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« Reply #20 on: September 03, 2008, 05:28:35 PM » |
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Supposed to be any spell at all, actually.
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« Reply #21 on: September 08, 2008, 02:51:25 PM » |
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Added most of the flavour text to the Osteogen class.
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« Reply #22 on: October 14, 2008, 12:46:33 PM » |
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Master of the Bones"Something wicked this way comes." - Cghana, elven Master of the BonesText Becoming a Master of the BonesText Table 1: Master of the Bones Hit Die: d6Level BAB Ref Fort Will Special Abilities Osteomancy ------------------------------------------------------------------------------------------ 1 +0 +0 +0 +2 Graceful Dance, Strong Skeleton --- 2 +1 +1 +1 +3 Twinned Bones, Lethal Skeleton +1 Osteoblast level 3 +1 +1 +1 +3 Skeletal Shape +1 Osteoblast level 4 +2 +2 +2 +4 Osseus Mastery, Shard Spray +1 Osteoblast level 5 +2 +2 +2 +4 Hordewalker +1 Osteoblast level Class skills (4 + Int modifier per level):Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft. Requirements: Skills: Concentration 5, Craft (Boneworking) 6, Intimidate 2, Knowledge (Arcana) 8. Ossein Level: 3rd level Osseins. Special: Dance of the Bones class feature. Class FeaturesText - Osteoblasts: At each indicated level, the master of the bones increases his ossein level as if he had gained a level in the osteomancer class.
- Graceful Dance (Ex): His skill with the dance improving, the master of the bones can move as a full action while dancing for Dance of the Bones.
- Strong Skeleton (Ex): The master of the bones gains the Strong Skeleton feat.
- Twinned Bones (Ex): Whenever the master of the bones uses his Dance of the Bones class feature, he controls two skeletal creatures instead of one. At every odd level of the class, he can control two additional skeletons.
- Lethal Skeleton (Ex): The master of the bones gains the Lethal Skeleton feat.
- Skeletal Shape (Su): There are within the nature of the bones many secrets to be hid, and the master of the bones may reveal them, step by slow step. As a full-round action, the master of the bones can transform into a skeletal creature, gaining a +2 natural armour bonus, two 2d4 claw attacks (as a medium creature), immune to cold, damage reduction 5/bludgeoning, the improved initiative feat, and a +2 bonus to dexterity. This lasts until he changes back to his normal form.
- Osseus Mastery (Ex): Whenever the master of the bones casts an ossein that uses a bone, he doubles the benefits provided by that bone.
- Shard Spray (Ex): The master of the bones gains the Shard Spray feat.
- Hordewalker (Su): Strong and invulnerable, the master of the bones calls upon his gods and his powers to bring forth a great rain. All creatures within 100 ft. of the master of bones take 10d6 piercing damage, and one round after the damage is dealt, 4d4 10 hit dice skeletons rise from the boneshards that felt from the sky. These skeletons are unded the control of the master of the bones, but do not count against his control limit, and can be directed with a free action. The skeletons crumble into dust 10 rounds after they appear. He may use this ability once per day.
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« Reply #23 on: November 14, 2008, 04:46:20 PM » |
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Carrion Carver"Blood falls far from the tree of pain" - Vicerkam, orc Carrion CarverText Becoming a Carrion CarverText Table 1: Carrion Carver Hit Die: d10Level BAB Ref Fort Will Special Abilities ---------------------------------------------------------------- 1 +1 +0 +2 +2 Carrion House, Snatch Organ 2 +2 +0 +3 +3 Vulture's Hunting 3 +3 +1 +3 +3 Offal and Filth 4 +4 +1 +4 +4 Cannibalize 5 +5 +1 +4 +4 Vulture's Hunting 6 +6 +2 +5 +5 Infectious Innards 7 +7 +2 +5 +5 Butcher's Waste 8 +8 +2 +6 +6 Vulture's Hunting 9 +9 +3 +6 +6 Buzzard's Breath 10 +10 +3 +7 +7 Deadly Tide Class skills (4 + Int modifier per level):Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Spellcraft, Swim Requirements: Feats: Power Attack, [Create a Feat] BAB: +6. Special: Must spend a month living on nothing more than carrion. Class FeaturesText - Osteoblasts: The carrion carver, 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 carrion carver uses Wisdom to determine what level of ossein he can cast, as well as for the DC of his abilities. The carrion carver starts with two 1 HD bones or organs, each inscribed with a single first level ossein. His osteoblast level is equal to his class level.
