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View Full Version : The Re-animator (D&D 3.5 Base Class) PEACH (WIP)



Dencero
2010-06-24, 08:44 PM
Alright, my first homebrew class.... Well, after seeing Kiren's Surgery Mechanics and watching the Re-animator Trilogy, I had this need to make a new base class. Thus, the Re-animator was born. I also ended up creating this class because of this new campaign I've developing, where Healing magic, such as Cure Light Wounds, can cure the body while poisoning the mind and resurrection magic tends to never end the way it was intended to. So I included the Doctor, but I wanted something a little more fun. One more reason to continue work on the Re-animator. I'll be working on this a lot, tweaking it and refining. If anyone here wants to help, you're more than welcome to.

Also, as a note, I know it ends as of now. It's a work in progress.

WARNING: Some pictures are not for the faint of heart or who hate to see blood. You've been warned.

http://iconsoffright.com/news/reanimator3.jpg

"It's really quite simple. All life is a chemical and physical process, correct? It stands to reason, then, that if one could find extremely fresh specimens and re-charge that chemical process, BANG, we have re-animation."
-Herbert West, Re-animator

Some lines aren't meant to be crossed. Some things should never be tampered with. There are some things in this world that should never be done. But some people are born to do these things. Thus enters the Re-animator; The maestro of the body and the conductor of life and death. Using nothing but their own will and intellect, the Re-animator creates special reagents that allows them to influence the forces of life and death. But how they use it is what really defines them. When given the power to control such powerful forces however they wish, some may decide to use it for the greater good.... While others may choose to become the master of the dead... Or God.

Adventures: A Re-animator is someone who spends most of their time brooding, spending days at a time locked in their labs, trying to perfect their reagent and achieve the pinnacle of Re-animation. But on occasions, Re-animators either want to or have to go into the field for one reason or another. While it could be a noble's request to bring back a recently deceased loved one or a town's plea to treat the sick and injured, a Re-animator is only doing it for one reason and one reason only; To further and perfect their life's work. That noble could be promising a large sum of gold which could be spent towards new chemicals. That town might not mind the bodies of their family members disappearing, chocking it up to the disposal of plague bodies.
Roleplaying Application: Always be thinking about how the situation could benefit you and your work. Work the angles and try to get what you want that could be the next step to a perfect reagent.

Characteristics: As a Re-animator furthers their studies, they begin to develop stronger and more useful chemicals to help them in their work, whether to help in the reanimation process or aid in surgical procedures. But as they delve more into the numerous possibilities of their own creation, they come to a realization; a breakthrough. These Breakthroughs are small at first, but in the end, they shape and define what the Re-animator truly is. But in then end, a Re-animator's power is not arcane, nor divine. It's science, plain and simple.
Roleplaying Application: You are not some powerful necromancer or vengeful warlock. You're a scientist. An experimenter. You ground yourself in reality, relying on your own two hands to do what you do. Don't let others label you as just another manipulator of higher powers. You are what you are. You are a Re-animator. Make sure they know that.

Alignment: Re-animators can come from a wide range of philosophies and ideals, but most tend to stick to some sort of neutrality, due to the fact they walk a very fine line between good and evil. While some Re-animators advance their work carefully, considering some of the moral implications and what could come out of the next Re-animation, others care little what others think about their work or the moral implications, using their reagent on whatever specimen they can get their hands on. But more or less, as Re-animators advance their work, they begin to see the world around them in a different light.
Roleplaying Application: You could start out as a Re-animator with many morals, many ideologies and a need to use your creation for good and to benefit all of those around you. But as you delve deeper and deeper, you stop thinking about the greater good and start moving on to perfection, regardless of what it means to others. You could start seeing others around you less as friends and allies and more as potential test subjects just one bad battle away. You'll become colder and more distant as you advance if you bury yourself in your work. Are you willing to sacrifice friendship to perfect your elixir of life?

Religion: Re-animators are usually never religious. They ground themselves in science and reality, rarely looking to the divine for answers. On the off chance, however, some Re-animators work with certain churches when they share a common goal. And although very rare, some Re-animators claim to receive the idea for their reagents from new gods that exist in entirely new planes. And some Re-animators even go as far as to think that they have become a god themselves.

Background: Re-animators come from the new age thinkers, the ones who's theories seem borderline radical and almost blasphemous. To become a Re-animator is not as hard as it seems. A good understanding of the body itself and an above average grasp of chemistry is all that is needed to find the spark to become a Re-animator. Some become Re-animators by stumbling upon the key to reanimation by accident, an experiment turning out to be more than what was expected. Some Re-animators spend years researching the right combination of chemicals to trigger even a slight reanimation. But no matter where they come from, whether the highest noble or the lowliest commoner, a Re-animator is feared and usually hated. As such, they have to keep their secrets close to their chest and only share their discovery with those who they know they can trust.
Roleplaying Application: You weren't always a Re-animator. You had to have had some sort of epiphany at one point or stumbled upon the secrets to reanimation. Maybe you were a surgeon or mortician at first and then realized just how to stop death in it's tracks. But no matter how you stumbled upon it, you either know or have seen how people react to what you can do and work in secrecy. Maybe that town that wants you to cure their sick only know you for your surgical prowess and are clueless about your real line of work. Maybe the noble who hired you to bring their loved one back only knows what you can do because of the extensive spying on their part. And remember; Those who find out might want to do away with you. Keep your research safe unless you want to be burned at the stake.

Races: Almost any race that are capable of learning the sciences required to make the re-animation reagent can become a Re-animator. Although, primitive races and races that shun science as a whole are less likely to become Re-animators. Humans, though, are more likely than most races to become Re-animators.

Other Classes: Re-animators hold slight contempt for magic, arcane, divine or otherwise, seeing it as a crutch used by the weak. Re-animators can work well with others who are willing to accept his work for what it is and values those with intellect, intrigue, and an open mind. Re-animators don't work well around Clerics, Monks, or Paladins, who more often then not, see their work as an abomination. At their best, a Re-animator works well with others, healing and patching up the party on the fly. At their worst, Re-animators try to work the angles to get their own way and further their work. However, an open minded party might find the Re-animator's abilities more than useful.

