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Old 06-02-2011, 04:35 AM   Top  -  End  -  #1
Cipherthe3vil
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Default [3.5 base class ]The Osteokinetic [peach]


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


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


The Osteokinetic
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+0
+2
Osteokinesis
2nd
+2
+0
+0
+3
Dark Friends, Blade
3rd
+2
+1
+1
+3
Osteokinesis
4th
+3
+1
+1
+4
Dark Knowledge
5th
+4
+1
+1
+4
Osteokinesis
6th
+5
+2
+2
+5
Dark Sight. Blade
7th
+5
+2
+2
+5
Osteokinesis
8th
+6/1
+2
+2
+6
Dark Will, Blade
9th
+7/2
+3
+3
+6
Osteokinesis
10th
+8/3
+3
+3
+7
Dark Magic,
11th
+8/3
+3
+3
+7
Osteokinesis
12th
+9/4
+4
+4
+8
Dark Thoughts, Blade
13th
+10/5
+4
+4
+8
Osteokinesis
14th
+11/6/1
+4
+4
+9
Dark Light, Blade
15th
+11/6/1
+5
+5
+9
Osteokinesis
16th
+12/7/2
+5
+5
+10
Dark Might
17th
+13/8/3
+5
+5
+10
Osteokinesis
18th
+14/9/4
+6
+6
+11
Dark Smite, Blade
19th
+14/9/4
+6
+6
+11
Osteokinesis
20th
+15/10/5
+6
+6
+12
Dark Summons, Blade
Hit Die:
d10
Skills:
4+int (x4 at first level)
Class Skills:
Autohypnosis, Bluff, Concentration, Craft, Disguise, Gather Information, Heal, Intimidate, Knowledge, Perform, Profession, Listen, Spot, Search, Speak Language, Jump, Tumble.

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

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

Class Features:

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

Osteokinesis:
You were born with an innate talent for the psychic control over bone matter, At the taking of level one of this class, that talent shows itself. you gain the Osteokinetic feat for free and you gain abilities granting power over the manipulation of bones, below are listed effects at listed levels you may use by expending a Psionic focus and taking the level you obtain it as Strain*. Some abilities have the option of Overstraining to deal additional effects or improve existing effects, You cannot Overstrain to increase the initial strain by more then your class levels. Needless to say, there is no limit to the number of these abilities you can use, You can keep going till you kill yourself for all I care.
Unless otherwise stated the typical duration for an ability that conjures bone matter for effects is usually a day per class level before it crumbles apart.
Likewise range is typically Charisma mod x 200 ft.
*see bottom of page.
Special: Osteokinetic fortitude effects effect Undead (replace Fortitude with Will). At level 13 or higher, Mindless undead don't get saves. Due to the nature of the art, Osteokinetics are unaffected by antimagic, but you cannot manifest osteokinetic abilities within a Null Psionics field, though they work fine going into one. Dispel Magic can only dispel Dark abilities, and Dispel Psionics only removes the power behind your bones. Skull bombs would lose their propulsion and energy for example.
In the case of Skull bombs or any energy aligned osteokinetic attack, it can be counterspelled or similar, by using a spell of similar effect of the opposing energy type. Untyped bone attacks, such as bone spire are essentially [creation] powers as are nearly all osteokinetic abilities, They create things such as bone spears and send them hurling at empowered velocities, You can counter them about as well as you could counter a thrown spear or speeding arrow.
Spoiler


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

Choose one:
Shade Fairy:
Spoiler

Stickmen:
Spoiler


Blade:
the Osteokinetic gains a deadly weapon that they learn to forge using their own bone matter which they amplify and alter using their abilities.
Each Osteokinetic At level two gains a weapon unique to them. You may design this weapon however you like. Your Blade is considered a two-handed sword. The base damage is 1d10 with a critical range of 19-20/x2. Your Blade is an exotic weapon in anyone else's hands, but you gain proficiency with it when you create it. You may choose one of the following traits when you create your Blade. You may imbue your Blade with more traits as you gain levels. No trait may be placed on a sword more than once unless otherwise stated, and no Blade may be enchanted otherwise. Infusions and temporary effects work on the Blade normally, but cannot be made permanent by any means. Traits changing the Blade from a blade to another weapon can be taken at first level for free. Creating the blade takes 1 week per trait (Only one at first level, and one trait added as you progress), and during that time you are only at half your hit points and take 1 point constitution drain each week. All of which returns with a day of rest after creation.
Spoiler


