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    Lightbulb Bone Horror, The Nightmare of the Crypt, Pathfinder Class

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    Bone Horror's are ancient; Legend has it that the first Bone Horror's were cannibals and witches, driven to madness by dark magics and began consuming dead flesh. Perhaps this was done in hope that the flesh would bring dark powers and everlasting life to them. In ways they were right, they would exist forever, but not in the form they thought.

    They began experimenting with their own bodies, reshaping themselves into monsters that their tribes feared and hated. Some went on to rule their tribes as Witch Doctors or even as Gods. However, If they had little control or the tribe had strong anti-necromancy laws, they were driven from their lands (if not killed outright). Those that escaped went underground, into lost tombs, catacombs, and lost cities; in search for places of mass death and quiet solitude.

    When they emerged again, they sent minions out to keep some idea of the world beyond, but eventually they lost touch with the outside world.

    Role: Bone Horrors combine elements of crowd control and spell casting of the conjuration, necromancy, illusion and divinations schools (backed by some other spells to round it off) with a slow decent into eternal undeath. The minions provide crowd control while the Bone Horror works at confusing and weakening enemies through magic.

    The Bone Horror's bony body can be altered in several ways, allowing unique forms of attack and other opportunities in combat. The minions under the Bone Horror's control act like undead bombs when the Bone Horror wishes. Even intelligent undead must be wary of not angering it's Bone Horror master, fear of instant destruction should be on the forefront of the controlled undead's mind if ill favor has been garnered.

    The Bone Horror is not contagious through attacks, nor can convert others to undeath through killing them. While they do indeed consume flesh at higher levels, it just must be living flesh, not necessarily from a humanoid (or at least not intelligent) source.

    Preferred Ability Scores: Int (Spells), Cha (abilities, later HP), Str (better melee attacks and damage)
    Alignment: Any Evil
    Hit Dice: 1d8

    Class Skills
    The Bone Horror's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Spellcraft (Int) and UMD (Cha).

    Skill Ranks per Level: 2 + Int modifier.

    Table: The Bone Horror

    Level Attack Bonus Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Nat Armor
    1 +0 +0 +0 +2 Spell Puppet, Aura of Desecration, The Hunger 3 1 - - - - - - - - -
    2 +1 +0 +0 +3 Shape Bone 4 2 - - - - - - - - -
    3 +2 +1 +1 +3 Bonecraft, Near Death 4 2 1 - - - - - - - -
    4 +3 +1 +1 +4 Hardened Skeleton, Corpse Puppet 4 3 2 - - - - - - - +1
    5 +3 +1 +1 +4 Corpsetongue 4 3 2 1 - - - - - - +1
    6 +4 +2 +2 +5 Bone Call 4 3 3 2 - - - - - - +1
    7 +5 +2 +2 +5 Shards of Bone +2d8 4 4 3 2 1 - - - - - +1
    8 +6/+1 +2 +2 +6 Possess Undead 4 4 3 3 2 - - - - - +2
    9 +6/+1 +3 +3 +6 The Calling 4 4 3 3 2 1 - - - - +2
    10 +7/+2 +3 +3 +7 Death's Visage, Animated Familiar 4 4 4 3 3 2 - - - - +2
    11 +8/+3 +3 +3 +7 Shards of Bone +4d8 4 4 4 4 3 2 1 - - - +2
    12 +9/+4 +4 +4 +8 Necrotic Strength 4 4 4 4 3 3 2 - - - +3
    13 +9/+4 +4 +4 +8 Corpse Resilience 4 4 4 4 4 3 2 1 - - +3
    14 +10/+5 +4 +4 +9 Life's Candle 4 4 4 4 4 3 3 2 - - +3
    15 +11/+6/+1 +5 +5 +9 Shards of Bone +6d8 4 4 4 4 4 4 3 2 1 - +3
    16 +11/+6/+1 +5 +5 +10 Skeleton of Razors 4 4 4 4 4 4 3 3 2 - +4
    17 +12/+7/+2 +5 +5 +10 Liquefy Bone 4 4 4 4 4 4 4 3 2 1 +4
    18 +13/+8/+3 +6 +6 +11 Miasma 4 4 4 4 4 4 4 3 3 2 +4
    19 +14/+9/+4 +6 +6 +11 Shards of Bone +8d8 4 4 4 4 4 4 4 4 3 3 +4
    20 +15/+10/+5 +6 +6 +12 Death Eternal 4 4 4 4 4 4 4 4 4 4 +5


    Class Features
    The following are the class features of the Bone Horror.
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    Weapon and Armor Proficiency: Bone Horrors are proficient with simple weapons, light armor and shields (but not tower shields). Light Armor doesn't interfere with a Bone Horror's movements but medium or heavier armor can cause his spells with somatic components to fail.

    The Shape Bone ability (below) allows the bone horror to craft bone weapons directly from itself, grafted to the arms of the bone horror. These can be any type of weapon type: simple, martial or exotic. They are proficient with them automatically and cannot be disarmed normally (sunder still functions). These qualities also apply to any armor the bone horror creates.

    Spells: A Bone Horror casts arcane spells drawn from the Bone Horror spell list presented here. A Bone Horror must choose and prepare his spells ahead of time.

    To learn, prepare, or cast a spell, the Bone Horror must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bone Horror's spell is 10 + the spell level + the Bone Horror's Intelligence modifier.

    A Bone Horror can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bone Horror. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

    A Bone Horror may know any number of spells. He must choose and prepare his spells ahead of time by spending 1 hour communing with its spell puppet. Also, the Spell puppet must be adjacent or held to cast spells.

    Before Death
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    1st - Spell Puppet: Each Bone Horror carries around a gristly, inanimate puppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. This foul object grows in evil power the longer is exists, eventually becoming animated at 10th level. The stats for the puppet are here.

    For this reason they are often created with weapons built into them, such as blades, claws, spines, etc. The puppet can later use these to deal damage, depending on the type of weapon its equipped with.

    A Bone Horror’s spells come from the will of evil spirits residing in the puppet, the Bone Horror must commune with his puppet each day to prepare his spells and cannot prepare spells that are not stored in the puppet. Its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by his familiar. However, the following familiar ability works differently for a Bone Horror:
    3rd - Deliver Touch Spells (Su): At 3rd level or higher, a Bone Horror can use his puppet to deliver touch spells. After casting a touch spell, as a full-round action, the Bone Horror can designate a target and stab a pin into his puppet, delivering the spell as a ranged touch attack. The target must be within range of his aura of desecration ability (see below).
    1st - Aura of Desecration (Su): A Bone Horror can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by a +3 profane bonus and the turn resistance of undead by +1. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. Any undead creature created within or summoned into such an area gains +1 hit points per HD.
    At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

    If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, Turn Resistance +2, +2 profane bonus and +2 hit points per HD for undead created in the area).

    Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

    If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

    Desecrate counters and dispels consecrate.

    1st - The Hunger (Su): The Bone Horror begins to crave the taste of living flesh, at first very strong and absolutely overwhelming if ignored. The first few days are often ravenous, but it subsides to a dull craving shortly thereafter, unless ignored. The Bone Horror gains a primary bite attack dealing 1d8 piercing damage.

    Whenever the Bone Horror does a day without eating at least a bite of living flesh, the Bone Horror becomes sickened until it consumes flesh. Go three days without flesh and the Bone Horror becomes confused. Go more than two weeks without flesh and the confusion becomes permanent. The permanent confusion is removable only by a wish or miracle spell, but the only possible way to alleviate the symptoms of the hunger is to consume living flesh at least once a day.

    2nd - Shape bone (Su): The magic that Bone Horror’s practices allow them to grow shards of bone from their flesh to serve as weapons or armor. This means that a Bone Horror is nearly impossible to truly disarm. With practice the Bone Horror is able to make any melee weapon he wishes by reforming his skeleton.

    This process takes its toll on his body though; each piece of armor or weapon he makes damages his health by a certain amount, with two handed dealing twice what a single handed weapon would. This damage cannot be healed in any way and does not heal naturally until the shaped item is either absorbed back into the body or removed from the body (by a successful sunder attempt for example). These are restored when absorbed or healed as normal if sundered or torn off.

    {table=head]{colsp=2}Table: Bones
    Type| HP Drain

    Weapons
    Light | 2
    One-Handed | 4
    Two-Handed | 8
    Armor
    Light | 4
    Medium | 6
    Heavy | 8
    Shields
    Buckler | 2
    Light | 2
    Heavy | 4
    Tower | 6
    [/Table]

    These weapons and armor are considered natural weapons as well as manufactured weapons for purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). The Bone Horror is automatically considered proficient with any weapons or armor he shapes.

