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View Full Version : D&D 3.x Class The Anatomist: (D&D 3.5e)



Hattish Thing
2014-08-04, 03:21 PM
Anatomist:

http://2.bp.blogspot.com/-wRtpDJdY3Qo/UEdAaHpc8JI/AAAAAAAAAWE/tiq1NxUPXbg/s1600/Return-to-Ravnica-Art-54.jpg

"Some rely upon infernal magics of the darkest order, others on their books of arcane lore. I do not place my trust with such fickle arts, such miracles. I am a man of science." - Akassa Nafar, The First Anatomist

There are those who find arcane magic too chaotic and untrustworthy, those who find divine power too restricting, and those who value their souls over what pitiful spells a being of the lower planes could grant them, yet crave power over their fellow man. These mystical and often misunderstood men and women turn to the power of flesh, blood, and bone. Their magic comes not from arcane lore, or divine blessings, but from a strange and alien force they are born with, a strange connection with the bodies of others. Most of these individuals are born with a curiosity for science, and many become doctors and healers. However, some embrace the otherworldly powers they were born with and become Anatomists, spellcasters specializing in mastering the mysteries of bio-manipulation.

Hit Dice:
D8

Skill Points per Level:
4+Int modifier x4

Starting Wealth:
4d6 × 10 gp (average 120 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (anatomy), Knowledge (arcana) (Int), Heal (Wis), Profession (Wis), Decipher Script (Int), Spellcraft (Int), Use Magic Device (Int)



Lvl.
BAB
Fort
Ref
Will
Special
Spells per Day



1
0
0
0
2
Anatomist Spells, Anti-Magic Immunity
Spells: Level 0: 5, Level 1: 3



2
1
0
0
3
Bonus Feat
Spells: Level 0: 6, Level 1: 4



3
2
1
1
3

Spells: Level 0: 6, Level 1: 5



4
3
1
1
4
Medic
Spells: Level 0: 6, Level 1: 6, Level 2: 3



5
3
2
2
4

Spells: Level 0: 6, Level 1: 6, Level 2: 4



6
4
2
2
5
Bonus Feat
Spells: Level 0: 6, Level 1: 6, Level 2: 5, Level 3: 3



7
5
3
3
5
Bleed Immunity
Spells: Level 0: 6, Level 1: 6, Level 2: 6, Level 3: 4


8
6
3
3
6
Bonus Feat
Spells: Level 0: 6, Level 1: 6, Level 2: 6, Level 3: 5, Level 4: 3



9
6
3
3
7
Iron Stomach
Spells: Level 0: 6, Level 1: 6, Level 2: 6, Level 3: 6, Level 4: 4



10
7
4
4
7
Bonus Feat
Spells: Level 0: 6, Level 1: 6, Level 2: 6, Level 3: 6, Level 4: 5, Level 5: 3





Anti-Magic Immunity: Through rigorous training, an anatomist learns to control and manipulate the bodies of other beings through her magic powers. She does not rely upon arcane or divine magic, making her immune to the effects of anti-magic.

Medic: Once per day, an anatomist can make a touch attack on a party member and spend that turn setting the party member's bones, stemming blood loss, and treating wounds. Functions as a Lay on Hands, 1d6 per level.

Bleed Immunity: An anatomist has grown so knowledgeable regarding the blood flow of a human being, that she can automatically position herself in a way that prevents any effects of bleeding. This makes her immune to all bleed effects.

Iron Stomach: Over time, an anatomist has seen so much blood and gore, that he's completely unfazed by sights that would completely sicken and disturb a weaker man. The anatomist is immune to all sickening effect, and gains a +2 bonus against fear effects.

Spells:



Bleed: Cause a stabilized creature to resume dying.
Stitch Flesh: Magically binds cuts and stitches flesh. (+1 HP)
Bruise: Unnatural bruises appear on an enemy's body. (1d3 Dmg)
Cut: The skin of an opponent suddenly rips open. (1d2 Bleed Dmg, per 1d4 rounds, +1 per level.)
Stabilize: Cause a dying creature to stabilize.
Minor Flex: A party member's muscles bulge magically. (+1 Atk & Dmg, 1d3 rounds.)
Nosebuster: An opponents nose breaks instantly. (1d3 Non-Lethal Dmg)
Knockout: A well placed blow to the temple incapacitates an enemy. (Next hit provokes a Fort Save, Caster Level. Fail is KO.)
Detect Posion: An Anatomist knows the effects of poison well.


