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    Default [3.5 base class ]The Osteokinetic [peach]


    ^image: Osteokinetic with Blade as Scythe with Serrated, Dual Bladed (bottom), Penetrating (longer thinner blade part) and Iconic (intimidating). Two Gargantuan skulls float around her waiting for use glowing with acid energy and Bone claws active in the form of two elongated, serrated horns.
    The Osteokinetic
    "I love it when they try to point those so called "Holy Symbols" at my puppets."
    ~Hespa Crychalyst- Osteokinetic.


    Intended Tier
    (Just learned of them): Tier 3, high. or Tier 2, low.


    The Osteokinetic
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    | Osteokinesis

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Dark Friends, Blade

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    | Osteokinesis

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Dark Knowledge

    5th|
    +4
    |
    +1
    |
    +1
    |
    +4
    | Osteokinesis

    6th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Dark Sight. Blade

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    | Osteokinesis

    8th|
    +6/1
    |
    +2
    |
    +2
    |
    +6
    |Dark Will, Blade

    9th|
    +7/2
    |
    +3
    |
    +3
    |
    +6
    | Osteokinesis

    10th|
    +8/3
    |
    +3
    |
    +3
    |
    +7
    |Dark Magic,

    11th|
    +8/3
    |
    +3
    |
    +3
    |
    +7
    | Osteokinesis

    12th|
    +9/4
    |
    +4
    |
    +4
    |
    +8
    |Dark Thoughts, Blade

    13th|
    +10/5
    |
    +4
    |
    +4
    |
    +8
    | Osteokinesis

    14th|
    +11/6/1
    |
    +4
    |
    +4
    |
    +9
    |Dark Light, Blade

    15th|
    +11/6/1
    |
    +5
    |
    +5
    |
    +9
    | Osteokinesis

    16th|
    +12/7/2
    |
    +5
    |
    +5
    |
    +10
    |Dark Might

    17th|
    +13/8/3
    |
    +5
    |
    +5
    |
    +10
    | Osteokinesis

    18th|
    +14/9/4
    |
    +6
    |
    +6
    |
    +11
    |Dark Smite, Blade

    19th|
    +14/9/4
    |
    +6
    |
    +6
    |
    +11
    | Osteokinesis

    20th|
    +15/10/5
    |
    +6
    |
    +6
    |
    +12
    |Dark Summons, Blade[/table]
    Hit Die:
    d10
    Skills:
    4+int (x4 at first level)
    Class Skills:
    Autohypnosis, Bluff, Concentration, Craft, Disguise, Gather Information, Heal, Intimidate, Knowledge, Perform, Profession, Listen, Spot, Search, Speak Language, Jump, Tumble.

    Alignment
    At first glance Osteokinetics may seem an evil ability, But Osteokinetics can be of any alignment, Its not their fault they were born with the ability to manipulate bones with a thought.

    Special:
    Osteokinetics are considered Psionic beings with power points equal to class levels and can take psionic feats.

    Class Features:

    Weapons and Armor:
    Osteokinetics are proficient with Simple weapons, No shields, and Light to medium armor.

    Osteokinesis:
    You were born with an innate talent for the psychic control over bone matter, At the taking of level one of this class, that talent shows itself. you gain the Osteokinetic feat for free and you gain abilities granting power over the manipulation of bones, below are listed effects at listed levels you may use by expending a Psionic focus and taking the level you obtain it as Strain*. Some abilities have the option of Overstraining to deal additional effects or improve existing effects, You cannot Overstrain to increase the initial strain by more then your class levels. Needless to say, there is no limit to the number of these abilities you can use, You can keep going till you kill yourself for all I care.
    Unless otherwise stated the typical duration for an ability that conjures bone matter for effects is usually a day per class level before it crumbles apart.
    Likewise range is typically Charisma mod x 200 ft.
    *see bottom of page.
    Special: Osteokinetic fortitude effects effect Undead (replace Fortitude with Will). At level 13 or higher, Mindless undead don't get saves. Due to the nature of the art, Osteokinetics are unaffected by antimagic, but you cannot manifest osteokinetic abilities within a Null Psionics field, though they work fine going into one. Dispel Magic can only dispel Dark abilities, and Dispel Psionics only removes the power behind your bones. Skull bombs would lose their propulsion and energy for example.
    In the case of Skull bombs or any energy aligned osteokinetic attack, it can be counterspelled or similar, by using a spell of similar effect of the opposing energy type. Untyped bone attacks, such as bone spire are essentially [creation] powers as are nearly all osteokinetic abilities, They create things such as bone spears and send them hurling at empowered velocities, You can counter them about as well as you could counter a thrown spear or speeding arrow.
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    1:
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    Ossicles Vibration :
    You cause the fragile bones in the ear to jerk and thrash violently. Dealing 1d6 nonlethal damage and deafening them on a failed Fortitude check DC= 10+1/2 class levels + charisma modifier, for a number of rounds equal to your charisma modifier.
    Overstrain: Each additional point of strain you take increases the damage by 1d6, Each two strain you take you change one d6 into lethal damage. Each 3 Strain you take you can effect another target.
    Bone Shard:
    You create a formidable chunk of razor sharp bone matter and launch it psionically towards a target for a ranged touch attack dealing 1d6 piercing damage.
    Overstrain: Each additional point of Strain you take, add another 1d6. Each two extra strain you take you may create another crystal that deals half the damage of the original and can effect a separate target.
    Bone Growth:
    You cause bone matter to form in the 5ft square the target resides in. Reflex save DC= 10+1/2 class levels + charisma modifier or become Entangled for a number of rounds equal to your charisma modifier if they fit within the 5ft.
    Overstrain: each point of extra strain you take adds 5ft to the effect.
    Bone Bolt:
    You create 2d4 bolts, arrows, or bullets constructed of bone matter, These disappear in Charisma modifier = rounds. There are a variety of uses such as using them normally in a bow, sling or crossbow.
    Overstrain: Each extra point of strain you take adds 1d4 to the number of created items. For two points of overstrain, you can also send the conjured bolts flying in a single blast dealing 2 damage per bolt/arrow/bullet.
    Lesser Bone Armor:
    You cause light bone grown to crust over your skin or armor in parts, adding 1 point of Natural Armor.
    Overstrain: Each extra four points of strain you may add an extra 1 point of Natural Armor. for an extra two, you can effect someone else instead of yourself. For an extra four, you can effect yourself and one other.
    Bone Claws:
    You cause your finger bones to form sharp, jagged claws at the ends of your fingers that deal 1d6 damage and are considered to be natural weapons. Its a painful experiance, you take 1d3 lethal damage in addition to the Strain. But the claws stay until you use this again to remove them (Dealing no strain or more lethal damage)
    Overstrain: for 1 point of overstrain, you can instead have a horn which deals 1d8 damage. For two more points you have two horns for 2d4. For two extra strain, you can elongate your claws or horns for 1 extra damage die (maximum of three elongations before they merely become cumbersome). For one point of strain you can add Serrated edges to your claws or horns which add 1 point of damage to all damage die. For two extra strain, you can hook your horns or claws to add +4 to grapple checks.