- Carrion House (Ex): Covered in the bile and the remains of those that he has slaughtered, the carrion crawler is a fearsome sight to behold upon the field of battle. Any creature who comes within 10 ft. of the carrion crawler must make a Fortitude save against 10 + class level + constitution modifier or become sickened.
- Snatch Organ (Ex): Gashing a nearly dead foe deeply, the carrion crawler can rip an organ from his foe during the course of battle, allowing him to harvest that organ as part of the attack. As part of an attack action, if he slays his foe, he may harvest a single organ as a free action. He may only do this once per round.
- Vulture's Hunting (Su): Born upon the wings of their signature animal, the carrion carver gains a fly speed equal to his movement speed at average maneuverability. At 5th level he gains the Flyby Attack feat, and at 8th level, one other feat that requires Flyby Attack or flight.
- Offal and Filth (Ex): Reveling in the waste and the ruin of their foes, the carrion carvers slice through the bodies of their enemies, leaving only the parts unspeakable. Whenever the carrion carver rolls a natural 20 on an attack, the struck creature must make a fortitude save with a DC equal to the damage or take additional damage equal to three times the carrion carver's class level, as the foe is partially disemboweled. This damage is not multiplied on a critical hit.
- Cannibalize (Ex): Feasting upon the carcasses of a downed foe, the carrion carver revels in the feast of dead flesh. As a full round action, the carrion carver may consume the flesh of a foe that he has killed. Each round the carrion carver consumes flesh, he heals hit points equal to twice his character level. He must eat at least one pound of flesh for this to take effect, and can consume one pound per round.
- Infectious Innards (Ex): The foulness has seeped into the bones of the carrion carver, and those who strike him are covered in the waste. Any creature striking the carrion carver in melee for more than 10 damage takes acid damage equal to twice the carrion carver's level, and must make a Fortitude save against 10 + class level + constitution modifier or become poisoned. The poison deals 1d4 Strength and Constitution each as primary and secondary damage.
- Butcher's Waste (Ex): A cruel and wicked sense of the core of a creature allows the carrion carver to strike where it is most dangerous, and where he can reach the feast within most easily. The carrion crawler gains a +2 bonus to attack, a +6 bonus to confirm critical hits, and expands his critical range by 1 against all creatures affected by his carrion house ability.
- Buzzard's Breath (Ex): A foul wave of stench rolls forth from the carrion crawler, a putrid stench of miasma that plagues any who breath it. The carrion carver gains a breath weapon that deals 2d6 acid damage, and any affected creature must make a fortitude save or be nauseated. It is a 100 ft. cone and can be used once every 1d4 rounds.
- Deadly Tide (Su): A wave of filth and carrion spills forth, flooding down the land and soaking into the terrain, poisoning and sickening everything that lives in or upon the area. Every creature and building within 1 mile per 5 character levels is afflicted by slimy putrescence, eating at their flesh and structure. All living creatures must make a Fortitude save each round they are in the affected against 10 + class level + constitution modifier or take 1d4 Strength and Constitution damage. Buildings and unliving creatures take 3d6 acid damage a round as it devours their structure. The putrescence dissipates in 1 hour, and while it lasts, all affected terrain is treated as a deep bog. It takes 10 minutes to perform the necessary steps to creating this carrion wave, and the carrion crawler takes 10 constitution damage when he summons the wave of offal.
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« Last Edit: November 18, 2008, 06:00:43 PM by Stratovarius »
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« Reply #24 on: November 17, 2008, 02:07:11 PM » |
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Cleaned up and almost finished the Carrion Carver. Is the osteoblast stuff clear?
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« Reply #25 on: November 17, 2008, 03:08:35 PM » |
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Priest of the People"You know nothing of our struggles here!" - Kavbnaoay, goblin Priest of the PeopleText Becoming a Priest of the PeopleText Table 1: Priest of the People Hit Die: d6Level BAB Ref Fort Will Special Abilities Osteomancy -------------------------------------------------------------------------------------------- 1 +0 +0 +0 +2 Impassioned Following, Furious Command --- 2 +1 +0 +0 +3 Thunderous Retort, Ceremonies +1 Osteoblast level 3 +2 +1 +1 +3 Proclamation +1 Osteoblast level 4 +3 +1 +1 +4 Ceremonies +1 Osteoblast level 5 +3 +1 +1 +4 People's Blessing +1 Osteoblast level 6 +4 +2 +2 +5 Ceremonies --- 7 +5 +2 +2 +5 Protective Aura +1 Osteoblast level 8 +6 +2 +2 +6 Ceremonies +1 Osteoblast level 9 +6 +3 +3 +6 People's Curse +1 Osteoblast level 10 +7 +3 +3 +7 Ceremonies +1 Osteoblast level Class skills (4 + Int modifier per level):Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen, Search, Spellcraft, Spot Requirements: Feats: [Create a feat], [Create a feat] Skills: Concentration 6, Knowledge (Religion) 8, Spellcraft 7, Listen 4 Ossein Level: 3rd level Osseins Special: Must have the leadership feat, or be the priest of a tribal village or larger compound. Class FeaturesText - Osteoblasts: The priest of the people increases his prior osteoblast level at each point indicated on the chart above.