    If the Bone Horror chooses to enchant a bone weapon or armor, whenever he shapes that type of item, it always is formed with the magical effect intact.

    Lets use long sword for example; If he creates a bone +1 long sword then adds flaming, whenever he shapes a long sword, it will have that quality and enhancement bonus. In turn, if he decides to then craft a short sword from that available bone long sword, it will not maintain the flaming ability or enhancement bonus, despite the same bone being used for both swords.

    If a magical bone weapon is sundered and destroyed, there is a 20% chance that the magical effect cannot be saved, the chosen armor or weapon loses the magical effect as if it was a different weapon/armor entirely.

    Armor shaped has the same armor bonus, max dexterity modifier and speed reduction as a normal suit of the same type but spell failure chance and check penalty are reduced by 20% and -5 respectively. Weapons deal the same damage and maintain the same critical chance as their manufactured counterparts.

    All shaped weapons grow from the shaper's arms and remain attached to their body making them impossible to be removed by disarm attempts though a successful opposed strength check or sunder attempt can snap them off. Two handed weapons remain attached to only one hand though they must be held in both to be used effectively in combat. Double weapons are treated as two separate weapons when applying magical effects.

    Any item shaped can be reabsorbed back into the Bone Horror’s body, restoring his health by whatever the cost to shape the item was. The shaper must be in contact with the item for the entire time it takes to absorb it.

    Both shaping an item and absorbing one is a full round action that provokes attacks of opportunity and can be interrupted, though no hit points are lost from the shaping. A successful concentration check allows the Bone Horror to continue the process.

    All items created this way are made of bone with a hardness of 5 + Armor Bonus provided by hardened skeleton. All bone has 10 hit points + number of base HP drain (even if feats reduce it) sacrificed in the making, per inch of thickness. As normal, each +1 of enhancement bonus also adds 2 to a bone’s hardness and +10 to its hit points.

    You cannot use this ability if the item you are shaping would drop you below 1 hit point. Shaping armor while wearing a manufactured suit of armor causes the non-shaped armor to tear and fall off, rendering it broken and useless until repaired. The same does not hold true for other clothing (DMs discretion) as the armor can form over top of or around it.

    3rd – Bonecraft (Su): Through a slow and painful process, the Bone Horror can create new bone from within himself to alter his form in certain ways. Expending a standard action and suffering hit point drain or damage, the Bone Horror can create one of several different bone shaped items at will.
    Bone Spike: Costing 1 hit point of normal damage, the bone horror launches a spike of bone out to a 30 ft. range, dealing 1d4 piercing damage.

    10th – range increases to 60 ft. and damage increases 1d6 piercing damage.
    Claw: Costing 6 hit point drain, the bone horror grows a large pincer shaped claw over an arm, dealing 1d6 bludgeoning damage and grants a +2 bonus on grapple maneuver checks.

    10th – gains the constrict ability and grapple bonus increases by another +2.
    Tentacle: Costing 10 hit point drain, the bone horror grows a long segmented, tentacle-like tail from the end of an arm, gaining flexible reach and dealing 1d6 bludgeoning damage. Gains a +2 bonus on athletics checks used to climb.

    10th – Gains a climb speed equal to half of the Bone Horror’s land speed.
    Wings: Costing 8 hit point drain, the bone horror grows a pair of large wings from its shoulders. These wings are bony and bat-like, with slightly torn membranes covering them to provide enough wind deflection to glide. Gain two wing attacks dealing 1d4 bludgeoning damage and the ability to glide forward 10 ft. for every 5 ft. descending.

    10th – The wings become fully membranous, it gains a fly speed equal to the Bone Horror’s land speed (poor maneuverability).

    Futhermore, whenever the Bone Horror preforms a craft check while working with bone material, the Bone Horror receives a +3 bonus to that craft check.

    3rd - Near Death (Su): Your form becomes extremely pallid and the body begins to appear sickly, without actually affecting you. your body also becomes resistant to different forms of damage.

    You gain a +4 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 10th level, you effectively become immune to all these effects and more from becoming undead.

    4th - Hardened Skeleton (Ex): The Bone Horror’s body slowly hardens as his powers increase, giving him the ability to manipulate its skeleton and strengthen his internal organs. He gains +1 bonus to natural armor, increasing to +2 at 8th level and further by +1 every four levels beyond that, to a maximum of +6 at 20th level.

    4th - Corpse Puppet (Su): Once per day, the Bone Horror can animate and possess a corpse of its choosing. This restores a complete semblance of life, so that none can notice it is a corpse, unless they can sense the aura of evil radiating from the body.

    The Bone Horror enters into a state of helplessness and cannot move or defend itself while maintaining this ability. If it chooses to end the effect, it must use one full round action, during which the controlled body crumbles to dust as the Bone Horror regains control of its facilities.

    The body acts in every way like the the Bone Horror's normal body except it bares the visage of the corpse before death. This allows him to scout an area at the cost of being possibly noticed as a dead person if someone notices and recognizes the body. The Bone Horror can use all of its abilities while in this form, however, when abilities are used the eyes glow with the same unholy light, also possibly revealing the nature of the body.

    The corpse has only 10 hit points and once it reaches 0, the body crumbles to dust. The body also disintegrates if it reaches its maximum range from the Bone Horror (10 miles). If it is destroyed in these two manners, the connection breaks as a free action, allowing the bone horror to move again.

    5th - Corpsetongue (Su): The Bone Horror has control over death in powerful ways; 3+Charisma modifer times per day, if commanded to speak, any touched corpse will be affected by a Speak with Dead effect. The only difference is that the only piece actually required is a complete skull, rather than a mostly complete body as normal.

    6th - Bone Call (Su): The Bone Horror can create two bone husks (treat as two skeletons with HD equal to half the bone horror's level, minimum one) as a standard action; two chunks of bone burst forth from the Bone Horror’s body. These chucks grow into two adjacent Skeletons under the control of the Bone Horror after one round of growth.

    The Bone Horror can only have one pair active at once. This ability is usable 3 + charisma modifier times per day. They cannot travel beyond 200 ft. range of the Bone Horror or they crumble to dust.

    7th - Shards of Bone (Su): Cracking and shattering of bone results in many fine and dangerous slivers, and the Bone Horror knows to channel them as a weapon. Exploding minions detonate in a burst of razor-sharp bone fragments when it dies or if the bone horror wills it to explode (swift action).

    Anyone within 20 feet of the exploding minion takes 1d8 points of damage per hit die of the minion plus 2d8 extra damage. This extra damage increases by an additional 2d8 at 11th, 15th, and finally 19th levels (maximum of 8d8 plus 1d8/HD of the minion). A Reflex save (DC 10 + 1/2 the minion’s Hit Dice + the bone horror’s Cha modifier) halves this damage.

    This instantly destroys standard mindless minions, with intelligent undead receiving a fort save against instant destruction and instead take half damage (which might still prove fatal) and become fatigued. This does not affect incorporeal undead without skeletons, such as wraiths and ghosts.

    8th - Possess Undead (Sp): A Bone Horror may take direct control of one of his undead minions within his aura of desecration, as if using magic jar; the Bone Horror’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability. This Ability can be used once per day.

    9th - The Calling (Ex): Add “human skeleton” to the list of creatures the bone horror can summon with summon monster I and “human skeletal champion” to the summon monster III list.

    When the bone horror casts animate dead, you are considered to be four levels higher when determining the number of Hit Dice it can animate. When it casts command undead, the spell duration is doubled.

    Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).

    Afterlife
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    10th - Death's Visage: The Bone Horror’s type changes to undead, gaining immunities and other undead traits, loses constitution and uses charisma instead of constitution for bonus hit points.

    The Bone Horror gains Damage Reduction 5/Bludgeoning and also adds its class level to its Intimidate checks. This Damage Reduction increases to DR 10 / Bludgeoning at 15th level, then finally DR 15 / Bludgeoning at 20th level.

    The Bone Horror is still intelligent and fully aware of their self, just a bit more… dead. The flesh of the Bone Horror becomes a sickly grey-green, body loses most of hair, eyes begins radiating red, green, or even white light and intensifies when angered. The frame becomes emaciated and cold to the touch.

    12th – Necrotic Strength (Ex): The Bone Horror’s undead body becomes stronger now that normal physical restrictions from being alive are gone. +4 bonus to Strength score.

    13th - Necrotic Resilience (Su): The Bone Horror becomes infused with raw negative energy. the Bone Horror gains +4 turn resistance against turning effects and its body begins healing at an accelerated rate; gaining fast healing equal to half its Bone Horror level.

