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    Default [3.5] Osteomancer (base class conversion, WIP, PEACH)

    I was compelled by a monster-class campaign to draft a base class conversion of the Osteomancer PrC [Dragon #317]. What follows is the result. This is a work in progress, as you'll notice it's missing a capstone ability. Please read & respond!
    ~

    Osteomancer

    Class role: Transmutation-based melee class with Con and Cha as primary stats; Dex/Str toss up for defensive and offensive bent. While it lacks the mobility and expertise at falling down mine shafts of the monk class, an osteomancer can cross knuckles with traditional tank classes due to it's high Con and repertoire of buffs/debuffs.

    Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skill points per level: 4 + Int modifier

    Alignment: Any. Osteomancers are freaks and mishaps. Unfortunate sorcerer's apprentices or subjects to grave experiments in transmutation. There is no common organization of osteomancers, just those that possess the knack for body alchemy and lack the scruples to shun their evolving powers.

    Hit Dice: d8
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
    1|+1|+2|+0|+2|Bone spurs, Flurry of Blows, Natural Armor +1
    2|+2|+3|+0|+3|Skeletal Shift, Unnerve
    3|+3|+3|+1|+3|Boneless, Brew Potion
    4|+4|+4|+1|+4|Iron Bones, Enlarge/Reduce
    5|+5|+4|+1|+4|Seize the Core 1/day (full-round), Immunity to Disease, Natural Armor +2
    6|+6|+5|+2|+5|Splinter Strike, Silver Bones
    7|+7|+5|+2|+5|Blood Alchemy
    8|+8/+1|+6|+2|+6|Spontaneous Serration
    9|+9/+1|+6|+3|+6|Natural Armor +3; DR 1/bludgeoning
    10|+10/+2|+7|+3|+7|Aligned Bones, Immunity to Poisons, Seize the Core 2/day (standard)
    11|+11/+3|+7|+3|+7|Greater Flurry, Mettle
    12|+12/+4|+8|+4|+8|Calcifying Splinters
    13|+13/+4|+8|+4|+8|Sap Life, Natural Armor +4; DR 3/bludgeoning
    14|+14/+5|+9|+4|+9|Wield the Core
    15|+15/+6/+1|+9|+5|+9|Unbridled Core, Seize the Core 3/day (move)
    16|+16/+7/+2|+10|+5|+10|Adamantine Bones
    17|+17/+7/+2|+10|+5|+10|Natural Armor +5; DR 5/adamantine
    18|+18/+8/+3|+11|+6|+11|Malignant Splinters
    19|+19/+9/+4|+11|+6|+11|Osteophage
    20|+20/+10/+5|+12|+6|+12|Ymir's Bones, Seize the Core 4/day (swift)[/table]

    Weapon And Armor Proficiency: An osteomancer is proficient with all simple weapons and a single martial weapon chosen at level 1. They are not proficient with any type of armor or shield.

    Bone spurs (Ex): Spiked armor and two 'bone spur' natural attacks; at will and free action to draw. Bone spurs count as unarmed strikes/natural attacks for purpose of determining feats and deal piercing, slashing or bludgeoning damage. Spurs and spiked armor damage progresses as per monk's unarmed strike.

    Flurry of Blows (Ex): As monk ability, with natural attacks only.

    Greater Flurry of Blows
    As monk ability

    Natural AC bonus (Ex): When the bone spurs ability is active and the osteomancer is unencumbered, she adds her Con bonus (if any) to her AC as natural armor. In addition, a monk gains a +1 enhancement bonus to natural armor at 1st level. This bonus increases by 1 for every four osteomancer levels thereafter (+2 at 5th, +3 at 9th, +4 at 13th, and +5 at 17th level). This ability does not benefit from feats or class abilities that synergize with a monk's AC bonus.

    In addition, beginning at level 9 the osteomancer's natural armor provides DR 1/bludgeoning, which increases by 2 for every four osteomancer levels thereafter.

    Skeletal Shift (Ex): As a standard action, an osteomancer of level 2 or higher can shift her skeletal structure to appear as a different person (+3 to Disguise checks).

    Unnerve (Su): As an extension of the previous ability, the osteomancer may sculpt her protruding bones in terrifying shapes. Creatures within 30 feet attempting to directly attack or target the osteomancer with spells must attempt a Will save (DC 10 + 1/2 osteomancer level + Cha modifier). If successful, target is unaffected and is immune to Unnerve for 24 hours. If the save fails, the target takes -2 to attacks against the osteomancer for the next 24 hours. This is a mind-affecting, fear effect.