Game Rule Information
Re-animators have the following game statistics:
Abilities: Re-animators rely heavily on their Intelligence score, using it to affect their reagents, create new chemicals, and craft certain tools to help them in their trade. Charisma is a must have in order to manipulate those around you and how your creations react in your presence. Wisdom affects how well a Re-animator can preform first-aid and surgical procedures, and as always, a high constitution and dexterity score help keep the Re-animator alive in battle. And while not necessary, some combat attributes might help when dealing with a creature who reacts violently when reanimated.
Alignment: Any non Lawful
Hit Die: d6
Table 1.1

Level BAB Fort Ref Will Special
1 +0 +0 +1 +2 Surgical Training, Reanimation, Novice Chemist, Calibration
2 +1 +1 +1 +3 Mortician's Touch, Anatomical Strike 1d6
3 +2 +1 +2 +3 Surgeon's Touch, Calibration
4 +3 +2 +2 +4 Corpse Crafter, Beginner Chemist
5 +3 +2 +3 +4 Breakthrough(Minor), Anatomical Strike 2d6, Step
6 +4 +3 +3 +5 Surgical Sabotage, Assistant, Laboratory
7 +5 +3 +4 +5 Journeyman Chemist
8 +6/+1 +4 +4 +6 Anatomical Strike 3d6
9 +6/+1 +4 +5 +6 Creation Undone
10 +7/+2 +5 +5 +7 Advanced Chemist, Leap
11 +8/+3 +5 +6 +7 Anatomical Strike 4d6, Breakthrough(Major)
12 +9/+4 +6 +6 +8 Research and Development
13 +9/+4 +6 +7 +8 Expert Chemist
14 +10/+5/ +7 +7 +9 Anatomical Strike 5d6
15 +11/+6/+1 +7 +8 +9 Research Facility, Bound
16 +12/+7/+2 +8 +8 +10 Master Chemist
17 +12/+7/+2 +8 +9 +10 Breakthrough(Groundbreaking), Anatomical Strike 6d6
18 +13/+8/+3 +9 +9 +11 Think Tank
19 +14/+9/+4 +9 +10 +11 Grandmaster Chemist
20 +15/+10/+5 +10 +11 +12 Pinnacle, Death Strike
Class Skills (6+ Int modifier per level): Alchemy, Bluff, Concentration, Craft,
Diplomacy, Disguise, Gather Information, Heal, Hide, Intimidate,
Knowledge (Anatomy), Move Silently, Profession(Mortician), Search, Sense Motive, Spot, Surgery, use rope

Weapon and Armor Proficiencies: A Re-animator is proficient with all simple weapons and light armor

Reanimation (Ex): The key to bringing the dead back to life. This ability can only be used with a reanimation reagent crafted by the Re-animator's "Chemist" ability. Whenever you possess at least one dose of the reanimation reagent, you may attempt to reanimated a creature that was once living (Only once living corporeal creatures with a circulatory and nervous system may be used. There is a time window of time in which a body can be reanimated. This time is equal to the Re-animator level multiplied by 2. This time can be extended using embalming agents, but after the time passes, the body cannot be reanimated. Any attempts to reanimate the body fail.) Whenever you preform the reanimation process, you must roll 1d100, add or subtract the modifiers from table 1.2 and see the result the reanimation had on the body. The required dose for the Reanimation process is listed in table 1.4. When preforming the injection, the action chosen on Table 1.2 provokes an Attack of Opportunity and take (Side Note; Anyone can use the reanimation reagent, but without the necessary training and knowledge, they take a -20 to the reanimation check) A creature reanimated using the Reanimation Reagent comes back with full HP and last until they are destroyed. They are not controlled by the Re-animator in anyway (Unless noted otherwise). Refer to sidebar one for the Reanimate Template.

http://analogmedium.com/blog/2006/09/Re-Animator3.jpg
A Reanimation gone bad
Table 1.2
Modifier|Injection Site
+5|Top of the Spinal Cord [5 Rounds]|
+1|Spinal Cord [Full Round Action]|
+0|Chest Cavity [Standard Action]|
-1|Major Artery/Vein (Brachial,Basilic,Femoral) [Move Action]|
-2|Injected Randomly [Swift Action]|

Modifier|Time Before Injection
+10|Last Minute|
+7|Last 5 Minutes|
+5|Last 16 Minutes|
+2|Last 17 Minutes|
+0|Last Hour|
-1|Last 12 Hours|
-2|Last 24 Hours|
-5|Last 72 Hours|
-10|Over 168 Hours|

Modifier|Damage to Body
+10|Scratchless|
-1|Environmental (Water,Heat,Cold,Animals,etc)|
-2|Environmental Extremes (Burned, Frozen,etc)|
-3|Missing Body Parts (Fingers,Eyes,Toes,etc)|
-4|Missing Limbs (Arms, Hands, Legs, Feet)|
-5|Massive Damage (Death by Bludgeoning, Slashing, Piercing, Magic, etc|
-10|Death by Critical Hit|
-30|Advanced Decomposition (Putrefaction, Black Putrefaction)|

Modifier|Miscellaneous
-1|Overweight/Underweight|
-2|Death by Poison|
-3|Spellcaster or possesses Spell-Like Abilities|
-4|Death by Disease|
-5|Psionic powers|

Modifier|Reanimation Conditions
+2|Done in Controlled Conditions|
-2|Done in Combat|

Modifier|Times Reanimated
+0|Has never been reanimated before|
-5|Has been reanimated once before|
-10|Has been reanimated twice before|
-15|Has been reanimated three times before|
--|This trend continues, the -5 penalty increasing for everytime they are reanimated again.|