    14th - Life's Candle (Su): In addition to any normal light that might be present, the Bone Horror's surroundings are illuminated by roving points of brightness created by living creatures. To his eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 30 ft. radius, revealing itself by shining with bright, white light.

    This reveals all features and objects in range of this life-adapted sight, seeing through invisibility and illusions pretending to be living creatures as well. This also allows the Bone Horror to notice and locate any living creatures within range just as if he possessed the blindsight ability.

    This life-light behaves like regular light--he can't see into solid objects, or past solid walls. Typically, bright light can be seen from 10x the distance it shines. This means as long as an something doesn't block line of sight, this 30 ft. source of light can be seen from upwards of 300 ft. away, without detail.

    A Large creature gives off life-light in a 60 ft. radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 480 ft. for a Colossal creature.

    16th - Skeleton of Razors (Su): As a standard action, the Bone Horror may force his bones to extrude elongated portions of bone, covering his flesh in an array of razored edges. Any creature who grapples or strikes the Bone Horror in melee combat with a natural attack or unarmed weapon takes slashing damage equal to his Bone Horror level. This does stack with the damage inflicted by the constrict ability. The spikes can be suppressed indefinitely as a standard action.

    17th - Liquefy Bone (Su): Much as he can improve his own skeletal structure, he can damage that of another creature. As a standard action, the bone horror can select one target within close range (25 ft. plus 5 ft/2 levels), who must be a creature with a skeletal structure, and succeed a ranged touch attack.

    The creature also takes one point of constitution damage per four Bone Horror levels. Should they fail a fortitude save against it (DC of 10 + one half Bone Horror level + your Charisma modifier), the target is also slowed for one round per two Bone Horror levels. This ability is usable 3 + charisma modifier times per day.

    If the creature is entirely created of bone, such as a skeleton, it is instead destroyed. The target must be within 10 ft. per class level, and can only be affected by this ability once per day, unless he has subsequently healed away all ability damage.

    18th - Miasma (Su): As a standard action, the Bone Horror can assume 20 ft wide by 20 ft tall gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    If someone passes into the cloud of miasma, the begin suffocating from its toxic fumes (see below) and melting as the acidic vapors come into contact with any materials. Each round on your turn, the miasma deals 2d6 points of acid damage to each creature and object within it.

    Miasma (Inhaled Poison; Fortitude DC 10 + half of Bone Horror Level + Bone horror's Wis; Frequency: 1/rd. for 6 rounds; Effect: 1 Con drain/1d3 Con; Cure: 2 saves)

    20th - Death Eternal (Su): You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit).

    If reduced to 0 hit points in combat, the Bone Horror assumes it's miasma form and attempts to escape. It must reach a complete pile of bones within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to the Bone Horror after being forced into miasma form has no effect.

    Once at the bone pile, the Bone Horror reforms from the set of bones but is helpless for one hour. It regains 1 hit point after that hour, then is no longer helpless and resumes healing at the accelerated rate.



    Arkun's War and Sandpoint:
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    Early Life:
    The first recorded Bone Horror was Arkun, a dhampir son born to a peasant woman working in an Inn, in the southern section of the Metropolis (then just a small port city) now known as Sandpoint. His mother was cast from the town, barely escaping the local inquisitor's capture once he heard of the birth. Arkun's mother escaped with help from the Innkeeper and his Wife, a bundle of blankets in her arms and a horse given to her by the Innkeeper.

    They fled as fast as they could ride, being just hours ahead of the Inquisition. They traveled into the vast jungles to the North, in hope of finding a place to live among the monks that dwelt on top of the mountains beyond. How she made it there is lost to time, but she made it to the top of the mountains safely, with a young child in tow.

    She met and pleaded with the monk's for sanctuary, telling tales of cannibal tribe to the South that had captured three travelers that had joined her along the way. She had evaded capture with their help and did not wish to leave them to a certain death. The Monk's offered her and her son a place among them; however, they refused to send any help to look for those three travelers.

    Arkun grew quickly and began training as a monk shortly after his mother passed on. he excelled the martial side but found it's peaceful meditative side restless and frustrating. He grew angry and left the monastery in the night. Still in his youth and full of fire, he foolishly thought he could travel South and eliminate this tribe of cannibals.

    The record stands that when he returned from his journey, years later, he came with an army of undead. The monastery was of little match, taken at night, it was destroyed before dawn.

    From there he headed South again, this time with his glowing eyes on the little city he could not even remember, Sandpoint. His rage was fueled by revenge and dark magic, he led his army to the ancient battleground that lies to the Northeast of Sandpoint and began building.

    The Battlefields of Death:
    Beneath the battlefield there was once just bunkers, with crude foxholes dug between a few of them. Now the complex lies miles beneath the surface, dug by undead hands until it punctured the Shadowlands beneath.

    From this place of death, he raised a nearly unstoppable army to strike back at the place of his rage. However; he found the town more difficult to destroy, the city having expanded and strengthened itself over the years with a sizable military. Eight hundred strong, with roughly one cleric or paladin for every five warriors to begin with.

    This war has lasted to this very day, some six centuries later, the armies of Arkun pours forth every night to strike at the city he hates so much. The city grew with the times, all dead were now burned instead of buried. This custom came from the need to conserve space within the walls of the city while not supplying the Undead Horde with fresh recruits.

    Sandpoint:
    Sandpoint is ruled by three rulers: Willus Gunn, a hierophant of great power; The Arch-Wizard Anna and The Paladin King, Fen. The city's current army is over ten thousand strong, with a little over half being paladins or clerics. The city functions as the Mecca of the Divine, with more access to divine blessings than any other city within the material plane.

    The city is also protected by massive magical walls, enchanted with numerous cascading spells that help to create a sanctuary against the attacking hordes. These Spells hedge out lesser outsiders and undead, controls massive floating orbs of light called Lantrons that power, light and defend the city.

    While the walls are normally just for protection, they also have the effect of purifying all water and food within the city walls, neutralizing any poisons within those who enter the walls, giving resistance to disease as well as passively healing those who sleep within its protection. It also causes all violence to be only possible outdoors, the buildings being protected with a sanctuary effect.
    Last edited by LordErebus12; 2014-08-21 at 12:51 AM.

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    Default Bone Horror Spell List, Pathfinder Class

    Bone Horror Spell List

    Note: If the class is being used with 3.5 rules, then simply replace the spell list presented below with every wizard/sorcerer spell with the following schools: Conjuration, Divination, Illusion, and Necromancy.

    Bone Horror Cantrips
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    (CR)
    Acid Splash: Orb deals 1d3 acid damage.
    Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
    Bleed: Cause a stabilized creature to resume dying.
    Dancing Lights: Creates torches or other lights.
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.
    Disrupt Undead: Deals 1d6 damage to one undead.
    Ghost Sound: Figment sounds.
    Ray of Frost: Ray deals 1d3 cold damage.
    Read Magic: Read scrolls and spellbooks.
    Touch of Fatigue: Touch attack fatigues target.

    (UC)
    Haunted Fey Aspect: You surround yourself with disturbing illusion


    1st-Level Bone Horror Spells
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    (CR)
    Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
    Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    Comprehend Languages: You understand all spoken and written languages.
    Detect Secret Doors: Reveals hidden doors within 60 ft.
    Detect Undead: Reveals undead within 60 ft.
    Disguise Self: Changes your appearance.
    Erase: Mundane or magical writing vanishes.
    Feather Fall: Objects or creatures fall slowly.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Identify: Gives +10 bonus to identify magic items.
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    Obscuring Mist: Fog surrounds you.
    Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Silent Image: Creates minor illusion of your design.
    Sleep: Puts 4 HD of creatures into magical slumber.
    Summon Monster I: Summons extraplanar creature to fight for you. (see skeleton summoner bonus feat; standard skeleton added to list)
    Unseen Servant: Invisible force obeys your commands.
    Ventriloquism: Throws voice for 1 min./level.

    (APG)
    Dancing Lantern: Animates a lantern that follows you.
    Flare Burst: As flare, but affects all creatures in 10 ft.
    Sculpt Corpse: Makes corpse look like another creature.
    Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
    Vanish: As invisibility for 1 round/level (5 max).

    (UM)
    Corrosive Touch: Touch attack deals 1d4 acid/level.
    Decompose Corpse: Turn a corpse into a clean skeleton.
    Ear-Piercing Scream: Deal sonic damage and daze target.
    Forced Quiet: Target cannot make loud noises.
    Interrogation: Target answers questions or suffers pain.
    Ray of Sickening: Ray makes the subject sickened.
    Restore Corpse: Skeletal corpse grows flesh.
    Vocal Alteration: Disguise target’s voice.
    Youthful Appearance: Target appears younger.

