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| Rostasky08-07-07, 01:41 AM | Notes So this is my idea for a class which has pretty much everything I want in it mechanically, and also has some cool RP potential, I think. I wanted to make a warrior (doesn't play like a mage at all, despite the name) class which had options available to it, so based it around a sort of transmutation and necromancy feel. I also eliminated the need for a lot of equipment, and balancing-wise, I think this may be the trickiest factor to consider. The class I feel, is pretty versatile in the roleplaying sense, though this is definitely only for specific campaigns, I hope the idea isn't too restrictive as far as creating diverse characters, this is one of the things I am most unsure about. I think it would really shine as a bad guy and I think it would look good in a Forgotten Realms setting, though I have never gotten to play in it, so I am not really too familiar with the setting. It is definitely better than the fighter, though I haven't read the TOB, which seems to be a sort of new standard for warrior classes so I don't know how it compares with that. As far as balance, it has a few weaknesses: restriction to melee, less equipment, always forced to wear armor, they weaken a bit at later levels (though I have been over and undercompensating for this every time I change it, so I think I have something in the middle), low skill points, more split up ability scores than a fighter. Definite obvious strengths in being able to overcome several types of DR, not being able to be disarmed. My only problem is that I am worried that it is too focused on straight-up generic combat bonuses, so I added Shaper's resistance as a more obscure ability to keep it from being quite so straight forward (though it didn't do much in this regard). I think I am going to work on a little more flavor if I get around to it, I just have been finding getting motivated really hard recently :( . The formatting isn't great yet either and I have edited this so spottily, I am not sure what I have covered and what I haven't, but I need to take this steps at a time. Bone mages are fighters who have tapped into a sort of arcane symbiont. They gain their powers through the magic of arcane spells which are held entirely secret, even to the bone mages themselves, but only known to a sect of evil mages called the Sorveiylln, also known as the grey wizards due to the color of their robes. Sorveiylln are rumored to adopt outcasts or orphans and infuse them with arcane energy for protection and arcane experiments. The bone mages themselves are not masters of any arcane power, however, and are only channels for this power which they are bonded to. Because of their nature, they all come from a similar backround, so they have a tight comradery amongst each other. That being so, bone mages often leave the convent, and develop their bond on their own and these are often ostracized by the other members. They are peculiar in that they are recognizable by sight, marked by patches of bone on their skin, which they always form into some form of armor Low level bone mages may be able to hide their symbiont under heavy clothing, but as they increase in strength, the amount of bone that they are bonded to becomes too large to hide. Because their physical appearance gives them away immediately, bone mages are often stuck within their own society. Their suit can never be taken off or removed, so they are always prepared for battle. Because of this, they are doomed to lives of war and in this way Sorveiylln keep control over bone mages-- by denying them access to any other life outside that of protecting the wizards. Abilities: Bone mages are melee combatants through and through. As such, they require a high score in all the physical abilities (though Dexterity may be required less, depending on the character). Wisdom is required for shaping, but is only really important in low levels or for prestige class abilities. Races: Bone mages may be of any race, as they are picked from the outcasts of society, which exist in all races. However, the grey wizards often choose races which are more predisposed to lawful alignments. Also, the more physically adept races, such as dwarves and humans make better guardsmen for the wizards. Half orcs are generally too unpredictable and not as attuned to magical energy, but it is not completely unheard of for them to be pursued as bone mages. Alignment: The Sorveiylln must