
northbrb |

I am still working on this class and some of the abilities dont have a level to them, any comment would be nice thank you.
The Anatomist
The Anatomist is Knowledgeable in all the workings of a living creatures body and learns to use this knowledge to help or hinder as he sees fit. The Anatomist uses the natural flow of the bodies systems and architecture to manipulate to his will healing or inflicting great damage of even holding the power of death in his hands.
Hit Dice 1d8
Alignment: Any
Proficiency’s : All Simple Weapons , Medium Armor, And Shields
Skills 6+Int: Bluff, Craft, Diplomacy, Disguise, Heal, Knowledge (Nature), Knowledge (Religion), Linguistics, Perception, Profession, Sense Motive, Slight of Hand, Spell Craft, Survival
Base Attack Bonus: 3/4
Good Save: Will
Bad Save: Fortitude, Reflex
1. Channel Energy 1d6, Brew Potion, Anatomist
2. Healing Power,
3. Poison Use
4. Healing Power
5. Channel Energy 2d6
6. Healing Power
7. Divine Health
8. Healing Power
9. Channel Energy 3d6
10. Healing Power
11. Exploit Weakness
12. Healing Power
13. Channel Energy 4d6
14. Healing Power
15. Timeless Body
16. Healing Power
17. Channel Energy 5d6
18. Healing Power
19.
20. Healing Power, Deadly Channel
Channel Energy: As a standard action the Anatomist heals or deals damage as he sees fit equal to 1d6 every other odd level a number of times per day equal to 3+ the Anatomist Wis modifier, Will save negates DC= 10 + Wis + 1/2 Anatomist level, To Channel Energy the Anatomist must touch the person.
Brew Potion: the Anatomist Gains the Brew Potion Feat for free
Anatomist: The Anatomist adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Poison Use: The Anatomist is trained in the use of poison and starting at 3rd level, cannot accidentally poison themselves when applying poison to a weapon.
Divine Health: At 7thlevel, an Anatomist is immune to all diseases, including supernatural and magical diseases.
Exploit Weakness: At 11th level, the Anatomist learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration , the creature loses regeneration on the round following the critical hit and can die normally during that round (if the creature’s regeneration can be bypassed). Finally, if the Anatomist deals energy damage to a creature with vulnerability to that energy type, he deals +1 point of damage per die rolled.
Timeless Body: At 15th level, An Anatomist no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Anatomist still dies of old age when his time is up.
Deadly Channel: Starting at 20th level, An Anatomist can set up vibrations within the body of another creature that can thereafter be fatal if the Anatomist so desires. He can use this Deadly channeling attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the Anatomist strikes successfully and the target takes damage from the blow, the Deadly channeling attack succeeds. Thereafter, the Anatomist can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his Anatomist level. To make such an attempt, the Anatomist merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the Anatomist’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Deadly channeling attack, but it may still be affected by another one at a later time. An Anatomist can have no more than 1 Deadly channeling in effect at one time. If an Anatomist uses Deadly channeling while another is still in effect, the previous effect is negated.
Healing Power:
Resist Poison +2, The Anatomist gains a resistance to poison saving throws equal to +2, this ability may be taken up to three times. The Anatomist must be 4th level to take this power.
Poison Immunity, The Anatomist becomes immune to all forms of Poison. The Anatomist must be 12th level to take this power.
Fast Healing +1, The Anatomist gains the ability to heal damage as it comes to him, this ability may be taken up to three times. The Anatomist must be 6th level to take this power.
Die Hard, The Anatomist gains the Die hard feat without needing to meet the prerequisites.
Remove Disease, The Anatomist may cure diseases when he uses one of his channel energy uses as the remove disease spell.
Lame, When the Anatomist attempts a channel energy attack against a foe he can injure one of his enemy’s limbs, as part of the channel energy attack the Anatomist may choose to harm a leg or arm, when he does this the foe makes an additional save to resist the damage to his limb. The foe makes a fortitude save dc= 10+½ the anatomist level+ wis modifier, if the save fails he loses either the use of one of his arms (usually his primary arm) or one of his legs resulting in the foe to move at half speed, this ability functions for a number of rounds equal to 3+ the anatomist wis modifier. On a successful save the foe still takes the channel energy damage but still retains use of his limbs.
Raise Dead, The Anatomist has learned how to bring those that were dead back to life, by using one of his uses of Channel energy the Anatomist restarts the heart and flow of blood to a corps, this ability functions as the raise dead spell. The Anatomist must be 18th level to take this power.
Triage, The Anatomist can sense the life force of those around him and can tell how close to death they are, this ability functions as the deathwatch spell.
Regeneration, The Anatomist learns how to control his body so well he can even force it to heal parts of his body that were once lost, the Anatomist can reattach lost limbs and even regrow them. The Anatomist must use one of his Channel energy uses to use this power. The Anatomist must be 14th level to take this power.

