving a body. The anatomist becomes all but immune to harmful substances. At 2nd level, an anatomist gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

First of all, thanks for your suggestions. As far as wording goes, I tried to remain as consistent with Paizo as possible. In AA for example, I imported the text for the Inquisitor's Judgement ability. You version does feel cleaner to me, but I really don't know which way is right: Cleaner and inconsistent or looser but consistent. Help!

As for the second, you are right, it needs a better name, not sure about your selection given that poisons can be delivered a number of ways as can disease, but you are correct in saying that I do need to do something with it.

HH


After conferring with a couple of folks, some things have been changed. First off, the Dodge AC bonus has been removed from what is now called Anatomical Advantage (was called Anatomical Edge). It has been moved to a new ability called Physiological Research and thereby down-balanced somewhat. A clause has been added to Anatomical Advantage which makes it non-compatible with the Monk's Flurry of Blows ability. Anatomical Expertise has been dropped completely. It was felt that between the Self-Sufficient and Skill Focus feats that leaving it in would be too broken. Keen Senses has been re-named Practiced Observation so as not to confuse it with the racial ability. The Bonus Feat ability has also been changed and down-balanced. Finally a new ability has been added at 13th level called Anatomical Masterpiece which allows an anatomist to take advantage of his lifetime of studying the humanoid form and how it works by constructing one flesh golem (and only one) without the use of magic (instead relying on his knowledge of the body and it's workings among other things). As noted earlier, this class uses the Cleric progression. Comments are welcome and encouraged.

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 Practiced Observation, trained by years of medical studies allows him to observe things many others might miss. Furthermore his years of disciplined study have also made him a fountain of knowledge. Armed with his findings and that knowledge, the anatomist makes for a valuable asset to have at hand in any interrogation.

Role: The mere fact that anatomists spend much of their time cutting up the dead does not make them the best candidate for social situations regardless of where they are. Most people avoid them out of habit simply because they are too much a reminder of their own mortality. That said, for those of strong stomach, like a group of adventurers who have seen their share of entrails, an anatomist’s medical expertise, general knowledge and well developed observation skills can be an asset to a party not to be overlooked.

Alignment: Any non-chaotic

Hit Dice: D8

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills: Appraise, Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12

Level Special

1st Organ Storage, Practiced Observation, Anatomical Expertise, Anatomical Advantage, Calculating Defense
2nd Poison and Disease Resistance +2, Precision Bleed
3rd Canny Resistance, Know Your Enemy, Cold Logic
4th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
5th Precision Bleed, Mass Canny Resistance
6th Poison and Disease Resistance +4, Cold Logic, Physiological Research
7th Anatomical Advantage, Mass Anatomical Advantage
8th Precision Bleed, Bonus Feat
9th Canny Resistance, Cold Logic
10th Anatomical Advantage, Mass Anatomical Advantage, Poison and Disease Resistance +6
11th Precision Bleed, Mass Canny Resistance
12th Cold Logic, Bonus Feat, Physiological Research
13th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
14th Poison and Disease Immunity, Precision Bleed
15th Canny Resistance, Cold Logic, Anatomical Masterpiece
16th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
17th Precision Bleed, Mass Canny Resistance, Anatomical Masterpiece
18th Cold Logic, Physiological Research
19th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
20th Surgical Strike, Precision Bleed

Class Features

The following are class features of the anatomist.

Weapon and Armor Proficiency: Anatomists are proficient with all simple weapons plus the rapier. Due to the fact that they use their hands for delicate procedures they may not use unarmed attacks or weapons that directly use their hands to deal damage such as brass knuckles or gauntlets. They are also proficient with light armor, but not with shields.

Anatomical Research: The anatomist derives all of his abilities from his study of remains. To that end he must spend two hours a day examining a cadaver or organs and recording the results of his research in order to keep his class skills. Should he not be able to do this he loses all class skills and bonuses derived from them until he has an opportunity to put in his allotted research time.

Organ Storage: Starting at 1st level, an anatomist can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level. An anatomist still needs to account for transporting preserved organs. For the purposes of encumbrance, each organ weighs 2 pounds.

Practiced Observation: Anatomists receive a +2 bonus on Perception Skill Checks.

Anatomical Advantage: At 1st level, an anatomist can take a swift action to attempt an Anatomical Advantage roll when in battle against his Heal Skill. If he rolls above the DC of 15+ opponents HD, he receives a +2 bonus on Attack Rolls and Damage Rolls on opponents of that creature type. At every 3 levels after 1st, these bonuses increase by 1 up to 8 at 19th level. He may attempt Anatomical Advantage a number of times a day equal to his 3+Intelligence Modifier. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Special: Due to the fact that they use their hands for delicate procedures this ability cannot be used in combination with the Monk’s Flurry Of Blows special ability.

Calculating Defense: At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.

Poison and Disease Resistance: At 2nd level, an anatomist gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

Precision Bleed: Starting at 2nd level an anatomist with this ability can cause living opponents to bleed with a successful hit with an attack by a piercing or slashing weapon. This attack causes the target to take 1 additional point of damage each round. At every 3 levels after 2nd, this bonus increases by 1 up to 7 at 20th level. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Canny Resistance: At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.

Know Your Enemy: At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.

Cold Logic: At 3rd level, an anatomist can add any one relevant knowledge skill modifier (DM’s discretion) to any one Sense Motive Check. If the check is successful, he may continue to add the same knowledge skill modifier to up to two follow-up questions in the same line of questioning. At 3rd level, an anatomist can use this ability once per day. At 6th level and every three levels thereafter, the anatomist can use this ability one additional time per day.

Mass Anatomical Advantage: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Advantage bonus 3 levels lower than his current class level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to grant these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Bonus Feat: At 4th level, and at every four levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. At 4th level he gains Critical Focus, At 8th level these feats must be taken from the following list: Sickening Critical and Exhausting Critical. At 12th level these feats must be taken from the following list: Sickening Critical, Exhausting Critical, Staggering Critical and Deafening Critical. At 16th level these feats must be taken from the following list: Sickening Critical, Exhausting Critical, Staggering Critical, Deafening Critical Blinding Critical and Stunning Critical.

Mass Canny Resistance: At 5th level and at every 6 levels thereafter all allies within 30’ of an anatomist gets a +1 bonus to all saving throws. If he is frightened, panicked, paralyzed, stunned, unconscious the ability does not end, but the bonuses do not resume until the disabling condition is removed.

Physiological Research: Anatomists not only study the structures of living things but also how the parts of those structures work. At 6th level any ally (including the anatomist) within 30’ of the anatomist gains a bonus of +1 on Initiative and a +1 Dodge bonus to their AC. This range increases by 5’ for every 2 class levels beyond 6 to a maximum of 60’ at 18th level. At every 6 levels after 6th, this bonus increases by 1 up to 3 at 18th level.

Anatomical Masterpiece: At 13th level an anatomist’s knowledge of life in its many forms has advanced to the point that he may choose to create a flesh golem without the use of spells. The process to do this costs 100,000 GP and takes two weeks during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. As this is seen as an anatomist’s masterpiece he may only possess one flesh golem at any time. The pieces of a flesh golem must come from normal humanoid corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 GP are also required. Upon completion of this process he must make a successful Anatomical Expertise roll to bring the golem to life. Failure destroys the golem. An anatomist may attempt to create a flesh golem as often as he wishes but each attempt costs 100,000 GP and takes two weeks of work in a laboratory. At 15th level and every 2 levels thereafter up to 19th level an anatomist may add one of the enhancements below. He may only select any one particular enhancement once. The process to do this costs 50,000 GP and takes one week during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. In addition to these costs, each enhancement requires an additional component detailed below.

-Bite 1d6: Barghest fangs; Owlbear beak

-Claw 1d4x2: Grizzly Bear claws; Yeti claws

-Climb 20’: Giant Spider tines; Giant ant tines

-Constrict 1d6: Giant Scorpion ligaments; Choker ligaments

Special: Constrict is a secondary attack

-Energy Attacks 1d6 of selected energy: Fire –Red Dragon glands (minimum age young); Acid – Black Dragon glands (minimum age young); Electric – Blue Dragon glands (minimum age young); Frost – White Dragon glands (minimum age young)

-Fast Healing 2: Hydra blood; Troll blood

-Gore 1d6: Gargoyle horns; Minotaur horns

-Improved Natural Armour +2 AC Bonus: Ankylosaurus skin, Xorn skin

-Swim 30’: Sahuagin fins; Skum fins

Surgical Strike: At 20th level an anatomist can kill a foe with a single blow. Whenever an anatomist successfully confirms a critical hit, he makes an Anatomical Advantage Roll against his target. If that roll succeeds that foe is either brought to -1 hit point or is slain as the anatomist wishes. Creatures immune to critical hits cannot be affected.

