The Coroner Class


Homebrew and House Rules


I have never attempted anything like a class design before so here goes nothing. I used the cleric's template as far as BAB, ATT/Round and Saves. Sorry in advance for the non-formatted table. I thoroughly expect to get blown up for this by someone so please allow me to duck first. Here it is:

Coroner

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 coroner 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 his research on to his allies. But he is more than that. A coroner’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 coroner makes an implacable foe when interrogating a suspect.

Role: The mere fact that coroners 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 adventurers who have seen their share of entrails, a coroner’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

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

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +0 +2 Organ Storage, Anatomical Expertise, Keen Senses, Anatomical Edge
2nd +1 +3 +0 +3 Poison and Disease Resistance +2
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Anatomical Edge
5th +3 +4 +1 +4 Poison and Disease Resistance +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5 Anatomical Edge, Mass Anatomical Edge
8th +6/+1 +6 +2 +6 Poison and Disease Resistance +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Anatomical Edge, Mass Anatomical Edge
11th +8/+3 +7 +3 +7 Poison and Disease Immunity, Precision Bleed
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8 Anatomical Edge, Mass Anatomical Edge
14th +10/+5 +9 +4 +9 Precision Bleed
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10 Anatomical Edge, Mass Anatomical Edge
17th +12/+7/+2 +10 +5 +10 Precision Bleed
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11 Anatomical Edge, Mass Anatomical Edge
20th +15/+10/+5 +12 +6 +12 Surgical Strike

Class Features

The following are class features of the coroner.

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

Organ Storage: Starting at 1st level, a coroner can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level. A coroner needs to spend two hours a day studying remains and writing down his findings in order to keep his class skills.

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

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

Anatomical Edge: Starting at 1st level, a coroner 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 Rolls 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. He may attempt Anatomical Edge a number of times a day equal to his Intelligence Modifier.

Poison and Disease Resistance: At 2nd level, a coroner gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 11th level, a coroner becomes completely immune to poison and disease.

Mass Anatomical Edge: Starting at 7th level a coroner may as a swift action grant all allies within 30’ his Anatomical Edge bonus 6 levels lower than his current class level.

Precision Bleed: Starting at 11th level a coroner 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. This bonus increases to 2 at 14th level and 3 at 17th 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.

Surgical Strike: At 20th level a coroner can kill a foe with a single blow. Whenever a coroner 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 coroner wishes.

Let me know what you folks think (ducking now).

HH

Dark Archive

I liked it. It was an interesting read. Of course, I'm a fan of having fewer base classes though. Other than that, it was good.

Dark Archive

way too many dead levels. its bleed comes in way too late to be impressive.

its a nice start, but needs some boosting


Name Violation wrote:

way too many dead levels. its bleed comes in way too late to be impressive.

its a nice start, but needs some boosting

Thanks for the comments (both of you). It didn't hurt as much as I thought it would :)

The thing with the bleed is like the Anatomical Edge, both go through any damage reduction. I wasn't sure that if I started Precise Bleed earlier I might be making that kind of damage in this class too overpowering. By 19th level the coroner does an automatic 10 points of damage each hit that goes through damage reduction. I haven't been up in those levels too often, if at all, so I don't know if that is too high, just right or too low? If it is too low, I could always start the Precise Bleed earlier.

Would really appreciate some input there.

As well, one of the things I was considering was giving the Critical Feats as bonus feats up the ladder (though they wouldn't need to fill all the pre-reqs for them) probably in this order in the empty levels:

Sickening Critical (3rd)
Exhausting Critical (6th)
Staggering Critical (9th)
Deafening Critical (12th)
Blinding Critical (15th)
Stunning Critical (18th)

What do you think of that?

(Ducking)

HH

Dark Archive

the bleeding doesnt stack, so they only take 3 bleed a round, at 20th level. compair to the rogue ability, bleeding critical, or even the feat that adds a d4 bleed damage to an unarmed strike. 3 bleed is nothing after like 7th level.

i'd compare a lot of what this can do to an inquisitor or a rogue, and this falls way short of either of those.

Grand Lodge

I don't see this as an adventuring class.

In fact I don't see any point of this class at all. Not that many fantasy kingdoms are going to have a regular forensics dept.

Also many seem to forget that there is a class for people with skills that aren't adventurerers but do specialised work.

It's called the Expert and it's main function is that it gets a good allotment of skill points and can choose 10 skills to designate as class skills.


LazarX wrote:
Not that many fantasy kingdoms are going to have a regular forensics dept.

Agreed. And probably 'Coroner' is too modern of a term for this class. Probably 'Anatomist' might be a better term as I do not see this as being a member of PF:CSI. Rather, this is a class that because of their vast knowledge of how human (and other) bodies work are able to turn that knowledge into a tactical advantage in combat.

There is/was a secondary role as an investigator/interrogator but after chatting with others and your entry, I may be overstating/overfeaturing that.

Working on a re-do now. Will post soon.

HH

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