be able to trust their body guards, and only choose to imbue their power in those that they know will make good servants. Thus, chaotic individuals are never chosen as bone mages. Also, due to the inhumanity of the wizards in their quest for knowledge, bone mages are often tasked to evil deeds in their service, however, those that break free (which will be those who are adventuring, most likely), often do so because of a conflict of alignments. So while nearly all bone mages are evil, among those that have disassociated with the Sorveiylln, there are considerably more good and neutral aligned mages. Other Classes: Bone mages do not get along well with barbarians or bards, due to their chaotic nature. They also have a distaste for druids, due to their regard for nature, which bone mages often think is savage or primitive. Bone mages have a great regard for arcanists of all kinds, as they recognize the power of arcane magic within themselves and have devoted their lives to protecting it. As such, they often serve as bodyguards for the arcanists in a party. Role: A front-line combatant. Bone mages have similar adaptability as a fighter, but where a fighter has adaptability in the build, a bone mage has adaptability on the fly. Because of this, they don't specialize in one area like a fighter does, but can do anything as they are required to reasonable well. They also hold up well as a party diplomat and scout, with their class skills. Starting Gold: 4d4x10 (100gp) Starting Age: As sorceror. HD: d10 Class skills The bone mage's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Spot (Wis), and Survival (Wis). A bone mage cannot use the disguise skill at all unless aided by a spell or if he is attempting to impersonate another bone mage. Skill Points at 1st Level: (2+Int. Modifier) x 4. Skill Points at Each Additional Level: 2+Int. Modifier. BAB: Full Saves: Fort: Strong Ref: Weak Will: Weak Lvl Special 1 Symbiont Weapon, Symbiont Armor 2 Shaper's Resistance (+2), Bone craftsman (masterwork) 3 Bone Mastery, Arcana Infused 4 Greater Bone Reserve (heavy shields, medium armor) 5 Bone craftsman (exotic weapons), Fluid movement (-1) 6 Quickened Shaping (Standard), custom weapon 7 Greater Bone Reserve (reach weapons, heavy armor) 8 Bone craftsman (+1/+10) 9 Shaper's Resistance (+4), Fluid Movement (-2) 10 Quickened Shaping (Move), Greater Bone Reserve (double - weapons, tower shields) 11 Bone craftsman (+2/+15) 12 custom Shaping 13 Fluid Movement (-3) 14 Bone craftsman (+3/+20) 15 Symbiont Surge 16 Quickened Shaping (Swift) 17 Bone craftsman (+4/+25), Fluid Movement (-4) 18 custom Shaping 19 Life Bonded 20 Bone craftsman (+5/+30), Perfect Shaping Integration Class Features All of the following are class features of the bone mage: Weapon and Armor Proficiency: Bone mages are proficient with simple weapons. Any armor they wear interferes with their ability to craft bone armor. Symbiont Weapon (Ex): The symbiont which a bone mage is fused to is completely under his mental control. He can shape the symbiont into a completely versatile weapon at will. At 1st level, a bone mage can form any simple or martial melee weapon (non-reach, non-double, and with no moving parts) or light shield as a full-round action which provokes attacks of opportunity. These are non-masterwork and unable to be enhanced magically, but a bone mage is always proficient with them. The symbiont has a hardness of 10 and 15 hitpoints, if it is sundered, the bone mage must wait a full day before being able to shape any more weapons. It is not possible to disarm a bone mage. He can do this, as well as shape armor, to a maximum of twice his Wisdom modifier plus half his class levels (a minimum of twice per day). Symbiont Armor (Ex): A bone mage is always attached to his symbiont, so the bulk of it is usually in the form of armor. A bone mage is always shaping some form of armor on his body, so cannot use the disguise skill except for impersonating another bone mage or are aided with a spell such as Alter Self. This has no fatiguing effect on him and cannot be magically enhanced. At 1st level, he can only shape non-masterwork stone or metal light armor. A bone mage may wear other armor, taking the higher AC bonus, but stacking the armor check penalties. Forming armor requires a full-round action, and can be formed along with symbiont weapons twice the bone mage's Wisdom modifier added to half his class levels per day (minimum 2/day). Bone mastery (Ex): A bone mage gains a