    Brew Potion (Su): At third level, the osteomancer gains Brew Potion as a bonus feat. The osteomancer is considered as having access to the Wizard/Sorcerer transmutation spell list for the purpose of determining what spells he can imbue.

    Boneless (Su): At will, as a full-round action, the osteomancer may dissolve or restore her own skeleton. He becomes able to travel at 10 ft. through muscle control (cannot run). The osteomancer may now fit in minute spaces and crawl under barriers with one important caveat; the osteomancer must at all times take care to protect her organs, making sure they are not crushed. For simplicity's sake, assume the osteomancer can not travel through any space smaller than 6 inches in diameter.

    While in this form, the osteomancer is considered prone. She loses her Dexterity bonus to Armor Class and cannot cast spells with verbal, somatic, or material components while boneless. This does not prevent spells enabled through Silent Spell, Still Spell, or Eschew Materials.

    Iron Bones (Su): At level 4, osteomancer's natural weapons count as cold iron and magical for the purpose of overcoming DR/hitting incorporeal opponents.

    Enlarge/Reduce (Sp):: Cha modifier number of times per day, an osteomancer may cast enlarge or reduce person on herself as cast by a sorcerer equal to her class level.

    Seize the Core (Su): Once per day, a fifth level osteomancer can take temporary control of her opponent's skeletons, paralyzing them. As a full-round action, she can affect up to one creature per four osteomancer levels within 60 ft., no two of which may be 30 ft. apart. Each target is allowed a Fortitude save (DC 10 + 1/2 osteomancer level + Cha modifier). Creatures without skeletons are unaffected. Subjects affected by this ability are held immobile as though paralyzed until the beginning of the osteomancer's next turn. Creatures ordinarily immune to paralysis are not immune to this effect (e.g. Elves/corporeal undead are fair game; a target under the affects of Freedom of Movement is not [as it negates movement impairing effects, not the 'paralysis' condition]). The osteomancer gains a daily use of Seize the Core every five levels. This ability may be cast as a standard action at level 10, move action at level 15, and swift action at level 20.

    Immunity to Disease (Ex): An osteomancer gains immunity to all diseases except for supernatural & magical ones.

    Splinter Strike (Su): As a melee attack with a natural weapon, a sixth level osteomancer can jut irritating splinters beneath a target's skin, (Reflex save, DC 10 + amount by which attack exceeds AC). A target which fails its save is sickened until it can extract the splinters with a DC 15 Heal check or is targeted by a heal spell. This ability is usable once every 1d4 rounds.

    Silver Bones (Su): Natural weapons count as silver for the purpose of overcoming DR.

    Blood Alchemy (Sp): At level 7, the magically fortified marrow of an osteomancer begins to empower her circulatory system. A number of times per day equal to her Con modifier the osteomancer may stir up trace magics in her blood, recalling a Transmutation spell or effect cast upon her in the last 24 hours as a standard action. The duplicated effect is treated as if cast by a sorcerer of the same level as the osteomancer's class levels. An osteomancer cannot duplicate effects she would not be able to cast as a sorcerer.

    Spontaneous Serration (Su): The osteomancer gains the Improved Critical (bone spurs, spiked armor) feats. In addition, critical strikes deal 1 Con damage from bleeding.

    Aligned Bones (Su): At tenth level, an osteomancer's natural attacks can take on any non-neutral alignment the character has for the purpose of overcoming damage reduction. For example, a lawful neutral osteomancer's natural attacks act as lawful weapons. A wholly neutral osteomancer may choose any alignment for his bone spurs. Once chosen, this alignment component cannot be changed.

    Immunity to Poisons (Su): At 10th level, an osteomancer gains immunity to poisons of all kinds.

    Mettle (Ex): If an osteomancer makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect.

    Calcifying Splinters (Su): A creature sickened by an osteomancer's splinter strike suffers 1d4 Dex damage as the shards of osseous tissue embedded in their flesh expand and calcify (Fort save, DC 10+ 1/2 osteomancer level + Con modifier). The target must repeat this save every 10 rounds until it makes a Fortitude save, is targeted by a heal spell, or extracts the shards with a DC 25 Heal check.

