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Author Topic: Osteomancy  (Read 5527 times)
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Stratovarius
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« on: May 19, 2008, 06:53:06 PM »

This is one of my many alternate magic systems. Technically, it is 5th in the order of those that I have created, coming after Ritual/Blood Magic, Chronomancy, Rune Magic, and Place Magic, but it is far more advanced than either Rune Magic or Place Magic, and the Osteogen base class is 100% playable. There are, currently, no prestige classes or feats for the Osteogen. This project will be of equivalent size to the Binder or Shadowcaster, rather than a complete book like Incarnum or Psionics. It is being developed slowly while I finish and polish Chronomancy.

Osteomancy is a magical system based around the use of bone and organ fetishes to channel magical energy. That energy is partially derived from the implement, and partially from the caster. The osteogen class is styled as a shamanistic creature who leads the tribe in rituals around the fire, casting a wary and hateful eye on any outsider who dares to disturb the village hierarchy.

Base Class
Prestige Classes
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« Last Edit: February 13, 2009, 12:43:58 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #1 on: May 19, 2008, 06:53:28 PM »

Osteogen

"Bones of the earth, your bones, my bones, they are the source of our true power."
- Hasgyrn Horgan, dwarf Osteogen


Bones come in all shapes and sizes, found in the smallest of creatures and the greatest of beasts. Even the earth has bones, in the form of the great spires of rock that spear forth from the land. It is the core of all things, the structure which holds up all beings that live in the world, and from that centre comes great power, for the bones of a creature hold the essence of that creature, for bound within them is the course of their life, and the power and the glory that was theirs. By binding up the energy of a life lived to the full within the bone, those with the skill and the knowledge become infused with all the energy of that creature, holding it to their will. It may be used to beg rain to leave the crops flush with good growth, or with a gesture, a growl, and a glare as the bones spear a poor hapless soul who fell afoul of those who possess power. Above all, those who use it know they have struck to the core of the matter at hand.


Making a Osteogen
The osteogen is attuned to the nature of bone, immersed in the nature and the creation and cost of all that comes with that force. By grasping that knowledge within himself, he has learned that even such an inflexible substance as bone may be altered and used as a skilled practicioner sees fit. Able to alter his and his foe's skeletal structure to unheard of degrees, the osteogen can call the magic and the power through his knowledge of the secrets of bone. To be an osteogen is to be a master of the secrets of life.

Abilities: Wisdom is the ability that the osteogen uses for his osteoblast abilities. For those who have a more physical bent to their control and structure of bone, the physical stats gain in importance. His other abilities rely on charisma for their strength, while his mind keeps his skills sharp.

Races: Osteogens appear amongst all races, but are almost always centred amongst those who have a more primitive take on life, who see spirits and bones and organs as important, and who find in a sheep's liver clues to the future. They are the shamans and the seers of a tribal life, rolling the bones to look to the future, even sacrificing creatures from beyond the village land to save their home from infection and unrest. As such, those who live in tribal states such as goblins, orcs, and others find these most common, but all races may have osteogens.

Alignment: Osteogens can be of any alignment, although they trend towards the more evil end of the spectrum, due to a native intolerance of outsiders, and the rather gruesome manner in which they create their spellcasting tools. However, as with almost all sources of power, the manner in which it is used and the mind behind it determine the implications of its use.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Osteogen
Hit Die: d6

Code:
Level  BAB   Ref   Fort  Will  Abilities             
------------------------------------------------------
1      +0    +0    +2    +2    Hardened Skeleton
2      +1    +0    +3    +3    Liquefy Bone
3      +1    +1    +3    +3    Skeleton of Razors
4      +2    +1    +4    +4    Hardened Skeleton, Dance of the Bones
5      +2    +1    +4    +4    Bonus Feat
6      +3    +2    +5    +5    Shards of Bone                       
7      +3    +2    +5    +5    Roll the Bones
8      +4    +2    +6    +6    Hardened Skeleton, Shaman's Dance
9      +4    +3    +6    +6    Piercings                       
10     +5    +3    +7    +7    Bonus Feat, Shattering Blast
11     +5    +3    +7    +7    Ritual of Bone Blackened
12     +6    +4    +8    +8    Hardened Skeleton, Piercings                       
13     +6    +4    +8    +8    Osseus Liturgy
14     +7    +4    +9    +9    Dance of the Bones                       
15     +7    +5    +9    +9    Bonus Feat, Piercings       
16     +8    +5    +10   +10   Hardened Skeleton                       
17     +8    +5    +10   +10   Osseus Waves                       
18     +9    +6    +11   +11   Piercings, Skeletal Mastery
19     +9    +6    +11   +11   Ritual of the Skinwalker                       
20     +10   +6    +12   +12   Hardened Skeleton, Bonelord
Class skills (4 + Int modifier per level, x4 at first level): Concentration, Craft,  Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.
             