certain proficiency with his created weapons. At 3rd level, he gains the equivalent of Weapon Focus for all weapons shaped from bone. If he meets the requirements for any other Weapon Focus or specialization feats, he can take them and apply them to all bone shaped weapons. A specialized Weapon Focus feat for a specific weapon (such as Weapon Focus (scimitar) would not stack with Bone Mastery. Arcana Infused (Ex): Weapons are counted as magical for purposes of overcoming DR. Bone Craftsman(Ex): At 5th level, a bone mage gains greater skill in crafting his bone weapons and armor. He can now craft exotic weapons. At 8th level, they are all instilled with a +1 enhancement bonus and +5 hardness. At 8th level, this increases to +2 and +10 hardness, at 11th +3 and +15 hardness, at 14th +4 and +20 hardness, and at 17th, +5 and +25 hardness. Customized Shaping (Ex): The bone mage discovers his own shapes, which are not possible with normal weaponry to adapt to his combat style. Grappling: Turns both hands into weapons specifically for grappling. +4 bonus on grapple checks Ultra light Armor: Can shape armor with +2 armor bonus and no armor check penalty. Fluid movement instead increases AC by one. Branching Armor: The bone mage uses his armor to branch out and impede movement. When shaping light armor, all area within 5 ft of the bone mage is considered rough terrain. Exotic Armor: The bone mage can shape exotic armors. Cover: The symbiont can pull away from the bone mage, taking defense from the bone mage and applying it to an ally. The bone mage can subtract any number from his AC and apply it to an adjacent ally (or several, but must divide up the AC amongst his allies). Reinforced Weapon: If one hand is free, the bone mage can reinforce his other, granting the other hand +4 on sundering attempts. Fortified Shell: If the bone mage moves less than five feet, next round he can add an additional +2 to his armor bonus. Armor spike slot/shield spike slot: Can now shape armor spikes, shield spikes, or a buckler (any one at a given time). Fusing with Weapon: The bone mage can leave one hand free, and use this to form bone around his opponent's weapon. This gives the bone mage a +2 bonus on disarm attempts and the bone mage is holding the weapon if the attempt is successful. Greater Bone Reserve (Ex): The symbiont increases in size slowly as the bone mage becomes more powerful, and at certain levels, it becomes large enough for the bone mage to be able to shape larger and better weapons and armor. At 4th level a bone mage can create exotic weapons. At 7th level, a bone mage has augmented their reserve to allow them to create larger and better weapons and armor from bone. They can now create reach weapons and heavy armor. At 10th level, their reserve increases to allow them to create double weapons. Shifter's Resistance (Ex): A bone mage's control over his body results in a +2 to resist transmutation spells At 6th level, this increases to +4. Fluid Movement (Ex): A bone mage becomes more able to adapt the symbiont to his movement. He subtracts one from his armor check penalty at 5th level, and one more every four levels after 5th. Symbiont Surge (Ex): The symbiont becomes slightly more conscious and aware of its relationship to its host and will sacrifice its own energy to preserve the bone mage. As a swift action, the bone mage can spend a shaping usage for the day to heal himself in hit points up to his class level added to twice his Wisdom modifier. Life-Bonded (Ex): The symbiont more fully realizes its dependence on the bone mage, stabilizing him automatically should he drop below 0 hit points. Perfect Shaping Integration (Ex): At 20th level, a bone mage can perfectly mold bone to adapt to their fighting style. They can create imaginary weapons by taking one aspect of a weapon he can create and applying it to another. For instance, a bone mage could create a scimitar with reach, a longsword with a pick's critical modifier, or create a double morningstar. |
| Rostasky08-07-07, 01:42 AM | I have a couple of prestige classes I will post soon. |
| IronFistMonkCerberlain08-07-07, 02:33 AM | this is a pretty cool concept, and does not appear broken(though im not a very good judge). the major flaw seems to be, no ranged attacks. maybe add an ability that lets them shoot bone shards at a medium range? |
| Rostasky08-07-07, 04:04 AM | Yeah, I am working on a prestige class for that specifically, though conceptually its the weakest of the ones I have. |