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



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

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

Dark Sight:

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

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

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

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

Dark Might:

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

Dark Smite:

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

Dark Summons:

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


Feats:

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


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


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

Last edited by Cipherthe3vil : 08-10-2011 at 12:26 AM.
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Old 06-02-2011, 10:16 PM   Top  -  End  -  #2
Cipherthe3vil
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

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

Last edited by Cipherthe3vil : 06-05-2011 at 06:36 PM.
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Old 06-02-2011, 10:25 PM   Top  -  End  -  #3
Zaydos
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

As for the feat required to enter; you need a note about expensive material components. Normally psionic powers that function like a spell with expensive material components cost 1 XP per 5 GP of the component. Even without that it's a little too strong as it is, in effect, a free Silent and Still on all necromancy spells you cast (psionic powers tend to be worse than spells so they can get away with it).
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Old 06-02-2011, 10:34 PM   Top  -  End  -  #4
Cipherthe3vil
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

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

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

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

Fixed. I didn't intend for them to not need expensive materials or focuses.

Last edited by Cipherthe3vil : 06-02-2011 at 10:34 PM.
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Old 06-02-2011, 10:43 PM   Top  -  End  -  #5
Zaydos
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

Fixed. I didn't intend for them to not need expensive materials or focuses.
Wanted to double check as for example with Detonate Bone you're looking at a save DC of 25 + your Charisma x 1.5 versus death on something that isn't a death effect and therefore nothing is immune to and which can be used, assuming you have a cleric in the party with the Heal spell, effectively at-will (healing that amount of damage is absolutely trivial at high levels). So you might want to tinker a bit more with the DCs in that case (specifically I'd advice if you're going to let them use Strain = class level to increase effects then you have DC be 10 + Cha + 1/2 strain applied, but I'm not sure how that does for the lower end effects).
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Last edited by Zaydos : 06-02-2011 at 10:51 PM.
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Old 06-03-2011, 12:50 AM   Top  -  End  -  #6
Cipherthe3vil
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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


... 25 + Cha mod?

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

I'm not sure what your getting at though. Detonates damage is trivial? Save to high?
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Old 06-03-2011, 01:13 AM   Top  -  End  -  #7
Zaydos
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

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

The damage you take from overstraining is trivial (the damage from detonate bones to other creatures nearby is assuming Large size 26 +1/2 Charisma modifier which is decent but won't match metamagic abuse).
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Last edited by Zaydos : 06-03-2011 at 01:39 AM.
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Old 06-03-2011, 02:59 AM   Top  -  End  -  #8
aquagear
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

Liked the above first picture....nothing much to say.
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Old 06-03-2011, 03:35 AM   Top  -  End  -  #9
Cipherthe3vil
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

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

It wont stand to metamagic abuse, no. But they do gain moderate hit points and attack as well as medium armor I've been thinking to increase HD to d8 or d10 even.
I've also added Dark class features.
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Old 06-03-2011, 03:48 AM   Top  -  End  -  #10
Tvtyrant
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

If strain is none-lethal damage, wouldn't that make this class perfect for Outsiders who are immune to none-lethal damage?
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Old 06-03-2011, 03:51 AM   Top  -  End  -  #11
Cipherthe3vil
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

They'd still take it, I'd say. and I'd edit. now in fact.
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Old 06-03-2011, 04:47 AM   Top  -  End  -  #12
Morph Bark
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

If it works as a PrC, you won't be able to get the 20th level until Epic. Unless you have a race that gives a bonus feat perhaps.
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Old 06-03-2011, 05:04 AM   Top  -  End  -  #13
Cipherthe3vil
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If it works as a PrC, you won't be able to get the 20th level until Epic. Unless you have a race that gives a bonus feat perhaps.
You start first level off with a feat as you get every three levels. Which is measured in Character level not Class level. So in effect, your first feat is yours before you ever take a class.