Class Features
Bone occurs within all things, forming a stiffening, structural core that keeps life in a full and proper form, and shapes the world that lays draped over the skeleton beneath. These are the tools of the osteogen, who wields them as one would a weapon, his will more powerful than any weapon, and more inflexible than even the strongest of bones.
  • Weapon and Armor Proficiency: Osteogens are proficient with all simple weapons and light armour.
  • Osteoblast: The Osteogen, through his knowledge of the internal workings of all things, and the power that resides within each bone, can attack or boost his allies through his abilities. The Osteogen uses Wisdom to determine what level of ossein he can cast, as well as for the DC of his abilities. The Osteogen starts with three 1 HD bones or organs, each inscribed with a single first level ossein.
  • Hardened Skeleton (Ex): The Osteogen's body slowly hardens as his years of practice give him the ability to manipulate and strengthen his internal organs. He gains +1 natural armour, increasing to +2 at level 4, and a further +1 every four levels beyond that, to a maximum of +6 at level twenty. This only applies to a creature with a natural skeletal structure.
  • Liquefy Bone (Su): Much as he can improve his own skeletal structure, he can damage that of another creature. Should the target, who must be a creature with a skeletal structure, fail a fortitude save against a DC of 10 + one half Osteogen level + your Charisma modifier, the target is slowed for one round per two class levels. The creature also takes one point of constitution damage per four osteogen levels. 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, unless he has subsequently healed away all ability damage.
  • Skeleton of Razors (Ex): The osteogen forces his bones to extrude elongated portions of bone, covering his flesh in an array of razored edges. Any creature who grapples or strikes the osteogen in melee combat with a natural attack or unarmed weapon takes slashing damage equal to twice his class level. This only applies to a creature with a natural skeletal structure.
  • Dance of the Bones (Su): The bones of creature are the core of their being, and if they can be held and controlled, they sway far better than even the most impressive puppet show. The Osteogen can animate 1 dead creature with a skeletal structure for every 4 class levels, and they gain the skeletal template. The osteogen must dance and sway for 5 minutes to awaken these creatures, and from then on, he must continue to dance, moving no more than one half his normal speed as a full-round action. Should he stop, the skeletons collapse and are destroyed, and cannot be raised again. At level 14, he can animate 2 skeleton creatures per 4 class levels.
  • Bonus Feat: The osteogen gains knowledge of a single [Bone] feat. He gains knowledge of a second at 10, and a third at 15.
  • Shards of Bone (Su): Cracking and shattering of bone results in many fine and dangerous slivers, and the osteogen knows to channel them as a weapon. By expending a known ossein, the osteogen causes anyone within 20 feet to take 2d4+2 points of piercing damage per ossein level from the thousands of bone shards that spray forth. Creatures receive a Reflex save for half against the damage. The DC for this save is 10 + 1/2 class level + charisma modifier.
  • Roll the Bones (Su): Produced from a small pouch, the bones are tools of augury and prediction, clattering and rolling across the ground as they determine those things unknown. Rolling them as a move action, the osteogen can either gain a +1 bonus to his osteoblast level, or, as a 10 minute ritual, may cast Augury. He may only use this to cast Augury once per week.