    3:
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    Swarm of Bone Shards:
    You create a 30ft cone of swirling shards of razor sharp bone dealing 3d4 slashing damage to all in the cone for a reflex save DC= 10+1/2 class levels + charisma modifier. for half damage.
    Overstrain: Each extra point of strain you take adds 1d4 slashing damage.
    Inflict Pain:
    You cause a violent growth of jagged bone somewhere inside your foe. While its not large enough to reach deep enough to pierce vital organs, its still painful. On a failed Fortitude check DC= 10+1/2 class levels + charisma modifier for half, the subject takes 1d10 nonlethal damage and a penalty of -4 to attack rolls. (-2 and half damage if save passed)
    Overstrain: Increase damage by one die per point of overstrain.
    Bone Shield:
    You create a static disk of bone matter in the air before you providing partial cover and can block magic missile.
    Augment: You can make it Dynamic (Following you) for an extra two points of overstrain.
    Skull Ringer:
    You cause violent wave of osteokinetic thrust dealing 1d6 bludgeoning damage directly to an opponents skull. No save. always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). You can choose to cause non lethal damage with this ability.
    Overstrain: For every 2 additional points of overstrain, this power’s damage increases by 1d6 points. For every 2 additional points of overstrain, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
    Augment Bone:
    You harden your bones to withstand greater force. You gain damage reduction 2/-
    For each 3 additional points of overstrain you can increase the DR by 1.
    Skull Bombs:
    You conjure 1d4 medium sized skulls (comparatively, like a human skull), hard, yet fragile enough to burst and the design and method of their conjuration allow them to burst with force. the 1d4 skulls are launched mentally all at once, or be saved floating around you until you decide to use them. If you save them you can only shoot once at a time but you do gain a +1 intimidate per skull, per size. deal 1d4 damage per level as bludeoning damage, then deal splash to those within 10ft, half damage as slashing damage first five, half that to the last five.
    Overstrain: For every 1 point of overstrain, add an extra 1d4 damage, for ever two, add radius, for every three; add a size category. Large: 1d6 die Huge; 1d8 gargantuan 1d10 colossal 1d12 Colossal+: 1d20. For every ten extra points you spend, add an energy type and 1d6 of that energy type. Skulls glow accordingly.

    5:
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    Bone Spear:
    You create a long growth of bone that impales your foe. Make a ranged attack for 1d10 damage and on a hit a Fortitude save DC= 10+1/2 class levels + charisma modifier, on a fail they are impaled taking 1 constitution damage a round and are pinned. They can escape the pin with a grapple roll against the fortitude save.
    Overstrain: for 5 additional overstrain points, you can cause the spear to be made with many barbs and hooks. Causing Impalement damage to lose 2 constitution and +5 to the fortitude save. For two additional overstrain points, you add 1d10 to the damage.
    Sense Bones:
    You sense the location of bones around you. Range: Cha mod x10 = feet. This allows you to sense the presence of invisible creatures, creatures behind walls, doors, and behind you.
    Overstrain: For an extra two points of strain, You can detect Incorporeal and 5 for Ethereal.
    Skeletal Manipulation:
    You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
    Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Regeneration 1 due to the regathering of bone particles.
    Snuff out Consciousness:
    You cause the bones protecting precious nerves to pinch off. On a fortitude save DC= 10+1/2 class levels + charisma modifier, the subject falls unconscious.
    For every two extra points of Strain you take, you may effect another target.
    Spike Growth:
    You cause many razor sharp spikes of bone to grow from the ground or on walls and ceilings. Any creature passing through takes 1d4 damage piercing damage for each 5ft passed through the area. On a failed Reflex save DC= 10+1/2 class levels + charisma modifier, they reduce their speed by half from damage to the feet and the like.
    Overstrain: by spending an extra 5 points of strain, the spikes are dynamic and are always moving, thrusting, and stabbing. Dealing 2d8 piercing and slashing damage instead. For 2 extra points of strain, add a damage die.
    Bone Shape:
    You can sculpt bone into any shape. While it’s possible to make crude coffers, doors, and so forth with bone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
    Overstrain: Reduce the chance of moving parts not working by 10 percent for every three extra points of strain. For Six extra points of strain, You can add fine detail.

    7:
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    Antibone Shell:
    You create a mental field that repels nonliving bone matter, such as in undead, but not such as in living humans (for example).
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level
    Overstrain: For an extra ten points of Strain, You can keep out Living bone as well.
    Shard Storm:
    You create a storm of hailing formations of crudely spawned fragile skulls. They deal 3d6 bludgeoning damage and 2d6 Slashing damage from the shards of breaking skulls.
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: 1 full round
    Overstrain: for 4 extra points of overstrain, add 1 full round to the duration.
    Wall of Bones:
    You create a wall of bones 5ft wide, 5ft high per point of Strain used (including overstrain) +Charisma modifier. Creatures attempting to pass through the wall move at half speed and take 1d6 slashing damage for every 5ft moved through. Bone Wall lasts Charisma modifier = rounds.
    Overstrain: for every point of overstrain, add 1d4 damage. For Five points of overstrain, the wall is impassable. and instead must be moved around, or destroyed. Each 5ft section has 40HP, regeneration 1 (from the regathering of bone matter), and hardness equal to your charisma modifier x2 (Each point of charisma equaling an inch of thickness) For an extra five Overstrain, the wall is permanent until destroyed.. (Solid wall loosing regeneration.)
    Graspings Hands:
    You cause large skeletal hands to form from the ground that grab and hold foes forcefully.
    Range: Medium (100 ft. + 10 ft./level)
    Area: 20-ft.-radius spread
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell/Power Resistance: No
    Each hand's arm is 10ft long, When spawned, it initiates a grapple. Its grapple check modifier is equal to your class level +8. The grasping hands are immune to all types of damage. Any creature that enters the area of the spell is immediately attacked by the hands. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
    Overstrain: for five extra points of overstrain, Rather then simple hands, you conjure great claws with jagged rough surfaces. Each round a target is grappled they take 1d4 + charisma modifier slashing and piercing damage.damage .
    Bone Skin:
    Chosen creature, by touch, (including yourself) ignores the first ten points of damage as their skin hardens into stronger then normal bone. They gain DR 10/adamantine. Once the bone skin has prevented a total of 10 points of damage per class level (maximum 150 points), it is discharged.
    Overstrain: 3 points; cause a lingering effect that adds Regeneration 1 (due to regathering of bone matter, as your skin IS the bone.) This regen 1 heals both HP, and one from maximum prevented damage.
    Osteokinesis: (Special strain)
    You can effectively control bones. For one casting you can perform a telekinetic maneuver, or telekinetic thrust using bone matter. for only 1 strain you can lightly control bones as the Telekinesis power by a wizard when using prolonged control aka: a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
    Sustained Force: A sustained force moves an object weighing no more than 25 pounds per manifester level (No max) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
    This power need not be used on non living bone.
    For full strain as normal (7), You can increase the bones mass or decrease the bones mass by 50%, either turning a skeleton into a toothpick, or into a fully filled out (with bone matter) human form (+5 disguise to disguise as human with tools or facemasks, combine with combine with boneshape + fine detail for +20 disguise, add some prestidigitation or make up and you've got yourself a hidden bone minion). Either way you add 10 or remove 10 hardness.
    full strain (7) you can increase or decrease the bones Size by 50%, adding a size category or removing one.
    Overstrain: For five points of over strain you can infuse bone matter with elemental energies by manipulating its molecular construction to be almost magically in tune with its element, this provides resistance 5 to that energy type for non offensive items, or +1d6 energy damage of chosen type. For every five more you add the effect again. For every two strain you add increase your effective manifester level by one. and five to feet per round.