Again, comments, advice suggestions are most welcome.

HH


Chrine wrote:

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.

I'm wracking my brain as to how to take a bit of an edge off of those AEx rolls but it seems that the 'DC of 15', the '1/2 class level' and 'HD' are all standards in PF equations of this type. A DC of 18 would probably balance it out a bit more as it would negate the advantage an anatomist would get by taking Skill Focus: Healing, but it goes against accepted practice. If anyone has any suggestions I'm listening.

As far as the constructs factor, I'll have to look that clause up.

HH


tom olson wrote:

Hi Hockey,

a few comments:

1. I have no idea how to stop someone from combining this with other classes. Save you listing that it cant.

2. I'm still not sold on the idea that he would have a bonus to dodge due to his knowledge of his opponent's anatomy. Combat sense that allows you to move prior to them committing to an attack is not something I can see coming from the class' prior "training"

3. Please explain "organ storage"..does this class have to store the organ in some kind of jar. I mean is it making the container its in sterile and air tight, or does it actually just make the sample immune to rotting? If it does make it immune to rotting, does the rotting begin when the effects wear off? Or is it gradual, and it just slows the effects? Also, how is this explained? Magic? In other classes, these extra abilities are explained by the gods or something. How can an organ not rot if its not magic?

Once again good idea, it needs to be played out with multiple situations at multiple levels.

1. Bummer.

2. I am starting to agree with you there. I'm fairly sure in the next version the Dodge bonus will get dropped from AE if only because Monks top out at a +5 bonus to AC and as written, the anatomist currently tops out at +8 + Calculating Defense. That said, I'm not sold on dropping the AC bonus altogether.

3. As I understand the spell Gentle Repose, it stops the sample/corpse from rotting until the spells effect wears off and then it starts to go skunky. Ergo, an anatomist, even a 1st level one, should be able to keep fresh samples on hand by making sure he uses the SLA on the same sample every 23 hours.


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 years of disciplined study have also made him a fountain of knowledge. Armed with his findings and that knowledge, the anatomist makes for a valuable asset to have at hand in any interrogation.

Role: The mere fact that anatomists spend much of their time cutting up the dead does not make them the best candidate for social situations regardless of where they are. Most people avoid them out of habit simply because they are too much a reminder of their own mortality. That said, for those of strong stomach, like a group of adventurers who have seen their share of entrails, an anatomist’s medical expertise, general knowledge and well developed observation skills can be an asset to a party not to be overlooked.

Alignment: Any non-chaotic

Hit Dice: D8

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills: Appraise, Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12

Level Special

1st Organ Storage, Keen Senses, Anatomical Expertise, Anatomical Edge, Calculating Defense
2nd Poison and Disease Resistance +2, Precision Bleed
3rd Bonus Feat, Canny Resistance, Know Your Enemy
4th Anatomical Edge, Mass Anatomical Edge, Cold Logic
5th Precision Bleed, Mass Canny Resistance
6th Poison and Disease Resistance +4, Bonus Feat
7th Anatomical Edge, Mass Anatomical Edge
8th Precision Bleed, Cold Logic
9th Bonus Feat, Canny Resistance
10th Anatomical Edge, Mass Anatomical Edge, Poison and Disease Resistance +6
11th Precision Bleed, Mass Canny Resistance
12th Bonus Feat, Cold Logic
13th Anatomical Edge, Mass Anatomical Edge
14th Poison and Disease Immunity, Precision Bleed
15th Bonus Feat, Canny Resistance
16th Anatomical Edge, Mass Anatomical Edge, Cold Logic
17th Precision Bleed, Mass Canny Resistance
18th Bonus Feat
19th Anatomical Edge, Mass Anatomical Edge
20th Surgical Strike, Precision Bleed, Cold Logic

Class Features

The following are class features of the anatomist.