  • Shaman's Dance (Su): By dancing and twisting around the fire in gyrations incredible, the Osteogen can apply the benefits of metamagic feats that he knows to an ossein that he casts at the end of the dance. The osteogen must know the metamagic feat he wishes to apply, and must dance for 5 minutes per level adjustment. At the end of the dance, the metamagic feat is applied to the ossein cast. The caster level of the ossein is reduced by the level adjustment of the metamagic feat.
  • Piercings (Ex): Carrying as many graven bones and totems as the Osteogen does can be tiring, and the moments lost to a search for the proper spell can be devastating. The Osteogen has learned how to equip certain graven bones, those of size small or below, by piercing them into his body. These are considered permanently equipped, and the Osteogen can change which bones are equipped through 1 minute of action. He may pierce himself with 1 bone at level 9, and 1 every three levels thereafter, to a maximum of 4 at level 18.
  • Shattering Blast (Su): A single glance, and a creature explodes, bone fragments spraying across the room. As a swift action, the Osteogen can make any skeletal creature under his control explode, as per the Shards of Bone ability, except that the damage dealt is 2d4+2 per hit dice of the skeletal creature.
  • Ritual of Bone Blackened (Su): Long and dark is the ritual that causes fire to spring forth from the crevices of the soul, but exist it does. Used for good or ill, it will scorch all those who touch it. By performing a dark ritual for 15 minutes, the Osteogen lets the fire in his bones spiral outwards, cloaking him and his allies within 20 ft. in a robe of flames. Any who get within 5 ft. of an enflamed creature takes 5 damage, plus 1 per two Osteogen levels. The osteogen takes 1 damage per 5 dealt to other creatures, and may cancel the ritual at any time as a swift action. If he does not, it lasts for a maximum of 4 hours.
  • Osseus Liturgy (Su): Locked within the bones are secrets of things that a practised Osteogen can draw forth, even if he does not know exactly what he searches for. By dancing, he may draw forth an ossein that he does not know, dancing for 10 minutes per level of the ossein. At the end of the dance, he may cast the ossein on a legal target, and pay twice the required cost from his ossein pool.
  • Osseus Waves (Su): Able to grow bone matter at will, the osteogen causes it to fasten to all allies within 30 feet of him. They gain the benefit of his hardened flesh and skeleton of razors ability, as an osteogen of the ally's level.
  • Skeletal Mastery (Ex): Bone is the plaything of the osteogen, his element and his life. The bone in his body thickens and swells, encompassing all vital areas. The osteogen becomes immune to all critical hits, and takes only half damage to his constitution score.
  • Ritual of the Skinwalker (Su): Turning his body inside out, the Osteogen can force his skeleton to the outside of his body, absorbing the impacts and regenerating the damage away. By performing a ritual for 10 minutes, the Osteogen gains DR/bludgeoning equal to his class level. These benefits last for two hours.
  • Bonelord (Ex): There have been few in all of the recorded time who could match this Osteogen in the control and cultivation of bones. Any creature with a skeleton slain by a class feature or ossein rises again in 1d4 rounds as a skeleton under the Osteogen's control. All of these skeletons gain the benefits provided by Osseus Waves. The osteogen can control 1 skeleton per class level, in addition to those he could control through Dance of the Bones.
Playing an Osteogen
 