    9:
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    Puppeteer of Bones;
    You seize control of another's skeletal frame. On a fortitude save DC= 10+1/2 class levels + charisma modifier the targets skeletal structure is yours to command. Doing so requires a movement equivalent action on your turn to manipulate one or more creatures commanded this way. Or, you can keep them held fast as a swift action. However, Stilled, Silent, and material less spells and powers can still be used by the subjects against you. You can't make them do any mental actions, only physical. Such as making them attack a teammate.
    Overstrain: For an extra 1 point of strain per commanded frame, You shift control over to your subconscious will. Controlling commanded skeletal frames as a free action instead.
    Kill the Brain:
    You pinch off precious nerves in the targets spinal Column, preventing logical though. on a failed fortitude save DC= 10+1/2 class levels + charisma modifier the targets Int, and Charisma drop to one. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the KtB.
    Fuse Bone:
    You fuse all the targets bones and joints into one solid mass. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, the target becomes helpless. On a successful save, target instead takes 4 points of dexterity drain and speed is halved until healed.
    For an extra strain equal to the effects preexisting strain cost, you can also use Bones Betrayal, Kill the Brain, and Snuff out Consciousness at the same time.
    Bone Armor:
    You create a set of bone armor that crusts over what ever your wearing. The bone adds a bonus to AC the equivalent of Plate armor, made of stronger then normal bone. You get a +6 armor bonus.
    Overstrain: +2 Strain: Add spikes that deal 1d4 extra damage with grapples, unarmed attacks, or when DM sees fit when contact should occur.
    +9 Strain: Double armor bonus.
    Create Skeletons:
    You create up to Charisma modifier worth of medium sized skeletons that can use what ever equipment is lying about. For every two Medium sized skeletons you could create, you can instead create one large. for every two large, one huge, and so on.
    They are NOT considered undead, rather, they are considered Constructs.
    Overstrain: For every five points of strain, you can add 1/2 your charisma modifier again to created Skeletons. For every ten extra points of Overstrain, You the skeletons you create are persistent from lingering effects of your force on them. They don't die until -10 HP and have Regeneration 1 due to the regathering of bone particles.

    11:
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    Bone Spire:
    You create a large razor sharp spike of bone to attack the foe from below. They make a reflex save DC= 10+1/2 class levels + charisma modifier, or be impaled for 4d6 piercing damage and lose 1 constitution a round until they free themselves or are freed. For the subject to free itself they must make a strength check DC= 10+1/2 class levels + charisma modifier +5 If someone else does it the DC= 10+1/2 class levels + charisma modifier - 5
    On a successful save, they take 2d6 damage and get a nice gash loosing a single 1 con of ability damage.
    The spire is 5ft high, If the spire would impale the victim into a ceiling you add +5 to the STR check required to break free. (as they literally must break themselves free now) and add an additional 1d6 bludgeoning damage.
    Overstrain: for 5 extra strain, You add hooks and barbs, adding +5 to the STR check.
    For 4 extra strain, you increase the spires size, adding 2 to the reflex save and increasing the height by 5ft.
    For 10 extra strain, you can create a number of spires equal to your charisma modifier within Charisma modifier x10ft. a maximum of two spires can physically hit one target and does not double its save, only adds +5 to the STR check.
    Control Bone: (special Strain cost)
    No save, You manipulate nonliving bone as you wish. Adding size or lowering size by up to 50%, adding spikes (as seen in bone armor), Increasing its density (DR 5/-) Alter its physical properties (Color change, Resistances to certain energy types (Max 5) For each point you add or reduce to something you take 1 strain. (50% size change would be 5 strain) You can also manipulate it as if by Telekinetic Thrust, Maneuver, ect for listed strain as normal.
    Bone's Betrayal:
    Victims bones sprout with many sharp jagged growths. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, The subject dies as vital organs are pierced. On a success, their bones are simply now sharp, jagged, and very rough. They take 1d4 damage every time they take a physical action such as attacking, moving, Or when they are attacked, forced to move. In addition, they take a -3 penalty to Con, Str, and Dex (Multiple Bone Betrayals don't stack.)
    No overstrain.
    Speed of Thought:
    You take control of your own bones, you gain speed equal to your charisma modifier x5, and gain a partial action each round. However you take an additional 1d4 damage per hit you take due to the dangerous nature of this control.
    Overstrain: extra 1 strain, add an extra five feet per extra point of strain. Every 2 extra strain you take you get a levitation effect for 1ft per total strain spent (thus ignoring effects such as grease, hover over water, ice, ect.
    For an extra 10 points of strain, your speed is changed to Fly speed (perfect)

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    Decerebrate:
    Range: Close (25 ft. + 5 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude DC= 10+1/2 class levels + charisma modifier negates
    Power/Spell Resistance: Yes
    With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.
    Repulsion:
    Creatures, as long as their anatomy consists of bone, simply cannot approach within Charisma mod x10 /2 ft of you. No save, Spell/Power resistance applies. lasts Charisma mod = rounds.
    Overstrain: For every 2 additional Strain, Add 5 for overcoming Resistances. For every 1, add five feet range.

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    Osteoprosthetics:
    You can attach working bone replicas of a subjects limbs somewhere onto their body, or replacing a missing limb. The bone attaches itself to the subjects nervous system and is considered living bone. Arm has hardness 15, and 60hp,
    Overstrain: For an additional two, the limb can be made with natural weapons such as Claws appropriate for the size. For an extra two on top of that, it can be made a size larger. For five extra points of overstrain, you can create a working eye. Strategic use of Eye Osteoprosthetics grant 360 vision. For another extra two, the eye can be made with Low light vision, for another five, the eye can be made with Darkvision.
    Osteotransmutation:
    You transform Wood, Metal, Stone, or Flesh into Bone. Or bone into the above. This can potentially change a victim of petrification back to normal, Or a victim into a statue of Bone which you can control with other Osteokinetic abilities. Unlike most Osteokinetic abilities, this is a will save. DC= 10+1/2 class levels + charisma modifier. No effect on a succeeded save.

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    Osteotranslocation:
    Your control over bone matter is so fine, You can propel It, and what it may be attached to (in the case of living bone) Across space. This is in effect a Teleportation spell used as a standard action, with Class levels as caster level, and Spell level Nine.
    You can instead use a move equivalent action with Osteotranslocation to move Cha mod x10 ft of teleportation.

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    Detonate Bone:
    You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they fail a fortitude save DC= 10+1/2 class levels + charisma modifier. If the succeed, detonation does not occur. They instead take half the usual detonation damage.
    Overstrain: for each additional point of strain, you add 1d8.



    Dark Friends:
    Your gifts attract a strange crowd.
    You see strange creatures that seem to drift along the edges of shadows, and in the corners of your vision. When you see them they look something like fairies or pixies made of shadow, to generic black stick figures calling themselves Stickmen.
    While not evil, these creatures are very chaotic. Drawn to you, they seem to whisper into your mind at times. At second level, One particularly developed of the Shade Fairies or Stickmen becomes a companion of sorts to you. At level 4, you can always call your companion to you. at level six, you and your companion can speak telepathically to each other. At level eight, you can use your companions senses. At level ten, you can use your powers through the companion (spending your own action as normal). at level twelve, you can call a second companion. At level 14 you can fuse your companions into one for cha = rounds, doubling what can be doubling, adding numbers together such as HP, AC, Damages ect. at level sixteen, your companions can become medium size at will, effects related to size apply. , at level eighteen, you can fuse the companions to yourself gaining their special abilities and stats that may be higher then your own. level twenty you can add a third companion
    Every four levels, you can give your companion use of one Osteokinetic power they can use on their own.

    Choose one:
    Shade Fairy:
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    Tiny Fey
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/–11
    Attack: Bite +5 melee (1d3–3)
    Full Attack: Bite +5 melee (1d3–3)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Antiglow (Su), Low-light vision, Darkvision
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 4, Dex 17, Con 10, Int 5, Wis 14, Cha 4
    Skills: Listen +6, Move Silently +17, Spot +6
    Feats: Weapon Finesse
    Organization: Solitary, Mated Pair, or Colony (25-100)
    Challenge Rating: 1/4
    Antiglow: Shade Fairies seem to absorb light around them reducing light typically around 5ft by one step.