    (UC)
    Illusion of Calm: You appear to be standing still, even when you take some actions.
    Lock Gaze: You compel the target to only look at you for the duration of the spell.
    Mirror Strike: You may strike multiple opponents with a single attack.
    Negative Reaction: Targeted creature may not positively influence anyone.
    Peacebond: Locks a weapon in place on the target’s body.
    See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
    Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.


    2nd-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
    Alter Self: Assume form of a Small or Medium humanoid.
    Arcane Lock M: Magically locks a portal or chest.
    Blur: Attacks miss subject 20% of the time.
    Blindness/Deafness: Makes subject blinded or deafened.
    Command Undead: Undead creature obeys your commands.
    Darkness: 20-ft. radius of supernatural shadow.
    Darkvision: See 60 ft. in total darkness.
    Daze Monster: Living creature of 6 HD or less loses its next action.
    Desecrate M: Fills area with negative energy, making undead stronger.
    Detect Thoughts: Allows “listening” to surface thoughts.
    False Life: Gain 1d10 temporary hp + 1/level (max +10).
    Fog Cloud: Fog obscures vision.
    Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
    Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
    Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
    Invisibility: Subject is invisible for 1 min./level or until it attacks.
    Knock: Opens locked or magically sealed door.
    Levitate: Subject moves up and down at your direction.
    Locate Object: Senses direction toward object (specific or type).
    Magic Mouth M: Object speaks once when triggered.
    Minor Image: As silent image, plus some sound.
    Mirror Image: Creates decoy duplicates of you.
    Misdirection: Misleads divinations for 1 creature or object.
    Obscure Object: Masks object against scrying.
    Scare: Frightens creatures of less than 6 HD.
    See Invisibility: Reveals invisible creatures or objects.
    Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
    Spider Climb: Grants ability to walk on walls and ceilings.
    Summon Monster II: Summons extraplanar creature to fight for you.
    Summon Swarm: Summons swarm of bats, rats, or spiders.
    Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
    Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

    (APG)
    Accelerate Poison: Hastens targeted poison’s onset.
    Dust of Twilight: Black particles extinguish light sources within area.
    Glide: You take no falling damage, move 60 ft./round while falling.
    Share Language: Subject understands chosen language.

    (UM)
    Boiling Blood: Targets take fire damage; orcs get +2 Strength.
    Defensive Shock: Electricity damages your attackers.
    Delay Pain: Ignore pain for 1 hour/level.
    Disfiguring Touch: Target becomes disfigured.
    Frigid Touch: Target takes cold damage and is staggered.
    Ghostly Disguise: You look like a ghost of yourself.
    Haunting Mists: Creatures are shaken and take Wis damage.
    Mad Hallucination: Target takes penalties to mental actions.
    Pernicious Poison: Target takes a –4 penalty against poison.
    Protective Penumbra: Shadow protects the target from light.
    Share Memory: Share one memory with the target.
    Skinsend: Animate and possess your own skin as if it were a separate creature.
    Unnatural Lust: Target is compelled to kiss or caress another creature.
    Unshakable Chill: Target is afflicted with severe cold.
    Web Shelter: Create a comfortable shelter made of webbing.

    (UC)
    Frost Fall: The area is covered in a chilling frost.
    Pilfering Hand: You may seize an object or manipulate it from afar.
    Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
    Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
    Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.


    3rd-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Arcane Sight: Magical auras become visible to you.
    Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    Deep Slumber: Puts 10 HD of creatures to sleep.
    Displacement: Attacks miss subject 50% of the time.
    Dispel Magic: Cancels one magical spell or effect.
    Gaseous Form: Subject becomes insubstantial and can fly slowly.
    Gentle Repose: Preserves one corpse.
    Halt Undead: Immobilizes undead for 1 round/level.
    Hold Person: Paralyzes one humanoid for 1 round/level.
    Illusory Script M: Only select creatures can read text.
    Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
    Invisibility Sphere: Makes everyone within 10 ft. invisible.
    Major Image: As silent image, plus sound, smell and thermal effects.
    Nondetection M: Hides subject from divination, scrying.
    Phantom Steed: Magic horse appears for 1 hour/level.
    Ray of Exhaustion: Ray makes subject exhausted.
    Secret Page: Changes one page to hide its real content.
    Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
    Sleet Storm: Hampers vision and movement.
    Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
    Speak with Dead: Corpse answers one question/two levels.
    Stinking Cloud: Nauseating vapors, 1 round/level.
    Suggestion: Compels a subject to follow stated course of action.
    Summon Monster III: Summons extraplanar creature to fight for you. (see skeleton summoner bonus feat; Add skeletal champion to list)
    Tongues: Speak and understand any language.
    Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

    (APG)
    Blood Biography: Learn about a creature with its blood.
    Cloak of Winds: Creates a screen of wind around you.
    Enter Image: Transfers your consciousness to an object bearing your likeness.
    Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
    Seek Thoughts: Detects thinking creatures’ thoughts.
    Twilight Knife: Floating knife attacks with you.

    (UM)
    Animate Dead, Lesser: Create one skeleton or zombie.
    Ash Storm: Hamper vision and movement.
    Burrow: Target gains a burrow speed of 15.
    Countless Eyes: Extra eyes give all-around vision.
    Distracting Cacophony: Noise makes it difficult to cast.
    Excruciating Deformation: Target takes Dex and Con damage.
    Howling Agony: Screaming pain limits the target’s actions.
    Loathsome Veil: Nauseate and/or sicken weak creatures.
    Marionette Possession: As magic jar, but limited to line of sight.
    Reckless Infatuation: Target is compelled to stay near another.
    Strangling Hair: Your hair animates and grapples.
    Unadulterated Loathing: Target is compelled to avoid another creature.
    Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
    Vision of Hell: Illusory hellscape makes creatures shaken.

    (UC)
    Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
    Healing Thief: You siphon half of all magical healing that the targeted creature receives.
    Hostile Levitation: Levitates the targeted creature up off the ground.
    Phantom Driver: Conjures a phantom to drive vehicles.
    Share Language, Communal: As share language, but you may divide the duration among creatures touched.
    Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
    Touch Injection: You can deliver an infusion, elixir, poison, or potion as a touch attack.


    4th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Animate Dead M: Creates undead skeletons and zombies out of corpses.
    Arcane Eye: Invisible floating eye moves 30 ft./round.
    Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
    Charm Monster: Makes monster believe it is your ally.
    Confusion: Subjects behave oddly for 1 round/level.
    Contagion: Infects subject with chosen disease.
    Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
    Detect Scrying: Alerts you to magical eavesdropping
    Enervation: Subject gains 1d4 negative levels.
    Fear: Subjects within cone f lee for 1 round/level.
    Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel spell effects.
    Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
    Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
    Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
    Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
    Locate Creature: Indicates direction to familiar creature.
    Minor Creation: Creates one cloth or wood object.
    Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
    Scrying F: Spies on subject from a distance.
    Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
    Shout: Deafens all within cone and deals 5d6 sonic damage.
    Solid Fog: Blocks vision and slows movement.
    Summon Monster IV: Summons extraplanar creature to fight for you.
    Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).


    (APG)
    Calcific Touch: Touch attack slows target, 1d4 Dex damage.
    Moonstruck: Subject is enraged and confused.
    Shadow Projection: Temporarily become a shadow.
    Share Senses: See/hear/smell what your familiar is.

    (UM)
    Agonize: Pain encourages an outsider to obey you.
    Control Summoned Creature: Direct a summoned monster as if you had summoned it.
    Darkvision, Greater: See 120 ft. in total darkness.
    Daze, Mass: As daze, but affecting multiple creatures.
    False Life, Greater: Gain 2d10 temporary hp + 1/level.
    Familiar Melding: Possess your familiar.
    Fleshworm Infestation: Worms deal hp and Dex damage.
    Malicious Spite: Target is compelled to plot against another.
    Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
    Shadow Step: Teleport from one shadow to another.
    Symbol of Revelation: Triggered symbol reveals illusions.
    Symbol of Slowing: Triggered rune slows creatures.
    Terrible Remorse: Creature is compelled to harm itself.
    Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.
    Vitriolic Mist: As fire shield, except acid damage.

    (UC)
    Nondetection, Communal M: As nondetection, but you may divide the duration among creatures touched.
    Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
    Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
    Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
    Tongues, Communal: As tongues, but you may divide the duration among creatures touched.


