| northbrb |
so i am looking for some final touches on my Anatomist base class, i need help flushing out the weapons the class gains as well as around 10 more healing powers if not more for the class.
i like what i have built for the class so far, i just need to finalize it so any and all help will be much appreciated.
| northbrb |
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, War Razor, 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, Devine 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 and he must poses the Resist Poison Healing 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 blood touch 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 Blood Touch 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 Blood Touch uses to use this power. The Anatomist must be 14th level to take this power.
Bleed Touch: When the Anatomist uses his Blood Touch ability the subject to the damage takes bleed damage equal to the number of dice of the Blood Touch.
Contort, The Anatomist can stretch his limbs to gain a reach bonus of +5ft.
Improved Contort: The Anatomist gains a bonus to Acrobatics and Escape Artist equal to half his level, he can also move through passages and open spaces one size smaller than him without penalty.
| Drodonis |
I know I'm perhaps pointlessly resurrecting a long dead thread here, but I've been looking for this sort of thing for a while now but only jUST managed the right search!
Anyway a few things caught my attention about the blood touch ability. Biggest issue I'm having is the multiple limitations on its use. You have to physically touch the target (presumably a touch or melee attack), have limited uses, and also the target gets a saving throw to resist. Not only does it seems mechanically off for such a core ability, by my understanding of the fluff it doesn't make a lot of sense. If it were my class, I'd likely ditch the numbered uses.
Fluff is another concern. Is this supposed you be thought of as spiritual, manipulating the flow of ki or life force or something within the body? Or is this a form of combat physician, using pressure points and altering the blood flow and oxygen pathways? I think it would be the latter, reminiscent of Xena and her signature pressure point move, but with greater focus and scope.
If I'm right about the concept, then there should also probably be reasonable to put in something about discernable anatomy, perhaps specifying the use as precision damage or even a new distinction of it requires the target to have a functional circulatory system for the moves to work.
That's all I've got while half asleep. If you're still out there, there's my thoughts.