    Stickmen:
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    Tiny Fey
    Hit Dice: 1d8 (4 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+2 size, +4 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/–11
    Attack: Poke+5 melee (1d3–3)
    Full Attack: Bite +5 melee (1d3–3)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: two dimensional (Ex), Low-light vision, Darkvision
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 4, Dex 18, Con 10, Int 5, Wis 14, Cha 4
    Skills: Listen +6, Move Silently +17, Spot +6
    Feats: Wild Talent
    Organization: Solitary, or Colony (25-100)
    Challenge Rating: 1/4
    Two Dimensional: The Stickman gains total concealment when facing directly to the side of someone and can slip through the finest of cracks.


    Blade:
    the Osteokinetic gains a deadly weapon that they learn to forge using their own bone matter which they amplify and alter using their abilities.
    Each Osteokinetic At level two gains a weapon unique to them. You may design this weapon however you like. Your Blade is considered a two-handed sword. The base damage is 1d10 with a critical range of 19-20/x2. Your Blade is an exotic weapon in anyone else's hands, but you gain proficiency with it when you create it. You may choose one of the following traits when you create your Blade. You may imbue your Blade with more traits as you gain levels. No trait may be placed on a sword more than once unless otherwise stated, and no Blade may be enchanted otherwise. Infusions and temporary effects work on the Blade normally, but cannot be made permanent by any means. Traits changing the Blade from a blade to another weapon can be taken at first level for free. Creating the blade takes 1 week per trait (Only one at first level, and one trait added as you progress), and during that time you are only at half your hit points and take 1 point constitution drain each week. All of which returns with a day of rest after creation.
    Spoiler
    Show
    • Adamantine : Your sword is made out of Adamantine and gains all of the benefits (DMG 283). If you choose this trait you cannot use the Alchemical Silver, Byeshk, Cold Iron, or Wraithiron traits.
    • Alchemical Silver : Your sword is made out of Alchemical Silver and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Byeshk, Cold Iron, or Wraithiron traits.
    • Aurorum : Your blade gleams with hues of pink and indigo. If your weapon is sundered, you can repair it simply by holding the broken pieces together (a full round action). The repair is flawless and seamless.
    • Balanced : The blade is exceptionally balanced, allowing you to hold the blade in one hand instead of two.
    • Bewitched : A slight magical aura surrounds your blade. It counts as magical for the purpose of overcoming damage reduction.
    • Black* : Your blade seems to absorb light. It counts as evil for the purposes of overcoming damage reduction.
    • Blessed : When smiting with this weapon, you deal an extra 1d4 damage.
    • Bonded : While wielding this weapon, you gain a +1 bonus to caster checks and you gain the effects of the still spell feat.
    • Bouyant : While this sword is in your possession, you gain a +5 bonus to swim checks.
    • Broad : You can use your sword to help you defend yourself thanks to it's width. When wielding your sword, you gain a +2 shield bonus to AC.
    • Byeshk: Your weapon is made of the Byeshk material. This weapon now overcomes the DR of the daelkyr of Eberron. If you choose this trait you cannot use the Adamantine, Alchemical Silver, Cold Iron, or Wraithiron traits.
    • Calculated : The blade of your sword was measured and cut exactly according to plan. This weapon is considered lawful for purposes of overcoming damage reduction. This cannot be taken with the Irregular trait.
    • Channeling : You can store a spell or power of third level or lower in your blade until your blade makes contact with a target. The spell or power must be cast or manifested into the blade as a full round action and it takes effect when you strike your target. The spell or power must have a range of touch.
    • Cold Iron : Your sword is made out of Cold Iron and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Alchemical Silver, Byeshk, or Wraithiron traits.
    • Corrupted : Your sword is able to store poison. You can pour a vial of poison onto your blade which absorbs it and takes on its coloration. The poison is released upon a successful strike for three attacks of your choice. After three poison uses the blade returns to normal and another poison can be absorbed. If you wish, you can switch poisons, the former poison dissolves and is wasted.
    • This can be used with the Covert trait; each bolt counts as 1 use. A Fragmentable sword holds 1 use in each blade. An Oversized or Dual bladed sword can hold two vials of poison (same poison) which can be used for six attacks. A Fragmentable and Oversized sword holds 3 uses in each blade. Only contact poisons can be used with the Hammer trait.
    • Covert : Your sword has a hollow in the middle of the sword which bolts can be shot out of. There is a trigger on the handle of the sword, essentially making it a light crossbow. Your sword can only hold clips of 5 bolts at a time. If your sword has the Oversized trait, it can hold 10 bolts and it works as a heavy crossbow. If you have the dual-bladed trait you may double how many bolts you store and may fire them from either end. Any applicable traits you have on your sword apply to your ammunition. You cannot use this trait with the fragmentable trait.
    • Crystal : Your sword has crystal shards imbedded in it that doubles the time that infusions affect it.
    • Cursed: If anyone other than you tries to hold your sword, they take 2d6 points of damage every round. They must willingly be trying to hold it. If you force it in their hands, it will do no damage unless they take hold of it themselves. Additionally, you may designate someone as the new owner of the sword, which will prevent it from harming them but will make the sword harm you.
    • Dual-Bladed : Your sword has two blades attached to the handle. The second blade does the same base damage as the first. You are considered to have the Two Weapon Fighting feat when wielding this sword.
    • Eager : You gain a +2 bonus to initiative rolls as long as you hold your sword. You may also use the Quick Draw feat with your Exotic Sword.
    • * Ferocious : Whenever you enter rage while holding this weapon, you gain an extra 4 STR.
    • Fluid : Light flows off your blade in a mesmerizing manner giving you a +4 bonus to feinting attempts.
    • Fragmentable : Your sword can be split into two smaller blades, each being considered a light one-handed weapon. The base damage for each is one die size lower than the normal base. If you choose the Oversized trait in addition to this trait, then the smaller blades are no longer light. You are considered to have the Two Weapon Fighting feat when weilding your fragmented blades. You cannot use this trait with the Hammer or Lance traits.
    • Greedy : Your sword can absorb a large amount of coins that can be recalled at any point by the wielder. When a coin (regardless of material, as long as it's recognized as a coin with worth) touches the sword and you will it to, it will absorb the coin into a pocket dimension. Your sword can handle up to 2000 coins in this manner. Recalling coins from the sword is a move action, and it will release 400 coins each round (of your choosing).
    • Hammer : Your exotic weapon is a large two-handed hammer instead of a sword. The damage and critical range are the same, but your weapon does bludgeoning damage as opposed to slashing. Also change your martial proficiencies from slashing to bludgeoning. If you take the Keen trait, call it Impact, though it essentially works the same.
    • Heavy : Your sword has a heavier blade. You gain a +2 bonus on damage rolls.
    • Hooked : A hooked blade allows your sword to be used when making trip attempts. You can drop your sword to avoid being tripped.
    • Iconic : While this sword is visible, the wielder gains a +5 bonus to intimidate checks.
    • Impervious : Your weapon gains an extra 40 HP.
    • Incarnum : Incarnum flows through your blade. When you wield this weapon you gain an extra 2 points of essentia.
    • Inspiring : While this weapon is in the hands of a bard, all bardic music effects last for an extra round. You also gain a +2 bonus on bardic knowledge checks.
    • Irregular : It looks as though your blade is a large scrap of metal you found. It counts as chaotic for the purposes of overcoming damage reduction. This cannot be taken with the Calculated trait.
    • Keen : The blade of your sword can pierce even the best defenses. Your sword's critical range becomes 17-20/x2.
    • Lance : Your exotic weapon is a lance instead of a sword. The damage is the same and the critical range changes to x3. Your weapon now does piercing damage as opposed to slashing and is a reach weapon. Also change your martial proficiencies from slashing to piercing. This is a reach weapon as described in the PHB. If you take the Reach trait, call it Short Haft and you may attack adjacent foes normally. You may not take the Dual-Bladed or Fragmentable traits in addition to this one.
    • Legendary : Your sword is as legendary as you are and now overcomes Epic damage reduction. You may only take this trait once you're an epic-level Osteokinetic.
    • Linked : You always know where your weapon is. Make a Concentration check (DC 15) to know the direction and distance. If your weapon is across the planes make a Knowledge(Planes) check (DC 15) to know which plane it's on.
    • Lucky : Your superstitions that this blade is lucky may be true. Once per session you may reroll a failed attack roll.
    • Merciful : You may deal nonlethal damage with your weapon without taking the normal -4 penalty to your attack roll.
    • Monastic : You may use this weapon as a monk weapon.
    • * Oversized : Your sword is unusually larger than most swords. The base damage increases to 2d8. You are considered to have the Monkey Grip feat when wielding this weapon. You may not take this trait in addition to the Thin or Dual-Bladed traits. (for information on Monkey Grip, see spoiler at end of post)
    • Penetrating : Your sword is able to pierce through most types of defense. You gain a +1 bonus to all attack rolls made with this weapon.
    • Psi-influenced : You may store your psionic focus within your sword. While psionically focused the sword counts as psionic for the purposes of overcoming damage reduction. You may not take this trait if you already have a Psicrystal.
    • Pure : While wielding this weapon, you gain an additional daily use of a turn undead attempt. This does not grant you the ability if you don't already have it.
    • Reach : Your sword reaches out to ten feet. You may still attack adjacent opponents, though at a -2 attack penalty.
    • Scythe: Your exotic weapon is a Scythe instead of a sword. The damage is the same, and the
      critical hit multiplier changes to x4. Your weapon still does piercing or slashing damage. You cannot take Fragmentable as a trait with this.
    • Serated : Your sword has serated edges. If you take this trait, all base damage die rolls are increased by one die size.
    • Shifting : If the wielder of this blade changes form, the sword changes with them. Their natural attacks count as having all the same applicable traits as the Exotic Sword.
    • Shiny : Your weapon never tanishes and is immune to corrosive attacks, such as the attacks of a rust monster or similar effects.
    • Sneaky : When you deliver a successful sneak attack with this weapon, you deal an additional 1d6 points of damage.
    • Spiteful : Chose a type of creature when you create your sword with this trait. From now on, whenever striking a foe of that type you deal an extra 1d6 damage. This trait can be taken multiple times, each time adding 1d6 to the same creature or adding 1d6 to a different creature.
    • Sturdy : This trait increases the sword's hardness by 5.
    • Superior : This sword proves it's might against other weapons, providing a +2 bonus to all damage rolls when attempting to sunder a weapon.
    • Surging : You can draw up to 10 power points from your blade throughout a 24 hour period. This doesn't let you use more power points than you're allowed in any given round.
    • Thin : Your sword is thinner than most weapons it's size. You may apply the Weapon Finesse feat to this weapon. You cannot take this trait with the Hammer or Oversized traits.
    • White* : Your sword is extraordinarily white. It counts as a good-aligned weapon for the purposes of overcoming damage reduction.
    • Wonky : You gain a +2 bonus to disarming attempts made with your sword.
    • Wraithiron : Your sword is made of wraithiron and gains all the benefits. If you choose this trait you cannot use the Adamantine, Alchemical Silver, Byeshk, or Cold Iron traits.


