Anatomist

## Description

Potent single target buffs are the name of the game for the Anatomist, but there aren't many options for the whole team.

### Class Frame

Rapid Transfusion. Whenever you use an Ability that targets only an Ally, you can choose to lose 10 health and your Ally heals 10 Health.

Wears Balanced Armor

## Abilities

### **Tier 1**

* **Adrenaline Shock (2PP)**
	+ *Give an ally a burst of energy, giving them superhuman strength for a brief moment.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Ally
	+ Effect: The target receives one Action Surge. This Action Surge must be used on their next turn or it is discarded.
* **Health Concoction (3PP)**
	+ *A potent medicinal concoction that takes days to ferment, best not to waste it.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Ally
	+ Effect: The target heals for half of their health rounding up.
* **Mana Enhancers (3PP)**
	+ *You give your target a dose of magic enhancing aether. It swirls through their body that gives them a temporary jolt of power.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: Adjacent Ally or Self
	+ Effect: For the next two turns, the target adds Advantage to attack and +6 to Damage for all attacks that use Intelligence, Wisdom, or Charisma
* **Power Surge (3PP)**
	+ *You give your target a rush of strength, giving them unreal physical might, creating a powerful force in the battle.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: Adjacent Ally or Self
	+ Effect: For the next two turns, the target adds advantage on attack and +6 to Damage for all attacks that use Strength or Dexterity

### **Tier 2**

* **Sensory Remedy (1PP)**
	+ *You analyze the inflicted and cure them of an ailment on their senses.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Ally
	+ Attack: Int Check
		- Hit: One Sensory Affliction affecting the target is dispelled.
* **Close Lethal Wounds (2PP)**
	+ *Taking dire measures, you perform a frantic operation on the battlefield, recovering an ally from near death.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Bleeding Out Ally
	+ Effect: The target is healed up to half of their health rounding down and one Death Mark is removed.
* **Toxin Cleanse (2PP)**
	+ *A potion that washes the system of poison, and converts it into energy, healing minor wounds and strengthening the body.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Ally
	+ Attack: Int Check
		- Hit: The target is dispelled of all poison and heals 1d4. The amount of poison the target had + the amount just healed is converted into a damage bonus on the next attack they land before combat ends

### **Tier 3**

* **Compound X (3PP)**
	+ *A dangerous injection which gives one ally a short burst of lethal precision.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Ally
	+ Attack: Int Check
		- Hit: The allies next attack is guaranteed to be a critical and cannot miss.
* **Do No Harm (3PP)**
	+ *All of your creations are imbued with vampiric power, and absorb health for themselves and their master.*
	+ Frequency: Passive
	+ Effect: If an ally under the influence of one of your status buffs defeats an enemy, you both heal 1d10
* **Manic Operation (4PP)**
	+ *Force the target to send their body into overdrive, but if it isn't done right, you may put your patient in a precarious situation.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Range: Adjacent
	+ Target: One Bleeding Out or Battered Ally
	+ Attack: Int Check
		- Hit: Target is healed from their lingering battered conditon and heals to half health rounding up. For the next two turns, the Target adds +5 to attack rolls and +5 to damage on hit
		- Miss: Same as On Hit effect, but at the end of the target's second turn, they drop to one Heatlh and fall prone (1)
* **Example (PP)**
	+ *Description*