- Impassioned Following (Ex): The priest of the people is the spiritual leader of his tribe, holding a religious control over them not seen in more diverse societies. Any ally gains a +2 bonus when attacking a creature who is attacking the priest of the people. Allies may voluntarily make a DC 15 Reflex save to take 1/2 the damage dealt to the priest of the people, as an immediate action.
- Furious Command (Ex): Speaking clearly and with fervour, the priest of the people names a single foe the enemy and the heathen, to be destroyed at all costs. Any ally attacking that creature gains a +4 bonus on strength, and an extra attack when taking the full attack option. That attack is at a -2 penalty. The priest of the people can use this once per day.
- Thunderous Retort (Su): Furious at the actions of his foe, the priest of the people shouts down the speech and the songs of his enemies, his voice a potent and searing weapon. Once per encounter, as an immediate action, the priest of the people can cancel any ability as it is being created, if that ability provides a morale bonus.
- Ceremonies (Su): For the people of his village, he is the centre of their lives, and the rituals and ceremonies that are the strands that hold them together. Unless otherwise mentioned, it takes ten minutes to perform one of these ceremonies. At each indicated level, he may choose one of the ceremonies below.
- Madman's Dance: Swirling and twisting in a writhing dance of inhuman swaying, the priest of the people calls upon the ancestors to curse his foes with a madman's insanity. All enemies within 100 ft. per class level must make a Will save vs 10 + class level + wisdom modifier or be affected by insanity, as per the spell.
- Ritual of Blessing: A soothing and contemplative energy flows out from the priest of the people into his followers, making them comfortable and at ease with the world. All allies within 100 ft. per class level heal 2d10 hit points, and gets a +2 bonus on attacks, saves, and skill checks, and damage resistance 2/-.
- Blasphemer's Curse: Calling upon his most hated spirits, the priest of the people drives them towards his vile foes. All enemies within 100 ft. per class level must make a Will save vs 10 + class level + wisdom modifier or be affected by bestow curse, as per the spell.
- Ceremony of Cleansing: Driving out the evil within his dependents, the priest of the people leads them to a cleanlier life. All allies within 100 ft. per class level heal 4d10 hit points, and any curses, poisons, diseases, or ability damage or drain is remove.
- Ancestor's Bite: His home and his people under attack, the priest of the people has no recourse but to call out to the spirits who inhabit this place, begging them to protect his friends. All enemies within 100 ft. per class level are struck by spirits who steal a small amount of their soul. Every affected creature gains 1d4 negative levels.
- Devil's Dance: Reaching into the hells of his people, the priest of the people calls forth the devils who reside there, casting them out upon his foes. All enemies within 100 ft. per class level is attacked by a summoned evil outsider, whose CR is two less than the creature it is attacking. When either the summoned creature or its target is slain, the summoned creature disappears.
- Angel's Mercy: Calling upon the heavens to save his village from assault by vicious foes, the priest of the people summons forth the angels who reside there, asking that they succor his brethren. All allies within 100 ft. per class level is protected by a summoned good outsider, whose CR is two less than the creature it is protecting. When either the summoned creature or its target is slain, the summoned creature disappears. The summoned creature cannot move more than 15 ft. from its charge.
- Shadow's Flight: It wounds the priest to his heart, but some moments call for his people to flee, rather than risk destruction. All allies within 100 ft. per class level is affected by a greater invisibility spell. At each location where an ally disappeared, a major image spell is cast, creating the illusion of those allies taking actions different from where they flee.
- Safety: Calling upon the greatest of all those who nurture his village and his people, the priest of the people transports them to a safe and holy place, away from an evil and cruel world. This affects all the land the village claims, but no more than 1 square mile per character level. All the affected land, and all non-hostile creatures upon it, are transported to their own private demiplane, safe from the predations of the outside world. Weather and seasons remain the same as in their original location, and it retains its same temporal pattern as before. This ceremony can only be taken at level 10.