    If you lose your Blade, you can remake it, The previous blade, after loosing its connection with you, starts to deteriorate becoming worthless in 24 hours and nothing but dust after 72.
    *If you choose the black and white traits together (which can be done), the colors form a pattern of your choosing on the blade.



    Dark Knowledge:
    The voices of the from the shadows now seem clearer and more definite. the shadows are easily provoked into jabbering on about something someone nearby is talking about. when ever you would roll a knowledge check, roll a d100 first. on a roll of 1-10, Their talking about what your trying to know and you may take 20. On a roll of 11-20 their mumbling semi coherently about the subject, you add five to the roll. Any other number does nothing.

    Dark Will:
    The shadows are more your allies now, a number of times per day equal to your charisma score; the shadows block your mind from invasion along with several long strung foul name calling stating that its their territory. Automatically succeeding on a will save.

    Dark Sight:

    The Shadows open themselves up to you. You gain Low Light and Darkvision (out to 60ft)
    In addition. a number of times per day equal to your charisma modifier, you can have the shadows become your eyes. For charisma modifier = rounds, you gain Blindsight out to charisma modifier x5 ft.

    Dark Magic:
    You may change half your Osteokinetic power's damage to Negative energy damage if you so wish.
    a number of times per day equal to your charisma score itself, as a free action you can add 1d6 negative energy damage to what ever you do that round, for one round.
    If you create/conjure/ or what ever skeletal minions you can have them be considered undead in addition to a Construct for benefits relating to undead, but not the penalties. (They're neither healed nor damaged extra by positive energy, Effects that would deal more to undead do not have any special effect against yours)

    Dark Thoughts:
    The shadows are always jabbering on in your head, though its more slight background noise to you its unbearable to intruders. Anyone trying to get into your head takes 1d4 sonic damage directly to the brain (No spell resistance or damage reduction for example) per spell level of the power or spell they were trying to use against you with spells/powers with the [mind effecting] descriptor. You also gain +2 to your will saves.
    When used with Dark Will, they instead take 1d6 sonic damage per class levels you have in addition to Dark Wills effect.
    The poor fool who tries to get into your mind, Does get a will save. Despite normally forfeiting such saves since they got themselves into the mess in the first place.

    Dark Light:
    As a free action, you can Emmit a radius of dimmed light (by one step) to the point of Total darkness in a radius of Cha mod x10ft. For every 20 ft of radius, decrease the first 20 closest to you by a second step. This antilight is deactivated by another free action.

    Dark Might:

    The Shadows occasionally fuel you with the energy to keep going. Once per day when you would fall below 0 hp, you instead go to 0 hp but are still conscious.
    You gain DR 1/+1 per point of charisma modifier you possess. (+5 charisma= 5/+5) and fast healing 1 per charisma modifier point.

    Dark Smite:

    The shadows actively aid you, A number of times per day equal to Cha mod, You can add Cha mod worth of d6 to an attack. Extra d6 deal negative energy damage.

    Dark Summons:

    The shadows meld with your familiar, Changing it into a Nightwalker for Cha mod = rounds.
    Note: newfound Nightwalker retains Familiar features.
    Special: a level twenty five Osteokinetic's familiars can now change back and forth into nightwalkers at will.


    Feats:

    Osteokinetic
    You have the inborn talent of manipulating bone matter.
    Benefit: You have one power point and can take psionic feats. If you level as spellcaster instead, You can use Necromancy spells as Powers, expending the spell slot and a Psionic Focus to use it as you would a power (that is to say, trading components for displays). Though XP components are used as normal. as are components costing more then 5gp, as well as focuses.