Combat
 
Advancement
 
Resources
 
Osteogens In The World
 
Organization
 
NPC Reactions
 
Osteogen Lore
DC 10:   
DC 15:   
DC 20:   
 
Osteogens in the Game
 
Adaptation
« Last Edit: February 04, 2009, 10:16:30 AM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
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Stratovarius
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« Reply #2 on: May 19, 2008, 06:53:48 PM »

Bones and Organs: These gruesome tools are the core of your art. Each holds powers over a certain area of the body of magic, and assists you in casting osseins that come from that pool. Waving and gesticulating with them, you summon up the power necessary to wield your magic.

The benefits and penalties of each item are listed next to them in the chart.

Bones:
Skull - +1 DC to any ossein from the enchantment school.
Arm - +1 caster level and DC to any ossein with the light or darkness descriptors.
Hand - +1 caster level and DC to any ossein from the evocation school.
Leg - +1 caster level to any ossein from the calling and summoning subschools.
Pelvis - +1 caster level and DC to any ossein with the water descriptor or from the creation subschool.
Foot - +1 caster level and DC to any ossein with the earth descriptor.
Rib - +1 caster level to any ossein from the transmutation school.
Spine - +1 caster level and DC to any ossein from the charm and compulsion subschools.

Organs:
Brain - +1 caster level to any ossein from the scrying subschool or with the mind-affecting descriptor.
Heart - +1 caster level to any ossein with the fire descriptor or from the necromancy school.
Stomach - +1 caster level and DC to any ossein from the abjuration school.
Liver - +1 caster level and DC to any ossein with the acid descriptor.
Lung - +1 caster level and DC to any ossein with the air or sonic descriptors.
Eye - +1 caster level to any ossein from the illusion school.
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Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
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That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
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Posts: 1215


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« Reply #3 on: May 19, 2008, 06:54:26 PM »

Osseins by Level

1st Level:
Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Hide from Undead, Inflict Light Wounds, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass Without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I.
2nd Level:
Animal Messenger, Animal Trance, Animate Rope, Bane, Barkskin, Bear's Endurance, Bless, Bless Water, Bless Weapon, Bull's Strength, Cat's Grace, Chill Metal, Command, Curse Water, Delay Poison, Desecrate, Doom, Eagle's Splendour, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Fox's Cunning, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape.
3rd Level:
Alter Self, Augury, Call Lightning, Calm Emotions, Command Undead, Consecrate, Contagion, Continual Flame, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Inflict Moderate Wounds, Locate Object, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Web, Whispering Wind, Wind Wall, Zone of Truth.
4th Level:
Air Walk, Animate Dead, Antiplant Shell, Bestow Curse, Blight, Clairaudience/Clairvoyance, Command Plants, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Halt Undead, Ice Storm, Inflict Serious Wounds, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV, Water Walk.
5th Level:
Animal Growth, Awaken, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Death Wards, Detect Scrying, Discern Lies, Divination, Hallow, Inflict Critical Wounds, Insect Plague, Locate Creature, Restoration, Stoneskin, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Fire, Wall of Ice, Wall of Thorns.
6th Level:
Antilife Shell, Bear's Endurance (Mass), Bull's Strength (Mass), Cat's Grace (Mass), Command (Greater), Commune, Cure Light Wounds (Mass), Dispel Magic (Greater), Eagle's Splendour (Mass), Find the Path, Fire Seeds, Fox's Cunning (Mass), Inflict Light Wounds (Mass), Ironwood, Liveoak, Move Earth, Owl's Wisdom (Mass), Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI, Transport via Plants, Wall of Stone.
7th Level:
Animate Plants, Chain Lightning, Changestaff, Control Weather, Create Undead, Creeping Doom, Cure Moderate Wounds (Mass), Fire Storm, Heal, Inflict Moderate Wounds (Mass), Scrying (Greater), Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk.
8th Level:
Animal Shapes, Control Plants, Control Undead, Cure Serious Wounds (Mass), Earthquake, Finger of Death, Inflict Serious Wounds (Mass), Repel Metal or Stone, Restoration (Greater), Reverse Gravity, Summon Nature's Ally VIII, Sunburst, Vision, Whirlwind, Word of Recall.
9th Level:
Antipathy, Astral Projection, Create Greater Undead, Cure Critical Wounds (Mass), Elemental Swarm, Foresight, Inflict Critical Wounds (Mass), Regenerate, Shambler, Storm of Vengeance, Summon Nature's Ally IX, Sympathy.
« Last Edit: August 30, 2008, 12:38:20 AM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
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That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
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Posts: 1215


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« Reply #4 on: May 19, 2008, 06:55:05 PM »

Osteomancy


General Rules

Osteoblast Level: The hit dice of the creature from which the bone (see Attuning and Casting an Ossein below) comes determines one half of the osteoblast level of the effect. The other half comes from the wielder of the bone. Thus, the total osteoblast level is one half of the wielder's class level, plus any special modifiers, and one half of the hit dice of the bone or organ. Add these two factors together before rounding down.

Ossein DC: The roll to save against an ossein is 10 + the ossein level + the osteoblast's wisdom modifier.

