
Hockey_Hippie |
I've tried fleshing out the special abilities a bit more and tried to be more Paizo consistent with the wording. The wording of Anatomical Advantage is based on the Inquisitor's Judgement ability; Precision bleed is based on Bleeding Attack from the Rogue; Bonus Feat is based on the Ranger's Combat Style Feat for example. Anatomical Masterpiece pulls wording from the Flesh Golem Creation template but I'm wondering if the stuff I have outside of it is too muddy. The Poison/Disease resistance/immunity ability has been re-named Noxious Innoculation (Thanks board :) ). I've also added a see/hear clause to Mass Anatomical Advantage, Mass Canny Resistance and Physiological Research special abilities.
As per usual, the board's input here is highly valued.
And so once more into the breach.
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, 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 Advantage, Calculating Defense
2nd Noxious Inoculation+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 Noxious Inoculation+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, Noxious Inoculation+6
11th Precision Bleed, Mass Canny Resistance
12th Cold Logic, Bonus Feat, Physiological Research
13th Anatomical Advantage, Mass Anatomical Advantage, Anatomical Masterpiece
14th Noxious Inoculation, 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 short sword and 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: The anatomist’s basic education teaches him how to properly store cadavers and organs so they do not rot over time. 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: The anatomist is trained to use all of his senses when determining what conclusions to draw from the samples he studies. Anatomists receive a +2 bonus on Perception Skill Checks.
Anatomical Advantage: Due to his extensive study of the forms of living things, the anatomist knows his opponents weaknesses. 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. 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: The anatomist’s prior scholastic research gives him insight as to what other forms of life are capable of in combat. At 1st level, an anatomist adds his Intelligence modifier to his Dexterity Modifier for the purposes of calculating AC and CMD.
Noxious Inoculation: 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.
Precision Bleed: The anatomist, because of his experience with surgical tools, is able to inflict wounds that cause an opponent to bleed when using piercing or slashing weapons. Starting at 2nd level a successful hit 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: The study of cadavers and the observation of living organisms in combat allows the anatomist rare insight into their behavior when threatened. At 3rd level and at every 6 levels thereafter an anatomist gets a +1 bonus to all saving throws.
Know Your Enemy: The anatomist’s calculating mind allows him to determine when best to strike in combat. At 3rd level, an anatomist adds his Intelligence modifier to any Attack Roll made while flanking.
Cold Logic: Due to the many hours spent observing subjects under stress, the anatomist has become adept at picking up on the signs they give off when they are telling the truth and when they are lying. 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. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.
Bonus Feat: The anatomist’s insight into the location of vital organs of his opponents allows him an increased chance to deal critical damage. 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, he adds Staggering Critical and Deafening Critical to the list. At 16th level, he adds Blinding Critical and Stunning Critical to the list.
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. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.
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. Allies must be able to see and/or hear the anatomist to gain the benefits of this ability.
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 Heal check to bring the golem to life. He succeeds if his Heal check is equal to or greater than 15 + the target's hit die. Failure destroys the golem though an anatomist may attempt to create a new flesh golem if he wishes. 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 or an Owlbear beak
Claw 1d4x2: Grizzly Bear claws or Yeti claws
Climb 20’: Giant Spider tines or Giant ant tines
Constrict 1d6: Giant Scorpion ligaments or Choker ligaments
Special: Constrict is a secondary attack
Energy Attacks 1d6 of selected energy: Fire –Red Dragon glands (minimum age young) or Acid – Black Dragon glands (minimum age young) or Electric – Blue Dragon glands (minimum age young) or Frost – White Dragon glands (minimum age young)
Fast Healing 2: Hydra blood or Troll blood
Gore 1d6: Gargoyle horns or Minotaur horns
[b]Improved Natural Armour: +2 Natural Armour AC: Ankylosaurus skin or Xorn skin
Swim 30’: Sahuagin fins or 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, opinions/suggestions are welcome.
HH

Chrine |
Well I have been reading up and found out Flesh Golems can be bought at level 8 for 20,500, and was told that modifications and changes can be made to them for cheap as well.....need to look that up again, but if there is no mistake, maybe an alteration to price and what level can be gained at, whatever the case is, still looks like something I would play :)

Hockey_Hippie |
Well I have been reading up and found out Flesh Golems can be bought at level 8 for 20,500, and was told that modifications and changes can be made to them for cheap as well.....need to look that up again, but if there is no mistake, maybe an alteration to price and what level can be gained at, whatever the case is, still looks like something I would play :)
This is true, but that requires the use of spells. The increased price reflects the absence of the required spells. As for modifications, I really know nothing about that. If someone could point me to it on the SRD that would really help me.
HH

tom olson |
1. 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.
2. 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?
3. 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.
4. 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!

Hockey_Hippie |
1. 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.
2. 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?
3. 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.
4. 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!
1. Through the Organ storage ability, Anatomists can keep cadavers and organs fresh and rot free, therefore giving them something to study on a daily basis
2. Not all things die from the sword. Historically, far more die from disease or sicknesses producing toxins in the body than anything. His exposure to these things over time has built up a tolerance to them in his body.
3. As it states in the ability, his studies of cadavers and his observation of living things in combat combined with his education and training to spot such details gives him this.
4. The price is there as a substitute for the lack of spells. In a practical sense, the extra money is used for chemicals etc needed to provoke a re-action which would re-start the heart.
HH