Weapon and Armor Proficiency: Anatomists are proficient with all simple weapons plus the rapier. Due to the fact that they use their hands for delicate procedures they may not use unarmed attacks or weapons that directly use their hands to deal damage such as brass knuckles or gauntlets. They are also proficient with light armor, but not with shields.

Anatomical Research: The anatomist derives all of his abilities from his study of remains. To that end he must spend two hours a day examining a cadaver or organs and recording the results of his research in order to keep his class skills. Should he not be able to do this he loses all class skills and bonuses derived from them until he has an opportunity to put in his allotted research time.

Organ Storage: Starting at 1st level, an anatomist can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level.

Keen Senses: Anatomists receive a +2 bonus on Perception Skill Checks.

Anatomical Expertise: An anatomist adds half his level (minimum 1) to Heal Skill Checks made to make an Anatomical Edge Roll.

Anatomical Edge: At 1st level, an anatomist can take a swift action to attempt an Anatomical Edge roll when in battle against his Heal Skill. If he rolls above the DC of 15+ opponents HD, he receives a +2 bonus on Attack Rolls, Damage Rolls and +2 Dodge Bonus to AC on opponents of that creature type. At every 3 levels after 1st, these bonuses increase by 1 up to 8 at 19th level. He may attempt Anatomical Edge a number of times a day equal to his 3+Intelligence Modifier. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Calculating Defense: At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.

Poison and Disease Resistance: At 2nd level, an anatomist gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

Precision Bleed: Starting at 2nd level an anatomist with this ability can cause living opponents to bleed with a successful hit with an attack by a piercing or slashing weapon. This attack causes the target to take 1 additional point of damage each round. At every 3 levels after 2nd, this bonus increases by 1 up to 7 at 20th level. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bonus Feat: At 3rd level, and at every three levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. These feats are in order: Sickening Critical (3rd), Exhausting Critical (6th), Staggering Critical (9th), Deafening Critical (12th), Blinding Critical (15th), Stunning Critical (18th).

Canny Resistance: At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.

Know Your Enemy: At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.

Mass Anatomical Edge: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Edge bonus 3 levels lower than his current class level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to grant these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Cold Logic: At 4th level, an anatomist can add any one relevant knowledge skill modifier (DM’s discretion) to any one Sense Motive Check. If the check is successful, he may continue to add the same knowledge skill modifier to up to two follow-up questions in the same line of questioning. At 4th level, an anatomist can use this ability once per day. At 8th level and every four levels thereafter, the anatomist can use this ability one additional time per day.

Mass Canny Resistance: At 5th level and at every 6 levels thereafter all allies within 30’ of an anatomist gets a +1 bonus to all saving throws. If he is frightened, panicked, paralyzed, stunned, unconscious the ability does not end, but the bonuses do not resume until the disabling condition is removed.

Surgical Strike: At 20th level an anatomist can kill a foe with a single blow. Whenever an anatomist successfully confirms a critical hit, he makes an Anatomical Edge Roll against his target. If that roll succeeds that foe is either brought to -1 hit point or is slain as the anatomist wishes. Creatures immune to critical hits cannot be affected.

Comments?

HH


Hockey_Hippie wrote:
Ellington wrote:

Well, to call it a new class isn't really fair. It's more of a ranger redux, with changes to areas I didn't like. I'm not a fan of favored enemies or terrains, since I'm not a fan of situational bonuses, especially ones that are as massive as favored enemy. I took out most of the stuff that has anything to do with nature, and there's no spellcasting either. I feel as if this gives the class greater flexibility to fit into various settings.

The combat style is no longer a focus on a type of weapon but rather a style of fighting.

The class excels when fighting a small number of enemies and can easily bring a single enemy down in a short period of time.

This is the first draft, so go easy on it. If there are any suggestions or changes you'd like to see, please let me know.

Hit die: d10
Base Attack: Full
Class Skills:Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

** spoiler omitted **

Quarry (Ex)

Once per day, a hunter can designate a single target within line of sight as his quarry as a swift action. The target remains the hunter's quarry until reduced to 0 or fewer hit points or until the hunter designates
a new quarry, whichever occurs first. The hunter adds his Wis bonus (if any) to all attack...

