The Anatomist - 5th Version


Homebrew and House Rules


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 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 social situations 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, an anatomist’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

Starting Wealth: 4d6 × 10 gp (average 140 gp)

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

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12

Level Special

1st Organ Storage, Keen Senses, Anatomical Expertise, Anatomical Edge, Calculating Defense
2nd Poison and Disease Resistance +2, Precision Bleed
3rd Bonus Feat, Canny Resistance, Know Your Enemy
4th Anatomical Edge, Mass Anatomical Edge, Cold Logic
5th Precision Bleed, Mass Canny Resistance
6th Poison and Disease Resistance +4, Bonus Feat
7th Anatomical Edge, Mass Anatomical Edge
8th Precision Bleed, Cold Logic
9th Bonus Feat, Canny Resistance
10th Anatomical Edge, Mass Anatomical Edge, Poison and Disease Resistance +6
11th Precision Bleed, Mass Canny Resistance
12th Bonus Feat, Cold Logic
13th Anatomical Edge, Mass Anatomical Edge
14th Poison and Disease Immunity, Precision Bleed
15th Bonus Feat, Canny Resistance
16th Anatomical Edge, Mass Anatomical Edge, Cold Logic
17th Precision Bleed, Mass Canny Resistance
18th Bonus Feat
19th Anatomical Edge, Mass Anatomical Edge
20th Surgical Strike, Precision Bleed, Cold Logic

Class Features

The following are class features of the anatomist.

Weapon and Armor Proficiency: Anatomists are proficient with all simple weapons plus the rapier. Due to the fact that they use their hands for delicate procedures they may not use unarmed attacks or weapons that directly use their hands to deal damage such as brass knuckles or gauntlets. They are also proficient with light armor, but not with shields.

Anatomical Research: The anatomist derives all of his abilities from his study of remains. To that end he must spend two hours a day examining a cadaver or organs and recording the results of his research in order to keep his class skills. Should he not be able to do this he loses all class skills and bonuses derived from them until he has an opportunity to put in his allotted research time.

Organ Storage: Starting at 1st level, an anatomist can cast Gentle Repose as a spell-like ability a number of times per day equal to 3 + his class level.

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

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

Anatomical Edge: At 1st level, an anatomist 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 +2 bonus on Attack Rolls, Damage Rolls and +2 Dodge Bonus to AC on opponents of that creature type. At every 3 levels after 1st, these bonuses increase by 1 up to 8 at 19th level. He may attempt Anatomical Edge a number of times a day equal to his 3+Intelligence Modifier. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Calculating Defense: At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.

Poison and Disease Resistance: At 2nd level, an anatomist gains a +2 bonus on all saving throws against poison or disease. This bonus increases to +4 at 6th level and then again to +6 at 10th level. At 14th level, an anatomist becomes completely immune to poison and disease.

Precision Bleed: Starting at 2nd level an anatomist with this ability can cause living opponents to bleed with a successful hit with an attack by a piercing or slashing weapon. This attack causes the target to take 1 additional point of damage each round. At every 3 levels after 2nd, this bonus increases by 1 up to 7 at 20th 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.

Bonus Feat: At 3rd level, and at every three levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. These feats are in order: Sickening Critical (3rd), Exhausting Critical (6th), Staggering Critical (9th), Deafening Critical (12th), Blinding Critical (15th), Stunning Critical (18th).

Canny Resistance: At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.

Know Your Enemy: At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.

Mass Anatomical Edge: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Edge bonus 3 levels lower than his current class level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The anatomist must participate in the combat to grant these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Cold Logic: At 4th level, an anatomist can add any one relevant knowledge skill modifier (DM’s discretion) to any one Sense Motive Check. If the check is successful, he may continue to add the same knowledge skill modifier to up to two follow-up questions in the same line of questioning. At 4th level, an anatomist can use this ability once per day. At 8th level and every four levels thereafter, the anatomist can use this ability one additional time per day.

Mass Canny Resistance: At 5th level and at every 6 levels thereafter all allies within 30’ of an anatomist gets a +1 bonus to all saving throws. If he is frightened, panicked, paralyzed, stunned, unconscious the ability does not end, but the bonuses do not resume until the disabling condition is removed.

Surgical Strike: At 20th level an anatomist can kill a foe with a single blow. Whenever an anatomist 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 anatomist wishes. Creatures immune to critical hits cannot be affected.

Comments?

HH


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...


tom olson wrote:

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.

1. Bummer.

2. I am starting to agree with you there. I'm fairly sure in the next version the Dodge bonus will get dropped from AE if only because Monks top out at a +5 bonus to AC and as written, the anatomist currently tops out at +8 + Calculating Defense. That said, I'm not sold on dropping the AC bonus altogether.

3. As I understand the spell Gentle Repose, it stops the sample/corpse from rotting until the spells effect wears off and then it starts to go skunky. Ergo, an anatomist, even a 1st level one, should be able to keep fresh samples on hand by making sure he uses the SLA on the same sample every 23 hours.


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...

Hey Hippie,

I like the aspect of change with the character and the want to have the pc played correctly, that is why I feel that AE would be good to be benefitted from AR, giving the bonuses to combat after your Anatomist has dissected/autopsied the species in question, making sure to write down findings, then using those towards AE of a certain type you previously studied (therefore making the bonuses much more viable).

It would also add to people wanting to make a character who wants to do so more as well, anyhow I also feel that beefing up his heal skill through AExpertise, is not bad...but add Skill Focus: Heal to it, then it makes it that he'll "NEVER" miss his heal check roll...not saying that's bad, but something to think about, and make sure you bring to the open that certain attacks wont work against constructs.

Hope I didn't peev ya off too much,
Deuces.


Chrine wrote:

I like the aspect of change with the character and the want to have the pc played correctly, that is why I feel that AE would be good to be benefitted from AR, giving the bonuses to combat after your Anatomist has dissected/autopsied the species in question, making sure to write down findings, then using those towards AE of a certain type you previously studied (therefore making the bonuses much more viable).

It would also add to people wanting to make a character who wants to do so more as well, anyhow I also feel that beefing up his heal skill through AExpertise, is not bad...but add Skill Focus: Heal to it, then it makes it that he'll "NEVER" miss his heal check roll...not saying that's bad, but something to think about, and make sure you bring to the open that certain attacks wont work against constructs.

I'm wracking my brain as to how to take a bit of an edge off of those AEx rolls but it seems that the 'DC of 15', the '1/2 class level' and 'HD' are all standards in PF equations of this type. A DC of 18 would probably balance it out a bit more as it would negate the advantage an anatomist would get by taking Skill Focus: Healing, but it goes against accepted practice. If anyone has any suggestions I'm listening.

As far as the constructs factor, I'll have to look that clause up.

HH

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