Decompose Corpse: Turn a corpse into a clean skeleton.
Restore Corpse: Skeletal corpse grows flesh.
Bone Bind: You force the bones of an enemy to cease movement. (As Hold Person.)
Minor Bloodburn: The blood of an opponent begins to boil inside them. (Fort save, half dmg. 1d6 +1 per level.)
Insomnia: You know how to resist sleep. You may force yourself or another to stay awake for a 24 hours, without penalty.
Densify: You may cause an individual's bones to density, strengthening their ability to take hits. (As Mage Armor.)
Rot: You force an enemies flesh to grow necrotic. (Touch Attack, 1d4 dmg +1 per level.)
Quickened Clotting: An anatomist can magically heal slashing and piercing wounds. (1d6+1 per level.)
Weaken: Magically causes a target begins to feel very weak. (One touch/level deals 1d6 damage and possibly 1 Str damage. Fort Save.)


Blindness/Deafness: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. (Fort Negates.)
Brow Gasher: When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target’s forehead that deals bleed damage equal to half your caster level. (Will Negates.)
Recover: Gain 1d10 temporary hp + 1/level (max +10).
Defending Bone: You animate a bone, causing it to float around and take blows for you, which gives you damage reduction 5/bludgeoning.
Fracture: Bones split and rip out of an enemy. (1d6+1 per level dmg, Fort Save Half.)
Flex: A party member's muscles bulge magically. (+4 Atk & Dmg, 1d3 rounds.)
Necrotic Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. (As Ghoul Touch.)
Rupture: Target's organs begin to rupture and bleed out. (1d8+bleed effects. Fort Negates.)



Gentle Repose: Preserves one corpse.
Leech: Touch to kill an unconscious creature and gain health. (1d6 HP gain per level.)
Exhaustion: Makes subject exhausted. (A successful Fortitude save means the creature is only fatigued.)
Bloody Disarm: Target's fingerbones rip out their hand and bend backwards. (2d6+1 dmg per level, plus disarm. Reflex to negate disarm.)
Hemorrhage: 15-30% of target's total blood volume seeps internally. (1d6 dmg per level. No save.)
Tear: Ligaments rip from the inside around one limb, causing great pain. (Immobilizes the limb. Fort Save Negates.)
Cheat Death: Target continues moving long after death. (Target at -10 continues to live for 1d6 rounds.)
Major Stitch Flesh: Magically binds cuts and stitches flesh. (1d8 HP per level healed.)
Mutate: You warp the target creature’s flesh, discoloring it and causing it to become misshapen and impairing its function. (The creature’s dex bonus to AC decreases by –4, Fort Negates.



Boneshatter: The target’s bones or exoskeleton shiver and splinter, dealing 1d6 points of damage per caster level (maximum 15d6), and is exhausted for 1 minute per caster level. (Fort Negates Exhaustion.)
Contagion: Infects subject with chosen disease. (http://www.d20pfsrd.com/gamemastering/afflictions/diseases)
Devour Cortex: Brainworm Parasites magically appear in target's brain. 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves.
Greater Recover: Gain 2d10 temporary hp + 1/level.
Greater Bloodburn: The blood of an opponent begins to boil inside them. (Fort save, half dmg. 1d10 +1 per level.)
Fleshworm Infestation: With a touch, you cause an infestation of ravenous worms to manifest in the target’s flesh. (1d6 dmg +2 dex dmg, + staggered one round. Fort Negates damage, not staggering. Worms eat until target is died, or protection from evil is cast.)
Remove Disease: Instantly removes all disease from the body.
Remove Poison: Instantly purges the body of poison.


Collapse Lung: This spell extracts the air from the target's lungs, causing swift suffocation. (The target can attempt to resist this spell's effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points.)
Toxic Immunity: While under the effect of this spell, you are immune to diseases and poisons with which you come into contact.
Ripcage: The anatomist may manipulate the bones of another, ripping and holding the enemy. (As Hold person, +1d6 per level dmg. Will Negates the Hold Person.)
Dehydrate: Opponent's bodily fluids are rapidly evaporated. (10 points of dmg for 1d4 rounds. (No save.)
Strain: Enemies in a 25 foot cone forward begin to feel their muscles pull and strain. (1d6 per level, Additionally, the affected creatures are sickened for the spell's duration. Fort Negates Sickened.)

gr8artist
2014-08-04, 08:27 PM
First off, here's a better table.



Spells per Day


Level
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Next, make your abilities Supernatural, rather than saying they're magic that function in antimagic areas. (my bad)
I would postpone antimagic immunity for a really long time, or just get rid of it because it's the only debuff anyone can legitimately put on a caster.

Bleed immunity is such a minor thing that it should come online a lot sooner. Iron stomach falls into the same category.

Medic would be more useful multiple times per day for less healing.

No bonus to heal checks?

Where's the sneak attack?

Spontaneous or prepared caster?

5th level is so dead it hurts.

PrC or base class?

If you're making your own spells, they need better detail.


Looks like a fun concept though.

VoxRationis
2014-08-04, 08:31 PM
Actually, supernatural abilities don't function in an antimagic field either.