Ossein Pool: This determines the number of ossein points that the osteogen has available on any given day. The amount of ossein points that the osteogen can expend on a single ossein is capped by his osteoblast level. The table of points is provided below, labelled Table 1.

Ossein Cost: An ossein costs a number of points equal to the level of the ossein * 2, and then reduced by 1. Thus, costs scale from 1 point for a first level ossein to 17 points for a ninth level ossein.


Attuning and Casting an Ossein

Bone Hit Dice: The hit dice of a bone is equal to the hit dice of the creature from which it was taken, and partially determines the power of the ossein that is cast through it.

Harvesting: A bone or organ must be harvested in a special way for it to be used in osteomancy. Otherwise, it is simply scavenging from the dead. This requires a ritual dismembering, followed by annointing the chosen bone or organ with preservative unguents. Harvesting a bone in this way costs 50 gold in supplies and ointments, and takes one half hour per bone or organ. The osteogen may only harvest one bone or organ from a single creature, as he focuses all of the energy from that creature into the bone grasped in his hand. Under all but the most strained of circumstances, this process is immediately followed by attuning the bone or organ (attuning is described below), but when time is of the essence, it is possible to harvest the bone and store it for later attuning. However, a bone must be attuned within one week of its harvesting, otherwise it no longer retains the magical essence.

Attuning: Each piece of bone is attuned to a single ossein, and from then on can only be used to cast that ossein. To attune a bone, the osteogen must be of an appropriate level to cast that ossein (reference Table 1 below, ignoring any bonuses to osteoblast level), and the osteogen must perform a one hour ritual that requires the expenditure of gold pieces equal to 10 times the ossein level times one half the hit dice of the bone in inlays, unguents and engravings. Once the osteogen has attuned a bone, he may use it to cast osseins upon completion of the ritual. A bone or organ may not be re-attuned.

Casting: In order to cast an ossein, the osteoblast must have the bone or organ equipped in one hand. Treat it as a light object, such as a wand.

Table 1: Ossein Points per Level
Code:
Level  Ossein Points    Maximum Points Per Ossein
------------------------------------------------
1      3                1   
2      5                2   
3      8                3   
4      14               4   
5      19               5   
6      29               6   
7      37               7   
8      51               8   
9      63               9   
10     81               10   
11     97               11   
12     115              12   
13     131              13   
14     149              14   
15     165              15   
16     183              16   
17     199              17   
18     217              18   
19     233              19   
20     249              20

Bonus Ossein Points: The osteogen gains bonus ossein points for having a high casting statistic. He gains bonus ossein points equal to his wisdom modifier times his osteogen level times 1/2.


Bones and Organs

These gruesome tools are the core of osteomancy. Each holds powers over a certain area of the body of magic, and assists the osteogen in casting osseins that channel that aspect of magic. Waving and gesticulating with them, the osteogen summons up the power necessary to wield his magic.

Table 2: Bones and Organs
Code:
Skull    - +1 DC to any ossein from the enchantment school.
Arm      - +1 osteoblast level and DC to any ossein with the light or darkness descriptors.
Hand     - +1 osteoblast level and DC to any ossein from the evocation school.
Leg      - +1 osteoblast level to any ossein from the calling and summoning subschools.
Pelvis   - +1 osteoblast level and DC to any ossein with the water descriptor or from the creation subschool.
Foot     - +1 osteoblast level and DC to any ossein with the earth descriptor.
Rib      - +1 osteoblast level to any ossein from the transmutation school.
Spine    - +1 osteoblast level and DC to any ossein from the charm and compulsion subschools.
Brain    - +1 osteoblast level to any ossein from the scrying subschool or with the mind-affecting descriptor.
Heart    - +1 osteoblast level to any ossein with the fire descriptor or from the necromancy school.
Stomach  - +1 osteoblast level and DC to any ossein from the abjuration school.
Liver    - +1 osteoblast level and DC to any ossein with the acid descriptor.
Lung     - +1 osteoblast level and DC to any ossein with the air or sonic descriptors.
Eye      - +1 osteoblast level to any ossein from the illusion school.
« Last Edit: August 29, 2008, 11:59:53 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Prime32
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« Reply #5 on: May 20, 2008, 02:33:31 PM »

Guessing by the dance-related abilities, I'd say this was inspired by Kimimaro Kaguya from Naruto.

