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Physician-in-Ordinary: Anatomist Prestige Class
Anatomists devote their careers to the scientific study of the body, often
using magical means to aid or inform their research. These arcanists are profoundly
fascinated by the seemingly infinite mysteries of the human form. Anatomists
gain their knowledge after years of extensive research, typically performed
on cadavers. Their exhaustive experience makes them vastly superior doctors
when compared with the typical village healers who rely chiefly on herbal medicines
to cure the sick. It also makes them superb investigators into matters of death.
The Imperial City of Perelinn is home
to a guild of Imperial physicians: Physicians-in-Extraordinary and Physicians-in-Ordinary.
From this latter group, by Imperial decree, an investigative unit called the
Anatomists has been formed to assist the City’s exemplary Wharf Yard inquisitors.
The Anatomists serve to apply their knowledge of anatomy and medicine to the
process of solving murders and other bodily crimes. Sometimes seen as ghouls,
these men and women often as not mean the difference in solving a murder or
not.
Requirements
To qualify to become a anatomist, a character must fulfill all the following
criteria.
- Concentration: 4 ranks.
- Heal: 4 ranks.
- Feats: Skill Focus (heal) or Spell Focus (necromancy).
- Special: The anatomist must regularly practice his skills or
loose his
unique class features (namely Improved Healing, Autopsy, and Anatomical Attack).
At the very least, he must perform one dissection on a human subject per month
in order to prevent these specialized skills from atrophying. If the anatomist
lapses in the dissection schedule for more than a month, he can no longer use
the above mentioned class features. They may be easily regained, however, simply
by performing twice the minimum number of dissections that were missed. Each
formal study requires one complete day that cannot be spent in other pursuits.
An anatomist must also petition for
service in the Physician-in-Ordinary division, which includes many tests, questionings,
and a benefactor within the Imperial Physicians Guild. It has become common
for anatomists to be dispatched to cities throughout the Empire, so permanent
residence in Perelinn is not necessary (in fact a candidate willing to travel
to smaller cities is more apt to receive a commission).
Class skills
The anatomist's class skills (and the key ability for each skill) are Alchemy (Int), Concentration
(Con), Craft (Int), Disguise (Cha), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge
(all; Int), Profession (Wis), Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook
for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency:
An anatomist is
proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, rapier, and short
sword. They do not gain any proficiency in the use of armor. Note that armor check penalties for
armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim
checks.
Hit Die: d4.
| Class Level | Base Attack Bonus |
Fort Save | Ref Save | Will Save |
Special | Spells per Day |
|
|
1st |
+0 |
+2 |
+0 |
+2 |
Improved healing, autopsy |
+1 level of existing class |
|
|
2nd |
+1 |
+3 |
+0 |
+3 |
- |
+1 level of existing class |
|
|
3rd |
+1 |
+3 |
+1 |
+3 |
Weapon finesse (dagger) |
+1 level of existing class |
|
|
4th |
+2 |
+4 |
+1 |
+4 |
Anatomical attack +1d6 |
+1 level of existing class |
|
|
5th |
+2 |
+4 |
+1 |
+4 |
- |
+1 level of existing class |
|
|
6th |
+3 |
+5 |
+2 |
+5 |
Weapon focus (dagger) |
+1 level of existing class |
|
|
7th |
+3 |
+5 |
+2 |
+5 |
Anatomical attack +2d6 |
+1 level of existing class |
|
|
8th |
+4 |
+6 |
+2 |
+6 |
- |
+1 level of existing class |
|
|
9th |
+4 |
+6 |
+3 |
+6 |
Weapon specialization (dagger) |
+1 level of existing class |
|
|
10th |
+5 |
+7 |
+3 |
+7 |
Anatomical attack +3d6 |
+1 level of existing class |
Improved Healing: Anatomists make excellent doctors, gaining a +2 competency
bonus to their Heal skill checks. Patients resting under his care recover hit
points or ability score points at an accelerated rate: 3 hit points per level
per day of light activity, 4 hit points per level per day of complete rest,
and 3 ability points per day. A single anatomist can care for up to 12 people
in this fashion.