- Proclamation (Su): A ringing voice cuts through the chatter and the meandering conversations, and the priest of the peopel steps to the podium, his voice carrying across all others. The priest of the people speaks, and others listen in rapt attention. All allies who can hear the priest of the people are caught up within the rhetoric, and are affected by the greater heroism spell. The priest of the people can only use this twice per day.
- People's Blessing (Su): The priest of the people is able to spread his nurturing magic amongst his peoples, abjuring them from harm. Whenever he casts an ossein with a range of touch or personal, he may have it affect up to one ally per level in addition to himself. This only works on osseins whose level is equal to or less than half his class level, and the allies to be affected must be within 50 ft.
- Protective Aura (Su): The shaman has become a living symbol of protection, his mere presence enough to reassure all those who stand near him. Any ally within 50 ft. of the priest of the people gains a +4 deflection bonus to AC and a +4 resistance bonus to saves, and any enemy who strikes a warded creature must make a Fortitude save vs 10 + class level + wisdom modifier or be dazed for one round.
- People's Curse (Su): His magic strikes out at his foes, cutting them down. Whenever the priest of the people casts an ossein with a range of touch or that affects a single creature, he may have it affect up to one enemy per 2 levels in addition to the original target. This only works on osseins whose level is equal to or less than half his class level, and the enemies to be affected must be within 30 ft of the ossein's original target.
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« Last Edit: November 19, 2008, 03:13:55 PM by Stratovarius »
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« Reply #26 on: November 19, 2008, 03:14:48 PM » |
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Completed the Priest of the People prestige class. He is the overly protective village shaman, although less twisted than usually protrayed.
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« Reply #27 on: January 09, 2009, 03:32:10 PM » |
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Psychic Chirurgeon"Mind and Body, Bone and Soul they are two facets of the same coin" - Bajha, Human Psychic ChirurgeonText Becoming a Psychic ChirurgeonText Table 1: Psychic Chirurgeon Hit Die: d6Level BAB Ref Fort Will Special Abilities Osteomancy / Psionics ------------------------------------------------------------------------------------------------------- 1 +0 +0 +0 +2 Frame of the Mind +1 Osteoblast & Psionics level 2 +1 +0 +0 +3 +1 Osteoblast & Psionics level 3 +1 +1 +1 +3 Mental Prowess +1 Osteoblast & Psionics level 4 +2 +1 +1 +4 Mind of the Bone +1 Osteoblast & Psionics level 5 +2 +1 +1 +4 Blending Strength +1 Osteoblast & Psionics level 6 +3 +2 +2 +5 Mind of the Bone +1 Osteoblast & Psionics level 7 +3 +2 +2 +5 Ossified Mind +1 Osteoblast & Psionics level 8 +4 +2 +2 +6 +1 Osteoblast & Psionics level 9 +4 +3 +3 +6 Mind of the Bone +1 Osteoblast & Psionics level 10 +5 +3 +3 +7 Linked Strength +1 Osteoblast & Psionics level Class skills (4 + Int modifier per level):Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Psionics), Listen, Psicraft, Search, Spellcraft, Spot. Requirements: Feats: [Create a feat], [Create a feat] Skills: Concentration 6, Knowledge (Psionics) 8, Spellcraft 7 Ossein Level: 2nd level Osseins Psionics Level: 2nd level Powers Class FeaturesText - Osteoblasts: The Psychic Chirurgeon increases his prior osteoblast level at each point indicated on the chart above.
- Psionics: The Psychic Chirurgeon increases his prior manifester level at each point indicated on the chart above.
- Frame of the Mind (Ex): The bones of the Psychic Chirurgeon grant their gifts to the Psychic Chirurgeon himself, sharpening his mind. All powers that he manifests gain a bonus as if they were cast from a bone of the appropriate type. If the power has descriptors such that more than one bone or organ would affect it, the Psychic Chirurgeon must choose which bonus to apply.
- Mind of the Bone (Ex): Only by a careful admixture can one strengthen the other without creating dangerous moments. The Psychic Chirurgeon gains a single psionic or bone feat for which he meets the requirements.
- Mental Prowess (Su): Fortified in his mental castles, the Psychic Chirurgeon resists intrusions into his mind. The Psychic Chirurgeon gets a bonus on mental saves equal to half the total levels of Osseins that are affecting him.
- Blending Strength (Ex): Mixing osteomancy and psionics, the Psychic Chirurgeon slowly merges the talents that define him into a seemless whole. The Psychic Chirurgeon may use Ossein Points to pay for powers and Power Points to pay for Osseins at a 2 to 1 rate.
