The Anatomist (almost finished)


Homebrew and House Rules


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 , Kukri, 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: ¾
Good Save: Will, Fortitude
Bad Save: Reflex

1. Blood touch 1d6, Anatomist
2. Healing Power, Medic
3. Blood touch 2d6,Poison Use
4. Healing Power
5. Blood touch 3d6
6. Healing Power
7. Blood touch 4d6, Divine Health
8. Healing Power
9. Blood touch 5d6
10. Healing Power
11. Blood touch 6d6, Exploit Weakness
12. Healing Power
13. Blood touch 7d6
14. Healing Power
15. Blood touch 8d6, Timeless Body
16. Healing Power
17. Blood touch 9d6
18. Healing Power
19. Blood touch 10d6
20. Healing Power, Deadly Channel

Blood touch : 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 ½ level+ the Anatomist Wis modifier, Will save negates DC= 10 + Wis + ½ Anatomist level, To Blood touch the Anatomist must touch the person.

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.

Medic: The Anatomist adds half their Anatomist level as a bonus to Heal, Knowledge (Nature), and Slight of hand checks.

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.

Devine 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 Anatomist 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 touch: 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 touch 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 touch attack, but it may still be affected by another one at a later time. An Anatomist can have no more than 1 Deadly touch in effect at one time. If an Anatomist uses Deadly touch while another is still in effect, the previous effect is negated. There is one other option this ability has and that is to resurrect a person who has been dead no longer than 20 day’s (I.e. as many days as the Anatomist has levels.)

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.

Sneak Attack: The Anatomist gains the ability to deal extra damage when ever his opponents leave them selves open, when ever his opponents lose there dex modifier to ac the Anatomist adds a bonus +1d6 to damage, The Anatomist may take this power as often as he wishes.

Contort, The Anatomist can stretch his limbs to gain a reach bonus of +5ft.

i still need to add like 10 more Healing Powers but i would like your opinions on this class.


i also should maybe make a larger list of weapons that they should get.


bump


no thoughts or opinions at all?

new Healing Power
Bloody Attack: An Anatomist with this ability can cause living opponents to bleed by hitting them with a Blood Touch. This attack causes the target to take 1 additional point of damage each round for each die of the Anatomist’s Blood Touch (e.g., 4d6 equals 4 points of bleed). 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.


this will be the last time i bump it.

i am planning on playing the class in a new game my group will be playing in and i just wanted some opinions on the class.

Liberty's Edge

northbrb wrote:

this will be the last time i bump it.

i am planning on playing the class in a new game my group will be playing in and i just wanted some opinions on the class.

I don't have the time to run over everything here right now as I am in class but later tonight I when I have a chance to sit down and review I will give it a once over. I have a friend who wanted to play a cleric with this kind of theme.


much appreciated


sorry, i will be using the class tomorrow and would really appreciate it if anyone could give me any thoughts


So glad I copied this before I tried to post it the 1st time. Ha! Fooled you post eating forum!

northbrb wrote:
Proficiency’s : All Simple Weapons , Kukri, Medium Armor, And Shields

I don't really understand why the Kukri is just randomly thrown in there, I'd add more than just the Kukri for martial weapons. I'm also assuming by medium armor you mean medium and light and by shields you mean all but tower shields.

northbrb wrote:
Blood touch : 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 ½ level+ the Anatomist Wis modifier, Will save negates DC= 10 + Wis + ½ Anatomist level, To Blood touch the Anatomist must touch the person.

So I'm assuming this is a touch attack based off the last line but just want to clarify that.

northbrb wrote:
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.

Understandable

northbrb wrote:
Medic: The Anatomist adds half their Anatomist level as a bonus to Heal, Knowledge (Nature), and Slight of hand checks.

I don't really understand the Sleight of Hand bonus at all and adding half your class level to 3 skills seems like a lot.

northbrb wrote:
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.

Understandable

northbrb wrote:
Devine Health: At 7thlevel, an Anatomist is immune to all diseases, including supernatural and magical diseases.

Understandable

northbrb wrote:
Exploit Weakness: At 11th level, the Anatomist learns to take advantage of any opportunity that presents itself. Whenever the Anatomist 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.

I understand taking the Inquisitors Wisdom to Knowledge checks, but this 1 I'm not to sure on.

northbrb wrote:
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.

Once again understandable.

northbrb wrote:
Deadly touch: 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 touch 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 touch attack, but it may still be affected by another one at a later time. An Anatomist can have no more than 1 Deadly touch in effect at one time. If an Anatomist uses Deadly touch while another is still in effect, the previous effect is negated. There is one other option this ability has and that is to resurrect a person who has been dead no longer than 20 day’s (I.e. as many days as the Anatomist has levels.)

I don't really like the fact taht they can will someone to die 20 days after they touch them. I'm also pretty sure you meant (DC 10 + 1/2 the Anatomist's level + the Anatomist’s Wis modifier) otherwise your monk levels make this ability pretty easy to make a save for :P

northbrb wrote:
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.