In case it wasn't, or to anyone who just wants to see a drunken master and a sand shaper fight an osteogen/dervish, look at this video: (Part 1) / (Part 2) / Part 3)
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The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Stratovarius
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« Reply #6 on: May 20, 2008, 02:38:09 PM »

Guessing by the dance-related abilities, I'd say this was inspired by Kimimaro Kaguya from Naruto.

In case it wasn't, or to anyone who just wants to see a drunken master and a sand shaper fight an osteogen/dervish, look at this video: (Part 1) / (Part 2) / Part 3)

Actually, I don't really like or watch anime/manga/etc, aside from a few classics like Akira. The dancing related ideas are taken from the image of a primitive shaman, bones and strange gear in hand, jumping and singing around the fire as the crowd of his people chant or cheer him on. That is, in many ways, the original idea for the class, and done through the reading of bones and the sacrifice of animals. Hence the spell list being focused around things of those nature, as well as a little bit of the "cursing outsiders", which includes calling on protective creatures to destroy them (hiya, undead).

The original idea and the class don't match up 1 for 1, but hopefully that lets you see where I was coming from.
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Prime32
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« Reply #7 on: May 21, 2008, 05:17:12 PM »

Well, Strat, I hope you watch the video. Smile In particular, his last attack (Dance of the Seedling Fern) would make a great high-level ability for this class.
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The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #8 on: May 25, 2008, 08:30:22 AM »

I'll take a look once I'm back at work. This weekend I'm running around being busy relaxing. 
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« Reply #9 on: June 04, 2008, 02:02:30 PM »

I don't watch manga either, but that last attack would be pretty sweet.  Like a wall of blades type of thing.  How playable do you think it would be, with some of the abilities taking several minutes to power?
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Stratovarius
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« Reply #10 on: June 04, 2008, 02:15:50 PM »

Several minutes? Probably not at all, to be honest, since most combats I know of last less than 10 rounds. I would say that, at the outside, anything without a long duration needs a casting time of a round or less, otherwise its utility in battle is truncated.

And it sounds like I need to watch the video. Still not made it yet.
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« Reply #11 on: August 20, 2008, 01:55:13 PM »

Updated with about 5-6 new class features as well as a few rewritten older ones. Long time bumping, also.
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« Reply #12 on: August 21, 2008, 12:05:03 PM »

  • Osteoblast: The Osteogen, through his knowledge of the internal workings of all things, and the power that resides within each bone, can attack or boost his allies through his abilities. The Osteogen uses Wisdom to determine what level of ossein he can cast, as well as for the DC of his abilities. He recieves no bonus osseins or osseins per day for a high Wisdom.


That is the worst bone joke I've seen all day man. Well done Big Grin
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« Reply #13 on: August 21, 2008, 12:15:28 PM »

It's not actually a bone joke.
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« Reply #14 on: August 21, 2008, 01:00:27 PM »


Ah. I kind of thought that was the joke man.

My current research project involves Osteoblasts & Osteoclasts. That meaning was sort of the reason I found it amusing.
« Last Edit: August 21, 2008, 01:03:57 PM by Rev » Logged

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« Reply #15 on: August 21, 2008, 01:50:33 PM »

Yeah, I went looking for appropriate sounding Bone names, rather than saying "Bone, Bone, Marrow" etc. throughout all of the class abilities. Thus Osseins, Osteoblast, Osseus, etc.

Any comments on the class? Big Grin
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« Reply #16 on: August 28, 2008, 12:35:25 PM »

The bones the Osteogen gets need some clarification. How many bones do they start with, and what're the HD of them?

Edit: Also, is Liquefy Bone a touch attack or ranged? If ranged, what's the length?
« Last Edit: August 28, 2008, 02:18:54 PM by Smudgyhandsman » Logged
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« Reply #17 on: August 29, 2008, 11:28:05 PM »

Reworking the rules for how he uses Osteomancy, as currently it is not all that clear, and important segments are missing.