    5th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Blight: Withers one plant or deals 1d6/level damage to plant creature.
    Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
    Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
    Dominate Person: Controls humanoid telepathically.
    Dream: Sends message to anyone sleeping.
    Fabricate M: Transforms raw materials into finished items.
    False Vision M: Fools scrying with an illusion.
    Feeblemind: Subject’s Int and Cha drop to 1.
    Hold Monster: As hold person, but any creature.
    Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
    Magic Jar F: Enables possession of another creature.
    Major Creation: As minor creation, plus stone and metal.
    Mind Fog: Subjects in fog get –10 to Wis and Will checks.
    Mirage Arcana: As hallucinatory terrain, plus structures.
    Nightmare: Sends vision dealing 1d10 damage, fatigue.
    Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    Passwall: Creates passage through wood or stone wall.
    Persistent Image: As major image, but with no concentration required.
    Prying Eyes: 1d4 + 1/level floating eyes scout for you.
    Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
    Summon Monster V: Summons extraplanar creature to fight for you.
    Symbol of Pain M: Triggered rune wracks creatures with pain.
    Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
    Telekinesis: Moves object, attacks creature, or hurls object or creature.
    Telepathic Bond: Link lets allies communicate.
    Unhallow M: Designates location as unholy.
    Waves of Fatigue: Several targets become fatigued.

    (APG)
    Pain Strike, Mass: As pain, but affects multiple creatures.
    Phantasmal Web: Catches subjects in illusory web.
    Suffocation: Target quickly suffocates to death.

    (UM)
    Curse of Disgust: Target is sickened when viewing a trigger.
    Plague Carrier: Target’s attacks carry filth fever.
    Possess Object: Possess and animate one object.
    Smug Narcissism: Target is distracted by its sense of self.
    Symbol of Scrying: Triggered rune activates scrying sensor.
    Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
    Vermin Shape II: As vermin shape, but Tiny or Large.

    (UC)
    Symbol of Striking M: As symbol of death, but fills a 5-foot square.
    Wreath of Blades F: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.


    6th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Acid Fog: Fog deals acid damage.
    Antilife Shell: 10-ft.-radius field hedges out living creatures.
    Circle of Death M: Kills 1d4/level HD of creatures.
    Contingency F: Sets trigger condition for another spell.
    Create Undead M: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
    Eyebite: Target becomes panicked, sickened, and comatose.
    Flesh to Stone: Turns subject creature into statue.
    Guards and Wards: Array of magic effects protect area.
    Harm: Deals 10 points/level damage to target.
    Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
    Mislead: Turns you invisible and creates illusory double.
    Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
    Programmed Image M: As major image, but triggered by event.
    Repulsion F: Creatures can’t approach you.
    Shadow Walk: Step into shadow to travel rapidly.
    Stone to Flesh: Restores petrified creature.
    Suggestion, Mass: As suggestion, affects 1 subject/level.
    Summon Monster VI: Summons extraplanar creature to fight for you.
    Symbol of Fear M: Triggered rune panics nearby creatures.
    Symbol of Persuasion M: Triggered rune charms creatures.
    True Seeing M: Lets you see all things as they really are.
    Undeath to Death M: Destroys 1d4/level HD of undead (max. 20d4).

    (APG)
    Cloak of Dreams: Creatures within 5 ft. fall asleep.
    Unwilling Shield M: Subject shares wounds you receive.

    (UM)
    Battlemind Link: You and an ally gain attack and AC bonuses.
    Contagion, Greater: Infect a subject with a magical disease.
    Curse, Major: As bestow curse, but harder to remove.
    Envious Urge: Targets steal from or disarm others.
    Symbol of Sealing: Create triggered wall of force.
    Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
    Utter Contempt: Target’s attitude worsens by two categories.
    Vengeful Outrage: Target is compelled to destroy one enemy.


    7th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
    Control Undead: Undead don’t attack you while under your command.
    Control Weather: Changes weather in local area.
    Ethereal Jaunt: You become ethereal for 1 round/level.
    Finger of Death: Deals 10 damage/level to one subject.
    Hold Person, Mass: As hold person, but all within 30 ft.
    Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
    Insanity: Subject suffers continuous confusion.
    Instant Summons M: Prepared object appears in your hand.
    Invisibility, Mass: As invisibility, but affects all in range.
    Power Word Blind: Blinds creature with 200 hp or less.
    Project Image: Illusory double can talk and cast spells.
    Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
    Summon Monster VII: Summons extraplanar creature to fight for you.
    Symbol of Stunning M: Triggered rune stuns creatures.
    Symbol of Weakness M: Triggered rune weakens creatures.
    Vision M: As legend lore, but quicker.
    Waves of Exhaustion: Several targets become exhausted.

    (APG)
    Fly, Mass: One creature/level gains ability to f ly.
    Phantasmal Revenge: Ghost from corpse hunts killer.

    (UM)
    Epidemic: Infect a subject with a highly contagious disease.
    Lunar Veil: Dispel light and revert lycanthropes.
    Plague Storm: Cloud infects creatures like contagion.
    Resonating Word: Target is damaged, staggered, and stunned.
    Temporary Resurrection: Bring a creature to life for 24 hours, after which it dies again.
    Waves of Ecstasy: Pleasure stuns and staggers creatures.


    8th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Charm Monster, Mass: As charm monster, but all within 30 ft.
    Clone M F: Duplicate awakens when original dies.
    Create Greater Undead M: Creates shadows, wraiths, spectres, or devourers.
    Demand: As sending, plus you can send suggestion.
    Discern Location: Reveals exact location of creature or object.
    Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
    Irresistible Dance: Forces subject to dance.
    Mind Blank: Subject is protected from mental/emotional magic and scrying.
    Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
    Power Word Stun: Stuns creature with 150 hp or less.
    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
    Screen: Illusion hides area from vision and scrying.
    Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
    Shout, Greater: Devastating yell deals 10d6 sonic damage and stuns creatures.
    Summon Monster VIII: Summons extraplanar creature to fight for you.
    Symbol of Death M: Triggered rune kills nearby creatures.
    Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    Temporal Stasis M: Puts subject into suspended animation.
    Trap the Soul M: Imprisons subject within gem.

    (UM)
    Orb of the Void: Sphere inflicts negative levels.
    Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
    Undead Anatomy IV: As undead anatomy III, but with more abilities.

    (UC)
    Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.


    9th-Level Bone Horror Spells
    Spoiler
    Show
    (CR)
    Dominate Monster: As dominate person, but any creature.
    Energy Drain: Subject gains 2d4 negative levels.
    Etherealness: Travel to Ethereal Plane with companions.
    Foresight: “Sixth sense” warns of impending danger.
    Freedom: Releases creature from imprisonment.
    Hold Monster, Mass: As hold monster, but all within 30 ft.
    Imprisonment: Entombs subject beneath the earth.
    Power Word Kill: Kills one creature with 100 hp or less.
    Shades: As shadow conjuration, but up to 8th level and 80% real.
    Soul Bind F: Traps newly dead soul to prevent resurrection.
    Summon Monster IX: Summons extraplanar creature to fight for you.
    Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
    Weird: As phantasmal killer, but affects all within 30 ft.

    (APG)
    Suffocation, Mass: One creature/level suffocates to death.
    Winds of Vengeance: Gives you the ability to fly and attack with wind.

    (UM)
    Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
    Symbol of Strife: Triggered rune makes creatures attack.
    Symbol of Vulnerability: Triggered rune gives penalties.
    Transmute Blood to Acid: Target takes acid damage each round, and its attackers take acid damage.

    (UC)
    Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched
    Last edited by LordErebus12; 2012-09-15 at 05:13 AM.

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    Default Re: Bone Horror Feats, Pathfinder Class

    Feats

    Improved Bone Shape
    You can create skeleton equipment with greater ease, no longer suffering as much pain for shaping your bones.

    Prerequisites: Shape Bone class ability, Bonecraft class ability.
    Benefit: Reduces all hit point drain by half for shaping using the bone horror's bones. Additionally, the Bone Spike ability no longer deals damage to the bone horror when used.



    Masterful Bones
    You can alter your skeletal effortlessly, no longer suffering pain for shaping your bones. Also, the base HP and base Hardness of your Bones are doubled.

    Prerequisites: Shape Bone class ability, Bonecraft class ability, Improved Bone Shape feat, Undead type.
    Benefit: Reduces all hit point drain to zero for shaping using the bone horror's bones. Additionally, the Bone Spike's bones have hardness equal to 10 + Armor Bonus provided by hardened skeleton. All bone now has 20 hit points + number of base HP drain (even if feats reduce it) sacrificed in the making, per inch of thickness.



