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Old 06-29-2012, 05:47 AM   Top  -  End  -  #1
LordErebus12
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Join Date: Nov 2011
Lightbulb Bone Horror, The Nightmare of the Crypt, Pathfinder Class

Spoiler


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 Hunger31---------
2 +1
+0
+0
+3
Shape Bone42---------
3 +2
+1
+1
+3
Bonecraft, Near Death421--------
4 +3
+1
+1
+4
Hardened Skeleton, Corpse Puppet432-------+1
5 +3
+1
+1
+4
Corpsetongue4321------+1
6 +4
+2
+2
+5
Bone Call4332------+1
7 +5
+2
+2
+5
Shards of Bone +2d844321-----+1
8 +6/+1
+2
+2
+6
Possess Undead44332-----+2
9 +6/+1
+3
+3
+6
The Calling 443321----+2
10 +7/+2
+3
+3
+7
Death's Visage, Animated Familiar444332----+2
11 +8/+3
+3
+3
+7
Shards of Bone +4d84444321---+2
12 +9/+4
+4
+4
+8
Necrotic Strength4444332---+3
13 +9/+4
+4
+4
+8
Corpse Resilience44444321--+3
14 +10/+5
+4
+4
+9
Life's Candle44444332--+3
15 +11/+6/+1
+5
+5
+9
Shards of Bone +6d8444444321-+3
16 +11/+6/+1
+5
+5
+10
Skeleton of Razors444444332-+4
17 +12/+7/+2
+5
+5
+10
Liquefy Bone 4444444321+4
18 +13/+8/+3
+6
+6
+11
Miasma4444444332+4
19 +14/+9/+4
+6
+6
+11
Shards of Bone +8d8 4444444433+4
20 +15/+10/+5
+6
+6
+12
Death Eternal 4444444444+5

Class Features
The following are the class features of the Bone Horror.
Spoiler


Arkun's War and Sandpoint:
Spoiler

Last edited by LordErebus12 : 12-07-2012 at 01:37 PM.
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Old 06-29-2012, 06:20 AM   Top  -  End  -  #2
LordErebus12
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Join Date: Nov 2011
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
Spoiler


1st-Level Bone Horror Spells
Spoiler


2nd-Level Bone Horror Spells
Spoiler


3rd-Level Bone Horror Spells
Spoiler


4th-Level Bone Horror Spells
Spoiler


5th-Level Bone Horror Spells
Spoiler


6th-Level Bone Horror Spells
Spoiler


7th-Level Bone Horror Spells
Spoiler


8th-Level Bone Horror Spells
Spoiler


9th-Level Bone Horror Spells
Spoiler

Last edited by LordErebus12 : 09-15-2012 at 05:13 AM.
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Old 06-29-2012, 05:35 PM   Top  -  End  -  #3
LordErebus12
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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 : 12-07-2012 at 01:38 PM.
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Old 06-30-2012, 04:30 PM   Top  -  End  -  #4
LordErebus12
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Default Spell Puppet, Incarnation of Evil, Pathfinder Familiar

Spell Puppet

Spoiler


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 : 07-06-2012 at 10:49 PM.
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Old 07-01-2012, 11:53 AM   Top  -  End  -  #5
LordErebus12
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Join Date: Nov 2011
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.


Spoiler



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.


Spoiler

Last edited by LordErebus12 : 08-22-2012 at 04:44 AM.
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Old 07-01-2012, 01:58 PM   Top  -  End  -  #6
Steward
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Join Date: Dec 2005
Location: 
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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.

Quote:
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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Old 07-01-2012, 02:27 PM   Top  -  End  -  #7
LordErebus12
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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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Last edited by LordErebus12 : 07-01-2012 at 02:40 PM.
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Old 07-01-2012, 05:37 PM   Top  -  End  -  #8
Steward
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Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

Quote:
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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Old 07-01-2012, 06:25 PM   Top  -  End  -  #9
LordErebus12
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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?
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Last edited by LordErebus12 : 07-01-2012 at 07:49 PM.
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Old 07-01-2012, 09:43 PM   Top  -  End  -  #10
Answerer
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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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Old 07-01-2012, 09:45 PM   Top  -  End  -  #11
LordErebus12
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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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Old 07-01-2012, 10:12 PM   Top  -  End  -  #12
Answerer
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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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Old 07-01-2012, 10:23 PM   Top  -  End  -  #13
LordErebus12
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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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Old 07-03-2012, 03:22 AM   Top  -  End  -  #14
LordErebus12
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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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Old 07-03-2012, 04:12 AM   Top  -  End  -  #15
LordErebus12
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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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Old 07-03-2012, 05:23 PM   Top  -  End  -  #16
LordErebus12
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Question Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

anyone got anything to say?
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Old 07-04-2012, 02:00 AM   Top  -  End  -  #17
Answerer
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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.

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Old 07-04-2012, 10:35 AM   Top  -  End  -  #18
LordErebus12
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Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

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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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Old 07-04-2012, 12:38 PM   Top  -  End  -  #19
Answerer
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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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Old 07-04-2012, 12:49 PM   Top  -  End  -  #20
LordErebus12
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Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

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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?
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Old 07-05-2012, 02:18 AM   Top  -  End  -  #21
LordErebus12
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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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Old 07-05-2012, 09:30 AM   Top  -  End  -  #22
Answerer
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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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Old 07-05-2012, 11:26 AM   Top  -  End  -  #23
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Default Re: Bone Horror, The Nightmare of the Crypt, Pathfinder Class

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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...
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Old 07-05-2012, 12:58 PM   Top  -  End  -  #24
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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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Old 07-05-2012, 01:38 PM   Top  -  End  -  #25
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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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Old 07-06-2012, 03:52 AM   Top  -  End  -  #26
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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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Old 07-28-2012, 04:03 PM   Top  -  End  -  #27
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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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Old 08-22-2012, 04:38 AM   Top  -  End  -  #28
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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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Old 10-07-2012, 09:39 PM   Top  -  End  -  #29
LordErebus12
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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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