
Hockey_Hippie |
After conferring with a couple of folks, some things have been changed. First off, the Dodge AC bonus has been removed from what is now called Anatomical Advantage (was called Anatomical Edge). It has been moved to a new ability called Physiological Research and thereby down-balanced somewhat. A clause has been added to Anatomical Advantage which makes it non-compatible with the Monk's Flurry of Blows ability. Anatomical Expertise has been dropped completely. It was felt that between the Self-Sufficient and Skill Focus feats that leaving it in would be too broken. Keen Senses has been re-named Practiced Observation so as not to confuse it with the racial ability. The Bonus Feat ability has also been changed and down-balanced. Finally a new ability has been added at 13th level called Anatomical Masterpiece which allows an anatomist to take advantage of his lifetime of studying the humanoid form and how it works by constructing one flesh golem (and only one) without the use of magic (instead relying on his knowledge of the body and it's workings among other things). As noted earlier, this class uses the Cleric progression. Comments are welcome and encouraged.
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 Practiced Observation, trained by years of medical studies allows 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, Practiced Observation, Anatomical Expertise, Anatomical Advantage, Calculating Defense
2nd Poison and Disease Resistance +2, Precision Bleed
3rd Canny Resistance, Know Your Enemy, Cold Logic
4th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
5th Precision Bleed, Mass Canny Resistance
6th Poison and Disease Resistance +4, Cold Logic, Physiological Research
7th Anatomical Advantage, Mass Anatomical Advantage
8th Precision Bleed, Bonus Feat
9th Canny Resistance, Cold Logic
10th Anatomical Advantage, Mass Anatomical Advantage, Poison and Disease Resistance +6
11th Precision Bleed, Mass Canny Resistance
12th Cold Logic, Bonus Feat, Physiological Research
13th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
14th Poison and Disease Immunity, Precision Bleed
15th Canny Resistance, Cold Logic, Anatomical Masterpiece
16th Anatomical Advantage, Mass Anatomical Advantage, Bonus Feat
17th Precision Bleed, Mass Canny Resistance, Anatomical Masterpiece
18th Cold Logic, Physiological Research
19th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
20th Surgical Strike, Precision Bleed
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. An anatomist still needs to account for transporting preserved organs. For the purposes of encumbrance, each organ weighs 2 pounds.
Practiced Observation: Anatomists receive a +2 bonus on Perception Skill Checks.
Anatomical Advantage: At 1st level, an anatomist can take a swift action to attempt an Anatomical Advantage 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 and Damage Rolls 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 Advantage 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.
Special: Due to the fact that they use their hands for delicate procedures this ability cannot be used in combination with the Monk’s Flurry Of Blows special ability.
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.
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.
Cold Logic: At 3rd 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 3rd level, an anatomist can use this ability once per day. At 6th level and every three levels thereafter, the anatomist can use this ability one additional time per day.
Mass Anatomical Advantage: Starting at 4th level an anatomist may as a swift action grant all allies within 30’ his Anatomical Advantage 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.
Bonus Feat: At 4th level, and at every four levels thereafter, an anatomist gains a bonus feat in addition to those gained from normal advancement, even if he does not meet the prerequisites. At 4th level he gains Critical Focus, At 8th level these feats must be taken from the following list: Sickening Critical and Exhausting Critical. At 12th level these feats must be taken from the following list: Sickening Critical, Exhausting Critical, Staggering Critical and Deafening Critical. At 16th level these feats must be taken from the following list: Sickening Critical, Exhausting Critical, Staggering Critical, Deafening Critical Blinding Critical and Stunning Critical.
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.
Physiological Research: Anatomists not only study the structures of living things but also how the parts of those structures work. At 6th level any ally (including the anatomist) within 30’ of the anatomist gains a bonus of +1 on Initiative and a +1 Dodge bonus to their AC. This range increases by 5’ for every 2 class levels beyond 6 to a maximum of 60’ at 18th level. At every 6 levels after 6th, this bonus increases by 1 up to 3 at 18th level.
Anatomical Masterpiece: At 13th level an anatomist’s knowledge of life in its many forms has advanced to the point that he may choose to create a flesh golem without the use of spells. The process to do this costs 100,000 GP and takes two weeks during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. As this is seen as an anatomist’s masterpiece he may only possess one flesh golem at any time. The pieces of a flesh golem must come from normal humanoid corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 GP are also required. Upon completion of this process he must make a successful Anatomical Expertise roll to bring the golem to life. Failure destroys the golem. An anatomist may attempt to create a flesh golem as often as he wishes but each attempt costs 100,000 GP and takes two weeks of work in a laboratory. At 15th level and every 2 levels thereafter up to 19th level an anatomist may add one of the enhancements below. He may only select any one particular enhancement once. The process to do this costs 50,000 GP and takes one week during which the anatomist must devote 8 hours a day to working on the golem in a laboratory. In addition to these costs, each enhancement requires an additional component detailed below.
-Bite 1d6: Barghest fangs; Owlbear beak
-Claw 1d4x2: Grizzly Bear claws; Yeti claws
-Climb 20’: Giant Spider tines; Giant ant tines
-Constrict 1d6: Giant Scorpion ligaments; Choker ligaments
Special: Constrict is a secondary attack
-Energy Attacks 1d6 of selected energy: Fire –Red Dragon glands (minimum age young); Acid – Black Dragon glands (minimum age young); Electric – Blue Dragon glands (minimum age young); Frost – White Dragon glands (minimum age young)
-Fast Healing 2: Hydra blood; Troll blood
-Gore 1d6: Gargoyle horns; Minotaur horns
-Improved Natural Armour +2 AC Bonus: Ankylosaurus skin, Xorn skin
-Swim 30’: Sahuagin fins; Skum fins
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 Advantage 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.
Again, comments, advice suggestions are most welcome.
HH