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Old 06-03-2011, 07:05 AM   Top  -  End  -  #14
Ursus the Grim
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Default Re: [3.5]The Osteokinetic[Peaches please!, Underwork]

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

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

Page 6, describing Character Generations seems to agree.

I wouldn't really care in a campaign I ran, but there are some nitpicking DMs out there.
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Old 06-03-2011, 10:13 AM   Top  -  End  -  #15
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Originally Posted by Ursus the Grim View Post
And according to PHB (p58), when you level up you choose your next class FIRST before choosing feats. Same reason technically you need to be Fighter 5 before taking a BaB +5 prestige class, even if the PrC has a +1 base attack bonus. This seems to clash with your interpretation that you pick your feat before your level. I guess picking human would provide a workaround, of course.

Page 6, describing Character Generations seems to agree.

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


Otherwise, I don't see any reason why this would have to be a 20-level PrC. 19 maybe, or otherwise just a base class with that feat as the 1st-level feat.
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Old 06-03-2011, 10:51 AM   Top  -  End  -  #16
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What do you mean as written you can't detonate skeletons. it outright says "detonating a Medium size skeleton frame"
It requires a Fort save and therefore they're immune unless it specifies it functions on undead or it affects objects. It's obviously intended to work on undead but it should be noted that it does.

And for the DC increase that seemed to be the point for them, though, "pay strain to maximize spell power" which is exactly what it was; it's like complaining that a druid using wild shape is trying to cheese druid, or any wizard casting Polymorph is. How you presented it overstrain is pretty much the natural thing to do on anything you want to function, and with healing magic on anything.
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Old 06-03-2011, 12:22 PM   Top  -  End  -  #17
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What do you mean as written you can't detonate skeletons. it outright says "detonating a Medium size skeleton frame"

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

The Save DC is too high, though.
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Old 06-03-2011, 12:32 PM   Top  -  End  -  #18
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It's an interesting, concept, and I like the Bone's Betrayal power. The ability to permanently grow 1d6 claws, and the negative energy traits are a nice touch. I also like the psionic feel of the class, it makes more sense than making her a caster.
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Old 06-03-2011, 12:34 PM   Top  -  End  -  #19
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Just to support here, Implosion isn't a death effect. Plus oozes, creatures with gaseous form, and other things with no skeletons are immune to it.

The Save DC is too high, though.
I think what Zaydos is saying is that undead, as a part of being undead, are immune to any effect that allows a Fortitude Save unless it specifically works on Objects. Implosion, by raw, probably does not effect undead. Disintegrate, however, would, by virtue of having (object) listed under its saving throw.
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Old 06-03-2011, 04:05 PM   Top  -  End  -  #20
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So its essentially a base class with a required feat? Why not just make it a base class with Osteokinetics as a bonus feat.

Then anyone could enter the class, as not intended.

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

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

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Old 06-03-2011, 04:09 PM   Top  -  End  -  #21
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Opposite, its too effective against undead.
Shall I change it to Mindless undead and simply allow Intelligent undead a will save?

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

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

For example if it was +1 to DC per 3 overstrain you would get a DC of 21 +1.3 (rounded up) Charisma which is a lot more viable even if still a little high. Meanwhile +1 per 4 would just counteract the initial reduction and be too little. I'd actually say +3/7 but that's awkward to use in game.
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Old 06-03-2011, 04:42 PM   Top  -  End  -  #22
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I'd actually say +3/7 but that's awkward to use in game.

+2/5 ?


No comments on the Dark class features? Some to weak, some to buff, some to illogical?