Table 1.3
Roll|Result
1|The subject reacts violently to the reagent and violently explodes. Creatures in a 10 foot area must succeed a Fortitude Save (DC 10+Creature's HD) Or are Nauseated for 1d4 Rounds.|
2-9|Reanimated Subject's most primal parts of their brain are reanimated, gaining +6 Strength/+6 Constitution/+6d6 Total Health and goes into rage, attacking anyone around them. They gain the Reanimated template and the following traits: Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), not at risk of death from massive damage, but when reduced to 0 hit points or less, they are immediately destroyed. Their intelligence and charisma score are reduced to one. They cannot use skills, special abilities, class features, or speak. They attack with their natural weapons and don't stop attacking until they are killed. Cannot be reasoned with.|
10-19|Reanimated Subject gains +4 Strength/+4 Constitution/+3d6 Total Health and is Hostile to Re-animator. They gain the Reanimated template and the following traits: Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), not at risk of death from massive damage, but when reduced to 0 hit points or less, they are immediately destroyed. They cannot use skills or class features. Their intelligence and charisma score are halved. They attack with their natural weapons and don't stop attacking until they or the Re-animator are killed.|
20-29|Reanimated subject gains +2 Strength/+2 Constitution/+1d6 Total Health and is confused, losing the ability to think rationally. The gain the Reanimated template and the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), They cannot use skills or class features, and their intelligence and charisma score are reduced by 1/4. Their attitude is indifferent to everyone around them, but when someone approaches them, a successful Diplomacy check is needed to interact with them. On a failed check, the subject becomes hostile to the person approaching, attacking them until they move at least 10 feet away from them.|
30-34|Reanimated Subject gains the Reanimated template and is Hostile to whoever killed them and will actively attack them until they die. It is very hard to get them to listen to reason, requiring a Diplomacy check (DC 25) to get them to listen. On a failed check, the Reanimates subject becomes hostile to anyone who tries to stop them, starting with the one who failed the diplomacy check.|
35-39|Reanimated subject is reanimated, but have their motor functions compromised. They gain the Reanimated template, take a -4 penalty to all skill, attack, and physical ability checks and have their total speed decreased by 5 feet. This damage can be reversed with a successful Heal Check (DC 20). Success means that subject will recover in a weeks time. On a failed check, the damage becomes irreversible. If not treated, it will go away on it's own in a month.|
40-44|Reanimated subject is reanimated, but has suffered damage to their fine motor skills. They gain the Reanimated template and if they try to make a physical skill check (Picking a lock, climbing a wall, crafting something,etc), they take a -2 to the check. They choose to spend and extra full round concentrating to preform the task without the penalty. A Successful Heal check (DC 18) can reverse the damage done to the subject. On a failed check, the damage becomes irreversible. If not treated, it will go away on it's own in 2 weeks.|
45-49|Reanimated subject is reanimated, but has suffered damage to their gross motor skills. They still gain the Reanimated template and take a -5 to their overall movement speed and a -2 to their reflex checks. A successful Heal check (DC 16) can reverse the damage done to the subject. On a failed check, the damage becomes irreversible. If not treated, it will go away on it's own in a week.|
50-54|Reanimated subject is reanimated, but their cells have taken damage, decreasing the rate they naturally heal. It takes twice as long for the subject to heal naturally.|
55-59|The reagent only takes half effect, reanimating the mind, but keeping the body in a state of flux between life and death. They do not gain the Reanimated template but do gain the following traits: Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity), as well as to fatigue and exhaustion effects, immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), not at risk of death from massive damage, but when reduced to 0 hit points or less, they are immediately destroyed. On top of that, the cellular chaos within the body causes the subject to take one point of constitution damage a day. This constitution damage can be repaired with a successful Heal check (DC 25)|
60-64|Creature is Reanimated and brought back to life the way they were before they died, retaining all of their mental functions and abilities, but still gain the Reanimated template. Although their mind is fully intact, their body is still in a state between life and death, which is subject to decay. The creature requires embalming agents in order to keep them from decaying and in order for them to function properly. See sidebar 2 for an in-depth description.|
65-69|Creature is Reanimated and brought back to life the way they were before they died, retaining all of their mental functions and abilities, but still gain the Reanimated template. The experience of the reanimation has physically and mentally scarred them for the rest of their lives. They require painkillers and an extra hour of sleep everyday in order to function properly. A successful Heal check (DC 23) can cure them of their need for the painkillers. See sidebar 3 for an in-depth description.|
70-74|Creature is Reanimated and brought back to life they were before they died, but still gain the Reanimated template. The Reanimation process has changed the creature's mentality, making it think it doesn't need to worry about death anymore. They take unnecessary and dangerous risks whenever they present themselves. See sidebar 4 for an in-depth description.|
75-79|Creature is Reanimated and brought back to life they were before they died, but still gain the Reanimated template. The Reanimation process has damaged their immune system and require a battery of anti-biotics to keep them healthy. A Successful Heal check (DC 24) strengthens their immune system, allowing them to live their lives without the anti-biotics. See sidebar 5 for an in-depth description.|
80-84|Creature is Reanimated and brought back to life the way they were before they died, retaining all of their mental functions and do not gain the Reanimated template. They do require additional injections of the Reanimation Reagent in order to keep themselves alive for the rest of their life. They develop not only a physiological need for the reagent to keep themselves alive, but also develop a psychological need for it to allow them to function. A successful Heal check (DC 25) allows them to live their lives without the physical need for the reagent, but they may still believe that they need it to live. See sidebar 6 for an in-depth description.|
85-89|The Reanimated subject is brought back to life with the reagent, acting as though they were exposed to a non-magical form of Raise Dead. An unexpected reaction causes the creature to resist the reagent, stopping them from being Reanimated again. A creature brought back this way cannot be subjected to the Reanimation ability, but can be brought back to life via other means.|
90-94|The Reanimated subject is brought back to life with the reagent, acting as though they were exposed to a non-magical form of Raise Dead. A creature brought back this way does not lose a level from the Reanimation, but does suffer from two points of constitution damage that can be regained.|
95-99|The reagent achieves almost perfect results. The Reanimated subject is brought back to life with the reagent, acting as though they were exposed to a non-magical form of Raise Dead, without losing a level in the process.|
100|Perfect Reanimation. What you have been hoping and working for. The Reanimated subject is brought back to life with the reagent, acting as though they were exposed to a non-magical form of Resurrection.|

Table 1.4
Required Doses|Creature's Size
1/16 Dose|Fine|
1/8 Dose|Diminutive|
1/4 Dose|Tiny|
1/2 Dose|Small|
1 Dose|Medium|
2 Doses|Large|
4 Doses|Huge|
8 Doses|Gargantuan|
16 Doses|Colossal|


Surgical Training: You have learned how to properly treat and heal without the use of magic. You can take ranks in the Surgery Skill and preform the surgeries as mentioned in (http://www.giantitp.com/forums/showthread.php?t=138517) by Kiren.

Novice Chemist: You have a grasp of chemistry above the average alchemist. You may craft any of the chemicals found in the Novice section.

Calibration: "Trial and error" is a phrase that the Re-animator lives by. From now on, every time you use your Reanimation ability, you gain a bonus on the Reanimation check equal to the number of times you have reanimated a creature after gaining this ability. The bonus only applies for the number of times you've previously reanimated a specific race of creatures. If the chain is broken, then the bonus is lost.
For example, Herbert West has used his Reanimation ability on 6 humans in the past week. For the first one, he did not receive a bonus. For the second one, he received a +1 bonus. For the third, he received a +2 bonus and so on and so forth. If he reanimates his 7th human, he receives a +6 to the Reanimation check. If he reanimates a half-elf on the other hand, he does not receive the +6 on the check and if he were to reanimate another human afterwords, the chain would be started again if he were to reanimate another human, granting a +1 to the reanimation check.

Mortician's Touch: Embalming a body is a skill. Embalming a body and then reanimating it is an art. You may now use the embalming agents in conjunction with your Profession(Mortician) skill to prepare bodies ahead of time for reanimation. Refer to the embalming agents for the necessary skill checks and effects.

Anatomical Strike: Spending so much time patching people up, you have learned how to hit the correct spots to hurt and incapacitate foes. Whenever a target is denied their dexterity modifier to AC or is flanked by the Re-animator, the Re-animator may then make an Anatomical Strike and deal additional damage as listed in table 1.1. The attack may be ranged or melee and the Re-animator may choose for the strike to deal lethal or non-lethal damage.
A Re-animator can only use their Anatomical Strike ability on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to the Anatomical Strike. The Re-animator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Surgeon's Touch: Your knowledge of anatomy and physiology can be useful when preforming surgeries. You may now add half of your Re-animator class level rounded up to any Heal or Surgery Checks on living subjects.

Beginner Chemist: Your ability to create chemicals and agents has gotten better. You may craft any of the chemicals found in the Beginner section.

Corpse Crafter: A reanimated creature's body is much different then that of a living creature's. As such, normal healers may find it hard, if not impossible to heal a reanimated creature. But it's not that hard for the Re-animator. You may now preform Heal and Surgery checks on Reanimated creatures.

Breakthrough (Minor): Whether through hard study or stumbling upon it, you have achieved a small breakthrough in a certain area of your Reanimation reagent. You may choose one breakthrough from the list below. You cannot change your choice after choosing.

