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LordFluffy
2011-01-05, 07:23 PM
I built this class for a low magic world which has no clerics, bards, druids or wizards. The characters would be limited to 10th level, though I went ahead and statted his out to 20th.

So, without further ado:
Anatomancer

An Anatomancer is an individual who has studied the body and trained himself such that he may transfer his lifeforce to others, healing them. They are trained to dispense this with a minimum of prejudice, but some Anatomancers take this more to heart than others.

In addition to learning how to heal, Anatomancers train in skills that will allow them to survive as travelers and that learn ways to manipulate their own bodies to achieve great feats of strength and agility. They also become adept in inflicting the very ailments they are adept at healing.

Role: Anatomancers are healers. Some work one the battlefield. Some choose a life traveling from one area to another, healing hurts where they find them. Some are mercenary. Some choose to survive on the mercy of others.

While not defenseless, they are not the strongest combatants, their role in conflict usually coming after the fighting is done. They will take up the sword or staff when needed however; preventing harm is it’s own medicine.

Alignment: Any neutral
Hit Die: d8
Skill Points: 4 + Int Modifier
Class Skills: Concentration, Craft (including Alchemy), Diplomacy, Heal, Linguistics, Perception, Profession, Ride, Sense Motive

Weapons and Armor:
Anatomancers are trained in the use of all simple weapons, saps, nets and light armor , and bucklers.

Anatomancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Healing Gift, Spirit Pool, Toughness

2nd|
+1|
+3|
+0|
+0|Life Sight, Soporific Touch, Hearty

3rd|
+2|
+3|
+1|
+1|Balm

4th|
+3|
+4|
+1|
+1|Strength of Insight, Blight, Drain (1d6)

5th|
+3|
+4|
+1|
+1|Balm, Thick Blood

6th|
+4|
+5|
+2|
+2|Blight

7th|
+5|
+5|
+2|
+2|Drain (1d6), Damage Reduction 1/-

8th|
+6/+1|
+6|
+2|
+2|Balm, Indftatigable, Curative Touch

9th|
+6/+1|
+6|
+3|
+3|Blight, Fast Healing

10th|
+7/+2|
+7|
+3|
+3|Drain (3d6), Damage Reduction 2/-, Vital Link

11th|
+8/+3|
+7|
+3|
+3|Balm, Aura of Strength

12th|
+9/+4|
+8|
+4|
+4|Blight

13th|
+9/+4|
+8|
+4|
+4|Drain (4d6), Damage Reduction 3/-, Iron Stomach

14th|
+10/+5|
+9|
+4|
+4|Balm, Web of Life

15th|
+11/+6/+1|
+9|
+5|
+5|Blight

16th|
+12/+7/+2|
+10|
+5|
+5|Drain (5d6), Damage Reduction 4/-, Ageless

17th|
+12/+7/+2|
+10|
+5|
+5|Balm, Swift Healing

18th|
+13/+8/+3|
+11|
+6|
+6|Blight, Make Whole

19th|
+14/+9/+4|
+11|
+6|
+6|Drain (6d6), Damage Reduction 5/-

20th|
+15/+10/+5|
+12|
+6|
+6|Twin Spirit[/table]}
Anatomancers may not use their abilities on Constructs, Undead or Elementals.

Healing Touch (Su): The Anatomancer may heal the wounds of others by giving up some of his own vital essence or from a willing third party. To do this, he must make physical contact. By doing so, he drains hit points from the donor and gives them to the recipient. These hit points are not temporary and the donor may heal them normally.

He may only transfer as many hit points from himself or others as they have; the donor cannot be taken into negative hit points with this ability. The transfer requires physical contact with the target (and the donor if one is present).

Using Healing Touch is a full round action. Also, the Anataomancer may only transfer in a single action hit points up to 2x his level + his constitution bonus, though he may transfer any number of hit points over time.

Well of Spirit (Su): The Anatomancer gains a pool of hit points equal to their own hit point total l that may be used to heal in addition to their regular hit points. It is also used to fuel other abilities.

If the Anatomancer takes damage, it may not be taken from this pool but is deducted from his hit point total (and the Anatomancer may be killed even if the Well of Spirit is full). However, he may heal himself using Healing Touch from this pool.

When the Well of Spirit is tapped to perform the Healing Touch ability, it does not affect his normal hit point total (though he may still draw from his normal hit points to use Healing Touch and other abilities).

The Well of Spirit grows larger when the Anatomancer’s hit points increase, the number of hit points in it remaining equal to his normal hit point total. It is replenished in full after the Anatomancer has has rested at least 8 hours.