Roshan |

I would recommend cleaning up the phrasing a bit. Adding the descriptor text after each ability, form most of them, it seems like the (Ex) Extraordinary ability descriptor will give a little more insight to the manner in which your abilities work.
Here's an example of what I would do:
Anatomical Advantage (Ex): At 1st level, an anatomist can, as a swift action to attempt a Heal Skill Check. If his Heal check is equal to or greater than 15 + the target's hit die, he receives a +2 bonus on Attack and Damage Rolls against opponents of that creature's type. Every 3 levels after 1st, the bonuses both increase by 1 up to +8 at 19th level. If he is incapacitated or otherwise prevented from participating in the combat, the ability does not end, but the bonuses are not applied until he can once again participate in the combat. He may attempt Anatomical Advantage a number of times a day equal to 3 + His Intelligence Modifier. Once activated, this ability lasts the duration of the encounter.
This is an example, it might be just my opinion, but it looks a bit cleaner. Your Class idea is an interesting one, but it's bogged down by the redundant text.

Roshan |

Maybe change the name of the Poison and Disease Resistance ability to
Noxious Fumes (Ex): After years of being exposed to chemicals, both natural and artificial that go into preserving a body. The anatomist becomes all but immune to harmful substances. 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.

Hockey_Hippie |
Maybe change the name of the Poison and Disease Resistance ability to
Noxious Fumes (Ex): After years of being exposed to chemicals, both natural and artificial that go into preserving a body. The anatomist becomes all but immune to harmful substances. 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.
First of all, thanks for your suggestions. As far as wording goes, I tried to remain as consistent with Paizo as possible. In AA for example, I imported the text for the Inquisitor's Judgement ability. You version does feel cleaner to me, but I really don't know which way is right: Cleaner and inconsistent or looser but consistent. Help!
As for the second, you are right, it needs a better name, not sure about your selection given that poisons can be delivered a number of ways as can disease, but you are correct in saying that I do need to do something with it.
HH

Liporteryu |
Noxious inoculation (Ex): Through years of controlled exposure to dangerous chemicals, compounds, and mediums the anatomist slowly becomes immune to all but the most harmful of all substances and ailments. At 2nd level, an anatomist gains a +2 bonus on all saving throws against all poisons or diseases. 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.

Hockey_Hippie |
Noxious inoculation (Ex): Through years of controlled exposure to dangerous chemicals, compounds, and mediums the anatomist slowly becomes immune to all but the most harmful of all substances and ailments. At 2nd level, an anatomist gains a +2 bonus on all saving throws against all poisons or diseases. 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.
We have a winner!
Danke
HH

tom olson |
Hi, its me again.
I have a few questions for you, iffen you don't mind. First, as I said before, its a good idea, it needs to be play tested.
1. Weapon Prof - Why the rapier? Did all anatomists learn to use the rapier in school? I understand how it is in the flavor of the class, but why does everyone of them get that?
2. Anatomical Research - 2hrs every day seems extreme. So what if the anatomist gets married, and doesn't see any dead bodies all day long? Does he lose all of his powers? Granted adventurers see lots of dead bodies/or cause them as it were, but even adventurers don't dead people everyday.
3. Poison and disease resistance - why? Why is it that they get this. Do they fashion antitoxins and antibiotics? Why would they scientifically or magically get this ability?
4. Resistance on all saves - What does the anatomist do to give a resistance on all saves. Resistance = knowing most likely traps are coming? Im just asking for clarification.
5. Anatomical Masterpiece - Not sure how an anatomist gets the knowledge/power to understand how to bring life from nothing. I see how he/she can make a body look or physiologically do what is desired, but how is it that they know how to bring life from nothing and without magic, or deity assistance. Also, how does the 100k figure in? What is it that they are spending money on that would cost so much?
Thanks!