Cellular Regeneration
While the Reanimation reagent was created to re-stimulate the central nervous system of the subject, it also has the power to excite tissue regeneration. You may spend 1/2 the time it takes to create a Reanimation reagent from the chemist lists to make a Healing Reagent. This Healing Reagent gives you half the doses it says you normally get from the original reagent and confers fast healing/X, where X is the grade of the reagent (1 Novice, 2 Beginner, 3 Journeyman, etc). It takes a standard action to inject a subject with the Healing Reagent and the effects happen within seconds. Although, like any good medicine, there are side effects. There is a 10% cumulative chance that everytime you take the Healing Reagent, you will become addicted to it. When you do become addicted to it, you become addicted to it for a week and during that time, you must make a will save (DC 10+1/2 Re-animator's Level+Re-animator's Int Mod+Healing Reagent Grade). If you fail the save, then you take a -1 penalty on all checks that stacks every time you fail the save. This penalty is removed if the subject is given the Healing Reagent. If a subject can go 1 full week without taking the Reagent, then they are no longer addicted.
Control
Some Re-animators find that the Reanimated creatures they make can turn into good servants, but hard to keep them in order. But as it turns out, the most simple solutions are the most brutal. You may preform a surgical procedure, listed below, to limit the Reanimated creature's cognitive abilities. A creature, living or reanimated, that has this procedure done to them has their intelligence and charisma score cut in half. After the procedure, a successful Bluff, Intimidation, or Diplomacy will make the Lobotomized creature listen to your every word and obey without question. You may control a number of Reanimated creatures equal to 4HD per Re-animator level. You can't control any Reanimated creature with HD the is twice your Re-animator level.

Full Frontal Lobotomy
Procedure:
First Incision: Time: Swift Action AC: 10+Natural Armor CPQ: None
Peeling Back the Forehead: Move Action AC: 5
Removing the Frontal Bone: Standard Action AC: 14
Severing the Connections to the Pre-frontal Cortex: Full Round Action AC: 18
Stitch veins: Time: Full Round Action AC: 18 CPQ: 8
Draining the Blood: Time: Standard Action AC: 8 CPQ: 4
Burn the Bone Together: Time: Standard Action AC: 14 CPQ: 5
Stitching the First Incision: Time: Full Round Action AC: 12 CPQ: 3
Complication Quota: 2
Complications: Infection, Hemorrhaging
Surgery End Vital Reduction: -10

Parts
http://1.bp.blogspot.com/_TnLmOe4ZzbY/SQnxAcgMzoI/AAAAAAAAA98/rUJ4mqILZSc/s400/reanimator_head.jpg
The body is nothing more than an assembly of parts. That stands to reason that these parts can also be affected by the Reanimation process. By following the guides in table 1.4 for dosage, you may bring to life body parts. This prevents the body part from decaying for 24 hours every time it is injected, but causes the part to become hostile to all, acting on primal instinct. Refer to the following list for the effects on what is reanimated and how it acts. It takes a successful Profession (Mortician) check to harvest a body part.

Arm

Overdose
http://www.slashfilm.com/wp/wp-content/images/reanimator-440x277.jpg
An overdose gone awry
The doses calculated for creatures before reanimation are precise. Too little and the reanimation doesn't take place. Too much and the results could be disastrous. But in some situations, an Overdose is the perfect option. Before injection of a subject for reanimation, you may choose to double the dosage, triggering an Overdose. After preforming an Overdose, the subject acts as though they had rolled 2-9 on the table. By tripling the dosage, the subject acts as though they had rolled a 1 one the table.

Refinement

By constantly filtrating, distilling, and refining your Reanimation reagent, you have found a way to increase the chance of a better reanimation. By devoting 4 hours to uninterrupted work, you may convert up to 3 doses of any grade of Reanimation Reagent, into 1 dose that adds a +10 to the total modifier of the reagent.


Step: Your work takes the first real step forward. Once a day, by devoting six hours to uninterrupted work, you may create a single dose of a special reanimation reagent. This Reanimation Reagent has been created with care and scrutiny, conferring a +20 bonus to the reanimation check. The material component cost is equal to 150 gold pieces worth of raw materials.

Journeyman Chemist: Your abilities as a Chemist have improved greatly since you first started. You may craft any of the chemicals found in the Journeyman section.

Surgical Sabotage: Your skills as a surgeon have gotten to the point where you can sabotage a person's health while it looks like you've cured them. At your desire, you may preform a Heal or Surgery check once a day. This check, instead of healing, harms the subject. For example, when making a Heal check to stabilize someone, you may use Surgical Sabotage to make it appear that they are stabilized, when in reality, they are still losing HP. For Surgery checks, you may automatically act as though you filled the Complication Quota and follow the rules of Complications, while having it appear that they are making a recovery. It takes an opposed Heal or Surgery check equal to or greater than your skill check made at the time. On a failed check, it becomes obvious that you are trying to do harm to the person.

Assistant: Sooner or later, your work attracts bright eyed apprentices, yearning to learn what you have to offer. At 6th level, you gain an NPC Assistant with as half as many Re-animator levels as you do, only to determine what grade chemicals they can make. Your Assistant works in your absence, creating the chemicals that they are qualified for at your request. The Assistant has half as many ranks in the skills required to prepare bodies and brew chemicals, but is still learning and prone to mistakes.
For example: Herbert West has taken on Howard Phillips as an Assistant. Before West leaves with the party, he instructs Phillips to create a batch of Reanimation Reagent and to embalm a Half-Elf female for Reanimation. Phillips rolls a 14 on the Alchemy check needed to make the Novice Reaniamtion Reagent, 2 more than he needs and an 11 on the Profession (Mortician) check to embalm the Half-Elf. He failed on the Embalming check, only embalming half of the body. Three days pass and West returns, finding the reagents created and the Half-Elf's body entering early signs of decomposition. What happens next to the Assistant is up to the Re-animator.

Laboratory: Re-animators are able to work almost anywhere as long as they have a roof over their heads. In a process that takes 6 Hours, you may set up a laboratory in any building that can be defined as a dwelling. After the Laboratory is set up, the Re-animator gets a +2 bonus on any Alchemy, Profession (Mortician), and Reanimation checks. To destroy a laboratory completely only takes an hour of ransack, which afterwords denies the Re-animator the bonuses on the checks. How an NPC reacts to the laboratory is up to the DM.

Advanced Chemist: You know how to create compounds the some alchemists have never even heard of. You may craft any of the chemicals found in the Advanced section.

Leap: One small step for the Re-animator, but one giant leap for science. Once a day, by devoting 12 hours to uninterrupted work, you may create a Reanimation Reagent that functions like a non-magical form of Raise Dead (Caveat: You can raise a creature that has been dead for no longer than one day per Re-animator level.) with material components equal to 300 gold pieces worth of raw materials. A creature brought back using this form of the Reanimation Reagent cannot be brought back using this same reagent again.

Creation Undone: You brought them into this world and you can take them out. Once per day, you may make an attack roll that automatically threatens a critical hit and use it in conjunction with your Anatomical Strike ability on a single Reanimated creature. This deals the amount of damage your Anatomical Strike normally does.