northbrb |

no offense taken, basically i did use many abilities that other classes gained but only because it worked towards the idea of the class, the big reason i only set the channel energy to half as high as the cleric was because they do both positive and negative energy not just one type.
i would like to get your opinions on some of the healing powers and what different ones i could add as well as something to give the class a 19th level.
if you have any other comments or questions let me know.

Felgoroth |

I'd almost suggest getting rid of channel energy and have them focus more on the ability to buff/debuff people or something like that. Maybe give them something similar to stunning fist? Like an ability that lets them stick people with acupuncture needles or something and it can heal people, reduce opponents base speeds, maybe at higher levels reduce ability scores. I don't know, just an idea.

Quandary |

It's just derivative of existing classes, no offence, but you don't see Paizo making a Class with some Fighter features and some Barbarian features, they make Classes with NEW roles and mechanics.
I think I understand the role you're going for here, but the combo of abilities makes me think it's much better to just make it a PrC requiring Cleric (or Channel Energy if Healing Foci Oracles get that) and Monk, and giving some progression in each 'sphere', like Arcane Trickster, while allowing you to focus on ACTUALLY unique and synergistic abilities. I think that could actually be a very viable PrC, particularly in terms of party role.

northbrb |

I'm pretty much stuck on the channel energy ability but it is worth noting that it is not a magical effect for this class, it only functions against one person and requires a touch attack also i will be renaming it.
i am working with one of my friends with the class and will probably repost it as a new thread but till i do that any suggestions or ideas are welcome.

Hockey_Hippie |
I am still working on this class and some of the abilities dont have a level to them, any comment would be nice thank you.
You might consider adding a bit of vivisection skills to him (the practice of subjecting living animals to cutting operations, esp. in order to advance physiological and pathological knowledge), though you'd probably tick off your share of Druids and Rangers.
Not sure how you would work the mechanic, but it does seem like something this guy would do. He also might be good at prosthetics. Not everyone out there can afford a high end cleric spell. And it could help cover expenses in downtime, at least until he gets to 14th level and can take regeneration. Diagnosis/treatment (different diseases/poisons) also might be something to look into, forensics as well. You might even think about psychology, though those who live with mental illness to this day suffer from myths and misunderstandings even in the medical perception, so how much knowledge would be available at that time in that field is probably very questionable. Might save a couple of 'witches' though.
HH

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This is really close to the idea I had for a new base class. My idea was based of the Bonemender book series. The "bonemender" could heal others by sending her mind into the patient's body and giving the injured one strength to heal naturally while speeding that healing and working to reduce any scars that might develop.
She is also a mundane doctor, which is important. She needs to know how the body, diseases, infections, bacteria, and other injuries like internal bleeding work.
I'll be giving this class a close look over for inspiration, if you don't mind.

SmiloDan RPG Superstar 2012 Top 32 |

OK, so the anatomist is basically a healer and de-buffer, right?
Maybe give it the ability to remove and bestow conditions, kind of like the paladin's mercies.....and whatever the opposite of mercy is. Spite?
In addition to bestowing negative conditions (slowed, dazed, stunned, paralyzed, sickened, nauseated, blinded, poisoned, deafened, diseased, panicked, frightened, shaken, not stirred, etc.), maybe invent some new debilitations, like penalties to caster level checks, concentration checks, actual caster levels, save DCs, etc. etc.

Zotpox |

First off I think that this is a concept that would function better as a prestiege class than as a base class, something with 3 or 5 levels maby.
Second the scope for this is farely limited, say to healing clerics, alterationist and grafting mages, druids, and psionists, and finaly nucromancers for the maghic types and taxidermists, surgens/barbers, and embalmers for the non maghic types.
Thirdly the abilities for an anatomist should provide bonuses mostly for skill checks and boosts to the special abilities provided by the above classes or circumstances spesific to the above classes.
Alternatly anatomist could be a skill that provides a sinergy bonus to heal, surgery, and grafting.