Toughness: At 1st level, the Anatomancer gains Toughness as a bonus Feat.

Life Sight (Ex): At 2nd level, the Anatomancer has trained their senses to pick up details about the physical condition of individuals that they may determine if that person is near full health, at least one quarter down, below half or below three quarters with a Perception roll with a DC of 15, diseased (and what disease) with a DC of 20 and if they are poisoned (and with what) with a DC of 25.

Hearty: At 2nd Level, the Anatomancer always rolls two dice when determining his hit points for the level and keeps the higher of the two rolls.

Soporific Embrace (Su): At 2nd Level, the Anatomancer may put a willing subject into a sleep that will allow them to rest very effectively, doubling their normal healing as a circumstance bonus.

This ability may be used a number of times per day equal to 1/2 the Anatomancer's level + his Wisdom bonus.

Balm (Su): At 2nd Level (and every 3 levels thereafter) the Anatomancer learns how to cure one condition. He may use this ability any number of times per day, but must make a successful Healing Check and expend a number of hit points; these may be drawn from his Well of Spirit and are healed normally.

At first, he may chose from Sickened, Fatigued, Stunned, Shaken (this will also cure Frightened). Curing these conditions are DC 15 and cost 1 hit point.

At 11th Level or above, he may chose to learn to cure the following conditions as well: Exhausted, Blind, Nauseated, Deaf, Paralyzed, Panicked. Curing these conditions are DC20 and cost 5 hit points. Also, the lesser conditions he could cure no longer require a Healing Check.

The ability takes a standard action that provokes attacks of opportunity. If using this on an unwilling target, he must make a touch attack.

Blight(Su): The Anatomancer at 3rd level (and every 3rd level thereafter) learns how to inflict one condition on a target for a number of rounds equal to 1d6 + Wisdom bonus rounds. Activating this ability takes a number of hit points which may be taken from his normal total or well of spirit and that may be healed normally. So long as the Anatomancer has hit points, he may use this ability.

The Anatomancer may chooses at first from Fatigued, Sickened, Stunned, Shaken. Each of these requires 2 hit points to activate.

After 12th level, he may also choose from the following: Exhausted, Blind, Nauseated, Deaf, Paralyzed, Frightened. Each of these requires 10 hit points.

These effects do not stack if the target already has the condition (i.e. sickening an already sickened target will not make them nauseated) but will extend the total duration the target is effected by the condition.

To use this ability, he must make a touch attack.The target may resist this with a Fortitude save vs (DC 15 + the Anatomancer's level + Wisdom bonus).

Drain (Su): At 4th level, The Anatomancer gains the ability to drain others of their vital essence to heal himself. To do this, he must make a touch attack; the target takes damage based upon the Anatomancer’s level (1d6 + Con bonus at 4th, +1d6 each full 3 levels thereafter up to 6d6 + Con bonus at 19th Level). The Anatomancer is healed for the same amount; if the Anatomancer is not damaged, he may instead refill any points drained from his Well of Spirit instead.

The Anatomancer may use this ability once per day at 4th level. He may use it an additional time per day for every 3 full levels above 4th. (up to 6 times a day at 19th level).

Strength of Insight (Ex): At 4th Level, The Anatomancer may use their understanding of their bodies to effectively make them selves either faster or stronger; this is not an actual boost in muscle, only a deft application of body mechanics. This takes a standard action to activate and may be performed once per day plus a number of times equal to their Wisdom bonus; a Anatomancer must have a Wisdom of at least 10 to use this ability.

This gives the Anatomancer a +2 insight bonus to Strength or Dexterity for 1 minute (starting the round after activation). At 8th level, this increases to +4 for 10 minutes. At 12th , +6 for 30 minutes, at 18th, +8 for 1 hour and at 20th this becomes a permanent +8 insight bonus to both Strength and Dexterity.

Thick blood (Su): At 5th Level, The Anatomancer’s blood becomes more resilient, such that the Anatomancer becomes immune to all natural diseases and gets a +4 to his saves vs. magical diseases. He also, if bleeding, may take a standard action and stop bleeding by force of will.

Indefatigable (Ex): At 8th level, the Anatomancer becomes immune to Fatigue or Exhaustion. They also only need to eat 1/3 what they would normally need to eat. They need a normal amount of sleep, though they get a +2 to any magical attempts to make them sleep.