Breakthrough (Major): Your studies have lead to greater advancements in the development of your reagents. You may choose one breakthrough from the list below. You cannot change your choice after choosing.

Metabolic Acceleration

Requirements: Cellular Regeneration
With the right modifications, your Healing Reagent can be turned into a Metabolic Reagent that can keep the target's body working for 24 hours straight. The Metabolic Reagent can be created by devoting 4 Hours to uninterrupted work. When injected into a target, the Metabolic Reagent allows that creature to function for 24 hours without food, water, or sleep and confers a +X bonus to all skill and attribute checks, where X is the grade of the Healing Reagent used (1 Novice, 2 Beginner, 3 Journeyman, etc). The boost that the Metabolic Reagent comes with a price, making it even more addictive than the original Healing Reagent. There is a 25% cumulative chance that everytime you take the Metabolic Reagent, you will become addicted to it. When you do become addicted to it, you become addicted to it for two weeks and during that time, you must make a will save (DC 10+1/2 Re-animator's Level+Re-animator's Int Mod+Metabolic Reagent Grade). If you fail the save, then you take a -2 penalty on all checks that stacks every time you fail the save. This penalty is removed if the subject is given the Healing Reagent. If a subject can go two full weeks without taking the Reagent, then they are no longer addicted.

Flesh Crafter
http://analogmedium.com/blog/2006/09/Bride%20of%20Re-Animator%204.jpg
A little something created in a Re-animator's spare time

Requirements: Parts
Not only can separate body parts be reanimated, they can be combined to create some very interesting, if not macabre, creations. You may now craft any of the following creatures found below if you have all the required parts. To acquire the parts, you must make a successful Profession (Mortician) Check to harvest them. If they are not embalmed or are injected with a reanimation reagent, then they become useless in an hour.
COMING SOON

Mechanical Grafts

Requirements: Craft (Body Modification) 10 Ranks
Sometimes, body parts can't be saved, no matter how hard you try. In cases like that, it seems like the best course of action would be to remove the limb. But not to the Re-animator who has a knack for working around the problem and the right tools. If you come across a body that has limbs removed or has received massive damage to it, you may choose to undertake a procedure to replace the damaged or missing parts with Mechanical Grafts. By working for 6 hours without interruption and passing a Craft (Body Modification) check (DC 25), you may replace the damaged parts, making the body act as though it were Scratchless.

Reprocess

Requirements: Refine
Shakespeare once said that to "..gild refined gold, to paint the lily... Is wasteful and ridiculous excess." But Shakespeare never met a Re-animator before. Even though the Reagent has been refined thoroughly, it can still be reprocessed more. By devoting 8 hours to uninterrupted work, you may convert up to 2 doses of any grade of a Refined Reanimation Reagent, into 1 dose that adds a +15 to the total modifier of the reagent.

Dependency:

Requirements: Control
The easiest way to get someone to do what you want is to have them dependent on you. To better control those you reanimate, you create a special reagent that causes their physiology to crave your reagent. By spending 8 hours to uninterrupted work, you may create a batch of Reanimation Reagent of any grade, but when it reanimates a creature, that creature requires that reagent to function and will listen and obey the Re-animator to obtain their "fix". By doing this, the subject no longer needs to have a full frontal lobotomy preformed on them, allowing them to keep their intelligence and charisma score. The subject requires the dose every day to function and if they don't receive it, they take a -2 cumulative penalty to all skill, ability, and attack rolls. The reagent causes the subject to act as though they were under the effects of a non-magical form of "Dominate Person". With the following exceptions: There is no telepathic bond between you and your reanimated subjects, no duration for the bond, and the will save to resist the commands is 10+1/2 The Re-animator's level+Reagent Grade+Re-animator's Int Mod. The subject gets a cumulative -4 penalty to the roll for every day they do no receive the reagent.


Research and Development: Your work has attracted enough apprentices and assistants to the point where they are organized enough to be called an R&D Department. You now have an extra X assistants, where X is your charisma score. These extra assistants draw their Re-animator level and skill ranks from half of your original Assistant's level and ranks, as if they were his Assistants. They follow his orders when you instruct your Assistant to craft something, but will always listen to your orders.

Expert Chemist: Your creations are the stuff of dreams or far off nightmares. You may craft any of the chemicals found in the Expert section.

Research Facility: As your work grows, so should your workplace. Whenever you set up a Laboratory, the modifier to the bonuses increases to +4.

Bound: It's almost perfect. Almost. By devoting 18 hours to uninterrupted work, you may create a special Reanimation Reagent that functions like a non-magical form of Raise Dead, but without losing a level. (Caveat: You can raise a creature that has been dead for no longer than two days per Re-animator level.) A creature brought back this way instead loses 2 constitution points that cannot be regained in any way. A creature may be brought back to life multiple times by this Reagent, losing the 2 constitution points again in the process. The reanimation fails if the loss of Constitution lowers the target's constitution to zero. The material components for this Reagent is equal to 600 gold pieces worth of raw materials.

Master Chemist: The chemicals you make are terrifying and enthralling, curative and destructive, and at your command. You may craft any of the chemicals found in the Master section.

Breakthrough(Groundbreaking): You are treading where no man has ever gone before, exploring new and wild theories that are now coming to fruition. You may choose one breakthrough from the list below. You cannot change your choice after choosing.

Cellular Boost

Requirements: Metabolic Acceleration
Your research has led you to create a special form of the reagent that allows you to not only heal the target, but supercharge every cell in their body. By devoting 6 hours to uninterrupted work, you may create a single dose of this special reagent. When injected into a target, the subject is fully healed and gains Xd6 temporary health and X to all ability scores for the next 24 hours, where X is the grade of the reagent. After the 24 hours, the subject loses the bonus to the ability scores and takes 2 points of ability damage to all abilities. This ability damage can be removed with a successful heal check (DC 26). After the effects of the reagent wear off, the subject is automatically addicted to the Cellular Reagent and does not get a will save to resist. In order to remove the addiction, the subject must not receive any of the Cellular Reagent for exactly one month. Everyday, they must succeed a will save (DC 10+1/2 Re-animator's Level+Re-animator's Int Mod+Cellular Reagent Grade) or take 2 ability damage that does not go away unless the subject receives the Cellular Reagent. A subject cannot have an ability score reduced to zero this way.

To Play God

Your work has changed you. You no longer want to save lives, you want to create them.


Think Tank: With every new mind that enters your fold, you find that it's easier to develop new breakthroughs. You may choose one breakthrough from the Minor and Major groups and add them to your list of breakthroughs.

Grand-Master Chemist: The chemicals you make borderline science and venture into science fiction. You may craft any of the chemicals found in the Grand-Master section.

