| 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 touchattack 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.
Improved Contort:, The Anatomist can stretch his limbs to gain a reach bonus of +5ft.
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.
| SmiloDan RPG Superstar 2012 Top 32 |
You might want to clean up some of the spelling and grammar errors; it makes it a little hard to understand what you mean.
One healing power I thought of was a "lesser vampiric touch" ability that heals 1 hit point per die of damage of the Blood Touch ability.
Maybe with a full-powered vampiric touch ability later on (6th or 8th level).
Maybe cause ability damage equal to 1 per Blood Touch damage die, again with improvements that act vampiric touchy.
You also might want to incorporate status effects, like sickened, fatigued, nauseated, and exhausted. Maybe dazzled, blind, deaf, maybe staggered, dazed, stunned, paralyzed?
Maybe swift or immediate actions that grant temporary hit points for 1 round? Kind of a limited use, multi-purpose damage reduction and energy resistance replacement.
Maybe a way to give energy vulnerability to a target, while possibly gaining energy resistance yourself?
Maybe a way to graft different body parts on you, or replace body parts with others? Kind of like a self-Frankenstein thing.
| northbrb |
You might want to clean up some of the spelling and grammar errors; it makes it a little hard to understand what you mean.
One healing power I thought of was a "lesser vampiric touch" ability that heals 1 hit point per die of damage of the Blood Touch ability.
Maybe with a full-powered vampiric touch ability later on (6th or 8th level).
Maybe cause ability damage equal to 1 per Blood Touch damage die, again with improvements that act vampiric touchy.
You also might want to incorporate status effects, like sickened, fatigued, nauseated, and exhausted. Maybe dazzled, blind, deaf, maybe staggered, dazed, stunned, paralyzed?
Maybe swift or immediate actions that grant temporary hit points for 1 round? Kind of a limited use, multi-purpose damage reduction and energy resistance replacement.
Maybe a way to give energy vulnerability to a target, while possibly gaining energy resistance yourself?
Maybe a way to graft different body parts on you, or replace body parts with others? Kind of like a self-Frankenstein thing.
thanks, i think i can work with those
| northbrb |
Adrenaline Rush: the Anatomist gains a number of temporary hit points as a standard action equal to half their Anatomist level plus their Con modifier, if the Anatomist doesn’t take any damage these temporary hit points go away at the end of their next turn.
Pressure points Attack: The Anatomist can give up one of their Blood Touch damage dice for an additional effect that last for a number of rounds equal to the number of dice given up. These effects are deaf, blind, mute, stunned.
Improved Pressure Points: this ability functions as per the Pressure Points Attack healing power but the Anatomist gains access to new effects. These effects are nauseated, fatigued, dazed. This power requires the Pressure Points Attack healing power.
how do these work?
im not sure what level to set these powers at so any input on what level these should be would be appreciated.
| Liporteryu |
Ok just a few, its important to note the environment that this class will be used in.
3.PF or 3.Xe?
Campaign mode: deadly, dangerous, hard, normal, easy, walk in the park
Party structure: less magical healing, more nuking, more melee, more ranged
Next, a few comments I have made for myself (if I were to play this class myself)
I am a min-maxer as a PC, though I try not to be, and I can understand how to break the game with almost any class ability:
Blood touch: infinite healing or infinite damage, is this a Sp Su or Ex? is there any downside for using this ability.
My suggestions version 1: change this ability to times per day equal to twice char level or tied to something which grows as the charter does.
My suggestions version 2: change this ability to have a downside, such as transfer of wounds only to another creature, so you could do up to 10d6 damage if you had that much damage on you in the first place (also able to heal party non-infinitely, by transferring their wounds to you). Consider creating a multiplier in this case so the ability is not too weak.
My suggestions version 3: make a spell like ability usable only in touch range so that this is a lot like a melee caster spell. In this case you don't really need to change the uses per day or the damage.
Exploit weakness: the intension of this ability is lost for me, and to have this ability to only work on crits is too much like the other crit feats and energy burst weapons.
My suggestions version 1: change intent to be, exploits any available weakness the creature has such as low ability scores / skill checks / save in combination with another activated ability. So for example, you would get to use this ability on any attack, spell, special ability, or skill check against another creature; an exploit weakness attack could use the creature's lowest ability score replacing DEX for AC, a spell could use the creature's lowest save vs the DC, a special ability could use the creatures lowest check vs the DC, and a skill check could potentially use a lower other related skill check vs your skill check. (this is the most creative part of the class, this will make your created class shine)
My suggestions version 2: make the ability itself work to disable an advantage for the creature, such as regeneration, a successful check with this ability means that for 1 round the creature looses one Su Sp or Ex ability (not all, differing DCs for each). This also means it replaces your attacks and other actions, but this is a very innovative and small price to pay to be able to kill a tarasque.
Everything else looks great, I mean they give the character flair and the ability to stand out.
| Liporteryu |
See my comments for Exploit Weakness above.
Next, weapons:
should be all simple and a few exotic and martial.
the flavor of the class is alot like a combat medic / kung fu artist, so lets try taking all the monk weapons and adding it to the platter, then add in all knife / doctor based weapons:
kukri + dagger + spiked dagger + saw (find equivalents) + surgical instruments
Its not as big of a concern, however, the shield proficiency should probably be droped, and the armor should go to heavy - justification would be due to the idea that the anatomist utilizes 2 hands to do the fun work, but typically uses superior protection incase of mishap.
| Liporteryu |
Sorry about our disagreement on exploit weakness, I was just thinking based on the title that it should be a constant effect.
Either way, I'd suggest to rename exploit weakness to something like "Critical Exploitation".
However Lets improve blood touch for a bit here:
Current Blood touch (Su): ½ CL+WisMod uses per day, Will save DC= 10 + ½ CL+WisMod negates, treated as a touch attack, 1d6 per 2 CL no energy / damage type (can either heal or hurt any creature).
Proposed Blood touch (Su): usable WisMod number of times per day (minimum 1) on each single living creature to do 1d6 per 2 CL positive or negative energy, will save DC = 10 + ½ CL+WisMod negates, treated as a touch attack.
This change will make this ability more viable for combat and not really break healing conventions. Also adding the negative / positive energy convention makes good sense for this ability.
| northbrb |
i agree with you on the damage/healing descriptor on blood touch and i will change it to count as positive/negative energy damage.
i think i prefer my set up for times per day but thank you for your ideas.
any other ideas/comments or help would be appreciated also any ideas for some more healing powers would help a bunch.
| Liporteryu |
As for additional healing powers:
add a healing power to resist / remove ability damage
add a healing power to lend a healing power to another individual (would only work for a certain number of times per day or rounds per day)
add a healing power which emulates the deathkneel ability
add a healing power to reduce damage taken of a particular type
as for the rest of the class, it looks fine, maybe its time to play test?