Curative Touch (Su): At 8th level, the Anatomancer may attempt to heal diseases with a successful Healing roll vs. the difficulty of the disease. They may only attempt to heal each disease the diseased person has once a day. If this fails, they may still attempt the normal Healing roll for helping with disease.

Fast Healing (Su): At 9th level, using their Healing Touch and Life Sight abilities are now a move equivalent actions.

Vital Link (Su): At 10th level, the Anatomancer may link his spirit with another person’s, allowing him to heal them even if not in contact from their Well of Spirit. The linked person may be as much as 30 feet away plus 5' x the Anatomancer’s Wisdom bonus. Healing someone this way is a standard action, but it may be taken either by the Anatomancer or the linked individual (if the linked individual is intelligent enough to understand the link).

The link takes a full round action to make and lasts until the linked person leaves the radius or the Anatomancer chooses to let the link go (which is a free action). The Anatomancer can reforge the link at any time.

The linked individual can only be healed from the Well of Spirit through the Vital Link, not from the Anatomancer’s normal hit points.

Aura of strength (Su): At 11th Level, allies within 10 yard radius of the Anatomancer get a +4 to disease, fear or fatigue saves

Iron stomach (Ex): At 13th Level, the Anatomancer becomes immune to being sickened or nauseated.

Web of Life (Su): At 14th Level, the Anatomancer's Vital link may be extended to more people. This is the same as Vital Link, but the Anatomancer may connect with up to 3 others instead of just one. .

Ageless (Su): At 16th Level, The Anatomancer 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 Anatomancer still dies of old age when his time is up, though his life expectancy doubles.

Swift Healing (Su): At 17th Level, Healing Touch or Life Sight may now be used as a swift action.

Make Whole (Su): At 18th Level, the Anatomancer may help others or himself regrow lost limbs. To restore a small body part (an eye or hand), the Anatomancer must take a full turn action and use a number of hit points equal to 1/10 of the target's maximum hit points (as if using Healing Touch). Healing a larger body part requires 1/5 of the target's maximum hit points (these hit points do not heal the target’s hit point total). The restored limb is inactive for 1d6 rounds and then functions normally.

Twin Soul (Su): At 20th level, the Anatomancer’s life force has become so strong that they may split a part of themselves off into a separate body. The double looks like the Anatomancer and is identical in all ways except that it does not have the Well of Spirit and dependent abilities (including this one).

The Anatomancer’s Twin Soul has as many hit points as he is willing to put into it from his Well of Spirit; during the time the Twin Spirit is active, the hit points put into it from the Well of Spirit may not be replenished.

An Anatomancer may have only one Twin Soul active at any given time. Creating a twin soul requires a full turn. If interrupted, the Anatomancer must make a Concentration roll or lose the hit points from his Well of Spirit and fail to create a Twin Soul (the Anatomancer may regain those hit points as per normal).

The Twin Soul does not heal and when it is depleted of hit points, it simply disappears into a puff of mist. An Anatomancer may reclaim his Twin Soul any time by taking a standard action and willfully dissolving it. The Twin Soul may act independently, is able to speak (at the same time, even though the Anatomancer and the Twin Soul share one mind) and both the Anatomancer and the Twin Soul may see through each other’s eyes.

Finally, when created, the Twin Soul is created with an identical set of equipment to the Anatomancer, though any magic items, alchemical items or special materials will be mundane copies of their originals.

A Twin Soul will last 1 day for each 10 hit points (or fraction thereof) originally put into it and at the end of that time it will disperse and the Anatomancer may then restore the hit points in his Well of Spirit used to create it as per normal.

In the process of editing this, so forgive any discrepancies between the chart and the text.

LordFluffy
2011-01-05, 07:24 PM
Also, can someone tell me what PEACH means? I searched but couldn't find it.

IcarusWings
2011-01-06, 01:19 AM
Please Evaluate And Critique Honestly, I think. Which I shall do when I have enough time to look this class over. Probably sometimes in the afternoon.

Kuma Kode
2011-01-06, 03:01 PM
Yes, PEACH means "Please Evaluate And Critique Honestly," and pretty much means "pick this apart and help me make it better. Tell me what works and what needs reworking." rather than simply posting your completed creation to be shared or stored.

You may want to check out Fax's guide to homebrewing (http://www.giantitp.com/forums/showthread.php?t=10313). It has a lot of useful information, as well as formatting templates so you can have an actual, legit table.

Welcome to the forums. :smallsmile:

Kuma Kode
2011-01-06, 03:29 PM
While all abilities that follow will usually reference “person” or “individual”, Anatomancers may use their abilities on any living thing with a physical, organic body. It's probably easier to simply state what it doesn't work on: Constructs, Undead, and Elementals.