Pinnacle: Your blood, sweat, and tears have been poured into your work and the fruits of your labor have paid off. And they are sweet. Once a week, you may spend 24 hours to create a single dose of a special Reanimation Reagent that is unlike any other. Its makeup is completely pure, ensuring perfect reanimation in the subject. The reanimation reagent functions like a non-magical form of Resurrection (There must be at least 75% of the body that can be injected. A single part will not work. You can reanimate a creature that has been dead for no longer than 4 days per Re-animator level.) If there are any pieces missing, such as a limb or an organ, they simply regrow as the reagent takes effect. The process has no penalty to the target, but it does come with a price to the Re-animator. The pure strain and work put into creating this reagent taxes the Re-animator's body. After the 24 hours of work are over, the Re-animator's bodily age increases by one year. If a Re-animator enters a new age category because of Pinnacle, they receive the physical modifiers, but not the mental. (Example, Herbert West is 34 when he creates his first Pinnacle Reanimation Reagent. At the end, he ages one year and takes a −1 to strength, dexterity, and constitution, but does not gain the +1 to intelligence, wisdom, or charisma.

MORE TO COME SOON

Dencero
2010-06-24, 08:45 PM
Reserved for Reagents

Novice Chemicals
A slight step above Alchemy, these Chemicals can aid you in almost any situation.

Novice Reanimation Reagent:
Cost: 25 GP worth of raw materials
Alchemy DC: 13
*Creates 2 Doses
Takes 2 Hours to Craft

"Through careful study, research, and luck, you've stumbled upon the secret to bring the dead back to life. This green, viscous fluid glows slightly in the dark and though this Reagent is far from perfection, it's a step in the right direction. And a leap for mankind."

Reanimation Modifier: -5

Weak Catalyzing Reagent:
Cost: 10 GP worth of raw materials
Alchemy DC: 10

"Used by many Re-animators, a Catalyzing Reagent works in tandem with the
Reanimation Reagent, increasing the chance of success when reanimating a subject."

While a reanimation reagent normally gives a negative modifier to the reanimation roll, a catalyzing reagent is used to help the reaction that takes place in the body. Injecting this chemical into a body is an exact and tedious process, requiring time and patience to complete. Injecting the catalyst is a 1 minute action that provokes an Attack of Opportunity. After the injection is complete, the catalyst negates the penalties to the stand alone Reanimation Reagent injection and adds a bonus to the reanimation check. This Catalyzing reagent adds a +1 to the roll.

Weak Acid:
Cost: 5 GP worth of raw materials
Alchemy DC: 8

"Normally used in laboratory procedures, this acid had been taken outside of the lab with more practical purposes in mind."

Even though this acid does not have a low enough Ph to do life threatening damage, it still is strong enough to cause some some pain. This acid may be applied to an object as a move action, eroding it away. It deals 1d4 damage to the object for 3 rounds, ignoring hardness. It may also be thrown as a splash weapon. This attack is treated as a ranged touch attack with a range increment of 10 feet, dealing 1d6 damage to the target on a direct hit and every creature within 5 feet of where the acid hits takes 1 damage. A target hit directly with an acid who attempts to wipe it off takes another one damage from the acid. Only a half a gallon of water or exposure to a weak base is sufficient to successfully neutralize the effects of the acid.

Weak Base:
Cost: 5 GP worth of raw materials
Alchemy DC: 8

"Used in certain laboratory procedures, this base can be used both inside and outside of combat with interesting results."

One might not notice right away that they have a base on them, other than a slippery, slimy feeling on their skin. But after a while, the base works its way underneath the skin, reacting with the fats in the subcutaneous layers of the skin with caustic results. When a creature is initially exposed to a base, they will not realize what is happening unless they succeed an Alchemy Check (DC 15). If they do no realize what is happening and do not attempt to remove it, either with a cloth or water as a move action, they begin to take 2 damage the next round for the next 3 turns. During that time, the burning underneath their skin causes them extreme discomfort and a -1 to attack rolls and skill checks. It may be also thrown as a splash weapon. This attack is treated as a ranged touch attack with a range increment of 10 feet.

Novice Embalming Agent:
Cost: 10 GP worth of raw materials
Alchemy DC: 10

"Embalming is the practice of using certain chemicals to stop the decay of flesh to prepare for burial. When a Re-animator uses it, it becomes something to prepare for rebirth."

A new kind of Embalming Agent with potential, this concoction keeps the entire body (Or separate parts) fresh and free of any signs of decay for 24 hours without removing the blood in the process and without harm to the body. To embalm a corpse, a Profession (Mortician) check (DC 15) is needed to preserve the body or part. It takes an hour to complete the process on a full corpse and 10 Minutes for a single part. If this Embalming Agent is used on a living creature, they become Sickened for the next 24 hours if they fail a Fortitude save (DC 10+Re-animator's Int Mod+Embalming Agent Grade(Novice=1). For example, during combat, a Re-animator injects a Bandit with an Embalming Agent as a standard action, provoking an attack of opportunity. The Bandit fails the save and is rendered Sickened, taking a -2 Penalty on on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. He takes his AOO and misses the Re-animator.

General Anesthetic:
Cost: 14 GP worth of raw materials
Alchemy DC: 11

"Otherwise known as 'Knock Out Gas', this vapor has the power to render those who breathe it unconscious for a short period of time."

This anesthetic can be used in surgical procedures, knocking out the patient for the duration of the procedure itself without incurring the -10 penalty to the surgery check. A rag may be soaked with the chemicals that produce this gas, allowing for quick and easy application. When not used in surgery, this anesthetic may be used to knock out foes by succeeding a grapple check against them, smothering their face in the cloth. After succeeding the grapple check, the victim must succeed a fortitude save (DC 10+Re-animator's Int Mod+Anesthetic Grade(Novice=1) to resist falling unconscious for 1d4 hours. If they succeed, then they remain conscious, but the DC for the Fortitude save to resist the drug is increased by one the next round they are exposed to it. No grapple check is needed if the target is unable to defend themselves (Example; Asleep, Helpless, Disabled, etc)

Weak Steroid:
Cost: 9 GP worth of raw materials
Alchemy DC: 10

"Usually used in treatment for chronic wasting diseases, this very weak steroid has been modified to give the effects of accelerated muscle growth within the hour, giving a quick boost to performance and strength."

This steroid isn't the same you would find on the street. When someone needs something quick, like a boost of Strength, the Re-animator steps in with a syringe and a smile. When injected as a move action that provokes an Attack of Opportunity, the subject gains a +2 to their strength and dexterity score for the next hour. After the steroid wears off, then the subject loses the bonuses they gained from the steroid and are fatigued for the next 2 hours.

MORE COMING SOON

Dencero
2010-06-24, 08:46 PM
Reserved for Misc.

Profession(Mortician):

A mortician is someone with the knowledge to prepare someone's body for burial. They have an understanding of anatomy and the ability to preform autopsies when need be.

Sidebar 1
Reanimated[Template]

Brought back from the dead by the Re-animator's reagent, a Reanimated creature is a step forward in resurrection via non magical means. But for one reason or another, they usually come back wrong.

This template is applied to creatures who are brought back from the dead via the Re-animator's Reanimation ability.