Autopsy: Anatomists have the ability to divine the cause and time of death
by thoroughly examining a corpse. This involves a careful dissection taking
about 30 minutes. The anatomist makes an Intelligence check, adding his level,
against the autopsy's DC of 15 + 1/day since the corpse's death. The accuracy
of the estimated moment of death decreases with elapsed time since the actual
event. For instance, if the subject died an hour before the autopsy, the time
of death can be fixed to within 1d4 rounds (after one day, the estimate is only
accurate to within 1d4 hours, and so on).
Spells: An anatomist continues training in magic, though now in a much more
specialized field. Thus, when a new anatomist level is gained, the character
gains new spells per day as if he had also gained a level in a spellcasting
class he belonged to before he added the prestige class. He does not, however,
gain any other benefit a character of that class would have gained. For example,
if Delfburn, a 10th level wizard, gains a level in anatomist, he gains new spells
as if he had risen to 11th level in wizard. If, by chance, the character had
no spellcasting abilities before taking this prestige class, they gain the same
number of spells per day as a Paladin of equal level. Lastly, due to their extreme
devotion to their field of research, anatomists can only gain certain spells
as they advance (see the Anatomist Spell List below).
Weapon Finesse: At 3rd level, the anatomist has begun to master the intricacies
of small edged or cutting weapons, and gains the Weapon Finesse feat with the
dagger for free.
Anatomical Attack: Starting at 4th level, an anatomist's extraordinary knowledge
of the body allows them to inflict extra damage whenever they attack humans
and zombies or skeletons animated from human corpses. He deals +1d6 points of
damage in addition to his regular strike, and this increases by +1d6 points
every three levels (+2d6 at 7th, +3d6 at 10th, and so on). If the anatomist
is of another race, or has specifically chosen another race as their main field
of study, then his anatomical attack affects that race rather than humans.
Weapon Focus: At 6th level, the anatomist’s studies and continual use of
small bladed weapons provide him with the Weapon Focus feat with the dagger.
Weapon Specialization: At 9th level, the anatomist is truly a master of
small bladed weapons, and gains the special feat of Weapon Specialization with
the dagger.
Anatomist Spell List
Anatomists choose their spells from the following list:
0 level - arcane mark, detect magic, detect
poison, disrupt undead, mending, prestidigitation,
read magic.
1st level - cause fear, chill touch, comprehend
languages, detect undead, enlarge, ray of enfeeblement,
reduce, sleep, unseen servant.
2nd level - alter self, blindness/deafness, bull's strength,
cat's grace, darkvision, delay poison, detect
thoughts, endurance, ghoul touch, locate object,
resist elements, scare.
3rd level - gentle repose, halt undead, hold
person, nondetection, protection from elements,
secret page, suggestion, vampiric touch,
water breathing.
4th level - animate dead, charm monster, confusion,
contagion, emotion, enervation, fear, lesser
geas, locate creature, modify memory, phantasmal killer,
polymorph other, polymorph self, Rary's mnemonic
enhancer, stoneskin.
5th level - animal growth, dominate person, death
ward, dream, feeblemind, freedom of movement, hold
monster, magic jar, mind fog, nightmare, permanency,
Rary's telpathic bond.
6th level - circle of death, flesh to stone, geas/quest,
mass suggestion, repulsion, stone to flesh, Tenser's
transformation, true seeing.
7th level - create undead, ethereal jaunt, finger
of death, insanity, limited wish, power word: stun,
simulacrum, statue.
8th level - clone, discern location, horrid
wilting, iron body, mass charm, mind blank, polymorph
any object, power word: blind, symbol, trap the soul.
9th level - astral projection, create greater undead,
dominate monster, energy drain, power word: kill,
shape change, soul bind, temporal stasis, wail of the
banshee, weird, wish.
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