    Sap Life (Su): As a touch attack, a level 13 osteomancer can cause a malaise to settle into the core of her opponent's bones. This ability nullifies DR and SR for a number of rounds equal to the osteomancer's Cha modifier unless the opponent makes a Fortitude save (DC 10 + 1/2 osteomancer level + Cha modifier). This ability is available for use a number of times per day equal to 1 plus her Cha modifier. This ability only affects living-creatures with a skeleton.

    Wield the Core (Su): Three times per day, a level fourteen or greater osteomancer can telepathically control the physical actions of any creature with a skeleton as a standard action. The target creature must be within 30 ft. and is allowed a Fortitude save (DC 10 + 1/2 osteomancer level + Cha modifier) to negate the effect. On a failed save, the osteomancer can control the movement of the creature's bone structure as a channeled action, granting her excruciating control of her victim.

    Since this ability affects control over the target's body and not mind, the osteomancer can not force the target to speak. While she can force the victim's jaw to clench shut, the osteomancer can not force the target to cast a spell with a verbal component or use an item that has a command word. This ability lasts one round per osteomancer level. Like Seize the Core, this ability affects corporeal undead with skeletons.

    Self-destructive commands end the effect. Commanding the target to face a dauntingly superior foe does not end the effect. Once control is established, the range at which it can be exercised is unlimited so long as the osteomancer has line of effect.

    Unbridled Core (Su): An adept osteomancer's blood runs thick with iron and magic; it takes only a rank concoction of bull's hair and brew to overclock her churning circulatory system. As an immediate action, the osteomancer can subsume the effects of a previously imbibed potion of bull's strength and benefit from the spell Transformation as cast by a sorceror of her class level (sans the redundant natural armor bonus). Upon the termination of the spell-like affect, she must succeed on a Fortitude save (DC 20 + 6 for each previous use of this ability in the same day [DC 20, 26, 32...]) or become exhausted.

    Adamantine Bones (Su): An osteomancer's natural weapons are considered adamantine for the purpose of overcoming DR/hardness. Natural armor bonus grants DR/adamantine

    Malignant Splinters (Su): A creature sickened by an osteomancer's splinter strike is now fatigued by the hypoxia resulting from the rapid expansion of bone fragments through their bloodstream. The periodic Dex damage is increased to 2d4 and it now takes a DC 35 Heal check to extract the splinters or a heal spell accompanying a caster level check (DC 10 + 1/2 osteomancer level + Con modifier).

    Osteophage (Su): An osteomancer's penultimate technique of body transmutation is the brutal osteophage. Once per day as a standard action with a range of 60 ft., she can command the skeleton of single target to liquefy (Fortitude save DC 20 + Cha modifier). On a failed save, the victim collapses into a heap of calcium-rich mush and dies instantly. A successful save prevents skeletal collapse, but still deals 15d6 damage and nauseates the target for a round as they purge their body of osteoclasts.

    Ymir's Bones (Sp): Of old was the age  |  when Ymir lived;
    No Sea nor cool waves  |  nor sand there were;
    Earth had not been  |  nor heaven above,
    Only a yawning gap  |  and grass nowhere.

    The bones of creation stir in the osteomancer. A true osteomancer can cast Shapechange a number of times per day equal to her Cha modifier as a 20th level sorcerer.[WIP]
    Last edited by GrassyGnoll; 2012-09-18 at 12:41 PM.
    Just my opinion about the whole “weed” debate, but it seems to me that cannabis, also known as marijuana,[4] and by numerous other names,[] is a preparation of the cannabis plant intended for use as a psychoactive drug and as medicine.[5][6] Just stating my opinion…

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    Barbarian in the Playground
     
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    Default Re: [3.5] Osteomancer (base class conversion, WIP, PEACH)

    Love the concept and several of the abilities, but I'm not sure this class is that much better than a monk(which is bad).

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    Default Re: [3.5] Osteomancer (base class conversion, WIP, PEACH)

    How is this class not better off than the monk? Is there an ability to slap on here or there to shore it up? Mettle for SR seems like a fair trade to me. Spell turning is an abjuration spell, so no luck there. While the osteomancer is not so much geared for mage-killing, I should hope it has a better chance at mage-surviving.
    Just my opinion about the whole “weed” debate, but it seems to me that cannabis, also known as marijuana,[4] and by numerous other names,[] is a preparation of the cannabis plant intended for use as a psychoactive drug and as medicine.[5][6] Just stating my opinion…

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