I like the general idea of this class. He feels bountyhunterish (which I've always thought missing from the core classes and might be a better name for him).

I would be interested in seeing his weapon/armour proficiences. I suspect though that the weapons would be one handed or smaller, armour would be light and there would be no shields for a couple of reasons. He needs to be light on his feet and be able to travel lightly as a...

You should also consider leaving Endurance in there as a feat. For someone who needs to be as mobile at a moment's notice as he does, being able to sleep in your armour without penalty is very handy to have.

HH


Ellington wrote:

Well, to call it a new class isn't really fair. It's more of a ranger redux, with changes to areas I didn't like. I'm not a fan of favored enemies or terrains, since I'm not a fan of situational bonuses, especially ones that are as massive as favored enemy. I took out most of the stuff that has anything to do with nature, and there's no spellcasting either. I feel as if this gives the class greater flexibility to fit into various settings.

The combat style is no longer a focus on a type of weapon but rather a style of fighting.

The class excels when fighting a small number of enemies and can easily bring a single enemy down in a short period of time.

This is the first draft, so go easy on it. If there are any suggestions or changes you'd like to see, please let me know.

Hit die: d10
Base Attack: Full
Class Skills:Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

** spoiler omitted **

Quarry (Ex)

Once per day, a hunter can designate a single target within line of sight as his quarry as a swift action. The target remains the hunter's quarry until reduced to 0 or fewer hit points or until the hunter designates
a new quarry, whichever occurs first. The hunter adds his Wis bonus (if any) to all attack...

I like the general idea of this class. He feels bountyhunterish (which I've always thought missing from the core classes and might be a better name for him).

I would be interested in seeing his weapon/armour proficiences. I suspect though that the weapons would be one handed or smaller, armour would be light and there would be no shields for a couple of reasons. He needs to be light on his feet and be able to travel lightly as a whole, he also needs to keep his maneuverability in tight quarters (taverns are what I'm thinking, see below)and he needs to remain unnoticed (nothing screams 'look at me' like a big ass or fancy-schmancy weapon).

I would give him the following class skills: Bluff, Diplomacy, Sense Motive in addition to those he has. The reason for this is that many a trail is first found in an idle conversation over a tankard of ale. This is not to say every Hunter needs to be a gladhandler, but the option should be there.

I do like the Skirmish fighting style though would like to see some progression in movement after attack as you go up in levels.

I'm wondering if there is anyway to convert sneak attack style to ambush style as that to me is more in line with his build than sneak attack (IE he wouldn't sneak up on his quarry as much as let his quarry unknowingly walk up to him). Perhaps as part of an ambush fighting style build (to counter an increase in movement after attack for the Skirmisher Fighting Style) you could give him a progression of increasing penalties to his quarry to noticed him/his ambush as he goes up levels.

Anyway, those are just some thoughts I have looking at your guy. Hope it helped.

HH


After yet more discussion and comments, here is the latest version of the anatomist. Appraise has been added, not so much because the class are great bargainers of any repute, but simply because with their knowledge they are not likely to be fooled. Two more abilities have been added: 'Canny Resistance' and 'Mass Canny Resistance'

Among those who have been involved in the discussion, it's felt that the anatomist is close to being ready for playtesting (which will no doubt trigger a bunch of changes). However anyone who seeing any inconsistencies in language/phrasing to the Paizo template please, by all means say something.

Anyway, here goes:

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 years of disciplined study have also made him a fountain of knowledge. Armed with his findings and that knowledge, the anatomist makes for a valuable asset to have at hand in any interrogation.

Role: The mere fact that anatomists spend much of their time cutting up the dead does not make them the best candidate for social situations regardless of where they are. Most people avoid them out of habit simply because they are too much a reminder of their own mortality. That said, for those of strong stomach, like a group of adventurers who have seen their share of entrails, an anatomist’s medical expertise, general knowledge and well developed observation skills can be an asset to a party not to be overlooked.