    Rapid Bone Shape
    You can create skeletal equipment with increased speed, becoming fully capable of shaping your bones at a greater rate.

    Prerequisites: Bonecraft class ability, Shape Bone class ability.
    Benefit: The shape bone ability can now be used as a standard action, while the Bonecraft ability functions as a move action. The bone horror's Bonecraft ability: Bone Spike can now be used at the bone horror's full base attack bonus. However, the ability still damages the Bone Horror unless they also have taken the Improved Bone Shape feat.
    Special: Shape Bone takes a full round action, Bonecraft takes a standard action.



    Extra Bone Call
    You can create skeletal minions more often each day.

    Prerequisites: Bone Call Class Ability.
    Benefit: You gain 1 additional use of your Bone Call ability per day.
    Special: You can take this feat multiple times, but it can only be taken once for every five Bone Horror levels you possess.



    Improved Corpsetongue
    You can innately speak with dead at will.

    Prerequisites: Corpsetongue ability.
    Benefit: You gain the ability to speak with dead at will, as per corpsetongue.



    Shards of Poison
    Your minions explode with lesser force, but the bone shards are coated in any poison that currently dwells within the bone horror's body.

    Prerequisites: Shards of Bone ability
    Benefit: Shards of Bone damage is halved for this ability. Whenever the bone horror successfully saves against a poison, this ability allows the bone horror to transfer that poison from within the bone horror's body into one minion as an immediate action, not affecting the host at all and remaining dormant until the bone horror detonates that minion with a shards of bone use. this ability grants the additional effect of spreading the poison to not just effect one target, but all caught in the blast radius.



    Bone Bits
    Your minions explode with equal force, but half of the bone shards are blunted and partially in chunks.

    Prerequisites: Shards of Bone ability
    Benefit: Shards of Bone damage is now treated as being half bludgeoning and half piercing.
    Normal: Shards of bone deals piercing damage only.



    Sudden Shards
    Your control over destroying your minions quickens, allowing them to be detonated faster.

    Prerequisites: Shards of Bone ability
    Benefit: Shards of Bone can now be used as an free action.
    Normal: Shards of bone takes a swift action.
    Last edited by LordErebus12; 2012-12-07 at 01:38 PM.

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    Default Spell Puppet, Incarnation of Evil, Pathfinder Familiar

    Spell Puppet

    Spoiler
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    Born directly from evil rituals meant to conjure dark spirits into a doll, Puppets are among the most evil creations that one can craft. These vicious, manipulative little undead, however, hold an important role to their master: they allow communion with darker powers and to act like a spell book, holding spells for the bone horror.

    Puppets vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes. They all take the forms of frightening dolls, humanoids with bulbous or disfigured features. A typical puppet stands a mere 2 feet tall and weighs about 10 pounds.

    These wicked little beasts can also cast the master's prepared touch spells by stabbing itself with a needle, making them a even more useful ally to the bone horror.


    Any E Tiny Undead
    Init +3; Senses darkvision 60 ft., detect undead, detect magic; Perception +7

    DEFENSE
    AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
    HP 30 (3d8+6); fast healing 2
    Fort ---, Ref +6, Will +4
    DR 5/good or silver; Undead Immunities

    OFFENSE
    Speed 20 ft.
    Melee slam +8 (1d4 slashing or piercing plus poison)
    Space 2-1/2 ft.; Reach 0 ft.

    Spell-Like Abilities (CL 8th)
    Constant—detect undead, detect magic
    At will—invisibility (self only)
    1/day—augury, fear (DC 16)
    1/week—commune (6 questions, CL 12th)


    STATISTICS
    Str 10, Dex 17, Con ---, Int 13, Wis 12, Cha 14
    Base Atk +3; CMB +1; CMD 15
    Feats Dodge, Weapon Finesse
    Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
    Languages Common, Abyssal or Infernal

    ECOLOGY
    Environment any
    Organization solitary, pair, or flock (3–10)
    Treasure standard

    SPECIAL ABILITIES
    Poison (Ex): slam—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 dex; cure 1 save. The save DC is Charisma-based, and includes a +2 racial bonus.

    Deliver Touch Spells (Su): a puppet can cast a touch spell, as a full-round action, designating a target then stabbing itself with a pin. This delivers the spell as a ranged touch attack within 30 ft. This self wound doesn't hurt the puppet.

    CREATION
    If the puppet should happen to be destroyed, the bone horror loses the ability to cast spells until he recreates his puppet. The new puppet takes 2 hours to make and material costs of the puppet is 300 gp, for various oils and other regents used in its creation. A newly created doll is never fully animated (assuming the bone horror has 10 HD or more to have an animated puppet), regaining its animation after one week or the next time the bone horror levels up (whichever is first).
    Last edited by LordErebus12; 2012-07-06 at 10:49 PM.

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    Default Bone Horror Variants, Pathfinder Class

    Variants

    Fleshwalkers
    Known throughout the world as Infamous assassins who could alter their appearance at will, created when a large clan of ninjas were introduced to the Bone Horror ways centuries ago. They have trained many of their assassins in the ways of Undeath, in hopes of creating unstoppable killing machines from beyond the grave, capable of molding their flesh into alternate forms.

    They became masters at altering both their bodies and their alignments, often pretending to be those most pure and innocent until the moment they strike. They quickly earned both the terrified respect of those in positions of power and influence, as well as the worry from those who committed crimes against someone in the past, in fear of assassination from every person who ever came into contact with them. Also, They would often feed on the target of the assassination, further inspiring fear of them throughout the world.


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    Skills: Add Disguise, Knowledge (Local) and Stealth to class skills while removing Intimidate and Knowledge (Dungeoneering) from the list.

    1st - Alter Appearance (Su): The Fleshwalker is capable of altering his appearance at will, as the alter self spell. This ability replaces the Aura of Desecration and Bone Call abilities.

    4th - Mask Alignment (Su): A Fleshwalker can alter his alignment aura to deceive spells that discern alignment (such as detect evil). He may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking his alignment aura is a standard action, and lasts until he changes it again or ends the effect. This ability replaces the Hardened Skeleton ability.

    7th - Shift Alignment (Su): A Fleshwalker's control over his aura improves. When he assumes a false alignment, he can choose to have all spells and magic items affect his as though he were that alignment; this includes helpful and harmful effects. For example, a neutral good Fleshwalker can shift his aura to lawful evil so he can pass through a doorway that shocks creatures that aren't lawful evil; if hit by holy smite with this shifted aura, he takes damage as if she were evil.

    A Fleshwalker can change his alignment aura from a masked alignment (as per the mask alignment ability, where effects still function based on his actual alignment) to a shifted alignment (as per this ability, where effects function based on his assumed alignment) as a standard action. Shifting his alignment aura is a standard action, and lasts until he changes it again or ends the effect. This ability replaces the Shards of Bone ability.

    11th - Sneak Attack: If a Fleshwalker can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.

    The Fleshwalker's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Fleshwalker flanks his target. This extra damage is +2d6 at 11th level, and increases to +4d6 at 15th level. Should the Fleshwalker score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Fleshwalker can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

    The Fleshwalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Fleshwalker cannot sneak attack while striking a creature with concealment. This ability replaces the Shards of Bone ability.

    17th - Death Attack (Ex): If a Fleshwalker studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Fleshwalker's choice). Studying the victim is a standard action. The death attack fails if the target detects the Fleshwalker or recognizes the Fleshwalker as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked).

    If the victim of such a death attack fails a Fortitude save (DC 10 + the Fleshwalker's class level + the Fleshwalker's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Fleshwalker. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Fleshwalker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. This ability replaces the liquefy bone ability.



    Death’s Shadow
    When Bone Horror’s broke free from the material realm, many went to the plane of shadows to build their kingdoms. They found power there by infusing themselves with shadowstuff, they began to master control over darkness itself.

    They also are known for having skeletal animal companions. Some wonder if they did not miss companionship of animals enough to attempt to preserve them past death as well. At any rate their companions are capable of being intelligent as normal animals over time and beginning learning skills and feats.


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    Skills: Add Knowledge (The Planes) and Stealth to class skills while removing Diplomacy and Knowledge (Dungeoneering) from the list.

    1st - Aura of Darkness (Su): A Death’s Shadow has great control over darkness, allowing him to manifest a 20 ft. cloak of darkness around himself at will, functioning like a Darkness Spell. At 7th level, this functions as Deeper Darkness spell. This ability must be maintained with swift action each round or the effect ends at the end of the current round. This ability replaces the Aura of Desecration ability.