    Masochistic Osteokinetics:
    You enjoy the painful tugs against your mind.
    Benefit: You may increase the amount of strain you can add to Overstrain by your charisma modifier.
    Normal: You can't take extra strain to add up to your class levels in total strain.
    Special: You can take this feat multiple times, its effects reducing by half from the last each time (Until its useless, adding 0 )


    Strain:
    Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, You loose 1 point of Wisdom for an hour. If you would normally be knocked out from to much nonlethal damage, You instead go into a coma when due to Strain. Roll a d100 each week your in the coma to see if you awake (on a roll of 1) Or until you are healed through Heal, Wish, Limited Wish, Miracle or similar powerful healing spell.
    Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do Not effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Strain can still be healed, Any spell or power that would heal ability damage heals twice that in Strain, and is lost with normal rest that would replenish spellcasting or power points. (likewise, abilities reducing rest needed for such things effect Strain damage) You heal damage caused through strain at the same time (Wiz, int, Will) But once into coma, you must be healed as stated. Strain does not stack with normal forms of Non Lethal damage.
    Last edited by Cipherthe3vil; 2011-08-10 at 12:26 AM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    PLAYING AN OSTEOKINETIC
    Combat:
    Osteokinetics are versatile. While they don't share the same versatility in one area as a fighting based character or spellcasting character, they are pretty fine in either. They can't heal, Nor can they blast foes with waves of fire or meteorites, And they can't bury their enemies into the ground with numerous attacks. None the less, Osteokinetics vary from one to another. Some may prefer to hang back and make use of their special non undead undead minions and bone spear powers. Others enjoy front line fighting with their Blade.
    Advancement:
    Its recommended for Osteokinetics who intend to use their powers frequently to take Hit point increasing feats. Maybe levels as a barbarian or seek ways to increase they're hit points further. High constitution scores as well as charisma are equally important for them.
    Osteokinetics who intend to revel in up close combat with their Blade will enjoy high dexterity or strength with constitution.
    Many Osteokinetics level up as Necromancers. For the ability to command lethal undead and necrotic effects in addition to their ability to conjure up bone matter and negative energy (at higher levels) fit nicely with necromantic designs. Others level up as clerics or paladins, or take it solely as Osteokinetic to fight against the undead scourge.
    Resources:
    Osteokinetics don't rely on many resources. The Shadows are their friend as are their abilities. As they bend reality slightly to convert existing particles or even spawn needed particles into existence into bone matter, they rarely need resources. Osteokinetics are prone to searching for ways to extend their life, such as becoming undead.

    OSTEOKINETICS IN THE WORLD
    Daily Life: The shadows have been around since Light first met the world, They've seen everything, witnessed it first hand. And they have very loose lips. Many Osteokinetics find mundane jobs as librarians or Scholar to be great, getting help on their history homework from the ramblings of the shadows. Osteokinetics don't require hard study or education, you just suddenly are. Usual around the same time as the young boy or girl hits puberty they start to see the little creatures in the shadows more clearly then they did as a child. The Shadows are both their friend and mentor from that point on. If they want to delve into the power they can do so as soon as they start seeing the Shadows. Their life can be hard, or easy. It depends on how the roll with the new events in life, and on how well the society is around them. They may be helpful, jealous, downright murderous (if they think they are evil or something), or nothing at all if they keep it to themselves. In which case they could have a good life and enjoy the shadows help on their school work.
    Not all Osteokinetics are welcomed in society. Some are treated as evil beings and are hunted. In such cases Osteokinetics vary further, they tend to be rogues, assassins, or general criminals. If they still live there at least, they may escape into the wilderness and become some legend like the boogie man to keep teenagers out of the woods at night.
    Notables:
    Hespa Crychalyst is a notable Osteokinetic. She was welcomed by her community of underground humans in the underdark. Her powers there were seen as efficient, and artwork. She eventually lead an army to conquer many of the vast expanses in the underdark, Her skeletal minions storming churches and temples with ease as clerics made their laughable attempts to turn or destroy them. Her name spread to many corners of the world. Though as any legend, its not like everyone knows. just the scholars... Leaving a benchmark for future Osteokinetics to try to achieve.
    Organizations:
    Osteokinetic organizations exist, Though most join in general organizations such as groups against undead, or for undead and what not.
    One Organization exists based on Osteokinetics but others are welcome. They are called the White Flower. (Named so from the colossal white flower shaped from bone in the main HQ) They actively go against the Reapers. Stolen reaper planar technology can allow higher Osteokinetics to get to dying people before the Reapers. Their goal is prolong life, That Death is an unfortunate flaw in Life and should be cured. The White Flower consists of hundreds of wizards, clerics, and scholars notable or otherwise who actively search for secrets to eternal life and fail safes against events that may make eternal life one of pain, such as world catastrophes. Still more, they have thousands of Osteokinetic, Arcane Evaluators, and other go getters who are called to intercept Reapers all over the world. The White Flower however, is a secret organization, with many fronts and identities all over the globe (or plane, planet, disk or what ever) They even take lengths to perform dangerous high risk invasions of Reaper strong holds or planting White Flower members into their organization itself.

    NPC REACTION
    People more often then not, will despise you. Or seek to kill you. This can usually be due to the fact that your often hard to distinguish between Necromancers.
    Or, People can love you for your power to destroy the undead and turn them against their masters.
    Otherwise, when you don't let your power known, You tend to give off the same aura as a strong spellcaster or Psion. Your powers are of the mind and indirectly through the shadows and not yourself, so you don't always give of that creepy feeling those who delve in necromancy often due.
    Last edited by Cipherthe3vil; 2011-06-05 at 06:36 PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Not clear on how strain works. For example is 1 point of strain 1 hp?

    Also does the Fort save for Deafen (only ability I've actually read) negate damage or just the deafness?

    As for the feat required to enter; you need a note about expensive material components. Normally psionic powers that function like a spell with expensive material components cost 1 XP per 5 GP of the component. Even without that it's a little too strong as it is, in effect, a free Silent and Still on all necromancy spells you cast (psionic powers tend to be worse than spells so they can get away with it).
    Peanut Dracolich avatar by Emperor Ing.

    My homebrew (now includes a giant undead brain)

    If you ever want to try some of my homebrew and need a DM send me a PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    Not clear on how strain works. For example is 1 point of strain 1 hp?

    Also does the Fort save for Deafen (only ability I've actually read) negate damage or just the deafness?

    As for the feat required to enter; you need a note about expensive material components. Normally psionic powers that function like a spell with expensive material components cost 1 XP per 5 GP of the component. Even without that it's a little too strong as it is, in effect, a free Silent and Still on all necromancy spells you cast (psionic powers tend to be worse than spells so they can get away with it).

    I don't see how "Strain is non lethal damage" isn't clear. 1 Strain is just another fancy name for 1 Non Lethal Damage.

    Deafens fortitude save prevents its effects on successful save. Or I would'a said "For half" or similar. Usually. It IS possible I could just forget once in a while.

    Fixed. I didn't intend for them to not need expensive materials or focuses.
    Last edited by Cipherthe3vil; 2011-06-02 at 10:34 PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    I don't see how "Strain is non lethal damage" isn't clear. 1 Strain is just another fancy name for 1 Non Lethal Damage.

    Deafens fortitude save prevents its effects on successful save. Or I would'a said "For half" or similar. Usually. It IS possible I could just forget once in a while.

    Fixed. I didn't intend for them to not need expensive materials or focuses.
    Wanted to double check as for example with Detonate Bone you're looking at a save DC of 25 + your Charisma x 1.5 versus death on something that isn't a death effect and therefore nothing is immune to and which can be used, assuming you have a cleric in the party with the Heal spell, effectively at-will (healing that amount of damage is absolutely trivial at high levels). So you might want to tinker a bit more with the DCs in that case (specifically I'd advice if you're going to let them use Strain = class level to increase effects then you have DC be 10 + Cha + 1/2 strain applied, but I'm not sure how that does for the lower end effects).
    Last edited by Zaydos; 2011-06-02 at 10:51 PM.
    Peanut Dracolich avatar by Emperor Ing.

    My homebrew (now includes a giant undead brain)

    If you ever want to try some of my homebrew and need a DM send me a PM.

