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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!


Hi, its me again.

I have a few questions for you, iffen you don't mind. First, as I said before, its a good idea, it needs to be play tested.

1. Weapon Prof - Why the rapier? Did all anatomists learn to use the rapier in school? I understand how it is in the flavor of the class, but why does everyone of them get that?

2. 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.

3. 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?

4. 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.

5. 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!


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.

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...


This is a great idea for a specialist. I think initially its a well balanced idea. This is an explorer who can handle themselves yet looks at medicine and science with equal importance. It would fill a gap for those who want to be more of a forensic type and would add more to the game from the gm standpoint as they can put more toward the mystery solving aspect.

I would go further into the descriptions, as while its a good start, its a bit vague.

In the end, it needs to be played and measured, but its a great idea.

Hockey_Hippie wrote:

I hope the powers that be are ok with me starting a new thread here. Anyway, he is the new, new improved version. I've changed the name to be more reflective of both the times and his general purpose as a class. I've added in the critical feats, extended Precision Bleed back to 2nd level, juggled Poison and Disease Resistance a bit, subtracted bluff and diplomacy from the class skills and added a new special ability called 'Cold Logic'(Thanks for the name Ex, you know who you are). Just a reminder that I've used the Cleric's BAB/Save/ATT/Round progression

Without further ado:

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 socialite of the year 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...