Alignment: Any non-chaotic

Hit Dice: D8

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills: Appraise, Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12

Level Special

1st Organ Storage, Keen Senses, Anatomical Expertise, Anatomical Edge, Calculating Defense
2nd Poison and Disease Resistance +2, Precision Bleed
3rd Bonus Feat, Canny Resistance, Know Your Enemy
4th Anatomical Edge, Mass Anatomical Edge, Cold Logic
5th Precision Bleed, Mass Canny Resistance
6th Poison and Disease Resistance +4, Bonus Feat
7th Anatomical Edge, Mass Anatomical Edge
8th Precision Bleed, Cold Logic
9th Bonus Feat, Canny Resistance
10th Anatomical Edge, Mass Anatomical Edge, Poison and Disease Resistance +6
11th Precision Bleed, Mass Canny Resistance
12th Bonus Feat, Cold Logic
13th Anatomical Edge, Mass Anatomical Edge
14th Poison and Disease Immunity, Precision Bleed
15th Bonus Feat, Canny Resistance
16th Anatomical Edge, Mass Anatomical Edge, Cold Logic
17th Precision Bleed, Mass Canny Resistance
18th Bonus Feat
19th Anatomical Edge, Mass Anatomical Edge
20th Surgical Strike, Precision Bleed, Cold Logic

Class Features

The following are class features of the anatomist.

Weapon and Armor Proficiency: Anatomists are proficient with all simple weapons plus the rapier. They are also proficient with light armor, but not with shields.

Anatomical Research: The anatomist derives all of his abilities from his study of remains. To that end he must spend two hours a day examining a cadaver or organs and recording the results of his research in order to keep his class skills. Should he not be able to do this he loses all class skills and bonuses derived from them until he has an opportunity to put in his allotted research time.

Organ Storage: Starting at 1st level, an anatomist can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level.

Keen Senses: Anatomists receive a +2 bonus on Perception Skill Checks.

Anatomical Expertise: An anatomist adds half his level (minimum 1) to Heal Skill Checks made to make an Anatomical Edge Roll.

Anatomical Edge: At 1st level, an anatomist can take a swift action to attempt an Anatomical Edge roll when in battle against his Heal Skill. If he rolls above the DC of 15+ opponents HD, he receives a +1 bonus on Attack Rolls, Damage Roll and +1 Dodge Bonus to AC. Damage done by Anatomical Edge bypasses any Damage Reduction. At every 3 levels after 1st, these bonuses increase by 1 up to 7 at 19th level. He may attempt Anatomical Edge a number of times a day equal to his Intelligence Modifier. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatonist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Calculating Defense: At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.

Poison and Disease Resistance: At 2nd level, an anatomist gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

Precision Bleed: Starting at 2nd level an anatomist with this ability can cause living opponents to bleed with a successful hit. This attack causes the target to take 1 additional point of damage each round for each successful hit. At every 3 levels after 2nd, this bonus increases by 1 up to 7 at 20th level. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bonus Feat: At 3rd level, and at every three levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. These feats are in order: Sickening Critical (3rd), Exhausting Critical (6th), Staggering Critical (9th), Deafening Critical (12th), Blinding Critical (15th), Stunning Critical (18th).

Canny Resistance: At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.

Know Your Enemy: At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.

Mass Anatomical Edge: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Edge bonus 3 levels lower than his current class level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatonist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Cold Logic: At 4th level, an anatomist can add any one relevant knowledge skill modifier (DM’s discretion) to any one Sense Motive Check. If the check is successful, he may continue to add the same knowledge skill modifier to up to two follow-up questions in the same line of questioning. At 4th level, an anatomist can use this ability once per day. At 8th level and every four levels thereafter, the anatomist can use this ability one additional time per day.

Mass Canny Resistance: At 5th level and at every 6 levels thereafter all allies within 30’ of an anatomist gets a +1 bonus to all saving throws. If he is frightened, panicked, paralyzed, stunned, unconscious the ability does not end, but the bonuses do not resume until the disabling condition is removed.

Surgical Strike: At 20th level an anatomist can kill a foe with a single blow. Whenever an anatomist successfully confirms a critical hit, he makes an Anatomical Edge Roll against his target. If that roll succeeds that foe is either brought to -1 hit point or is slain as the anatomist wishes.

Thoughts?

HH

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