    Gonna be busy for a bit this weekend expect responses to be limited in time frame.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    Wanted to double check as for example with Detonate Bone you're looking at a save DC of 25 + your Charisma x 1.5 versus death on something that isn't a death effect and therefore nothing is immune to and which can be used, assuming you have a cleric in the party with the Heal spell, effectively at-will (healing that amount of damage is absolutely trivial at high levels). So you might want to tinker a bit more with the DCs in that case (specifically I'd advice if you're going to let them use Strain = class level to increase effects then you have DC be 10 + Cha + 1/2 strain applied, but I'm not sure how that does for the lower end effects).


    ... 25 + Cha mod?

    Ten... Plus five at level Twenty, Plus Cha mod which is might be up to ten at level twenty.
    I'm seeing 25 Total.

    I'm not sure what your getting at though. Detonates damage is trivial? Save to high?

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    Quote Originally Posted by Cipherthe3vil View Post
    ... 25 + Cha mod?

    Ten... Plus five at level Twenty, Plus Cha mod which is might be up to ten at level twenty.
    I'm seeing 25 Total.

    I'm not sure what your getting at though. Detonates damage is trivial? Save to high?
    Every 2 points of overstrain you take increases the DC by 2. As written you can overstrain up to 20 for +10 to DC. The Masochistic feat allows you to Overstrain your Charisma modifier again adding half of it to the DC so you have DC 40, which tends to be a tad bit too high for a save or die; also since it's not actually a Death effect a lot of immunities are negated. Although as it only affects creatures with an internal skeleton that would theoretically make Elementals, Oozes, Plants, Constructs, and Vermin immune, also as written it can't affect skeletons which is funny.

    The damage you take from overstraining is trivial (the damage from detonate bones to other creatures nearby is assuming Large size 26 +1/2 Charisma modifier which is decent but won't match metamagic abuse).
    Last edited by Zaydos; 2011-06-03 at 01:39 AM.
    Peanut Dracolich avatar by Emperor Ing.

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    If you ever want to try some of my homebrew and need a DM send me a PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Liked the above first picture....nothing much to say.
    For longer swimming sessions, a swim caps keeps the head warm

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    Every 2 points of overstrain you take increases the DC by 2. As written you can overstrain up to 20 for +10 to DC. The Masochistic feat allows you to Overstrain your Charisma modifier again adding half of it to the DC so you have DC 40, which tends to be a tad bit too high for a save or die; also since it's not actually a Death effect a lot of immunities are negated. Although as it only affects creatures with an internal skeleton that would theoretically make Elementals, Oozes, Plants, Constructs, and Vermin immune, also as written it can't affect skeletons which is funny.

    The damage you take from overstraining is trivial (the damage from detonate bones to other creatures nearby is assuming Large size 26 +1/2 Charisma modifier which is decent but won't match metamagic abuse).
    What do you mean as written you can't detonate skeletons. it outright says "detonating a Medium size skeleton frame"

    Nope, its not a "death effect". Death is typically a side effect of all your bones violently bursting into shards for an area effect.
    but I see what you mean, DC increase for a save or die may be too much, especially in statmonkey players who actively look for ways to make something past intended potential rather then enjoy roleplaying aspects of something.

    It wont stand to metamagic abuse, no. But they do gain moderate hit points and attack as well as medium armor I've been thinking to increase HD to d8 or d10 even.
    I've also added Dark class features.

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    If strain is none-lethal damage, wouldn't that make this class perfect for Outsiders who are immune to none-lethal damage?

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    They'd still take it, I'd say. and I'd edit. now in fact.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    If it works as a PrC, you won't be able to get the 20th level until Epic. Unless you have a race that gives a bonus feat perhaps.
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    Quote Originally Posted by Morph Bark View Post
    If it works as a PrC, you won't be able to get the 20th level until Epic. Unless you have a race that gives a bonus feat perhaps.
    You start first level off with a feat as you get every three levels. Which is measured in Character level not Class level. So in effect, your first feat is yours before you ever take a class.
    Last edited by Cipherthe3vil; 2011-06-03 at 05:04 AM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    You start first level off with a feat as you get every three levels. Which is measured in Character level not Class level. So in effect, your first feat is yours before you ever take a class.
    So its essentially a base class with a required feat? Why not just make it a base class with Osteokinetics as a bonus feat.

    And according to PHB (p58), when you level up you choose your next class FIRST before choosing feats. Same reason technically you need to be Fighter 5 before taking a BaB +5 prestige class, even if the PrC has a +1 base attack bonus. This seems to clash with your interpretation that you pick your feat before your level. I guess picking human would provide a workaround, of course.

    Page 6, describing Character Generations seems to agree.

    I wouldn't really care in a campaign I ran, but there are some nitpicking DMs out there.
    Last edited by Ursus the Grim; 2011-06-03 at 07:11 AM.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Ursus the Grim View Post
    And according to PHB (p58), when you level up you choose your next class FIRST before choosing feats. Same reason technically you need to be Fighter 5 before taking a BaB +5 prestige class, even if the PrC has a +1 base attack bonus. This seems to clash with your interpretation that you pick your feat before your level. I guess picking human would provide a workaround, of course.

    Page 6, describing Character Generations seems to agree.

    I wouldn't really care in a campaign I ran, but there are some nitpicking DMs out there.
    This is why I said that it would only really work for races that get bonus feats. There aren't official rules for children in DnD (though there are in the similar d20 Modern game), but a child would likely have everything you get from levels removed, including the level 1 feat.


    Otherwise, I don't see any reason why this would have to be a 20-level PrC. 19 maybe, or otherwise just a base class with that feat as the 1st-level feat.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    What do you mean as written you can't detonate skeletons. it outright says "detonating a Medium size skeleton frame"
    It requires a Fort save and therefore they're immune unless it specifies it functions on undead or it affects objects. It's obviously intended to work on undead but it should be noted that it does.

    And for the DC increase that seemed to be the point for them, though, "pay strain to maximize spell power" which is exactly what it was; it's like complaining that a druid using wild shape is trying to cheese druid, or any wizard casting Polymorph is. How you presented it overstrain is pretty much the natural thing to do on anything you want to function, and with healing magic on anything.
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    Quote Originally Posted by Cipherthe3vil View Post
    What do you mean as written you can't detonate skeletons. it outright says "detonating a Medium size skeleton frame"

    Nope, its not a "death effect". Death is typically a side effect of all your bones violently bursting into shards for an area effect.
    Just to support here, Implosion isn't a death effect. Plus oozes, creatures with gaseous form, and other things with no skeletons are immune to it.

    The Save DC is too high, though.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    It's an interesting, concept, and I like the Bone's Betrayal power. The ability to permanently grow 1d6 claws, and the negative energy traits are a nice touch. I also like the psionic feel of the class, it makes more sense than making her a caster.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Keinnicht View Post
    Just to support here, Implosion isn't a death effect. Plus oozes, creatures with gaseous form, and other things with no skeletons are immune to it.

    The Save DC is too high, though.
    I think what Zaydos is saying is that undead, as a part of being undead, are immune to any effect that allows a Fortitude Save unless it specifically works on Objects. Implosion, by raw, probably does not effect undead. Disintegrate, however, would, by virtue of having (object) listed under its saving throw.
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    Quote Originally Posted by Ursus the Grim View Post
    So its essentially a base class with a required feat? Why not just make it a base class with Osteokinetics as a bonus feat.

    Then anyone could enter the class, as not intended.

    Quote Originally Posted by Zaydos View Post
    It requires a Fort save and therefore they're immune unless it specifies it functions on undead or it affects objects. It's obviously intended to work on undead but it should be noted that it does.