    1st - Light Sensitivity (Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. This ability is in addition to the Hunger ability.

    4th - Darkvision (Ex): A Death’s Shadow gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet.

    4th - Shadow Armor(Su): A Death’s Shadow gains an aura of shadows that protect it against incoming attacks. Instead of granting a natural armor bonus, the bonus to armor is treated as a deflection bonus. This ability replaces the Hardened Skeleton ability.

    6th - Bond From Beyond (Ex): A Death’s Shadow forms a bond with an undead animal companion. A Death’s Shadow who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the Death’s Shadow may choose a shark instead. After the choice is made, apply the skeleton template to the animal. This animal is a loyal companion that accompanies the Death’s Shadow on his adventures as appropriate for its kind.

    Mindless: undead companions have no Intelligence score and possess the mindless trait. In spite of this, undead companions may learn one trick, plus additional bonus tricks. If an undead animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the Death's Shadow can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Undead companions have no skill points or feats as long as they have the mindless quality.

    This ability functions like the druid animal companion ability except that the Death’s Shadow's effective druid level is equal to his Death’s Shadow level – 3 and the companion is skeletal. This ability replaces the Bone Call ability.

    7th - Shadow Call (Sp): A Death’s Shadow can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the Death’s Shadow's level as the caster level. A Death’s Shadow can use this ability 3+Charisma modifier times per day at 7th level, plus one additional time per day for every two levels attained beyond 7th. Upon reaching 13th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based. This ability replaces the Shards of Bone ability.

    9th - See in Darkness (Su): A Death’s Shadow can see perfectly in darkness of any kind, including that created by deeper darkness. This ability replaces the Calling ability.

    13th - Shadow Jump (Su): A Death’s Shadow gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A Death’s Shadow can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 13th, the distance a Death’s Shadow can jump each day doubles (80 feet at 15th, 160 feet at 17th, and finally 320 feet at 19th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. This ability replaces the Corpse Resilience ability.
    Last edited by LordErebus12; 2012-08-22 at 04:44 AM.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    This class is a little disturbing, but I get the feeling that's wholly intentional. I like it! It feels like a necromancer that deemphasizes spells somewhat by granting a wide variety of useful and versatile special abilities; that's always a good option, since it works well for people who want to be able to hold their own in physical combat while still having a solid magical core. I really like the spell list; it feels kind of like the Beguiler's in that it's like a wizard or cleric's list that's been pared down to fit a specific theme (in this case, necromancy spells, negative energy, and some of the more horrific illusions and divinations).

    I think this guy would make an excellent villain. I can imagine a scene where the protagonists defeat and capture an intelligent undead minion and are questioning it. Before it can spill the beans, however, the Bone Horror realizes what has happened and blows the hapless minion back to the Lower Planes in a horrific explosion, possibly even taking out some nearby party members.

    The only thing is, though, I don't see any way for this guy to see through their eyes of its minions (or read their minds) from a vast distance. It's certainly not a necessary class feature (this class is already versatile enough already) but I think it would be a really good idea for a bonus feat or alternate class feature if you're interested in making more.

    13th - The Hunger (Su): The Bone Horror begins to crave the taste of living flesh, at first very strong and absolutely overwhelming if ignored. The first few days are often ravenous, but it subsides to a dull craving shortly thereafter, unless ignored. The Bone Horror gains a primary bite attack dealing 1d8 piercing damage.
    Is it safe to say that inflicting damage with your bite attack at least once a day is enough to satisfy this hunger (mechanically speaking, that is) or do you actually, explicitly need to rip off a badger's leg (or something) and swallow it?

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Steward View Post
    The only thing is, though, I don't see any way for this guy to see through their eyes of its minions (or read their minds) from a vast distance. It's certainly not a necessary class feature (this class is already versatile enough already) but I think it would be a really good idea for a bonus feat or alternate class feature if you're interested in making more.

    Is it safe to say that inflicting damage with your bite attack at least once a day is enough to satisfy this hunger (mechanically speaking, that is) or do you actually, explicitly need to rip off a badger's leg (or something) and swallow it?
    Remember: the twin bone minions this class makes from itself cannot stray past 200 ft. or they disintegrate to dust.
    See the Possess Undead ability for something similar...
    Umm, how would that vision work? an arcane eye effect on the minions? lets work on it, Steward...


    It must ingest still living flesh; meaning biting the badgers belly, chewing on entrails, then swallow the flesh to sate this hunger. Imagine the party being imprisoned with one, an ally even.

    "no animals... I must now chose madness or one less friend... or rather... just an arm, maybe... make him last... yes..."

    end game I see a monster that is more resilient than a vampire with a constant need for living flesh to consume and many different types of minions.

    the only thing i could rationalize giving this class was a Corpse Companion, as the druid ability. an undead animal companion... i just dont see how it would work with the Puppet acting like a familiar.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Remember: the twin bone minions this class makes from itself cannot stray past 200 ft. or they disintegrate to dust.
    I was thinking more of the intelligent undead that the class could create from its necromancy spells.

    As far as the mechanics, wizards and sorcerers can scry on their familiars once per day (essentially enabling them to check in on them while the familiar is away on an errand), and they also have an empathic link that helps them keep track of each other. (With the latter ability, the mage can't actually see what the familiar is seeing, but can probably get some psychological insight such as a twinge of fear or a sudden jolt of familiarity that might help; the former ability lets the mage basically see what the familiar is near).

    With my idea, the Bone Horror can send a created undead servant in disguise into a big city to scout around, and use the ability to either sense what the minion is feeling (ie if the undead servant is suddenly overwhelmed with pain or fear that might mean that it has been discovered and attacked, and if the link suddenly shuts off that probably means the servant has been destroyed). If the Horror needs more information, it can use the scrying ability to look at the surrounding area (a 10 foot radius in each direction) and see what's going on. The Horror might see that the servant is tied to a pew at a church (or secretly attempting to betray it by forming a deal with free undead, or just dropping in at a local tavern for an unauthorized beer) and react accordingly.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Steward View Post
    I was thinking more of the intelligent undead that the class could create from its necromancy spells.

    As far as the mechanics, wizards and sorcerers can scry on their familiars once per day (essentially enabling them to check in on them while the familiar is away on an errand), and they also have an empathic link that helps them keep track of each other. (With the latter ability, the mage can't actually see what the familiar is seeing, but can probably get some psychological insight such as a twinge of fear or a sudden jolt of familiarity that might help; the former ability lets the mage basically see what the familiar is near).

    With my idea, the Bone Horror can send a created undead servant in disguise into a big city to scout around, and use the ability to either sense what the minion is feeling (ie if the undead servant is suddenly overwhelmed with pain or fear that might mean that it has been discovered and attacked, and if the link suddenly shuts off that probably means the servant has been destroyed). If the Horror needs more information, it can use the scrying ability to look at the surrounding area (a 10 foot radius in each direction) and see what's going on. The Horror might see that the servant is tied to a pew at a church (or secretly attempting to betray it by forming a deal with free undead, or just dropping in at a local tavern for an unauthorized beer) and react accordingly.
    Can't it just cast Scrying?
    its on its spell list...as are higher forms, i think. Vision, etc...

    How about a Corpse Puppet?

    Once per day, it can animate and possess a corpse, restoring a complete semblance of life so that none can notice it is a corpse, minus an aura of evil radiating. The Bone Horror enters into a state of helplessness while doing so.

    The body acts in every way like the the Bone Horror's normal body except it bares the visage of the corpse before death. This allows him to scout an area and use all of its abilities while in this form; however, when abilities are used the eyes glow with the same unholy light. The corpse has only 10 hit points and once it reaches 0, the body crumbles to dust.

    range of control is 10 miles, beyond that and the body crumbles.

    what say you?
    Last edited by LordErebus12; 2012-07-01 at 07:49 PM.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    In the OP, you consistently say "poppet" instead of "puppet" and it's kind of driving me nuts.

    Still reading through otherwise, I just had to get that off my chest.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    In the OP, you consistently say "poppet" instead of "puppet" and it's kind of driving me nuts.

    Still reading through otherwise, I just had to get that off my chest.
    fixed
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    The puppet thing also refers to a familiar for some reason, and is really confusing in general. It seems to be a combination of saying that the Bone Horror needs the puppet to prepare spells, while the puppet also acts as a familiar and can channel spells. But it's not clear at all...

    Shape Bone refers to Constitution damage in the second paragraph (and again later when talking about reabsorbing), but as far as I can tell everything is hit point damage. Which is it?

    Also, Shape Bone effectively gives the Bone Horror proficiency with every melee weapon ever. That's... somewhat potent, particularly for a d10 full-caster.