Healing Touch (Su): The Anatomancer may heal the wounds of others by giving up some of his own vital essence. What this means is that he may transfer hit points from himself or a willing 3rd party to others. He may only transfer as many hit points from himself or others as they have; the donor cannot be taken into negative hit points with this ability. The transfer requires physical contact with the target (and the donor if one is present). Using Healing Touch is a full round action. Also, the Skinshaper may only transfer in a single action hit points up to 2x his level Level + his constitution bonus, though he may transfer any number of hit points over time. Name discrepancy between the text and the table. Also, class name discrepancy. First level should probably be class. I am not sure how useful this is, since it's really just shifting around wounds. How low magic are we talking? Is this the only magic user? If so it could be useful, but it's nothing spectacular.


Life Sight (Ex): At first level, the Anatomancer has trained their senses to pick up details about the physical condition of individuals that they may determine if that person is near full health, at least one quarter down, below half or below three quarters with a Perception roll with a target number of 15, diseased (and what disease) with a target number of 20 and if they are poisoned (and with what) with a target number of 25. Determining a person’s level of health takes the same amount of time as it does for the Anatomancer to use Healing Touch. Target number I think is DC in Pathfinder like it is in 3.5. That last part can be replaced with "is a full-round action." Unless you plan on introducing something to quicken Healing Gift.


Toughness: At first level, the Anatomancer gains Toughness as a bonus Feat.

Hearty: At Second Level, the Anatomancer always rolls two dice when determining his hit points for the level and keeps the higher of the two rolls. At least they're tough enough to act as a font of reserve HP for the group. I've never seen Hearty's mechanic before, at least not for hit points. Interesting.


Soporific Embrace (Su): At 2nd Level, the Anatomancer may put a willing subject into a sleep that will allow them to rest very effectively, doubling their normal healing as a circumstance bonus. Also, the Anatomancer may use this against an unwilling target as well with a successful touch attack; if it hits, the target must make a Fortitude save (minus the Anatomancer’s level) or be fatigued for a number of rounds equal 1d10 plus the Anatomancer’s Wisdom bonus. Against what DC? And why are you subtracting the anatomancer's level from the save instead of using it to determine the DC?

I think there might need to be a limit on this ability. In a low-magic campaign, having a save-or-die (since sleep effectively removes the target from combat until they can be dispatched at leisure) at will is rather jarring.


Balm (Su): At 2nd Level (and every 3 levels thereafter) the Anatomancer learns how to cure one condition. At first, he may chose from Sickened, Fatigued, Stunned, Shaken (this will also cure Frightened. At 11th Level or above, he may chose to learn to cure the following conditions as well: Exhausted, Blind, Nauseated, Deaf, Paralyzed, panicked. He may do this a number of times a day equal to ½ his level plus his Wisdom bonus. The ability takes a standard action that provokes attacks of opportunity. If using this on an unwilling target, he must make a ranged touch attack. I have no idea why anyone would not want to be cured of a negative status, but at least you tossed in a just in case clause. Also, why ranged? What's the range?


Bane (Su): The Anatomancer at 3rd level (and every 3rd level thereafter) learns how to inflict one condition on a target for a number of rounds equal to 1d6 + Wisdom bonus rounds. The Anatomancer may chooses at first from Sickened, Stunned, Shaken. After 1lth level, he may also choose from the following: Exhausted, Blind, Nauseated, Deaf, Paralyzed, Frightened. This effects do not stack if the target already has the condition (i.e. sickening an already sickened target will not make them nauseated). He may do this a number of times a day equal to ½ his level plus his Wisdom bonus (Maximum 6 times a day). Also, he must make a ranged touch attack. Again, what range?


Well of Spirit (Su): The Anatomancer gains a pool of hit points equal to their own hit point total at 3rd level that may be used to heal. If the Anatomancer takes damage, it may not be taken from this pool (and the Anatomancer may be killed even if the Well of Spirit is full). Likewise, when the Well of Spirit is tapped to perform the Healing Touch ability, it does not affect his normal hit point total (though he may still draw from his normal hit points to use Healing Touch and other abilities).

The Well of Spirit grows larger when the Anatomancer’s hit points increase. It is replenished in full after the Anatomancer has has rested at least 8 hours. If the Anatomancer is not hurt he may use healing (normal or otherwise) to replenish the Well of Spirit. Great ability for the anatomancer, but... Uh... how many HP does this well contain?