I'd almost make this a class ability but that's just me

northbrb wrote:
Immunity, The Anatomist becomes immune to all forms of Poison. The Anatomist must be 12th level to take this power.

If resist poison is going to be a power rather than a class ability for sure, I'd make it a prerequisite for this ability

northbrb wrote:
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.

I might make this able to take 5 times but that's just because I like to see increments of 2 or 5 :P

northbrb wrote:
Die Hard, The Anatomist gains the Die hard feat without needing to meet the prerequisites.

Understandable

northbrb wrote:
Remove Disease, The Anatomist may cure diseases when he uses one of his channel energy uses as the remove disease spell.

I'm assuming you mean your blood touch ability and not channel energy

northbrb wrote:
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.

Once again, I'm assuming you mean your blood touch ability and not channel energy but I've always felt there aren't enough abilities like this in D&D.

northbrb wrote:
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.

I think this should have an evil requirement as I'm pretty sure the spell is considered evil (if not disregard this)

northbrb wrote:
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.

Is this at will or a number of times per day?

northbrb wrote:
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.

This is nifty, I'd make it 1-3/day though.

northbrb wrote:
Sneak Attack: The Anatomist gains the ability to deal extra damage when ever his opponents leave them selves open, when ever his opponents lose there dex modifier to ac the Anatomist adds a bonus +1d6 to damage, The Anatomist may take this power as often as he wishes.

I hate when people say this but, no, just no.

northbrb wrote:
Contort, The Anatomist can stretch his limbs to gain a reach bonus of +5ft.

I like this 1 a lot.


Well I am still working on their weapon list, much like the rogue the will have a small list of martial weapons that they are proficient with, as of right now the kukri is the only one I could think of.

Yes it is supposed to be a touch attack.

Well lets just remove the slight of hand from that ability.

Exploit Weakness just makes sense to me.

Well I felt the class needed a death ability and honestly I could not have come up with an ability that made more sense to me then the monks quivering palm ability, I tried to catch all the class references and tried to change them over to anatomist.

Well I think everyone has their own feel for what a class should get and how, I personally like the idea of resist poison being a power they can choose.

Yes I haven’t had a good chance to write in all of the prerequisites for their powers.

I would like to go with 5 times on the fast healing I was just worried about the power of it.

Yeah I mean blood touch, again I tried to rewrite all the terms over for the anatomist but I must have missed a few.

Well if raise dead is an evil spell then I think I would be fine with making it require evil.

What do you think the triage ability should function like, would it be ok for it to be at will or is that too powerful? Maybe put a level requirement on it.

Well they need to be 14th level before they can get it I am ok with it being always active.

So you don’t like the idea of them gaining a sneak attack as an option for their healing power?


You have given a class an unlimited use healing touch attack for free. Some groups would always have someone dip 1 level into this class just for that. It should be limited to a number of times per day at the very least.


thats not true, re read it, they can use it a number of times perday equal to 1/2 their level +their wis mod times perday.


northbrb wrote:
So you don’t like the idea of them gaining a sneak attack as an option for their healing power?

No it allows them to get the same sneak attack as a rogue 1 level after a rogue could, you could have 10d6


i will get rid of the sneak attack as i have realized if an Anatomist were to pick sneak attack for all of their healing powers then they would have 10d6 of their blood touch and 10d6 for their sneak attack.

i would how ever like to give them something that represents their ability to do precision damage like sneak attack but not as powerful.


what would you think BOUT A Healing Power that allows you to graft on parts of creatures to gain some of their special abilities, something like you graft on another creatures eyes to gain dark-vision or something similar.


the class wasn't finished enough to play yet so i want to get some ideas from you guys on some more Healing Powers.

any ideas?


last chance for opinions and ideas, i am definitely playing it this weekend and wanted to give you guys one last chance to put in your 2cp.


very last bump, sunday is when i use the class.

any thought or opinions?


There is a lot in this that needs to be changed. What's up with all of the rogue type abilities? Sneak attack, bonuses to sleight of hand, and the random kukri proficiency? Sounds to me like you're just trying to make something you'd enjoy playing rather than something that actually makes sense.


you really should have read the posts after the class. i removed the sneak attack option, i am still working on the weapon list, the kukri was the only weapon i could think of off the top of my head. a lot of the class does need some final touches that is why i am posting it on here so i can get some feedback.

the roguish aspects of the class just feels right for the class, the class deals with influencing and modifying the natural flows of the body so some stealthy and sly features just makes sense.


The Class worked out great for the first game i played with it but i wanted to get some ideas from you guys, i need to add some more weapons to their proficiencies. Also i need to come up with maybe 10 more healing powers.

any ideas or thoughts would be much appreciated.


northbrb wrote:

The Class worked out great for the first game i played with it but i wanted to get some ideas from you guys, i need to add some more weapons to their proficiencies. Also i need to come up with maybe 10 more healing powers.

any ideas or thoughts would be much appreciated.

War Razor.

Back in "the day" Barbers were also often surgeons.

Sounds like it could fit. Also...War Razors are cool--so there's a plus.


thanks for the help


any other thoughts?

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