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Old 06-03-2011, 04:44 PM   Top  -  End  -  #23
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+2/5 ?
Is still somewhat awkward and actually more than +1/3 which would be a starting point. Haven't looked at them yet. I'll have to read the re-edited/more finished class.

Looking at the Dark features:

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

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

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

Dark Summons seems neat.

Most of them are pretty standard.

I do question the odd BAB progression though.
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Old 06-03-2011, 05:06 PM   Top  -  End  -  #24
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Is still somewhat awkward and actually more than +1/3 which would be a starting point. Haven't looked at them yet. I'll have to read the re-edited/more finished class.
Well, Detonate doesn't need to improve its save does it, I could replace it with area increase or something.
Quote:
Looking at the Dark features:

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

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

Dark
Right, switching.
Quote:

Summons seems neat.

Most of them are pretty standard.

I do question the odd BAB progression though.
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Old 06-03-2011, 05:14 PM   Top  -  End  -  #25
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Well, Detonate doesn't need to improve its save does it, I could replace it with area increase or something.
I'd give it +1/4th Strain to keep it roughly in line with spells, and some other increase.

Actually first, though, does SR apply? A lot of things use SR as their means of defense, pitiful as it is with Assay Spell Resistance being flung around, but it does still matter.
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Old 06-03-2011, 05:21 PM   Top  -  End  -  #26
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I'd give it +1/4th Strain to keep it roughly in line with spells, and some other increase.

Actually first, though, does SR apply? A lot of things use SR as their means of defense, pitiful as it is with Assay Spell Resistance being flung around, but it does still matter.
Osteokinetics works differently when Spells, but Power resistance applies if mentioned in the power.
I'll accept recommendations for specific powers to allow resistance checks.
1/4th what, total Strain? It IS the only power they get at level nineteen... But I guess it can have "Special" Strain cost as "Osteokinetics" power itself did.
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Old 06-03-2011, 05:40 PM   Top  -  End  -  #27
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Then anyone could enter the class, as not intended.
I'm not sure I follow your logic here. Can you expand?

Also note that there are a lot of ways to avoid non-lethal damage and to heal it very quickly. Basing class features off of it is asking for abuse.
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Old 06-03-2011, 05:43 PM   Top  -  End  -  #28
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Osteokinetics works differently when Spells, but Power resistance applies if mentioned in the power.
I'll accept recommendations for specific powers to allow resistance checks.
1/4th what, total Strain? It IS the only power they get at level nineteen... But I guess it can have "Special" Strain cost as "Osteokinetics" power itself did.
I meant +1/4 of your overstrain. Either that or just give it DC 10 +1/2 level + Charisma, but a bonus from overstain keeps it more in line with the other powers.

+1/4 total strain would be an additional +4 to the DC, bringing it to about +6 what a 9th level spells would be.
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Old 06-03-2011, 05:47 PM   Top  -  End  -  #29
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I'm not sure I follow your logic here. Can you expand?

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

Quote:
Strain:
Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, You loose 1 point of Wiz, int, and Will abilities/save, If you would normally be knocked out from to much nonlethal damage, You instead go into a coma when due to Strain.Roll a d100 each week your in the coma to see if you awake (on a roll of 1) Or until you are healed through Heal, Wish, Limited Wish, Miracle or similar powerful healing spell.
Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do Not effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Likewise, Strain cannot be healed, But is lost with normal rest that would replenish spellcasting or power points. (likewise, abilities reducing rest needed for such things effect Strain damage) You heal damage caused through strain at the same time (Wiz, int, Will) But once into coma, you must be healed as stated.
(and no, it wasn't there before you posted :P, in other words: Fixed)
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Old 06-03-2011, 05:50 PM   Top  -  End  -  #30
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I meant +1/4 of your overstrain. Either that or just give it DC 10 +1/2 level + Charisma, but a bonus from overstain keeps it more in line with the other powers.

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

is more then

DC 10+1/2 level + charisma

?

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