Rejuvination (Su): The Anatomancer may now draw from his Well of Spirit to heal himself. This works as if he were performing Healing Touch with himself as the target in all respects. Kind of redundant, since it's acquired at the same time as Well of Spirit. You should probably just specifically state that yes, Well of Spirit can heal the anatomancer.


Drain (Su): The Anatomancer gains the ability to drain others of their vital essence to heal himself. To do this, he must make a touch attack; the target takes damage based upon the Anatomancer’s level. The Anatomancer is healed for the same amount. The Anatomancer may use this ability twice per day at 4th level. He may use it an additional time per day for every 4 full levels above 4th. (up to 6 times a day at 20th level). This really isn't all that great. Too few uses with too little healing. Unless the Well of Spirit is really dinky, it's still your best bet for healing.


Strength of insight (Ex): The Anatomancer may use their understanding of their bodies to effectively make them selves either faster or stronger; this is not an actual boost in muscle, only a deft application of body mechanics. This takes a standard action to activate and may be performed once per day plus a number of times equal to their Wisdom bonus; a Anatomancer must have a Wisdom of at least 10 to use this ability. This gives the Anatomancer a +2 insight bonus to Strength or Dexterity for 1 full turn. At 8th level, this increases to +4 for 2 turns. At 12th , +6 for 3 turns, at 18th, +8 for 1 hour and at 20th this becomes a permanent +8 insight bonus to both Strength and Dexterity. Not bad, but technically I think the effect ends at the beginning of their next turn, so they can't actually use it. If it ends at the end, still, that's two rounds of actions spent for one round with a +2 bonus. I'd make it a free action or swift or something.


Thick blood (Su): The Anatomancer’s blood becomes more resilient, such that the Anatomancer becomes immune to all natural diseases and gets a +4 to his saves vs. magical diseases. He also, if bleeding, may take a standard action and stop bleeding by force of will. Works.


Indefatigable (Ex): At 8th level, the Anatomancer becomes immune to Fatigue or Exhaustion. They also only need to eat 1/3 what they would normally need to eat. They need a normal amount of sleep, though they get a +2 to any magical attempts to make them sleep. Fluffy.


Curative Touch (Su): At 8th level, the Anatomancer may attempt to heal diseases with a successful Healing roll vs. the difficulty of the disease. They may only attempt to heal each disease the diseased person has once a day. If this fails, they may still attempt the normal Healing roll for helping with disease. Unless you're playing a gritty game, disease rarely comes up, so while the ability is neat, it's not terribly useful.


Fast Healing (Su): At 9th level, using their Healing Touch ability is now a move equivalent action. It's probably easier to say "Healing Touch and Lifesense" rather than the drawn-out sentence in Lifesense that it takes as long as Healing touch.


Vital Link (Su): At 10th level, the Anatomancer may link his spirit with another person’s, allowing him to heal them even if not in contact from their Well of Spirit. The linked person may be as much as 10 yards away plus a number of yards equal to the Anatomancer’s Wisdom bonus. Healing someone this way is a standard action, but it may be taken either by the Anatomancer or the linked individual (if the linked individual is intelligent enough to understand the link).

The link takes a full round action to make and lasts until the linked person leaves the radius or the Anatomancer chooses to let the link go (which is a free action). The Skincrater can reforge the link at any time.

The linked individual can only be healed from the Well of Spirit through the Vital Link, not from the Anatomancer’s normal hit points. Again, class name problem, and... wait, yards? Standard D&D here in the states is 5 foot increments and elsewhere I've heard it in 1.5 meter increments. Dunno of anywhere that has yards. If it's a houserule, that's cool, but for compatibility you might want to mention what it would be in a standardized unit.

Ignoring the rest because you said you're only really going to 10.

Other than what was said above, my general reading is that the class has potential, but seems to be a bit lacking in options. They have no real offensive ability or such, and it seems like they would be rather bored during an adventure until someone gets hurt, at which point they just... shift around the injuries to different people.

Also, why is Reflex their good save instead of Fortitude or Will?

LordFluffy
2011-01-06, 03:55 PM
Thanks for the critique; I'm editing to correct the issues you pointed out.

To answer some things directly:

How low magic are we talking? Is this the only magic user? If so it could be useful, but it's nothing spectacular.Alchemists would exist, so they can heal as well, but otherwise it's pretty much these guys for healing.

I've never seen Hearty's mechanic before, at least not for hit points. Interesting.It was something my GM did in a D&D game as a matter of course, which I think worked well. Also, one "1" on a hit point roll would really suck for these guys, so I think this helps insure their usefulness a bit.