Size and type: Size remains unchanged (Unless noted otherwise)
Hit Dice: All racial Hit dice (including those gain after the application of this template) become d12.
Armor class: Armor Class remains unchanged (Unless noted noted otherwise)
Base Attack Bonus: Remains unchanged
Special abilities: Same as base creature

Gains Toughness for Free

Reanimation Side Effects: The Reanimation Reagent, at first, is prone to failure and side effects. The result in Table 1.3 and any abilities that the Re-animator may have that affects the reanimated creature is added to The Reanimated creature and affects it as listed.

Dencero
2010-06-25, 09:22 AM
81 Views and no replies?

EDIT: 104 views and no replies?

Akal Saris
2010-06-25, 01:10 PM
Well, it's still only half-finished, so no surprise that there aren't many comments.

Some thoughts:
1. Reanimation appears to be the heart of the class, but it's a very complicated mechanic that has a high chance of going wrong, and being higher level doesn't really improve your chances of success. Meanwhile a cleric at level 5 can just cast Animate Dead and pay 200g or whatever the HD are and have a minion. Some questions: what action does it take to control a reanimated corpse? Do they last forever? Do they come back at full HP, 1 HP, or what? Does reanimating a creature cause an AOO? Is there a cap to reanimated creatures you can control?
2. The surgery rules are also very complicated, and while a cool idea, I wouldn't use them in a standard game where I could just use a heal kit or cure light wounds. So the limited usefulness of the surgery skill kind of hurts the character.
3. What are you supposed to do in combat? A full round action for +Xd6 damage (which scales very poorly) when you have a mage's BAB doesn't seem very useful. Are the chemist things your combat ability instead?

Dencero
2010-06-25, 01:50 PM
Well, it's still only half-finished, so no surprise that there aren't many comments.

Some thoughts:
1. Reanimation appears to be the heart of the class, but it's a very complicated mechanic that has a high chance of going wrong, and being higher level doesn't really improve your chances of success. Meanwhile a cleric at level 5 can just cast Animate Dead and pay 200g or whatever the HD are and have a minion. Some questions: what action does it take to control a reanimated corpse? Do they last forever? Do they come back at full HP, 1 HP, or what? Does reanimating a creature cause an AOO? Is there a cap to reanimated creatures you can control?
2. The surgery rules are also very complicated, and while a cool idea, I wouldn't use them in a standard game where I could just use a heal kit or cure light wounds. So the limited usefulness of the surgery skill kind of hurts the character.
3. What are you supposed to do in combat? A full round action for +Xd6 damage (which scales very poorly) when you have a mage's BAB doesn't seem very useful. Are the chemist things your combat ability instead?

1) The Re-animator base class, which I should add in the original post, is for a new campaign I've been working on. It's a tech/magic campaign where resurrection and healing magic come with a price, poisoning the mind as it heals the body. Being new to homebrewing, those things that you mentioned are just what I wanted. I plan on putting them in ASAP. Also, you may want to check out Re-animator, the movie. That's what I based it around. And one more thing: This isn't a Necromancer with potions. The Re-animator isn't bringing the dead back to life to make zombies, they're trying to go for full blown resurrection. That being said, you aren't really controlling, you're more of manipulating them. That's what those bluff, diplomacy, and intimidation checks are about.
2) Not just surgery, but heal as well. And as stated before, I will mention where this class is coming from.
3) And again, that's the input I need. I had it at a move action at first, which at the time (Midnight) seemed a little much. Now I'm thinking of it like a rogue's sneak attack doing the additional damage like that. The BAB is something I'm debating at the moment again and the chemist abilities play an important part in combat. Everything from temporary steroids, knock out gas, poisons, and other fun little toys.

Thanks for the input.

Dencero
2010-06-25, 08:58 PM
Okay guys, there's a reason why I posted what I had already instead of finishing it and then posting it. I was hoping to get a little feedback of what I had already, maybe some new ideas and changes I could make. Think I can get a little help here?

Kiren
2010-06-26, 10:38 PM
My surgery mechanic was incredibly bulky lol, still usable its good to see, I wish I could help further then what I have posted previously, but as for balancing I am not very much help.

Milskidasith
2010-06-26, 10:49 PM
First off: Why do you need a class feature to be trained in surgery? Just make it a class skill.

Anyway, this is absurdly complex and seems to have, not just a significant chance to fail the check to use its primary class feature, but a huge chance to wind up with a massive negative modifier to the check so you'd need a lucky roll just to not create a creature with huge penalties that decides to kill you.

It's also incredibly poorly worded... reanimation doesn't say what abilities the enemy retains or what your maximum re-animation is, which is pretty important, and it gets harder from there. I'll be honest, I didn't finish reading the class, because A: It's primary class feature is likely to try to kill you and B: When I read onward, I realized all your abilities seem to have a chance of killing you, and that's just frustrating for most campaigns. It might fit in your campaign if it's incredibly gritty (which I personally don't think D&D is well suited towards anyway) but it certainly won't fit in a standard campaign.

Dencero
2010-06-27, 06:41 PM
First off: Why do you need a class feature to be trained in surgery? Just make it a class skill.

Anyway, this is absurdly complex and seems to have, not just a significant chance to fail the check to use its primary class feature, but a huge chance to wind up with a massive negative modifier to the check so you'd need a lucky roll just to not create a creature with huge penalties that decides to kill you.

It's also incredibly poorly worded... reanimation doesn't say what abilities the enemy retains or what your maximum re-animation is, which is pretty important, and it gets harder from there. I'll be honest, I didn't finish reading the class, because A: It's primary class feature is likely to try to kill you and B: When I read onward, I realized all your abilities seem to have a chance of killing you, and that's just frustrating for most campaigns. It might fit in your campaign if it's incredibly gritty (which I personally don't think D&D is well suited towards anyway) but it certainly won't fit in a standard campaign.

1) I was going for complex. I like in-depth explanations and more work to a class. Makes it feel more rewarding. Anyone can be a fighter. Just pick some feats as you level up, get the right gear, and make sure you don't die. Simple.

2) Have you ever seen the movie Re-animator? Through the whole damn thing, every time a creature was re-animated they, more often than not, went into a rage and attacked whatever they could. It was only a blue moon chance that it actually worked and even then there were problems. It's a non magical form of Resurrection that the player can do right from level one, so I wanted to make sure there should be some drawbacks and a chance for it to go wrong. The modifiers I've got in right now are in the alpha stage, so there will be more. Also, of course it's poorly worded at the moment and needs revision, due to the fact that it's still in construction. Did you notice that? Now, I like criticism when it pertains to my work and where I can fix it, but when the entire thing gets criticized just because of a few things, without inputting anything constructive or how to change it to make it better, I don't know. That's where I get testy. Thanks anyways.

Milskidasith
2010-06-27, 07:32 PM
1) I was going for complex. I like in-depth explanations and more work to a class. Makes it feel more rewarding. Anyone can be a fighter. Just pick some feats as you level up, get the right gear, and make sure you don't die. Simple.

First off: D&D is complex already. There are huge amounts of options. Saying that making a D&D character is just "Pick feats, the right gear, and don't die" is like saying a stealth bomber is just "Take a plane. Make it hard to see. Bomb stuff."