Updated the top post, the list of all osseins, and rewrote the rules post.
« Last Edit: August 30, 2008, 12:47:33 AM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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« Reply #18 on: September 03, 2008, 01:32:04 PM »

Feats

EXTRA OSSEINS [Bone]
You have better learned how to wield the magics that are inherent within the core of the body.
Prerequisites: Ability to cast Osseins.
Benefit: When you take this feat for the first time, you add 2 more ossein points to your pool each day.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of ossein points you gain increases by 1.


STRONG SKELETON [Bone]
Your skeletal mastery has toughened you beyond even normal means.
Prerequisites: Hardened Skeleton class feature.
Benefit: You gain an extra +1 to natural armour from your Hardened Skeleton class feature.


LETHAL SKELETON [Bone]
The bones of your skeleton have grown longer, lashing out at foes who strike you.
Prerequisites: Skeleton of Razors class feature, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee.
Special: Skeleton of Razors normally only affects unarmed and natural attacks.


SHARD SPRAY [Bone]
Any attack draws an immediate retaliation, regardless of location.
Prerequisites: Lethal Skeleton, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee, and any ranged attacks or spells made within 30 ft. The damage takes place after the attack resolves.
Special: Skeleton of Razors normally only affects unarmed and natural attacks.


ENLARGE OSSEIN [Bone]
With the proper focus, an ossein may reach farther than it normally does.
Prerequisites: Must be able to cast 1st level osseins
Benefit: You focus your will on bone to push the range of your ossein further, doubling the range. An ossein created in this way costs two more ossein points.


EMPOWER OSSEIN [Bone]
Created with the right skill, an ossein will impact with greater force.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable, numeric rolls are increased by 50%. An ossein created in this way costs four more ossein points.


MAXIMIZE OSSEIN [Bone]
A single moment can be focused on to such an extreme that it strikes with deadly force.
Prerequisites: Must be able to cast 3rd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable rolls are maximized. An ossein created in this way costs four more ossein points.


QUICKEN OSSEIN [Bone]
Bone may be a stiff force to control, but you have mastered it, to the point of being able to force it to happen now.
Prerequisites: Must be able to cast 5th level osseins
Benefit: You focus your will on bone to speed your ossein. You may cast a single ossein as an swift action. An ossein created in this way costs six more ossein points.


EXTEND OSSEIN [Bone]
To lengthen the duration of your control of bone is a simple and easy step for you.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to lengthen your ossein. The duration of the ossein is doubled. An ossein created in this way costs two more ossein points.


WIDEN OSSEIN [Bone]
The bursts from your osseins cover a much greater area.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: Your osseins are far more deadly, covering great swathes of terrain, doubling the area. An ossein created in this way costs two more ossein points.


FRACTURED
Your bones are crippled and weak, but your mind has compensated.
Prerequisites: Constitution of less than 13.
Benefit: Your constitution shrinks, and you lose 2 points permanently. You gain 1 point in intelligence, wisdom, and charisma.


SHATTERED SKELETON
Your body cannot resist the heavy blows of combat.
Prerequisites: Constitution of less than 13.
Benefit: You take an extra 1d6 damage from any bludgeoning weapon. However, the weakened body has strengthened your mind, and you gain a bonus on all intelligence, charisma, and wisdom based skills equal to 1/4 your character level.
« Last Edit: February 13, 2009, 01:04:14 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Smudgy
Curious George
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« Reply #19 on: September 03, 2008, 05:25:54 PM »

Sweet. Just the stuff I was waiting for. A question about Shard Spray though.
Feats

SHARD SPRAY [Bone]
Any attack draws an immediate retaliation, regardless of location.
Prerequisites: Lethal Skeleton, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee, and any ranged or spell attacks from within 30 ft. The damage takes place after the attack resolves.
Special: Skeleton of Razors normally only affects unarmed and natural attacks.

What's considered a spell attack? Would an area effect be an attack? An orb of fire(probably)? Hold person? Etc... Needs some clarification on what spells the Shard Spray reacts to and which it doesn't. Cones, Areas, Bursts, Rays, and whatnot.
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