I think there might need to be a limit on this ability.I'd intended to, thanks for catching it.

have no idea why anyone would not want to be cured of a negative statusFrightened and panicked people don't slow down for you to heal them.

Also, I mistyped about the range, it should just be "touch attack".

Uh... how many HP does this well contain?It is equal to their normal hit point total. That's the first line of the description; I'll emphasize it a bit more.

Not bad, but technically I think the effect ends at the beginning of their next turn, so they can't actually use itI was under the impression that 10 rounds = 1 turn; I'll change it to minutes to avoid confusion.

You should probably just specifically state that yes, Well of Spirit can heal the anatomancer.The time it takes to perform rejuvenation at higher levels is different than the time it takes to perform Healing Touch. Hence the differentiation.

Unless you're playing a gritty game, disease rarely comes up, so while the ability is neat, it's not terribly useful.Since I was coming up with a dedicated healer, I figured it would be a good idea to include this somewhere. Plus, I'm going for gritty, so this might still work.

It's probably easier to say "Healing Touch and Lifesense"Good point.

Also, why is Reflex their good save instead of Fortitude or Will? At one point I was basing them off Monks and must have forgotten to change this.

Thanks again for the input.

LordFluffy
2011-01-23, 01:58 AM
Would adding an ability that increased their threat range (maybe against a single creature type, kind of like preferred foe for rangers) based upon understanding of anatomy and weak points make this better or would that be overkill?

claricorp
2011-01-23, 03:09 AM
Giving a better chance to use knowledge checks to find the weakness of creatures would be a good flat bonus.

Being able to possibly change there facial features(giving an awesome disguise bonus or something) after meditation could be very cool.

In fact giving them the ability to trance and change the features of there own bodies by force of will could be a very cool and very fluffy and awesome thing, Perhaps the ability to switch the points of physical stats around could be interesting(take a -2 to dex and get +2 to con).

Perhaps as a combat role have the ability to deal ability damage to enemies through pressure points or something.

Overall this is a really cool idea for a class and love it.

LordFluffy
2011-01-27, 01:51 PM
Updated: the Well of Spirit ability was moved from 3rd to first level. Soporific Embrace no longer has a offensive application. Balm and Blight (formerly Bane) both now require hit points to be expended to activate, but may be used any number of times. Also, Fatigued is now a condition that you can inflict on someone. Their Con bonus counts as a modifier towards their drain attack.


Being able to possibly change there facial features(giving an awesome disguise bonus or something) after meditation could be very cool.
I thought about the Alter Self ability, but it would feel tacked on. It's within flavor, but they're not stealthy as such.

In fact giving them the ability to trance and change the features of there own bodies by force of will could be a very cool and very fluffy and awesome thing, Perhaps the ability to switch the points of physical stats around could be interesting(take a -2 to dex and get +2 to con).
They already have and ability that boosts Dex or Str; I don't want to be redundant there.

Still deciding on the crit enhancing ability, though.

Nihilarian
2011-01-27, 04:21 PM
I was just thinking about making a healer type class. Oh well, that's what I get for hesitating.

I have one concern: does your Well of Spirit have a limit? It starts out with your HP, yes, but can you give it more through your other abilities?

I'm concerned because of the capstone. Using Twin Soul feature, you can dump all you Well of Spirit into it, reclaim it the next day, make a new Twin Soul and dump 2 days worth of Well of Spirit, reclaim it the next day, make a new Twin Soul and dump 4 days worth of Well of Spirit, etc.

LordFluffy
2011-01-28, 11:05 AM
I was just thinking about making a healer type class. Oh well, that's what I get for hesitating.
I'm sure that that the Anatomancer isn't the final word in healers, so I say go for it anyway.

I have one concern: does your Well of Spirit have a limit? It starts out with your HP, yes, but can you give it more through your other abilities?The Well of Spirit's upper limit is always the same as the Anatomancer's maximum hit point total. It replenishes daily; I think I left a reference to being able to be healed, but I need to take that out (in an earlier version, it replenished when you healed).

Also, how were you swapping HP between the Twin Soul and the Anatomancer? You can have one Twin Soul active and the Twin Soul doesn't have a Well of Spirit.

Nihilarian
2011-01-28, 11:10 AM
My mistake, I missed the line that says "may not be replenished"

I was thinking that resting would replenish your WoS total, allowing you to draw the twin soul back in and get double your normal total for the day.