- Ossified Mind (Su): A mind infused with the strength of bone also takes on the brittle nature, susceptible to being shattered into shards with the proper force. Any enemy that was targeted by an Ossein takes a -1 penalty to all saves against the next power the Psychic Chirurgeon manifests.
- Linked Strength (Ex): Pooling together all of the skills and the talents that he has, the Psychic Chirurgeon breaks down all remaining barriers between his two sources of power. The Psychic Chirurgeon may use Ossein Points to pay for powers and Power Points to pay for Osseins at a 1 to 1 rate.
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« Reply #28 on: February 13, 2009, 12:43:28 PM » |
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Crippled Mystic"I may be frail of body, but my mind is far greater than your own." - Bajha, Elven Crippled MysticText Becoming a Crippled MysticText Table 1: Crippled Mystic Hit Die: d6Level BAB Ref Fort Will Special Abilities Osteomancy ------------------------------------------------------------------------------------------------------- 1 +0 +0 +0 +2 Weakened Form (1d6), Damaged Power +1 +1 Osteoblast level 2 +1 +0 +0 +3 Mind over Matter +1 Osteoblast level 3 +1 +1 +1 +3 Weakened Form (2d6), Damaged Power +2 +1 Osteoblast level 4 +2 +1 +1 +4 Mental Reserve +1 Osteoblast level 5 +2 +1 +1 +4 Weakened Form (3d6), Damaged Power +3 +1 Osteoblast level 6 +3 +2 +2 +5 Ingenious Conviction +1 Osteoblast level 7 +3 +2 +2 +5 Weakened Form (4d6), Damaged Power +4 +1 Osteoblast level 8 +4 +2 +2 +6 Mental Health +1 Osteoblast level 9 +4 +3 +3 +6 Weakened Form (5d6), Damaged Power +5 +1 Osteoblast level 10 +5 +3 +3 +7 Body for Mind +1 Osteoblast level Class skills (4 + Int modifier per level):Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (History), Listen, Search, Spellcraft, Spot. Requirements: Feats: Shattered Skeleton, Fractured Skills: Concentration 6, Knowledge (Arcana) 4, Spellcraft 7 Ossein Level: 2nd level Osseins Class FeaturesText - Osteoblasts: The Crippled Mystic increases his prior osteoblast level at each point indicated on the chart above.
- Weakened Form (Ex): Of body old and thin, the crippled mystic is far more susceptible to dangerous attacks. Creatures who threaten a critical get an additional +4 bonus on the confirmation roll, and he takes an additional amount of damage equal to that indicated on the chart above. Fortification effects and other effects that would prevent critical hits do not function on the crippled mystic.
- Damaged Power (Ex): A body frail often houses a mind of steely strength, and none more so than the crippled mystic, for he is of strengthed mind. By expending 5 hit points, he can add a +1 osteoblast level to the next ossein he casts, and increase the DC of that ossein by +1. At each marked level, he can increase the bonus to his osteoblast level and ossein DC, but must always pay 5 hit points per increase. Thus a maximum of 25 hit points for a +5 DC increase.
- Mind over Matter (Ex): So strong has the mind of the crippled mystic become, and so weak his body, that one needs substitute for the other in many matters. He may use his will save in place of a reflex or fortitude save once per round. He loses 2 points of Dexterity.
- Mental Reserve (Su): A mind of unusual strength and form powers a body of little mass and less strength. The crippled mystic can delay any effect that is mind affecting or requires a will save by 1 round per 2 class levels, after which it takes its normal effect. He loses 4 points of Strength.
- Ingenious Conviction (Ex): Desire drives the creature onwards, and to places far better than his feet could carry him. He removes all modifiers to skills from physical stats, and replaces the modifier with that from his highest mental stat.
- Mental Health (Ex): There are few things that make the mind more adept than enforcing its own survival, and to that end, the crippled mystic has devoted himself above all others. Whenever the crippled mystic is wounded, the round after he gains fast healing equal to his highest mental modifier. This fast healing lasts until he is healed, and then dissipates.
- Body for Mind (Ex): Draining the energy from his body, the crippled mystic places it instead within his mind, leaving it the glowing centre of a dissipating husk. The crippled mystic increases his Intelligence, Wisdom, and Charisma scores by 2, and loses 2 points of Constitution.
AdaptationThis class can easily be tweaked to use any form of casting. Simply replace the Ossein requirement, and the increase in Osteoblast level with the appropriate form of casting, and this class will function for any system.
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« Reply #29 on: February 13, 2009, 12:44:33 PM » |
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That concludes the prestige classes for this system, although I am still adding a few things such as feats. Two more came with the Crippled Mystic class.
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