    And for the DC increase that seemed to be the point for them, though, "pay strain to maximize spell power" which is exactly what it was; it's like complaining that a druid using wild shape is trying to cheese druid, or any wizard casting Polymorph is. How you presented it overstrain is pretty much the natural thing to do on anything you want to function, and with healing magic on anything.
    Detonate Bone:
    You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they fail a fortitude save DC= 10+1/4 class levels + charisma modifier. If the succeed, detonation does not occur. They instead take half the usual detonation damage.
    Overstrain: for each additional point of strain, you add 1d8. "
    Opposite, its too effective against undead.
    Shall I change it to Mindless undead and simply allow Intelligent undead a will save?
    Edit:
    Special: Osteokinetic fortitude effects effect Undead (replace Constitution with Charisma). At level 13 or higher, Mindless undead don't get saves.
    Wait, so you think it SHOULD still have overstrain to increase?
    Last edited by Cipherthe3vil; 2011-06-03 at 04:09 PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    Opposite, its too effective against undead.
    Shall I change it to Mindless undead and simply allow Intelligent undead a will save?

    Wait, so you think it SHOULD still have overstrain to increase?
    I like the idea of giving intelligent undead a Will save instead of a Fort.

    And... I think it's a neat concept just hasn't hit a balanced point yet (which is what PEACHing is for).

    For example if it was +1 to DC per 3 overstrain you would get a DC of 21 +1.3 (rounded up) Charisma which is a lot more viable even if still a little high. Meanwhile +1 per 4 would just counteract the initial reduction and be too little. I'd actually say +3/7 but that's awkward to use in game.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    I'd actually say +3/7 but that's awkward to use in game.

    +2/5 ?


    No comments on the Dark class features? Some to weak, some to buff, some to illogical?
    Last edited by Cipherthe3vil; 2011-06-03 at 04:44 PM.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    +2/5 ?
    Is still somewhat awkward and actually more than +1/3 which would be a starting point. Haven't looked at them yet. I'll have to read the re-edited/more finished class.

    Looking at the Dark features:

    Does your antilight count as magical darkness? Either way you need to define how it interacts with magical light? If it does count as magical darkness I'd advice not allowing it to lower things by more than 1 level (from bright to shadowy, or shadowy to total darkness) as if you get blindsight or deeper darkvision (easy for a party to get, 9000 GP each, or a low level spell; very hard for non-casting monsters though) then you've just given the entire party continuous Improved Invisibility that See Invisibility doesn't counter. It's still workable even then, but it is a consequence that should be weighed carefully. Also you have it on the table twice; I think the first one is supposed to be Dark Sight.

    The Shade Fairy's light reduction is also a very potent defensive ability at 2nd level but I'd have to look over the spells (or whatever the effects are called) more thoroughly because it might be needed.

    Dark Mind is nice, but I might switch it and Dark Sight so that you get Dark Sight earlier (it's a weaker ability and also something which they'd seem to need sooner).

    Dark Summons seems neat.

    Most of them are pretty standard.

    I do question the odd BAB progression though.
    Last edited by Zaydos; 2011-06-03 at 04:56 PM.
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    Quote Originally Posted by Zaydos View Post
    Is still somewhat awkward and actually more than +1/3 which would be a starting point. Haven't looked at them yet. I'll have to read the re-edited/more finished class.
    Well, Detonate doesn't need to improve its save does it, I could replace it with area increase or something.
    Looking at the Dark features:

    Does your antilight count as magical darkness? Either way you need to define how it interacts with magical light? If it does count as magical darkness I'd advice not allowing it to lower things by more than 1 level (from bright to shadowy, or shadowy to total darkness) as if you get blindsight or deeper darkvision (easy for a party to get, 9000 GP each, or a low level spell; very hard for non-casting monsters though) then you've just given the entire party continuous Improved Invisibility that See Invisibility doesn't counter. It's still workable even then, but it is a consequence that should be weighed carefully. Also you have it on the table twice; I think the first one is supposed to be Dark Sight.
    No, Its intended to be considered Natural darkness, Magical light wouldn't be phased by it.
    The Shade Fairy's light reduction is also a very potent defensive ability at 2nd level but I'd have to look over the spells (or whatever the effects are called) more thoroughly because it might be needed.

    Dark Mind is nice, but I might switch it and Dark Sight so that you get Dark Sight earlier (it's a weaker ability and also something which they'd seem to need sooner).

    Dark
    Right, switching.

    Summons seems neat.

    Most of them are pretty standard.

    I do question the odd BAB progression though.

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    Quote Originally Posted by Cipherthe3vil View Post
    Well, Detonate doesn't need to improve its save does it, I could replace it with area increase or something.
    I'd give it +1/4th Strain to keep it roughly in line with spells, and some other increase.

    Actually first, though, does SR apply? A lot of things use SR as their means of defense, pitiful as it is with Assay Spell Resistance being flung around, but it does still matter.
    Last edited by Zaydos; 2011-06-03 at 05:15 PM.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    I'd give it +1/4th Strain to keep it roughly in line with spells, and some other increase.

    Actually first, though, does SR apply? A lot of things use SR as their means of defense, pitiful as it is with Assay Spell Resistance being flung around, but it does still matter.
    Osteokinetics works differently when Spells, but Power resistance applies if mentioned in the power.
    I'll accept recommendations for specific powers to allow resistance checks.
    1/4th what, total Strain? It IS the only power they get at level nineteen... But I guess it can have "Special" Strain cost as "Osteokinetics" power itself did.

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Cipherthe3vil View Post
    Then anyone could enter the class, as not intended.
    I'm not sure I follow your logic here. Can you expand?

    Also note that there are a lot of ways to avoid non-lethal damage and to heal it very quickly. Basing class features off of it is asking for abuse.
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    Quote Originally Posted by Cipherthe3vil View Post
    Osteokinetics works differently when Spells, but Power resistance applies if mentioned in the power.
    I'll accept recommendations for specific powers to allow resistance checks.
    1/4th what, total Strain? It IS the only power they get at level nineteen... But I guess it can have "Special" Strain cost as "Osteokinetics" power itself did.
    I meant +1/4 of your overstrain. Either that or just give it DC 10 +1/2 level + Charisma, but a bonus from overstain keeps it more in line with the other powers.

    +1/4 total strain would be an additional +4 to the DC, bringing it to about +6 what a 9th level spells would be.
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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by JoshuaZ View Post
    I'm not sure I follow your logic here. Can you expand?

    Also note that there are a lot of ways to avoid non-lethal damage and to heal it very quickly. Basing class features off of it is asking for abuse.
    Tis class is intended for those only born with the ability of Osteokinesis (the level one feat provided)
    Allowing that feat for free upon entering the class would be against this idea.

    Strain:
    Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, You loose 1 point of Wiz, int, and Will abilities/save, If you would normally be knocked out from to much nonlethal damage, You instead go into a coma when due to Strain.Roll a d100 each week your in the coma to see if you awake (on a roll of 1) Or until you are healed through Heal, Wish, Limited Wish, Miracle or similar powerful healing spell.
    Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do Not effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Likewise, Strain cannot be healed, But is lost with normal rest that would replenish spellcasting or power points. (likewise, abilities reducing rest needed for such things effect Strain damage) You heal damage caused through strain at the same time (Wiz, int, Will) But once into coma, you must be healed as stated.
    (and no, it wasn't there before you posted :P, in other words: Fixed)

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    Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

    Quote Originally Posted by Zaydos View Post
    I meant +1/4 of your overstrain. Either that or just give it DC 10 +1/2 level + Charisma, but a bonus from overstain keeps it more in line with the other powers.

    +1/4 total strain would be an additional +4 to the DC, bringing it to about +6 what a 9th level spells would be.
    DC= 10+1/4 class levels + charisma modifier.

    is more then

    DC 10+1/2 level + charisma

    ?

    I thought we were saying it was to high as is?

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