    Overall, this just seems like a lot of stuff to get on a chassis that good.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    The puppet thing also refers to a familiar for some reason, and is really confusing in general. It seems to be a combination of saying that the Bone Horror needs the puppet to prepare spells, while the puppet also acts as a familiar and can channel spells. But it's not clear at all...

    Shape Bone refers to Constitution damage in the second paragraph (and again later when talking about reabsorbing), but as far as I can tell everything is hit point damage. Which is it?

    Also, Shape Bone effectively gives the Bone Horror proficiency with every melee weapon ever. That's... somewhat potent, particularly for a d10 full-caster.

    Overall, this just seems like a lot of stuff to get on a chassis that good.
    Points taken, give me time to update and we will go form there. feel free to edit your post over to add stuff you noticed. thanks.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    The puppet thing also refers to a familiar for some reason, and is really confusing in general. It seems to be a combination of saying that the Bone Horror needs the puppet to prepare spells, while the puppet also acts as a familiar and can channel spells. But it's not clear at all...
    clarified it and expanded upon it, adding in an improved familiar at 10th level (the puppet becomes animated).

    Quote Originally Posted by Answerer View Post
    Shape Bone refers to Constitution damage in the second paragraph (and again later when talking about reabsorbing), but as far as I can tell everything is hit point damage. Which is it?
    fixed it, it was old data not edited out. hp drain only


    Quote Originally Posted by Answerer View Post
    Also, Shape Bone effectively gives the Bone Horror proficiency with every melee weapon ever. That's... somewhat potent, particularly for a d10 full-caster.
    Deal with it , you cant not be proficient in its bone molded weapons and im not gonna say he has to be trained in them, as the mechanics of an bone grew battleaxe is different than a standard one, to be sure as its still attached. I lowered the HD size but it was d10 for the drain it suffers.


    Quote Originally Posted by Answerer View Post
    Overall, this just seems like a lot of stuff to get on a chassis that good.
    yup, acts like a crippled wizard at casting a small spell list, using a witches familiar to cast from. sure it has exploding minions (damage is toned down) and several neat abilities, but it cant visit anywhere in person and cannot get along with most good people after 10th level. It must use beguilement and illusions to its greatest effect.

    im adding bluff and diplomacy to class skills but removing two bonus feats, the other two are fused and given at once.

    I know what I built, this horror.
    The class in itself alienates the character from common society.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    big update, Answerer, if you're still here, what you think?

    I like it how it is now, very evil and fun to use.
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    Question Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    anyone got anything to say?
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Not particularly interested in roleplaying or "playability" drawbacks when I'm considering balance. I'd generally consider having difficulty playing with a group to be a design problem in a group-oriented game like D&D.

    Anyway, the spell list isn't particularly limited. Sure, it's not the Sor/Wiz list, but it's got a lot of the best goodies (particularly at lower levels) – I see sleep, alter self, mirror image, dispel magic, fly, black tentacles, enervation, greater invisibility, solid fog, contingency. Sure, it's missing things like planar binding, a lot of scrying and teleporting, time stop, etc., but this is still a fantastic spell list.

    Which is not necessarily the end of the world, mind you, I'm just saying that you have to consider it when you're looking at everything else it can do.


    At any rate, it sounds like you're happy with it. If you were going for Tier 1-ish, you probably found it – I don't think this is stronger than a Wizard. I do tend to favor Tier 3-ish myself, though.
    Last edited by Answerer; 2012-07-04 at 02:02 AM.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    Not particularly interested in roleplaying or "playability" drawbacks when I'm considering balance. I'd generally consider having difficulty playing with a group to be a design problem in a group-oriented game like D&D.

    Anyway, the spell list isn't particularly limited. Sure, it's not the Sor/Wiz list, but it's got a lot of the best goodies (particularly at lower levels) – I see sleep, alter self, mirror image, dispel magic, fly, black tentacles, enervation, greater invisibility, solid fog, contingency. Sure, it's missing things like planar binding, a lot of scrying and teleporting, time stop, etc., but this is still a fantastic spell list.

    Which is not necessarily the end of the world, mind you, I'm just saying that you have to consider it when you're looking at everything else it can do.


    At any rate, it sounds like you're happy with it. If you were going for Tier 1-ish, you probably found it – I don't think this is stronger than a Wizard. I do tend to favor Tier 3-ish myself, though.

    Tier 1?
    i think its Tier 2, at this point, on par with a PF Sorcerer in potency. (i removed fly from spell list, cant believe i missed that)

    Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.

    im not finished with it by far, as long as someone comments here i will review my class. I like it how it is but improvement and perfection can constantly be strived for.

    also, i run pathfinder gestalt games, meaning im often using much stronger encounters in my games. my homebrew always must be parred well with another class that differs from it, balanced right to not attempt too much nonsense. also, i dont allow two homebrew classes ever. prestiege consuming both class slots if taken.

    the spell list is about half of what it started as when it was the wizard's spell list, and i understand its still good.

    lose the doll, lose casting, its a focus for all spells.
    extreme phobia from most NPC's and a lot of PC's.
    Undead have many weaknesses, many of which the party itself favor's.
    balancing the party and not allowing Paladins if this class is used in party.
    player must give me a damn good RPing experience with one, as they can easily **** it up if they do not think a lot of their actions and the repercussions of being undead and evil in a predominantly good-neutral co-op game

    these are things to think about when using this in a game. DM's must moderate all Homebrew anyways. I'm attempting to use the forum here to reduce a lot of the mistakes I create. it helps to be able to balance them, and use them in game to work on the mechanics of the class.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    It's basically impossible for this class to be Tier 2.

    Tier 1 is "Tier 2, except he can change what he does every day." Since this class prepares spells, it's either Tier 1 (if the spell list is good enough), or Tier 3 (if not). IMO, it is.

    The only way a prepared spellcasting class could be Tier 2 is if his spell list was such that it would always be optimal to prepare the same spells. I don't think that is the case here, nor would it be a good thing if it were.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    It's basically impossible for this class to be Tier 2.

    Tier 1 is "Tier 2, except he can change what he does every day." Since this class prepares spells, it's either Tier 1 (if the spell list is good enough), or Tier 3 (if not). IMO, it is.

    The only way a prepared spellcasting class could be Tier 2 is if his spell list was such that it would always be optimal to prepare the same spells. I don't think that is the case here, nor would it be a good thing if it were.
    ah. i was unaware of that distinction, thank you for clarifying. Tier 1. Anything else to add? what of the feats? or Familiar?
    Last edited by LordErebus12; 2012-07-04 at 12:57 PM.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Moved The Hunger ability to first level in hope of applying a slightly larger penalty to the class then moved the turn resistance at 11th to 13th.


    Added Fluff.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Frankly, I don't like the Hunger as a balancing mechanic at all. It's irrelevant in some cases, impossible in others, etc. etc. It strike me as similar to the Paladin's hideous Code. Just... is very much not anything I care for.

    As for the feats, I have no idea how Shards of Poison is supposed to work.

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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by Answerer View Post
    As for the feats, I have no idea how Shards of Poison is supposed to work.
    At will, you trade half the damage of shards of bone in exchange for transferring any poisons inflicted upon the Bone Horror into the explosions, coating the bone shards in the poison. This also functions if the bone horror has a racial poison ability, transferring the racial poison effect to the shards at will.

    whats your opinion on it? too strange? tell me...
    Last edited by LordErebus12; 2012-07-05 at 11:27 AM.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    I like this class, it does seem to have many things in common with the witch archetype, Grave Walker. It also has a poppet and strong play on necromancy. other then that it good.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Quote Originally Posted by devlingreye View Post
    I like this class, it does seem to have many things in common with the witch archetype, Grave Walker. It also has a poppet and strong play on necromancy. other then that it good.
    When creating a Pathfinder Class, I usually go through every pre-created ability and weight whether or not it fits in the overall build and attempt to give them at levels equal with what it was originally placed at. That way I can be sure that some of the balancing has been done for me. I liked the idea of a Witch's Spell Puppet, but i took it to the next level, making it a improved familiar at a latter point, one that could even cast spells... a new frightening exclusive ability
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    Exclamation Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    two variant classes created. One altering its form as a tool for assassination, the other infused with shadows and followed by an undead animal.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    Added the extra arms ability under bonecraft. still need some feedback.
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    Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    polished up the Shards of Poison Feat, it was all wrong. also fixed all the skills. some made no sense, forgot to add craft to the list. minor stuff.
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    Question Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

    okay, i need some more critique... was do you all think?
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