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| Killer_Rabbit11-21-07, 10:12 PM | This is a prestie class for the Osteoroc Race. The Osteorocs are an awesome race made by Mr Arcane. I suggest you check it out here. http://forums.gleemax.com/showthread.php?t=949341 Anyway, here it is. The Osteoriders The Osteoriders are the fabled defenders of the Osteoroc race. They are gifted the power over bone by the One of a thousand spikes in exchange for their service. They are naturals at the art of riding and combat. Most Osteoriders were once Fighters, rangers, paladins or Barbarians, as the tasks of an Osteoriders require their physical toughness. It is for the same reason the less combat orientated classes gain less from the Osteorider. NPC Osteoriders are normally found defending their caravans. An Osteoriders presence often indicates a Osteoroc caravan nearby. Of course for some the lure of excitement of adventuring is too much and Osteoriders leave their caravans in search of adventure. However, they will always aid an Osteoroc in need should they come across one in their travels. Requirements Race: Osteoroc Base Attack Bonus: +5 Skills: Ride 6, Handle Animal 4 Feats: At least 2 Bone Feats, Mounted Combat Alignment: Any Non-Evil Hit Dice: 1d10 Class Skills: The Osteorider’s class skills (And key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Profession (Wis), Ride (DEX), Spot (Wis), Survival (Wis), Skills/level: 2 + Int bonus BAB: Good (1/1) Saves: Fort: Good, Reflex: Good, Will: Poor Level Abilities 1 OsteoMount, Practiced Rider, 2 Bonus Feat, Mounted Bone Bonus +1 3 Bone Charge (1/day) 4 Skeletal Speed 5 Bonus Feat, Mounted Bone Bonus +2 6 Full Mounted Attack, Bone Charge (2/day) 7 Evasion 8 Bonus Feat 9 Bone Charge (3/day) 10 Spirit of the Osteoriders, Mounted Bone Bonus +3 Class Features Osteomount (Sp) Upon obtaining level 1 in the prestige class, you must choose an Osteowolf, which will become your Osteomount, and companion on your journeys. Your Osteomount appears to be your normal Osteowolf at first. This can be changed however by the Osteorider Uttering a prayer to the One of A thousand Spikes (a standard action). Once this prayer is uttered Bone Plates appear suddenly, emerging out of the Osteowolf’s skin and it’s teeth and claws become much more deadly. The Osteorider needs no saddle for his Osteomount As the Bone Plating functions as a saddle as well as armor. If the Osteorider falls unconscious whilst riding his Osteomount there is no chance that he will fall off his Osteomount. As the Osteorider becomes more powerful, so does his Osteomount, however he only gains these bonuses when the prayer is active. Thus normally the Osteomount would be medium size, but after the prayer is said, it would become large (Due to extra hitdice) If the Osteomount dies, the Osteorider must pray for 24 hours before designating a new mount. Practiced Rider (Ex) Due to his bond with his Osteomount, The Osteorider adds his Osteorider levels to his ride modifier whilst on his Osteomount. He may also choose to use his Con Modifier instead of his Dexterity Modifier for ride Checks as well. Bonus Feat (Ex) The Osteorider gains an extra bone feat at levels 2, 5 and 8. Mounted Bone Bonus (Ex) The Osteorider gains a bonus on all attack rolls using bone Offensive Feats while riding on his Osteomount. This Bonus starts at +1 at level 2 and increases by one every 5 levels after. Bone Charge (Ex) When charging while mounted on his Osteomount, An Osteorider of 3rd level or higher may declare a “Bone Charge” before starting a charge. A bone charge allows you to attack everyone that you threaten on your way to the target of the charge. You treat the people that you attack on your way to the original target as if you were charging them (+2 to hit). If you have more than one bone weapon, such as two bone sabers or clubs, you may attack with both with usually penalties. You are not vulnerable to Attacks of Opportunity while making a bone charge. E.g E E E E R-------------->C E E R: Rider C: Charge Target E: Enemy E: Threatened Enemy -->: Charge Path Skeletal Speed (Ex) Before making a charge you may declare the charge as using “Skeletal speed”. Using Skeletal Speed doubles the maximum distance the Osteomount can travel in a charge, up to four times it’s speed. This Ability can be used once per day without penalty to the Osteomount. If you Commit a Skeletal Speed more than once a day, the Osteomount must make an immediate DC 20 will save at the end of the charge, or take 2d6 damage. Full Mounted Attack (Ex) At Six level or higher, an Osteorider mounted on his Osteomount can make a full attack when his mount moves more than 5 ft but no farther than a single move action would carry it. The Osteorider cannot combine a full mounted attack with a charge. Evasion (Ex) At 7th Level, an Osteorider gains the Evasion ability while mounted on his Osteomount. If he makes a reflex saving throw that normally deals half damage, he instead takes only half damage, while the Osteorider is mounted, his Osteomount is considered to have this ability as well. If the Osteorider already has the evasion ability from another source, he instead gains improved evasion. Improved evasion works like evasion, except that if you fail your save you only take half damage. Spirit of the Osteoriders (Su) At 10th level the Osteorider, becomes able to draw power form the spirits of his ancestors. He gains a +4 bonus to Strength and constitution for a number of times a day equal to 3 + Con modifier. His Natural Armor increases by 4 and the damage of his bone weapons goes up one size category. When mounted this bonus is also gained by his Osteomount. Osteomount Advancement Ostr Lvl ---- Bonus HD ---- Nat Armor --Str/Dex Adj ----- Special 1 - 3 -------- +2 -------------- +4 --------- +1 ----------- Bone Bond 4 - 7 -------- +4 -------------- +6 --------- +2 ----------- Imp. Speed 8 - 10 ------- +6 -------------- +8 --------- +3 ----------- Spell Resistance Bone Bond (Ex) The Osteomount can use any bone feat that it's Osteorider has and that it could fesibly use (e.g could use bone needles (shoot out of mouth), but not bone club or saber (No arms) Imp. Speed (Ex) The Osteomouts speed increases by 10ft Spell Resistance (Su) Due to the power of The One of A Thousand Spikes coursing though it, the Osteomount gains Spell Resistace Equal to Osteoriders class level + 5 Please tell me whatyou think and if you dont understand anything check out the Osteoroc |
| Aerostoth06-23-08, 11:15 AM | Awsome class! Someone should update this to 4th Edition. |