Anyway, complexity for its own sake is bad design. Not only that, but yours is complexity without much choice; you can't even choose to enhance your ability to re-animate things.

I really can't say anything more than that; this class is going to be impenetrably complex if you insist on making the main class feature a handful of various modifiers and give class features that require more dice rolls at every interval just for the sake of being complex, without really even giving the extra options complexity is usually associated with.

Fable Wright
2010-06-27, 09:49 PM
All I can say before you finish is: do not let your reanimations go free, lest they form an assassination squad to take you out. :smallbiggrin::smalltongue:

Dencero
2010-06-28, 12:34 PM
All I can say before you finish is: do not let your reanimations go free, lest they form an assassination squad to take you out. :smallbiggrin::smalltongue:

Or you'll get torn to pieces like the original Herbert West. THANK YOU, finally someone who understands where I'm coming from. I'm going to fix the original re-animation table, space it out a bit, add more results and go from there.

I still want there to be a chance for it to go wrong. The whole premise of this class is to give the player an ability that they might think twice about using.

Dencero
2010-06-28, 08:16 PM
First off: D&D is complex already. There are huge amounts of options. Saying that making a D&D character is just "Pick feats, the right gear, and don't die" is like saying a stealth bomber is just "Take a plane. Make it hard to see. Bomb stuff."

Anyway, complexity for its own sake is bad design. Not only that, but yours is complexity without much choice; you can't even choose to enhance your ability to re-animate things.

I really can't say anything more than that; this class is going to be impenetrably complex if you insist on making the main class feature a handful of various modifiers and give class features that require more dice rolls at every interval just for the sake of being complex, without really even giving the extra options complexity is usually associated with.

Okay,
1) I said "Fighter", not character. Don't twist my words.
2) I made this complex not just because I like complexity, but because it seemed appropriate. All the other mechanics I tried didn't seem to live up to the Re-animator. I found that the more complex and in-depth I can make a class, the more I do it justice.
3) I added a new class feature before reading this and working a few new ones to increase the chance of a better reanimation. I was focused on fleshing out what I already had that I neglected new aspects. I threw away the old table, am working on a new one and new class features, breakthroughs, and chemicals that will increase the chances of a better reanimation.

If it's feeling as though I'm angry at the moment, it's because the way you've been wording your responses, it's sounding like your telling me that I should scrap what I've been working on and start completely new. I'm also still waiting on those constructive edits and critiques I had asked for while I constructed this, hoping that I'll get some advice and help I might need while building it, but all I'm getting from you is a lot of complaining and little input. Why is it?

Doctor Acula
2010-06-29, 06:24 AM
1) What made you decide to have your reflex and will saves progress at nonstandard rates?

2) I feel as if the surgery skill is prohibitively complicated, a good non-magical healing class you may want too look at the Doctor (http://www.giantitp.com/forums/showthread.php?t=111692) class. Note how they slowly add more capability too a skill we already know and understand.

3) While I have seen the movie for Reanimator(and I read the short story also, much better in my opinion) I would like to point out that the main character in the story is only beginning to dabble in the Reanimation process so I wouldn't call him a high level character. You should probably make Reanimation scale to become more likely of success as you increase in level

4) If you want people outside of your specific setting to use the class I suggest you look at what a cleric of the same level can do and scale off of that.

All in all I like the class, I would consider playing it if it ever became beneficial for the player and the story instead of only being beneficial for the story

Dencero
2010-06-29, 10:12 AM
1) What made you decide to have your reflex and will saves progress at nonstandard rates?

2) I feel as if the surgery skill is prohibitively complicated, a good non-magical healing class you may want too look at the Doctor (http://www.giantitp.com/forums/showthread.php?t=111692) class. Note how they slowly add more capability too a skill we already know and understand.

3) While I have seen the movie for Reanimator(and I read the short story also, much better in my opinion) I would like to point out that the main character in the story is only beginning to dabble in the Reanimation process so I wouldn't call him a high level character. You should probably make Reanimation scale to become more likely of success as you increase in level

4) If you want people outside of your specific setting to use the class I suggest you look at what a cleric of the same level can do and scale off of that.

All in all I like the class, I would consider playing it if it ever became beneficial for the player and the story instead of only being beneficial for the story

1) I really don't know why. Random numbers that felt right at the time. >.> That's the stuff I really need help with. What would you suggest the reflex and will progress at?

2) I had looked for a doctor class before, but nothing like the one you just showed me. I am quite tempted to take aspects of the Surgery skill I liked and ideas from this new class and make a new mechanic.

3) Ya, the short story was quite good. Sort on neutral ground when it comes to comparing the movie to the short story, maybe shifting slightly towards the story, idk. And yes, that's something I'm trying to be work more on. I added a series of abilities that I think are quite useful, along with a new chemical and have a few more in the making. I'm thinking about making it 50-50 right now, with an even chance of a success reanimation as there is a failure. Also, it just seemed appropriate to use Herbert West as the poster child for the Re-animator.

4) Hive mind going on here, because that's exactly what I was doing last night. At level 9, a Cleric gets the ability to use the spell Raise Dead. At 10th level, a Re-animator gains a non-magical form of Raise Dead that costs much less than the original spell.

Well, thank you very much for the input.

Doctor Acula
2010-06-29, 10:24 AM
I would suggest for the saves that you have a good will and a good reflex and a poor fortitude save, you can find the progressions for good and bad saves in your phb

Dencero
2010-06-29, 10:33 AM
I'm on it. Thanks again man.

Doppelganger
2010-06-29, 10:48 AM
Defenitly add more chemicals, as that seems what these guys do in combat. (throw chemicals around) I realy like the raise dead equivilant ability that you added. A questions though:
The largest penalty for time is +168 hours. So, can I reanimate (well, try to) a corpse that's three hundred years old and nothing but a skeleton with nerves and viens, and only take a -20? Maybe there should be a maximum time limit based on the re-animators level? There should also defenetly be some level of bodily harm you can't bring someone back from (without grafts/mechanical surogates)
Looks good on the whole though, and I can't wait to see the groundbreaking breakthrough.

Dencero
2010-06-29, 11:08 AM
Defenitly add more chemicals, as that seems what these guys do in combat. (throw chemicals around) I realy like the raise dead equivilant ability that you added. A questions though:
The largest penalty for time is +168 hours. So, can I reanimate (well, try to) a corpse that's three hundred years old and nothing but a skeleton with nerves and viens, and only take a -20? Maybe there should be a maximum time limit based on the re-animators level? There should also defenetly be some level of bodily harm you can't bring someone back from (without grafts/mechanical surogates)
Looks good on the whole though, and I can't wait to see the groundbreaking breakthrough.

The chemicals are what I'm saving for last. At first, they seem pretty harmless. But once you get to higher levels, you can make anything from Hydrogen Cyanide, Barbiturates, and even Sarin.

And you do have a point. I need people who can spot loop holes like that. I'll get to work on that and the maximum amount of time someone can be dead and a level of bodily harm. Thank you for the input.