Wizard - Necromancer Anatomist Kit Description: Anatomists are Necromancers who devote their careers to the scientific study of flesh, bone, blood, tissue, and all manner of anatomy and physiology, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the humanoid form. Anatomists gain their knowledge after years of extensive research, typically performed on cadavers (though corrupt Anatomists happily engage in vivisection as well). Their exhaustive experience makes them superior physicians and surgeons, though while some Anatomists use their knowledge to heal many adopt the profession for darker motives. Some, falling into the 'mad scientist' category, use their expertise to perform all manner of horrific or even blasphemous experiments, all in the name of advancing science. Others, who delight only in inflicting pain, practice their skill on living subjects through the studied art of torture and eventual vivisection; for them, academic study is merely a sidelight to the personal enjoyment derived from the exercise of their sadistic skills. Because of the taboo and stigma associated with the dissection of corpses, even those Anatomists who use their specialized knowledge for the good of others must typically keep their experiments a secret from their clientele and the local authorities. Thus, they usually foster the appearance of being an 'ordinary' doctor, researcher, or wizard who gains his or her knowledge from ancient texts and university lectures. Despite public opprobrium, however, Anatomists rarely flee from civilization (even if exiled from one place, an Anatomist will generally just move to another city). In fact, much of their profession is based on the close proximity of civilization, and would be difficult or impossible to practice in the desolate wilderness where there is no ready supply of fresh cadavers (or live bodies) for their experiments. Requirements: As a standard Necromancer. In addition, since they must have considerable manual dexterity to perform effective surgery, Anatomists must have Dexterity of at least 12. Weapons & Armor: Dagger/knife (any); see Special Benefits. Special Benefits: Anatomists have an unparalleled understanding of flesh, bone, blood, and organic tissue in terms of its mundane and scientific properties and also the application of magical energy to alter, shape, repair, or even destroy it. Anatomists thus gain a +15% bonus to their chance to learn any spell that directly works upon living tissue (not including plant matter). When researching spells of this type, they should be considered as if one level lower than their true level for determining cost, difficulty, etc. In addition to this enhanced magical understanding, Anatomists gain the following special abilities: Anatomical Applications: Because of their extraordinary knowledge of humanoid anatomy, Anatomists gain a +2 bonus to damage inflicted with any attack (whether in combat or with a spell) against a humanoid target (including humanoid undead). If an Anatomist has the opportunity to perform a full autopsy on a nonhumanoid creature (using his or her Surgery proficiency, but at only half the normal chance of success) and also succeeds in an Anatomy proficiency check, this bonus can also be applied to creatures of that species as well. Note that a creature must have a physical body composed of flesh, bone, and/or blood in order to gain this benefit. Influence Undead: As a standard Necromancer, but an Anatomist is capable of controlling only unintelligent flesh-and-bone undead creatures. Intelligent undead cannot be affected. Medical Expertise: Anatomists are skilled physicians and surgeons, gaining a +1 bonus to the Anatomy, Healing, Herbalism, Medicine, and Surgery proficiencies for every four levels of experience (rounding up). In addition, because of their skill and familiarity with toxins, diseases, and parasites of all types, this bonus should also be applied to all saving throws vs. poison or disease made by an Anatomist. Reanimation: Through a combination of surgical and anatomical skill and technique and magical energy, Anatomists are highly skilled at the creation of simple flesh-and-bone constructs and granting them a sort of animate life. As a result of this skill, Anatomists can learn and cast the animate dead spell (and any similar spells, such as animate dead monsters or animate dead animals) as if it was one level lower than its actual level (e.g., animate dead would be considered a 4th level spell). In like fashion, Anatomists of 14th level and above gains the ability to construct flesh golems as if he or she possessed a manual of golems. No spells are required for creating these golems, and manufacture should proceed as per the description for that item in the Dungeon Master's Guide. At the DM's option, Anatomists may be able to create other types of golems as well (including flesh golem equivalents of other creature types, including any animal or monster species the DM chooses to allow), but learning how to create them should require additional research. In any event, any golem created by an Anatomist must be constructed from some sort of organic animal matter, such as bone, blood, flesh, or leather. Repair Undead: Anatomists can repair any skeletal or corporeal undead creature by transferring flesh, bone, and muscle tissue from one creature to the other, effectively taking hit points from one creature and giving them to the other. This requires a successful Surgery proficiency check (with a -4 penalty if operating on a skeletal undead creature) to remove tissue (i.e., hit points) from one creature and another check to add it to the second creature. Hit points can be transferred only from one creature to one other creature. Thus, hit points and tissue from one creature cannot be spread out among several other creatures without performing several separate operations. Such an operation requires one full turn per hit point transferred. If either undead creature is hit only by silver or magical weapons, then a knife of the appropriate type must be available to perform the operation. Some undead creatures are dangerous even to touch, so an Anatomist may require magical protection to avoid harm when operating on such a creature. In addition to the ability to transfer hit points from one undead creature to another, Anatomists can apply any and all of their medical skills to a corporeal undead creature with the same chance of success and the same effectiveness as if using them on living creatures. An undead creature must have at least one hit point remaining for an attempt to Repair Undead to succeed. Obviously, an undead creature must be willing or securely restrained in order for an Anatomist to use this ability on it. Scalpel Skill: Anatomists are so skilled with knives and scalpels of all types that they are considered to have free Narrow Group Proficiency in Daggers and Knives. In addition, when using any knife in melee combat (but not when hurling it), Anatomists receive a +1 bonus to hit and damage and gain multiple attacks as a Fighter of equal level. Special Hindrances: Anatomists have little direct interest in the undead or the life-draining applications of necromantic magic, lacking the Nether Knowledge that characterizes typical Necromancers. In fact, Anatomists see their magical skills are purely secondary to their true interests. An Anatomist suffers a -25% penalty to learn any spell that is not directly related to flesh, bone, blood, or tissue and can learn only half the normal number of spells of each level (rounding up). In addition, Anatomists can cast one fewer spell of each level than normal, to a minimum of no spells of a given level (e.g., a 3rd level Anatomist would have one 1st level 'spell slot' and no 2nd level 'spell slots', rather than two 1st and one 2nd level spells, as normal). When casting spells related to flesh, bone, blood, and tissue, Anatomists use the normal casting time. When using any other spell from the Realm of Necromancy or Universal Magic, casting time is doubled. When using spells from any other Realm, Anatomists must increase the casting time by one 'time increment' (e.g., magic missile, with a normal casting time of 1, would require one round to cast; strength, with a casting time of one turn, would require one hour to cast) due to their general lack of familiarity or skill in the art of spellcasting. Unlike standard Necromancers, Anatomists do not delve deeply into the study of their field, particularly into the life-draining negative energies or communion with dark powers that so taints the spirits of standard Necromancers. As a result, Anatomists do not take on the cadaverous appearance typical of Necromancers, nor do they suffer the risk of damage from channeling negative energy to empower their spells. They do have a chance of risking insanity in the course of their studies, but only if they choose to learn spells from the Realm of Necromancy that are not related to flesh, blood, bone, or other non-vegetable organic tissue (e.g., no insanity chance would be present when learning animate dead, reincarnation, or clone, but learning death spell or chill touch would require a check for insanity). Bonus Proficiency: Anatomy, Surgery Required Proficiencies: Healing, Herbalism, Medicine, Reading/Writing Preferred Proficiencies: Animal Handling, Animal Lore, Animal Training, Artistic Ability, Brewing, Engineering, Hunting, Law, Leatherworking, Local History, Research, Seamstress/Tailor, Set Snares, Spellcraft, Tannery, Teaching, Weaving ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >