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| Mr_Arcane11-06-07, 10:36 PM | Osteoroc • +2 Constitution, -2 Dexterity. An Osteoroc is very hardy but its many bone-like protrusions can interfere with its movements. • Medium. • Humanoid (Osteoroc). • Osteoroc base land speed is 30 feet. • Spurs: When another creature grapples an Osteoroc, that creature takes 1d4 points of piercing damage each round. • Natural Armor Bonus +1. • Bone Points: An Osteoroc has a number of bone points per day with which to spend on various bone abilities equal to 1 + 1/2 the Osteoroc’s character level. • Bonus Bone Feat at first level. • Osteorocs have a +2 racial bonus on disable device and open lock checks. Their limited ability to reshape their bodies to suit their needs and create literal skeleton keys on the fly give Osteorocs an edge when it comes to defeating traps. • Armor for and Osteoroc costs fifty percent more to make and modify because of their many bony protrusions. • Favored Class: Fighter. The Flavor-tastic Fluff Section! Personality- One could consider the Osteoroc to be like a hard candy with a soft filling. The outside might seem tough and physically imposing, but they are passionate and sometimes sappy creatures on the inside. There are those that attempt to hide their sensitive nature, but seem to vent it somehow, more than likely with some hobby such as flower pressing or love poetry. Physical Description- An Osteoroc is similar to a human, except that it has spikes made of a sturdy, bone-like material sticking out of many of its joints. Instead of hair, they have the bone-like material sticking up out of their skulls. These spines are brittle and sometimes rattle around when an Osteoroc whips their head around too fast. Males keep thier spines shorter while females keep thiers at a managable length. Most have dark, tan skin; dark eyes, and hair spines. Sometimes there are mutations, where bone spikes appear along the cheek bones going out to the edges of the face and along the forehead, giving the Osteoroc the appearance of some sort of fiend. The hair spines and boney spurs are normally an eggshell white but there have been many different colors of the bone material known to exist, the most common being yellow, red, and dark grey. Males are generally larger, matching an adult male human when fully grown, than females (who typically match female humans is size). Male Osteorocs have a ridges of bone along their collar bones, more pronounced ridges along the arms and hands ; and larger spikes coming out of thier shoulders. Females have boney flairs on thier hips, while males don't. Relations- When on the move, a caravan of Osteorocs will show neighborly kindness to anyone they might happen to meet. This is so that they can establish a peaceful relationship with anyone they come in contact with. Sometimes this kindness is mistaken for foolishness and the caravan of Osteorocs might find themselves in a bit of a pickle. This is until their attackers discover the difference between naïveté and the ability to turn yourself into a pin cushion when they have you in a grapple. Alignment- On average, a caravan of Osteorocs is neutral on both alignment scales. There might be one or two in the caravan that have some sort of slight deviation, but very few have the capability to be on any of the extreme alignments. Lands- Osteorocs live a nomadic lifestyle. In any given caravan, there are some eighty occupants; about half are either elderly or young, and the rest are functioning adults. The Osteoroc have anywhere between ten and fourteen carts with three to four occupants each. Religion- A typical Caravan has two or three clergy lead by a high priest dedicated to their racial deity: The One of a Thousand Spikes. The One, as he is called, is a warrior poet of sorts. He possesses great fortitude and strength, for each soul that comes to him, he give that soul a sonnet or a poem about their accomplishments and deeds. His domains include Community, Balance, and Courage. His portfolio includes Strength, Poetry, Song, and Neutrality. Most of those that don’t worship The One, worship Kord for his strength. The One of a Thousand Spikes Greater God (True Neutral) The One of a Thousand Spikes is the Patron Deity of the Osteoroc race. Portfolio: Osteorocs, Strength, Song, and Neutrality Domains: Community, Strength, Courage, Protection Cleric Training: Clerics of The One of a Thousand Spikes are taught in pairs by an older, more powerful cleric. Quests: Any quest that involves the protection or promotion of the Osteoroc race, or course. Rooting out bands of Bandits that plague the road and the like. Prayers: Most prayers to The One of a Thousand Spikes start out with, “The One of a Thousand Spikes…” Examples of prayers are: “The One of a Thousand Spikes, guide my blades to my enemies hearts” “The One of a Thousand Spikes, the road be open and safe in the day ahead” Temples: In each Osteoroc caravan there at least one carriage that serves as a temple. It looks similar to all other carriages in the caravan, but when it stops, one of its walls can be folded outwards so the clerics of the caravan can preach to the people. Rites: The rites of The One of a Thousand Spikes are simple and revolve around honoring their ancestors, and nurturing the young. These are often done through song. Herald and Allies: When in need of a herald The One of a Thousand Spikes most often chooses a Celestial Osteoroc Fighter 20, though sometimes uses a Celestial Osteoroc Fighter 10/ Bard 10. Allies include Janni, Elder Arrowhawks and Elder Xorn Names- Most caravans make it a point to keep a certain name in the family, whether it is an ancestral name or a name given to them by another culture and is often in a different language. This “kept name” is sometimes mistaken as a family name to those unaware that many Osteorocs feel they represent their family and their caravan. (In other words its “given name” “kept name” then their caravan’s name.) Male names: Clavic, Cran, Sacrum, Tarsel, and Thoracic Female Names: Tibi, Carpa, Tebrae, Ulna, and Radia Caravan Names: Manubri, Phalanges, Patel, Lumba, and Coccyx Adventurers- Whenever they are encountered outside of their caravans, most Osteorocs are adventurers. The adventuring life is a natural one as most don’t stick around in one place to long. The average Osteoroc finds this life style to be an interesting way of travelling with treasure and fame as an interesting side benefit. Childhood and Development- Osteorocs are born live, without hair spikes and many of their bone spurs are small, hard nubs on the body. As the child grows, their spurs grow sharper and are capable of inflicting pain by age fifteen. They get their first hair spine by two months and these spines will grow in just like teeth on human, slowly but surely. When the hair spines grow several inches in length, the spines start to produce a natural coloration, like normal hair. This produces a two-tone coloration and the same coloration starts occur with their bone spurs. By fifteen they become adults and are trained in the usage of their spurs. Osteowolves- Large dogs that are kept by Osteoroc are tough and loyal to thier masters. If ever cornered, an Osteowolf will resort to biting and pinning thier opponents with thier spines. Medium Animal Hit Dice: 2d8+6 (15 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+1 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, spurs Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +1 Abilities: Str 13, Dex 13, Con 17, Int 2, Wis 12, Cha 6 Skills: Hide +1, Listen +2, Move Silently +2, Spot +2, Survival +1* Feats: Track, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, or with 2nd level Osteoroc fighter Challenge Rating: 2 Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: — Osteowolves look like small dire wolves but with the uncanny ability to deal damage with spurs. Combat Trip (Ex): An Osteowolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip back. Spurs (Ex.): When grappling or being grappled, an Osteowolf deals 1d4 points of damage to the person grappling it. Skills: Osteowolves have a +4 racial bonus on Survival checks when tracking by scent. Age Randomization: As humans. Aging penalties and bonuses: As humans. Languages: Common, Osteoroc, Halfling. Bonus Languages: Any, except secret. Racial Feats Bone Saber [Racial, Bone] Prerequisite: Osteoroc. As a swift action, you can draw and wield as many bone sabers as you have free hands available. A bone saber has the same properties of a shortsword, but is made out of bone and is treated as a light weapon that Osteorocs are always proficient in. Bone sabers count as manufactured weapons for the purposes of iterative attacks. As a special use of this ability that costs 1 bone point and a swift action, an Osteoroc may double the effective reach of his bone sabers. Abilities, spells, feats, and items that affect natural weapons affect bone sabers. A bone saber cannot be disarmed, but it may be sundered. Special: A fighter may take this feat as one of his fighter bonus feats. Skeletal Sword [Racial, Bone] Prerequisite: Osteoroc, Bone Saber As a swift action, you can draw and wield as many bone sabers as you have free hands available. A bone saber has the same properties of a longsword, but is made out of bone and is treated as a light weapon that Osteorocs are always proficient in. A Skeletal Sword counts as a manufactured weapon for the purposes of iterative attacks. As a special use of this ability that costs 1 bone point and a swift action, an Osteoroc may double the effective reach of his skeletal sword. Abilities, spells, feats, and items that affect natural weapons affect skeletal swords. A skeletal sword cannot be disarmed, but it may be sundered. Special: A fighter may take this feat as one of his fighter bonus feats. Bone Club [Racial, Bone] Prerequisite: Osteoroc. As a swift action, you can draw and wield as many bone clubs as you have free hands available. A bone saber has the same properties of a longsword, but is made out of bone, deals bludgeoning damage instead, and is treated as a light weapon that Osteorocs are always proficient in. Bone clubs count as manufactured weapons for the purposes of iterative attacks. As a special use of this ability that costs 1 bone point and a swift action, an Osteoroc may double the effective reach of his bone clubs. Abilities, spells, feats, and items that affect natural weapons affect bone clubs. A bone club cannot be disarmed, but it may be sundered. Special: A fighter may take this feat as one of his fighter bonus feats. Bone Maul [Racial, Bone] Prerequisite: Osteoroc, Bone club As a standerd action, you can draw and wield a single bone maul in both hands. A bone maul has the same properties of greatsword, but is made out of bone, deals bludgeoning damage instead, and is treated as a two-handed weapon that osteorocs are always proficient in. Bone Mauls count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect bone clubs. A bone maul cannot be disarmed, but it may be sundered. Bone Blade [Racial, Bone] Prerequisite: Osteoroc, Bone Saber, Skeletal Sword As a standerd action, you can draw and wield a single bone blade in both hands. A bone blade has the same properties of greatsword, but is made out of bone. It is treated as a two-handed weapon that osteorocs are always proficient in. Bone Blades count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Blades. A Bone Blades cannot be disarmed, but it may be sundered. Bone Whip [Racial, bone] Prerequisite: Osteoroc, Bone Club or Bone Saber As a standerd action, you can draw and wield a single Bone Whip. This whip resembles a spine and emrges out of your arm. The Bone Whip has the same properties as a Whip (bonuses to trip, reach, etc) but deals 1d6+ str mod leathal damage. It is traeted as a 1 handed light weapon the that osteorocs are always proficient in. Bone Whips count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Whip. A Bone Whip cannot be disarmed, but it may be sundered. Bonado [Racial, Bone] You spin so fast you become a tornado of bones. A "bonado" if you will. Prerequisites: Osteoroc and either Bone Saber or Bone Club. By paying a bone point, you may make your next attack with your bone sabers against everything within reach of your bone sabers or clubs. If you are wielding multiple bone sabers/clubs (as per two-weapon or Multiweapon fighting), you may make as many additional extra attacks as you have sabers/clubs to each opponent at no extra cost. Special: A fighter may take this feat as one of his fighter bonus feats. Skeletal Top [Racial, Bone] You can use your bonado on the go. Prerequisites: Osteoroc, Bonado, and either Bone Saber or Bone Club. While charging or using the spring attack or flyby attack feats, you may attack everybody you threaten with your bone sabers/clubs as you travel by spending 1 bone point. If you are wielding multiple bone sabers/clubs (as per two-weapon or Multiweapon fighting), you may make as many additional extra attacks as you have sabers/clubs against each opponent at no extra bone point cost. Special: A fighter may take this feat as one of his fighter bonus feats. Example: Code: E E E E O------>C E A Using the skeletal top feat, an Osteoroc "O" who charges unit "C" also attacks all enemy units marked as "E" simultaneously as well as ally "A". An Osteoroc with two bone sabers equipped attacks each unit twice. An Osteoroc with two bone sabers, Improved Two Weapon Fighting, BAB +6, and Pounce makes four attacks to each A, E, and C listed, 2 with each saber. Bony Needles [Racial, Bone] Prerequisite: Osteoroc. By shooting your bone spurs from your body, you can attack opponents from a distance. You become proficient with and gain access to the bony needle weapon. These needles deal 1d6 + str mod piercing damage, have a threat range of 19-20/x2, and have a range increment of 10 feet (maximum 5 range increments). Bony needles count as manufactured weapons for the purposes of iterative attacks. They are thrown weapons, but are treated as ammunition for the purposes of reloading and drawing. Abilities, spells, feats, and items that affect natural weapons affect bony needles. Bony needles break and become useless upon impact. Special: A fighter may take this feat as one of his fighter bonus feats. Bouncing Bones [Racial, Bone] Prerequisites: Osteoroc, Bony Needles, Base Attack Bonus +5 You gain the ability to create harder bony needles. These Bony Needles can bounce off a single surface before attacking an enemy. They can bounce of any surface with hardness more than 2, at any angle you desire before hitting an enemy. You can use this ability to hit enemies in cover and even around corners (But they have total cover (50% miss chance). Bouncing attacks suffer a –3 penalty on attack rolls. Special: A fighter may take this feat as one of his fighter bonus feats. Skeletal Incursion [Racial, Bone] Prerequisite: Osteoroc, Osteo Sense, Razor Spines As a full round action, you can cause a single spike, about an 3 inches in diameter at the palm but turnss into a point at the end, to shoot out from you palm and through a wall. The spike does not remove itself from your palm but extends with force. You must make a Str check of (see below) to penetrate the wall completely. The spike cannot move through more than 5 feet of a surface and has a reach of 10 ft from the exit point in a straight line. If a creature is unfortunate to be on the apposed end of the spike, he takes 1d8 + Str mod points of piercing damage. The spike cannot penetrate walls of magical nature. Wood: 5/per ft of material Stone: 10/per ft of material Iron: 15/ per ft of material Skeletal Shield [Racial, Bone] Prerequisite: Osteoroc As a swift action, you can draw and wield a Skeletal Shield by manipulating the spurs that run along our arm into the shape of a shield. This shield functions as a light shield except it is not prone to the being set on fire, or heated up, etc. For the cost a bone point you can increase this shields properties to that of a heavy shield. Abilities, spells, feats, and items that affect natural weapons affect Skeletal Shields. A Skeletal Shield can be sundered. Special: A fighter may take this feat as one of his fighter bonus feats Cartilage Caltrops [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to fire sharp bony shards out of your hands. By spending 1 bone point you can cover up to 30 square feet within a 15-foot radius, but the squares you cover with caltrops must be adjacent to each other. These caltrops function identically to normal caltrops. (PHB pg 126) You are not immune to your own caltrops Bone Bomb [Racial, Bone] Prerequisites: Osteoroc, Bony Needles, Cartilage Caltrops. Base Attack Bonus +5 Benefit: You become able to fire a large but fragile sphere with considerable force for the cost of 1 bone point. You become proficient with and gain access to the Bone Bomb weapon. This Bone Bomb deals 1d8 + str mod bludgeoning damage, have a critical of x3, and have a range increment of 10 feet (maximum 5 range increments). After the Bone Bomb lands it fragments explosively and everyone within 5 ft of the Bone Bomb at point of impact takes 2d4 piecing damage. A reflex save (DC 1/2 Osteorocs Hit dice + Con Mod) half damage. Furthermore, a 10 foot radius from the point of impact is covered with Cartilage Caltrops (see above)Bone Bombs count as manufactured weapons for the purposes of iterative attacks. Firing a Bone Bomb requires you to make a full attack. You can only fire one Bone Bomb per round, however if you have more than 1 attack you can shoot Bony Needles for the rest of your attacks for the same round. For example, Gart has a Base Attack bonus of +12. This gives him 3 attacks at +12/+6/+1. He can make only one of these attacks a Bone Bomb. The other attacks would have to be Bony Needles. He cannot make a Bone Bolt attack and then make a melee attack. Abilities, spells, feats, and items that affect natural weapons affect Bone Bolts. Special: A fighter may take this feat as one of his fighter bonus feats. Bone Bolt [Racial, Bone] Prerequisite: Osteoroc, Bony Needles, Base Attack Bonus +3 You become able to fire a single large bone spur from your body, you can attack opponents from a distance with trmendous force. You become proficient with and gain access to the Bone Bolt weapon. This needle deals 1d10 + str mod piercing damage, have a threat range of 19-20/x2, and have a range increment of 10 feet (maximum 5 range increments). Bone Bolts count as manufactured weapons for the purposes of iterative attacks. Firing a Bone Bolt requires you to make a full attack. You can only fire one Bone Bolt per round, however if you have more than 1 attack you can shoot Bony Needles for the rest of your attacks for the same round. For example, Gart has a Base Attack bonus of +12. This gives him 3 attacks at +12/+6/+1. He can make only one of these attacks a Bone Bolt. The other attacks would have to be Bony Needles. He cannot make a Bone Bolt attack and then make a melee attack. Abilities, spells, feats, and items that affect natural weapons affect Bone Bolts. Bone Bolts break and become useless upon impact. Special: A fighter may take this feat as one of his fighter bonus feats. Cone of Bone [Racial, Bone] Prerequisites: Osteoroc, Bony Needles. By paying a Bone Point, you may make your next attack with your bony needle weapon against all targets within a 5-range increment cone of yourself. Only targets you have line of effect to can be struck by this attack. Apply range increment penalties and precision damage as normal. Special: A fighter may take this feat as one of his fighter bonus feats. Born of Bone [Racial, Bone] Your bones give you the edge you need. Prereqisite: Osteoroc. Benefit: By spending one bone point and a swift action, all of your feats with the discription have thier damage increased by one step. Alternitavely, you can spend a bone point to increase your natural armor bonus by 1. These enhancements last for 1 plus your constituton modifier hours. Spiny Barricade [Racial, Bone] You secure yourself in place and become a living wall of thorns. Prerequisite: Osteoroc. Benefit: As a swift action that costs 1 bone point, you may make yourself a spiny barricade. While in this condition, you gain a +8 bonus on opposed grapple, trip, bull rush, sunder, disarm, and overrun checks provided that you are rooted to the ground, a wall, or other solid object of some sort. You gain a +2 bonus to AC and all saves, and your Damage Reduction (if any) increases by 1 point. Finally, the damage of your bone-based weaponry increase by one step. This bonus stacks with Improved Natural Attack and Born of Bone. You may maintain the stance indefinitely and even sleep in this position so long as you do not move from your current position in any way. Special: A fighter may take this feat as one of his fighter bonus feats. Reflex Spikes Prerequesites: Osteoroc, Bone Saber, Spiny Barricade. Benefit: While in the Spiny Barricade stance, you may make attacks of opportunities with modified Bone Sabers that sprout out where need be, against foes that are within your threatened area as free actions. You may not exceed your normal number of AoOs. The ability to increase the reach of the Sabers also work when in this stance. Reinforced Bones [Racial, Bone] Prerequisites: Osteoroc, Base Attack Bonus +5, Great Fortitude, Dem Bones You gain Damage Reduction 1/- by strengthening your Bones. This feat can only be taken once. Improved Reinforced Bones [Racial, Bone] Prerequisites: Osteoroc, Base Attack Bonus +10, Reinforced Bones You Damage Reduction increases to 3/- by strengthening your Bones even further. This feat can only be taken once. Dem Bones [Racial, Bone] Prerequisite: Osteoroc. You gain a number of bonus bone points per day equal to your constitution bonus (minimum 1). Special: Dem Bones may be taken more than once. Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones Benefit : You thicken the bones protecting your vital areas, effectively gainning the effect of light Fortification (the armor magical property). Improved Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Bone Cage Benefit : The bones protecting your vital areas become so thick, they merge together, completely incassing them. You now gain the effect of medium Fortification (the armor magical property). Greater Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Improved Bone Cage Benefit : Your vital organs are now completely incassed in bone, even areas that aren't noramlly, like the throat. You gain the effect of heavy Fortification (the armor magical property). Exoarmor [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to create armor out of the bone you are able to shoot from your body. This armor you create functions exactly as either (at the users choice) Breastplate armor or Chain Shirt armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Greater Exoarmor [Racial, Bone] Prerequisites: Osteoroc, Exoarmor, Base Attack Bonus +4 Benefit: You have the ability to create even studier armor out of the bone. This extra strength allows armor you create to function as Full-Plate armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Osteo-Sense [Racial, Bone] Prerequisite: Osteoroc. You gain tremor sense 30'. By paying a bone point, you gain and addtional 30' for 3 + con modifier minutes. Bone Pitons [Racial, Bone] Prerequisite: Osteoroc. You gain a climb speed equal to your land speed. If you spend a bone point, your climb speed is doubled and you gain the ability to run while climbing for 3 + con modifier rounds. Skeletal Sniper Prerequisites: Bony Needles, Bone Bolt You can make your bony needles more aerodynamic. This allows you to add 5 ft to each range encrement per +1 bonus of con mod of all your ranged bone weapons when taking a full attack. E.g. Kirlari has a constitution a 15, this gives her a +2 con mod. Whenusing a full attack with her bony needles, Kirlari's range increment increases to 15ft. Spiny Springs [Racial, Bone] Prerequisites: Osteoroc You can cause tiny, soft coils to emerge from your heels and the balls of you feet that grant a +4 bonus on jump checks. You lose this bonus wearing shoes. Spell Spike [Racial, Bone] Prerequisites: Osteoroc, Able to cast 3rd Level spells By spending 1 bone point you can extend a magical spike from out of your hand with a range of 15 ft. This spike has the ability to deliver touch spells, thus giving you the ability to deliver touch spells at range. Due to spikes magical nature it can only be used for 1 round before shattering. It can only deliver one touch spell before breaking. The spike is blunt at the end and deals not damage other than that caused by the spell (if any). Intimidating Mask [Racial, Bone] Prerequisites: Osteoroc, 4 ranks in intimidate As a swift action, you cause your bone spurs to jut out of your facial features (nose, cheek bones, jaw), giving you a scary appearance. This grants you a +4 bonus on intimidate checks, but a -2 penalty on diplomacy and gather information checks. These bonuses and penalties do not apply to creatures immune to fear. Terrifying Mask Prerequisites: Osteoroc, Intimidating Mask, 10 ranks in intimidate You gain the ability to truly unsettle your foes with a glance. When you have the Intimidating Mask feat activated you can choose to gain an aura of fear. All foes within 10 ft must make a will save (DC 10 + 1/2 Osteoroc Hit Dice + Cha mod) or become shaken. The Osteoroc can activate and deactivate this ability at will. He can choose to have only the Intimidating Mask feat active if he wants to. Tools of the Trades [Racial, Bone] Prerequisites: Osteoroc Benefit: For you, every the right tool is always at hand, well in hand rather. You can craft your hands into bone tools, from bone hammers to bone screws. As such you never take penalties using craft checks without having appropriate tools, unless the tools needed cannot be fashioned with bone (such as craft (painting) or craft (alchemy). Camouflage Cartilage [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to change the colors of your spurs (including hair) to any color imaginable. This gives you a +4 bonus on hide checks. However many Osteorocs take this feat due to its visual effect. Study Spikes [Racial, Bone] Prerequisite: Osteoroc. Whenever you are being bullrushed or tripped you can reroll a failed opposed bullrush of trip check by shooting spikes from you feet into the ground. You can only do this once per round. Razor Spines [Racial, Bone] Prerequisite: Osteoroc, Base Attack Bonus +3 Benefits: Upon taking this feat, you can cause your bone weapons to temporarily become a lot sharper. By spending a bone point you are able to double the threat range of all your bone weaponry for 5 + con mod rounds. Improved Razor Spines [Racial, Bone] Prerequesite: Osteoroc, Base Attack Bonus +10. Benefits: Upon taking this feat, all your bone weapons' threat range double. The Razor Spines feat still functions, although it only increases the threat range by 1 instead of doubling it, for 5+ con mod rounds. [B]Osteoroc Items Blessed Osteoroc Milk To make: Osteoroc, Patron: One of a Thousand Spikes, Brew Potion, 100 gp and 4 xp By drinking this milk blessed by clerics of The One of a Thousand Spikes, an Osteoroc regains up to 3 spent bone points Osteoroc Prestige Classes Spike Shaman by Tema69 The divine warriors of the Osteoroc, the Spike Shamans are feared warriors able to modify the surroundings and take advantage of it to eliminate their opponents. Most Spike Shamans were fighters, rangers, or some other martial class, because they are quite specialised in melee combat. NPC Shamans are rarely seen outside their caravans, but those who do stray away from the tradition are often adventurers or on a divine quest. If two caravans have a dispute or conflict, it is often resolved by having one Shaman or Osteorider from each caravan settle the feud with a duel, which never ends in the death of a participant. Prerequisites: Base Attack Bonus: +4 Alignment: Must be Neutral of some sort. Feats: Spiny Barricade, Bone Saber, Reflex Spikes. Religion: Must worship The One of a Thousand Spikes. Hit Die: d10 Class Skills: The Spike Shaman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str). Skills/Level: 2 + Intelligence Bonus BAB: Good (1/1), Saves: Fort: Good; Reflex: Poor; Will: Poor Level, Abilities: 1. Summon Spikes, Bony Spikes, Grant Spikes 2. Light Bone Armor, Barricade Aura 3. Great Barricade, Spike Path 4. Reflex Aura, Improved Summon Spikes 5. Advanced Spikes, Bonus Feat 6. Razorspikes, Adapt Bone 7. Medium Bone Armor 8. Bonus Feat 9. Greater Summon Spikes 10. Spike Mastery Weapon and Armor Proficiency: The Spike Shaman gains proficiency with all bone weapons and armor. Summon Spikes: As a full-round action, the Spike Shaman may attack a single creature adjacent to an object, drawing spikes from it. If the object has spikes already, it deals damage as if it were one size category larger. Treat this as an attack with a bonus equal to the Shaman’s Base Attack bonus + Constitution modifier. The damage varies with the size of the object: Size – Damage (example). Smaller than small – 1 damage (bush). Small – 1d4 damage (big rock). Medium – 2d4 damage (small tree). Large – 3d4 damage (tree). Huge and larger – 4d4 damage (big tree). Note: If the object is smaller than Small, it must be in the same square as the target. Bony Spikes: Whenever a Spike Shaman uses a spell, ability or feat that involves bones, spikes or something similar and that deals damage, the damage die is increased by one step. The spikes in question seem more bone-like (if they weren’t bony already). At 5th level, this bonus increases by another step. This stack with similar abilities. In addition, the Bone Shaman gains a Bone Point per level in this class. Light Bone Armor: When unarmored and not carrying a heavy load, the Spike Shaman gains +1 Deflection Bonus to AC per class level because of his sturdy exterior bones. Grant Spikes: By spending 1 Bone point per ally, a Shaman can, as a standard action, grant up to four allies within 100 feet (including the Shaper) two of the following feats, even if they don’t meet the prerequesites: Bone Saber, Bone Club, Bony Needles, Skeletal Shield, Bone Pitons, Sturdy Spikes or Razor Spines. The feats chosen must be the same. If the subject already has the feat, he or she does not gain any additional benefit. This ability lasts for a number of rounds equal to the Spike Shaman’s class level multiplied by his Constitution modifier. Barricade Aura: Whenever a Shaper uses the Barricade feat, he or she can spend an additional Bone point as a free action to grant an ally within 40 feet the bonuses of the Barricade feat even if they don’t meet the prerequesites. Both the allies and the Shaper must be stationary to receive the bonuses. If the Shaper moves, the effect stops. If the ally already has the Barricade feat and uses it while within the aura’s range, the bonuses increase to +12 to opposed grapple, trip, bull rush, disarm, sunder, overrun, +4 to AC, and the DR (if any) increases to 2. The bone damage is increased by two steps. Great Barricade: The knows that a warrior is most vulnerable when asleep or unconscious, and his bones now cover him in a very efficient manner when he is incapacitated or asleep. When the Shaman uses Barricade, he or she becomes immune to attacks of opportunities and coup-de-graces. Additionally, the reach of his natural Bone weapons increase by 5 feet. Reflex Aura: When using the Barricade Aura class feature, the Spike Shaman may grant Reflex Spikes as well as Barricade to any stationary ally within 40 feet. If an ally already has the Reflex Spikes feat, the reach of the bones are increased by 5 feet. Improved Summon Spikes: The Shaman may now use his Summon Spikes ability as an attack action. In addition, the damage dealt is increased by one step (Huge and larger now deal 6d4). Spike Path: As the Shaman grows in power, he becomes surrounded by dozens of spikes, damaging enemies, but not harming his allies. This effect can be activated or dismissed as a free action, even when it isn’t his turn. All squares adjacent to the Spike Shaman are treated as occupied by Medium spikes and are treated just as with the Summon Spikes ability above, except that they are always present, even when the Shaman is sleeping or unconscious, but not when dying or dead. This ability works only when standing on natural, non-modified solid ground (e.g. dirt, sand, a rock, but not a wooden floor or a paved road). The Shaman may choose not to attack allies with these spikes, but enemies entering the square are still affected. The spikes follow the Shaman wherever he goes, but if he enters water, goes airborne or otherwise leaves natural ground, they return when he returns onto the ground. Razorspikes: The Shaman can now hinder the enemy’s movement simply by being nearby. He can, as a free action summon (or dismiss) minor spikes from the ground. This ability works only when standing on natural, non-modified solid ground (e.g. dirt, sand, a rock, but not a wooden floor or a paved road). All squares within a ten-feet radius centered on the Shaman are considered filled with caltrops, except that they use the Shaman Base Attack bonus instead of +0. The Shaman may choose not to attack allies with these spikes, but enemies entering the square are still affected. The spikes follow the Shaman wherever he goes, but if he enters water, goes airborne or otherwise leaves natural ground, they return when he returns onto the ground. Adapt Bone: The Shaman may now summon various weapons from his bone. He may use any bone feat that creates a weapon as if he had the feat, but also ranged weapons such as bows. It’s entirely up to the DM to judge whether such a weapon is feasible. Here’s a list of possibilities: Sickle, Shortspear, Longspear, Spear, Dart, Javelin, Light & Heavy Pick, Trident, Scythe, Bows, Shuriken, etc. Medium Bone Armor: When unarmored and not carrying a heavy load, the Spike Shaman gains some of the bonuses from the Barricade feat, even while moving. The Shaman gains +4 to opposed grapple, trip, bull rush, disarm, sunder and overrun, which stacks with the Barricade feat (and its improvements). Bonus Feat: The Shaman gains a bonus feat which must be taken from the following list: Any Racial Bone feat, any Fighter Bonus feat. Greater Summon Spikes: Nearing his mastery of spikes, the Shaman knows how to deal efficient damage with his spines. He adds his Constitution modifier to any damage made with spines, bones, or spikes. Spike Mastery: Reaching the apotheosis of his study of bone spikes, the Spike Shaman now gains a number of abilities. His Spike Path and Reflex Spikes are always considered set against a charge and deal double damage against a charging enemy. The bonuses from his Barricade feat increase to +16 to opposed grapple, trip, bull rush, disarm, sunder, overrun, +8 to AC, and the DR (if any) increases to 4. While in Barricade, he gains 50% Fortification. In addition, the Bone Armor AC bonus increases by 4. Note: If a Spike Shaman stops revering the One of a Thousand Spikes, he looses Summon Spikes (and Improved), Bony Spikes (and Advanced), Grant Spikes, Barricade Aura, Reflex Aura, Spike Path, Razorspikes, Adapt Bones, and Greater Summon Spikes and may not take levels in this class again until he atones. See the Atonement spell. The Osteorider by Killer_Rabbit 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. Osteoroc Paragon by Tema69 Hit Die: d8 BAB/Saves: BAB: Good (1/1); Fort: Good; Reflex: Poor; Will: Poor Class Skills: The Osteoroc Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Skills/Level: 2 + Intelligence Bonus Level, Abilities: 1 Increased Bone Damage, Bone Points 2 Ability Increase (+2 Constitution), Bone Feat 3 Flaw, Deflecting Bones, Damage Reduction 5/Piercing Weapon and Armor Proficiencies: The Osteoroc Paragon gains no new armor or weapon proficiencies. Increased Bone Damage: The Osteoroc Paragon’s natural bone weapons’ damage are permanently increased by one step. This stacks with similar abilities and feats. Bone Points: The Osteoroc Paragon gains a 5 Bone Points. Ability Increase: The Osteoroc Paragon’s Constitution score increases by 2 points. Bone Feat: The Osteoroc Paragon gains a bonus Bone feat. Flaw: The Osteoroc Paragon must choose a flaw from the following list: Armor costs 150% more (does not stack with the original 50%), -2 Dexterity, Speed reduced by 5 feet, or -2 on Charisma based skills (Intimidate excepted) against non-Osteorocs or non-Halflings. Deflecting Bones: When wearing light or no armor, the Osteoroc Paragon gains a deflection bonus to AC equal to his Paragon level. This bonus doubles if the Osteoroc uses the Spiny Barricade or Skeletal Shield feats. Damage Reduction: The Osteoroc Paragon gains Damage Reduction 5 because of its large exterior bones, ignored by piercing weapons. If the Osteoroc Paragon gains permanent Damage Reduction from any other source (such as by taking Barbarian levels, wearing adamantine armor, etc), his/her DR applies against piercing weapons too. |
| Thief_of_Hope11-07-07, 01:06 AM | :eek: This race is amazing! Oh wow! I love it! I'm not particularly good at balancing races, so I'll let others work on the rules and such, but in the way of flavor, I think the Osteoroc are fantastic! One question I had for you, why is Halfling one of their automatic languages? Also, is there any way of describing what the Osteoroc language sounds like? What is typical bone protrusion colouring? Also, I LOVE the feats. There's so much there, and so many options! One thing I'm hoping the balance-knowing people will know is whether any of them could have unlimited duration instead of 3+Con mod uses per day, such as Born of Bone, or Bone Saber. I REALLY like imagining Bone Saber in action! I've actually wanted a character that could do that for some time now. One question with Sudden Shield, the wording means that it won't do anything for you if you already have a shield, right? Very well done! Great work! |
| Tema6911-07-07, 06:49 AM | Amazing! I luuv it. Can I use it in my setting? I was thinking of some kind of caravan stuff, but I thought halfling were to unexotic. Oh, and, I supppose they speak Halfling because both races are nomadic cultures that move around in caravans? It's absolutely cool. What kind of animals do they use for their wagons? Normal horses, or do they have some kind of Osteorocian animal? |
| Mr_Arcane11-07-07, 05:24 PM | :eek: This race is amazing! Oh wow! I love it! I'm not particularly good at balancing races, so I'll let others work on the rules and such, but in the way of flavor, I think the Osteoroc are fantastic! One question I had for you, why is Halfling one of their automatic languages? Also, is there any way of describing what the Osteoroc language sounds like? What is typical bone protrusion colouring? Also, I LOVE the feats. There's so much there, and so many options! One thing I'm hoping the balance-knowing people will know is whether any of them could have unlimited duration instead of 3+Con mod uses per day, such as Born of Bone, or Bone Saber. I REALLY like imagining Bone Saber in action! I've actually wanted a character that could do that for some time now. One question with Sudden Shield, the wording means that it won't do anything for you if you already have a shield, right? Very well done! Great work! The flavor and feats bit is always my favorite part. It can add so much to a bland and so-so race. The feats are always great too. I got the idea to start doing this when I was working on a Phoelarch racial class (which I don't think I can post due to OGL). The story behind this race is that i was bored in spanish class and the idea wrote itself. As Tema wrote, Halfing is on there because, well, while roaming, one might come into contact with quite a few different halfing caravans. For Sudden Sheild, this is supposing that you cause the shield to grow out on your off-hand. The rest of the stuff is going to be added in there, hopefully with the rest of the "enhancment" tree. Amazing! I luuv it. Can I use it in my setting? I was thinking of some kind of caravan stuff, but I thought halfling were to unexotic. Oh, and, I supppose they speak Halfling because both races are nomadic cultures that move around in caravans? It's absolutely cool. What kind of animals do they use for their wagons? Normal horses, or do they have some kind of Osteorocian animal? Tema, for the person that added quite a bit to the Gekkonidae, you can use any of my races any time you want to. Thier wagons are pulled by your standard draft horses, but the more enterprising Osteorocs create and use Fang Golems (don't know the book) for the long hual trips. |
| Thief_of_Hope11-07-07, 06:09 PM | A few more questions. What kind of action is it to activate the racial feat abilities? Standard, move, swift, free? Would I be able to activate Bone Saber twice to give myself a sword on each arm? If so, could I whip them both out at one time, or wait for each one? (Actually, I guess this question kind of relates to the first question. I just like the idea of going with some 2WF feats and having a pair of bone swords burst out of my arms at one time! So cool!) I'd love to incorporate the Osteoroc into a campaign I'm writing right now. Would you be all right with that? |
| baby_kamikaize_kobold11-07-07, 06:43 PM | I got an idea for a feat: Bone pitons Prereqs: born of bone Benefits: A Osetoroc can create bony protrusions on their hands or feet that can give them a climb speed of 20.this last for 3 rounds plus their con modifier. They can do this up 3 times plus their con modifier per day What do you think? Love the race by the way. |
| Mr_Arcane11-07-07, 08:35 PM | For activation speed, I would say Swift. And each bone sabor counts toward your daily uses of the feat. I could make a feat that probably bumps a use down to a Immediate or a Free action. But this is only a thought. And to all of those who would like to use this race in a campaign, go right ahead. I would love it if you would PM me and give me look at how your players like this race! Thanks to all who help and review the Osteoroc! |
| Thief_of_Hope11-07-07, 11:49 PM | I could make a feat that probably bumps a use down to a Immediate or a Free action. But this is only a thought. I personally am of the opinion that that thought should become reality. Also, how many times per day is Spiney Barricade? Could there be a feat to increase the number of times per day you can use a particular feat? Maybe taking it a second time gives an additional 3 uses per day? Or perhaps a feat that's something like: Prereqs: Born of Bone, any other 3 feats with Born of Bone as a prerequisite, (maybe a BAB prereq also) The number of times per day that you can use your Osteoroc racial feats increases to 3 + Con modifier times per day (or a straight 5 times per day, if that's too much). Too much? I'm sorry, it's just that for some reason now I really want to make an Osteoroc Fighter who specializes in fighting with his bones. Because "Osteoroc" is Halfling for "Badass". :P EDIT: I mistook how many feats had different times per day that weren't just 3. Perhaps the proposed feat could give an additional number of uses per day for each one equal to your con mod, or some such. |
| Killer_Rabbit11-08-07, 12:37 AM | DROOL... Seriously, this is one of the coolest concepts for a race. EVER! :clap: Bravo :clap: What about this for an idea? Extend Saber Prereqs: Born of Bone, Bone Saber Benefits: You can cause your bone saber to extend, thus giving you a reach bonus of 5 ft. However they become difficult to weild and give a -2 penalty to hit. This ability is useably whenever you are using the bone saber ability. |
| Tema6911-08-07, 06:40 AM | DROOL... Seriously, this is one of the coolest concepts for a class. EVER! By "class", do you mean "race"? ;) This is absolutely great, and thanks, I'm deffinetely gonna use it. PS. Could I use it in my Second World War Fantasy Project? It's called Lost War and is an expansion to the WW2 D20 Project in my sig? I'd like to use your Gekkonidae race as well. You will be credited, of course. ;) |
| Mr_Arcane11-08-07, 11:15 AM | Thanks Killer_Rabbit! If you want a class like this then try and find the Osteomancer from Dragon Compendium, which might have been the inspiration for the race. Yes you may use this race, Tema. I might have to drop by that d20 thread of yours to check it out. |
| Tema6911-08-07, 03:28 PM | That'd be great. Don't be fooled by the technical discussions about the artillery weapons... Just skip to the rest of my stuff ;) |
| Killer_Rabbit11-08-07, 05:36 PM | Your welcome. I came up with some more ideas last night if you want to use them. Feel free to edit them or change them or whatever. Osteo-Sense Prereqs: Born of Bone Benefits: An Osteoroc can create mircroscopic bones to stick out of the Osteoroc's skin. These bones can pick up the smallest vibrations in the ground, granting the Osteoroc Tremorsense up to 30 ft whenever he is connected to a surface. The bones are fragile and will fall out after 10+Con mod minuets. Exoarmor Prereqs: Born of Bone, Sudden Shield, Base Attack Bonus +5 Benefits: Three times per day, for 3+Con mod rounds, you can manipulate the spurs that run along your body into a thick plates of bone, resembling armor. These plates grant you a +8 Natural Armor Bonus to AC. They cover your entire body except for your face, and do not in hibit movement in any way. P.S I was thinking of a feat that you can only get at higher levels that alows you to activate three feats simultaniously as a swift action, but you can only use it 1/day. Just a suggestion. P.P.S why is their a level adjustment? They don't seem like they need one. P.P.P.S if born of bone increases the damage of your spurs to 1d6... then bone saber mechanicly just gives you an extra use of born of bone with a 19-20 crit range, which you can get with razor spines. |
| Mr_Arcane11-08-07, 06:01 PM | I'm guessing that 1/day feat you were thinking about is something that would let you get away with Bone Saber twice and either extend the range of one or throw up an Exoarmor? That would be an interesting idea. The level adjustment is there because of the Natural Armor bonus. The base stats might be balanced, and the spurs might be a little perk for monks and grappling fighters, but all classes can benefit from natural armor. but considering its only a LA +1, this means that its very easy to buy off with a the LA buy off from Unearthed Arcana. Even if you don't have it, LA +1 is very managable. |
| Killer_Rabbit11-08-07, 07:37 PM | Another thing I've been contemplating. Skeleton Key Prereqs: Born of Bone Benefits: 3 times a day you can create a skeletal lockpick that sticks out of your index finger. You get a +2 circumstance bonus when using this to pick a lock. This bonus does not stack with the bonus from using Theives Tools. After this pick is used it shatters. |
| Mr_Arcane11-08-07, 08:09 PM | Interesting feat there. Definatly a benefit to Osteoroc rogues. Another feat for the Enhancement section, |
| Killer_Rabbit11-08-07, 09:19 PM | Another concept, probly needs to be modified or dumped. Skeletal Jaw Prereqs: Born of Bone, Bone Saber, Extend Saber, Base attack bonus +8 Benefits: For 3 + CON mod rounds, you transform your hand into a massive skeletal jaw. This skeletal jaw is a melee weapon that deals 1d10 points of bludgeoning damage, with a x2 critical on a natural 20. If you hit and enemy within 2 size categories (e.g if you are medium, it would be an small, medium and large creatures.) of you with the skeletal jaw you can choose to immediatly start a grapple check as a free action without invoking an attack of opportunity. If you succeed in the grapple check the jaw grabs the creature and deals 1d10 damage each round the hold is maintained. You can use this ability 2 times per day but only have one Skeletal Jaw at a time Tell me what you think. |
| Mr_Arcane11-08-07, 09:27 PM | Killer_Rabbit, that seems very over powered for its prereqs, maybe increasing the BAB requirements, getting rid of its reach (or toning it down) and adding possibly a second (maybe third) tier feat might make it a viable option. |
| Killer_Rabbit11-08-07, 10:45 PM | Another concept, probly needs to be modified or dumped. Skeletal Jaw Prereqs: Born of Bone, Bone Saber, Bone Club, Base attack bonus +8 Benefits: For 3 + CON mod rounds, you transform your hand into a massive skeletal jaw. This skeletal jaw is a melee weapon that deals 1d8 points of bludgeoning damage, with a x2 critical on a natural 20. If you hit and enemy within 1 size categories (e.g if you are medium, it would be an small, medium and large creatures.) of you with the skeletal jaw you can choose to immediatly start a grapple check as a free action without invoking an attack of opportunity. If you succeed in the grapple check the jaw grabs the creature and deals 1d8 damage each round the hold is maintained, this pin damage replaces the Osteoroc's normal, spur pin damage. You can use this ability three times per day but only have one Skeletal Jaw at a time Tell me what you think. I got the idea from the Kua-Toa Pinser Staff |
| Tema6911-09-07, 09:49 AM | @ KillerRabit: Wow. You sure like racial feats, huh? :) They are pretty cool, but I'd just like to correct a mistake you made in the Skeletal Jaw feat. If you say a creature within 2 size categories, and you are medium, it includes Tiny, Small, Medium, Large & Huge, because you count the size categories both ways, if not stated otherwise. So what you want is "within one size category". I've got a suggestion about the tremorsense ability. It should probably only be usable when standing still, because the bones wouldn't be able to pick up the vibrations on the move. Just a thought. I must admit I think the feats are getting a bit out of control and overpowered. But they are cool. ;) |
| Killer_Rabbit11-09-07, 03:53 PM | Well... I was sick yesterday and was bored. I never meant for the feat I suggest to go straight on the list. A meant for other people to balance them out, because I suck at balancing. As you can see... Also I came up with another idea. Maybe could open up a blunt damage melee feat tree. (just tell me when you want me to stop) Bone Club Prereqs: Born of Bone Benefits: For 3 + CON mod rounds, you can morph the spurs that run along your forearm into a single club like protrusion. This protrusion deals damage as a club. When the club is sundered, you take 1d4 points of CON damage. You can use this ability three times per day and can have as many clubs as you do arms. Just another one. I'll have more later if you want them. |
| Mr_Arcane11-09-07, 03:55 PM | Okay, after going through the feat list, i trimmed off some of the stuff that seemed way to overpowered (Like the unmodified Exoarmor), modified some things, and I hope to make the Skeletal Jaw feat somewhat workable by the time I get the Paragon class done. In the mean time, come up with more stuff, it might get added as is or toned down to where it isn't over 9,000. Killer_Rabbit, you should proabably remove the pin damage as the Spurs ability inflict damage each round a pin is maintatined (Or bump it down to like 1d6). And tone the Jaw down to where it gives a light, but nice bonus to grapples, and make its damage 1d8, it seems a lot more reasonable. And yay to having alternate damage types |
| Killer_Rabbit11-09-07, 04:06 PM | OK, depowered it some more. I removed the normal spur damage that the Osteoroc gains from his spurs trait. I based that on the fact that it's really the jaw thats grappling the enemy, gave it a competance bonus to grapple and made it useable only 2 times a day. I based it on the Kua-Toa pinser staff, it doesn't seem that overpowered compared to that. |
| Finfreeze11-09-07, 06:56 PM | Looking at the race, it doesn't appear to be LA +1 at all. The mechanics are a bit on the dull side. On racial feats... (I love racial feats since they let you build on your race quickly and easily): Bone Saber, Bone Club, Sudden Shield: Why would I ever waste one of my 7 feat slots on these things? It's bad enough that they have prerequisites, but they don't do anything above and beyond normal shortswords, clubs (which are even worse than shortswords), and bucklers. Bone Needles, Bone Stiletto: OK, you have to be at levels 7 and 10 respectively to get these feats because of the heavy prerequisites. Who would want to take feats that deal single-digit damage once or thrice a day? Extend Saber: Ah, here we go. Fold this feat into Bone Saber. Skeleton Key: Worthless, worse than Thieves' Tools because it costs two feats to replicate something that costs 30 gp, and it's completely supplanted by the Knock spell. Make this a racial ability or don't bother. Bone Pitons: Remove the duration limit on this feat, and it's golden. Osteo-Sense ... The bones are fragile and will fall out after 10+Con mod minutes or if the Osteoroc moves more than five feet in a round. That's quite the nerf. Get rid of this entire last sentence and we may have a decent feat on our hands. Exoarmor: NERFED TO OBLIVION. Spiny Barricade: Prereqs are too high for what it does, and too easily avoided since you can't threaten. At least give it some sort of bonus to AC, saves, and opposed strength checks (like grapple, trip, and bull rush) so it can at least function as a chokepoint holder. Skeletal Jaw: Could use some reach and less awful prerequisites. What I think could be done in general: 1. Tone the osteoroc down to LA +0 or up to LA +1, but make the base package more exciting either way. 2. Make the offensive and defensive feats fighter feats. 3. Merge and improve the weaker feats, lop off most of the prerequisites. 4. Born of Bone and all its similar feats ought to run off the same pool of uses. Osteoroc (personal revision) +2 Constitution, -2 Dexterity. An Osteoroc is very hardy but its many bone-like protrusions can interfere with its movements. Medium. Humanoid (Osteoroc). Osteoroc base land speed is 30 feet. Spurs: When another creature grapples an osteoroc, that creature takes 1d4 points of piercing damage each round. Natural Armor Bonus +1. Bone Points: An osteoroc has a number of bone points per day with which to spend on various bone abilities equal to 1 + 1/2 the osteoroc's character level. Bonus Bone Feat at first level. Osteorocs have a +2 racial bonus on disable device and open lock checks. Their limited ability to reshape their bodies to suit their needs and create literal skeleton keys on the fly give osteorocs an edge when it comes to defeating traps. Armor for and Osteoroc costs fifty percent more to make and modify because of their many bony protrusions. Favored Class: Fighter. New/Revised Feats: Bone Saber [Racial, Bone] Prerequisite: Osteoroc. As a swift action, you can draw and wield as many bone sabers as you have free hands available. A bone saber has the same properties of a longsword, but is made out of bone and is treated as a light weapon that osteorocs are always proficient in. Bone sabers count as manufactured weapons for the purposes of iterative attacks. As a special use of this ability that costs 1 bone point and a swift action, an osteoroc may double the effective reach of his bone sabers. Abilities, spells, feats, and items that affect natural weapons affect bone sabers. A bone saber cannot be disarmed, but it may be sundered. Special: A fighter may take this feat as one of his fighter bonus feats. Bone Club [Racial, Bone] Prerequisite: Osteoroc. As a swift action, you can draw and wield as many bone clubs as you have free hands available. A bone saber has the same properties of a longsword, but is made out of bone, deals bludgeoning damage instead, and is treated as a light weapon that osteorocs are always proficient in. Bone clubs count as manufactured weapons for the purposes of iterative attacks. As a special use of this ability that costs 1 bone point and a swift action, an osteoroc may double the effective reach of his bone clubs. Abilities, spells, feats, and items that affect natural weapons affect bone clubs. A bone club cannot be disarmed, but it may be sundered. Special: A fighter may take this feat as one of his fighter bonus feats. Bonado [Racial, Bone] You spin so fast you become a tornado of bones. A "bonado" if you will. Prerequisites: Osteoroc and either Bone Saber or Bone Club. By paying a bone point, you may make your next attack with your bone sabers against everything within reach of your bone sabers or clubs. If you are wielding multiple bone sabers/clubs (as per two-weapon or multiweapon fighting), you may make as many additional extra attacks as you have sabers/clubs to each opponent at no extra cost. Special: A fighter may take this feat as one of his fighter bonus feats. Skeletal Top [Racial, Bone] You can use your bonado on the go. Prerequisites: Osteoroc, Bonado, and either Bone Saber or Bone Club. While charging or using the spring attack or flyby attack feats, you may attack everybody you threaten with your bone sabers/clubs as you travel by spending 1 bone point. If you are wielding multiple bone sabers/clubs (as per two-weapon or multiweapon fighting), you may make as many additional extra attacks as you have sabers/clubs against each opponent at no extra bone point cost. Special: A fighter may take this feat as one of his fighter bonus feats. Example: E E E E O------>C E A Using the skeletal top feat, an osteoroc "O" who charges unit "C" also attacks all enemy units marked as "E" simultaneously as well as ally "A". An osteoroc with two bone sabers equipped attacks each unit twice. An osteoroc with two bone sabers, Improved Two Weapon Fighting, BAB +6, and Pounce makes four attacks to each A, E, and C listed, 2 with each saber. Bony Needles [Racial, Bone] Prerequisite: Osteoroc. By shooting your bone spurs from your body, you can attack opponents from a distance. You become proficient with and gain access to the bony needle weapon. These needles deal 1d6 + str mod piercing damage, have a threat range of 19-20/x2, and have a range increment of 10 feet (maximum 5 range increments). Bony needles count as manufactured weapons for the purposes of iterative attacks. They are thrown weapons, but are treated as ammunition for the purposes of reloading and drawing. Abilities, spells, feats, and items that affect natural weapons affect bony needles. Bony needles break and become useless upon impact. Special: A fighter may take this feat as one of his fighter bonus feats. Cone of Bone [Racial, Bone] Prerequisites: Osteoroc, Bony Needles. By paying a Bone Point, you may make your next attack with your bony needle weapon against all targets within a 5-range increment cone of yourself. Only targets you have line of effect to can be struck by this attack. Apply range increment penalties and precision damage as normal. Special: A fighter may take this feat as one of his fighter bonus feats. Spiny Barricade [Racial, Bone] You secure yourself in place and become a living wall of thorns. Prerequisite: Osteoroc. Benefit: As a swift action that costs 1 bone point, you may make yourself a spiny barricade. While in this condition, you gain a +8 bonus on opposed grapple, trip, bull rush, sunder, disarm, and overrun checks provided that you are rooted to the ground, a wall, or other solid object of some sort. You gain a +2 bonus to AC and all saves, and your Damage Reduction (if any) increases by 1 point. Finally, the damage of your bone-based weaponry increase by one step. This bonus stacks with Improved Natural Attack and Born of Bone. You may maintain the stance indefinitely and even sleep in this position so long as you do not move from your current position in any way. Special: A fighter may take this feat as one of his fighter bonus feats. (Now I have an idea for a cactus race in my head...) Dem Bones [Racial, Bone] Prerequisite: Osteoroc. You gain a number of bonus bone points per day equal to your constitution bonus (minimum 1). Osteo-Sense [Racial, Bone] Prerequisite: Osteoroc. You gain blindsense 30'. By paying a bone point, you gain blindsight 30' for 3 + con modifier minutes. Bone Pitons [Racial, Bone] Prerequisite: Osteoroc. You gain a climb speed equal to your land speed. If you spend a bone point, your climb speed is doubled and you gain the ability to run while climbing for 3 + con modifier rounds. Razor Spines [Racial, Bone] Prerequisite: Osteoroc. Benefits: Upon taking this feat, your spurs become much more deadly. All your natural bone-based weaponry have their threat ranges doubled. Boned Up [Racial, Bone] You've boned up on a lot of things and have emerged smarter than the average bear. Prerequisite: Osteoroc. You gain a +2 bonus to intelligence. OK, the last one's a cute li'l' joke. But still, I think all these new and revised feats have that edge that makes people want to take them, thematically and in terms of power. ...But that ultimate feat had better be called "The Greatest Boner" in honor of the Batman strip. |
| Mr_Arcane11-09-07, 09:13 PM | ... One snip to rule them all. H-o-ly CRAP. Finfreeze. This is what I call a fix. I would have never thought of this point based system on my own and I think that it would be able to make these racial feats worth taking. THIS IS WHAT THE P.E.A.C.H. SYSTEM IS ALL ABOUT! What I really specialize in is flavor, and I do believe that good flavor is needed. I have never thought of deviatating from the anverage feat progression tree with classic prerequisites (A.K.A BAB and other feats.) The propsed name for the "Ulitmate" feat would be wonderful and I got the referance immediatly. What you propose "The Greatest Boner" be? Its times like this I wish I could draw well. Some pictures would rock for this. I think there's an art request thread somewhere around these boards. |
| jradd77711-09-07, 09:42 PM | I like this race a lot, too. Great job on flavor concepts. Congrats on Finfreeze for the amazing contribution. If you want to give fuller descriptions of physical appearance, I'll attempt to get you a couple general rough sketches of something, if you want (major lack of physical description in the department of males versus females, is there much of a morphological difference?). I'm already imagining about 5 or 6 different ways to depict these guys. I could have a post simply for artistic possibilities, replace ones you don't like with ones you do, etc. |
| Mr_Arcane11-09-07, 10:13 PM | I updated the physical discrpition a bit but I will need to get some sleep before I really get to work thinking about this. |
| Tema6911-10-07, 12:14 PM | Man, Finfreeze just made a great race even greater! I'm in love with the Spiny Barricade ability. I think there should be some improvements for it: Reflex Spikes Prerequesites: Osteoroc, Bone Saber, Spiny Barricade. Benefit: While in the Spiny Barricade stance, you may make attacks of opportunities with modified Bone Sabers that sprout out where need be, against foes that are within your threatened area as free actions. You may not exceed your normal number of AoOs. The ability to increase the reach of the Sabers also work when in this stance. It needs some serious rephrasing. Maybe another feat giving double reach when in Barricade stance. Or adding that to the Reflex Spike feat. What do you think? I'd love to draw it, I'm imagining them to be slightly like the WH40k Kroots, but with more spines. What do you think? Are their legs like ours, or like predators (multiple joints)? |
| Killer_Rabbit11-10-07, 05:25 PM | Nice work Fin freeze. Awesome. Kroots? Huh, I always thought of Osteorocs as purple elves, just stockier with white bone-like protrusions and white hair spine things... but thats just me of course. Considering that Osteoroc's get a -2 on dex, weapon finesse wouldn't be incredibly great, and since bone saber and bone club are light weapons and also treated as manufactured weapons, power attack will be useless to the osteoroc useing its bone weaponry. So I suggest these feat for all those power attacking Osteoroc's out their. Bone Maul [Racial, Bone] Prerequisite: Osteoroc, Bone club As a standerd action, you can draw and wield a single bone maul in both hands. A bone maul has the same properties of greatsword, but is made out of bone, deals bludgeoning damage instead, and is treated as a two-handed weapon that osteorocs are always proficient in. Bone Mauls count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect bone clubs. A bone maul cannot be disarmed, but it may be sundered. This feat uses both hands being held together like you would any other 2 handed weapon out there. Can you take Dem Bones mor than once? Any comments? |
| Mr_Arcane11-10-07, 11:07 PM | Wow. I feel out of the loop when Warhammer comes up. After this, I am going to look this stuff up on Wikipedia. Anyhow, the Osterorocs have normal, human legs. Thanks for the new feats guys. Those of you who feel like drawing an Osteoroc, go right ahead. Dem Bones is a multiple time feat. Now I should specify that. |
| Killer_Rabbit11-11-07, 04:40 AM | Just for the sake of having a big slashing weapon Bone Blade [Racial, Bone] Prerequisite: Osteoroc, Bone club As a standerd action, you can draw and wield a single bone blade in both hands. A bone blade has the same properties of greatsword, but is made out of bone. It is treated as a two-handed weapon that osteorocs are always proficient in. Bone Blades count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Blades. A Bone Blades cannot be disarmed, but it may be sundered. Bone Whip [Racial, bone] Prerequisite: Osteoroc, Bone Club or Bone Saber As a standerd action, you can draw and wield a single Bone Whip. This whip resembles a spine and emrges out of your arm. The Bone Whip has the same properties as a Whip (bonuses to trip, reach, etc) but deals 1d6+ str mod leathal damage. It is traeted as a 1 handed light weapon the that osteorocs are always proficient in. Bone Whips count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Whip. A Bone Whip cannot be disarmed, but it may be sundered. OK thats all for tonight. I'll have some more tomorrow... maybe... Congratulations Mr Arcane! The Osteoroc just got it's secound page. YAY!!!!!! :cheer: :D :cheer: |
| Tema6911-11-07, 07:37 AM | Wow. I feel out of the loop when Warhammer comes up. After this, I am going to look this stuff up on Wikipedia. Anyhow, the Osterorocs have normal, human legs. Thanks for the new feats guys. Those of you who feel like drawing an Osteoroc, go right ahead. Dem Bones is a multiple time feat. Now I should specify that. Ok. I've made some sketches. I'll scan then tomorrow or the day after tomorrow. One of the sketches has multiple jointed legs, however, but simply disregard that fact. My next character is so going to be an Osteoroc. :) Edit: Are they mammals (and have nipples and a belly button)? Or do they lay eggs? I have another suggestion for the Barricade feat. Maybe it should make the Osteoroc immune to AoOs? Possibly add this ability to the Reflex Spike feat instead. I can imagine them performing difficult tasks or firing ranged weapons while in melee in Barricade position. |
| Mr_Arcane11-11-07, 11:46 AM | More weapon making feats! Yay! Second page! Yay! Everything seems golden right now. I am set on saying that Osteorocs are indeed mammals and that would be a yes to everything else as well. I think we should get a second opinon on that addtion. It's a maybe right now. |
| Tema6911-11-07, 02:02 PM | Okay, cool. I'm drawing away right now. |
| Mr_Arcane11-11-07, 04:23 PM | Woot! |
| Killer_Rabbit11-11-07, 10:41 PM | Woot indeed. I made some more feats. Hope their balanced and stuff. Bone Bolt [Racial, Bone] Prerequisite: Osteoroc, Bony Needles, Base Attack Bonus +3 You become able to fire a single large bone spur from your body, you can attack opponents from a distance with trmendous force. You become proficient with and gain access to the Bone Bolt weapon. This needle deals 1d10 + str mod piercing damage, have a threat range of 19-20/x2, and have a range increment of 10 feet (maximum 5 range increments). Bone Bolts count as manufactured weapons for the purposes of iterative attacks. Firing a Bone Bolt requires you to make a full attack. You can only fire one Bone Bolt per round, however if you have more than 1 attack you can shoot Bony Needles for the rest of your attacks for the same round. For example, Gart has a Base Attack bonus of +12. This gives him 3 attacks at +12/+6/+1. He can make only one of these attacks a Bone Bolt. The other attacks would have to be Bony Needles. He cannot make a Bone Bolt attack and then make a melee attack. Abilities, spells, feats, and items that affect natural weapons affect Bone Bolts. Bone Bolts break and become useless upon impact. Special: A fighter may take this feat as one of his fighter bonus feats. I really hope that makes sense... Study Spikes [Racial, Bone] Prerequisite: Osteoroc. Whenever you are being bullrushed or tripped you can reroll a failed opposed bullrush of trip check by shooting spikes from you feet into the ground. You can only do this once per round. Same goes for that one. I'll be back later... with stuff... maybe... :incog: |
| Mr_Arcane11-12-07, 03:20 PM | Thanks again to our biggest contributer, the infamous Killer_Rabbit. I also can't wait to see the work from Jradd77 and Tema. Keep up the good work guys! |
| Tema6911-12-07, 05:45 PM | Thanks. Problems with the scanner. I'll try again tomorrow. My gf says that they look real good, and she especially likes the female one, as they look intimidating, yet soft and kind. I included some Osteorocs today in my campaign, and the players love them. They are mercenaries/contractors and allied with the PCs, but they intimidated (off-game) the most cocksure PC I've ever had, a Gnome Assassin/Grenadier. My PCs thought it was real cool that they could root into the ground. |
| Mr_Arcane11-12-07, 06:07 PM | That's what I was aiming for. WOOT to Tema for giving the Osteoroc thier first PC encounter, with overall positive results. Imagine one that has all puts all their ranks into Intimidate. (:confused:...:eek:...:D) |
| Killer_Rabbit11-12-07, 11:32 PM | Thanks again to our biggest contributer, the infamous Killer_Rabbit. Your Welcome. More stuff today. Not sure about the first feat but I'm gona post it anyway. Skeletal Incursion [Racial, Bone] Prerequisite: Osteoroc, Osteo Sense, Imp Osteo-Sense As a full round action, you can cause a single spike, about an 3 inches in diameter at the palm but turnss into a point at the end, to shoot out from you palm and through a wall. The spike does not remove itself from your palm but extends with force. You must make a Str check of (see below) to penetrate the wall completely. The spike cannot move through more than 5 feet of a surface and has a reach of 10 ft from the exit point in a straight line. If a creature is unfortunate to be on the apposed end of the spike, he takes 1d8 + Str mod points of piercing damage. The spike cannot penetrate walls of magical nature. Strength Check DC Wood: 5/per ft of material Stone: 10/per ft of material Iron: 15/ per ft of material Skeletal Shield [Racial, Bone] Prerequisite: Osteoroc As a swift action, you can draw and wield a Skeletal Shield by manipulating the spurs that run along our arm into the shape of a shield. This sheild functions as a light shield exept it is not prone to the being set on fire, or heated up, etc. For the cost a bone point you can increase this sheilds properties to that of a heavy sheild. Abilities, spells, feats, and items that affect natural weapons affect Skeletal Shields. A Skeletal Shield can be sundered. Special: A fighter may take this feat as one of his fighter bonus feats Just something I've thought of, maybe the certain Osteoroc feat attack should use their Con mod for damage instead of strength considering that their comeing out of their body.. just a thought. Please, Please tell me what you think. ( especialy about Skeletal Incursion) EDIT: I just walked the dog and had some more ideas for a bunch of feats A treat for all Osteoroc Joe Wood wannabes, and NPC commoners Tools of the Trades [Racial, Bone] Prerequisites: Osteoroc Benefit: For you, every the right tool is always at hand, well in hand rather. You can craft your hands into bone tools, from bone hammers to bone screws. As such you never take penalties using craft checks without having appropriate tools, unless the tools needed cannot be fashioned with bone (such as craft (painting) or craft (alchemy). Camouflage Cartilage [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to change the colours of your spurs (including hair) to any colour imaginable. This gives you a +4 bonus on hide checks. However many Osteorocs take this feat due to it’s visual effect. Cartilage Caltrops [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to fire sharp bony shards out of your hands. By spending 1 bone point you can cover up to 30 square feet within a 15-foot radius, but the squares you cover with caltrops must be adjacent to each other. These caltrops function identically to normal caltrops. (PHB pg 126) You are not immune to your own caltrops Bone Bomb [Racial, Bone] Prerequisites: Osteoroc, Bony Needles, Cartilage Caltrops. Base Attack Bonus +5 Benefit: You become able to fire a large but fragile sphere with considerable force for the cost of 1 bone point. You become proficient with and gain access to the Bone Bomb weapon. This Bone Bomb deals 1d8 + str mod bludgeoning damage, have a critical of x3, and have a range increment of 10 feet (maximum 5 range increments). After the Bone Bomb lands it fragments explosively and everyone within 5 ft of the Bone Bomb at point of impact takes 2d4 piecing damage. A reflex save (DC 1/2 Osteorocs Hit dice + Con Mod) half damage. Furthermore, a 10 foot radius from the point of impact is covered with Cartilage Caltrops (see above)Bone Bombs count as manufactured weapons for the purposes of iterative attacks. Firing a Bone Bomb requires you to make a full attack. You can only fire one Bone Bomb per round, however if you have more than 1 attack you can shoot Bony Needles for the rest of your attacks for the same round. For example, Gart has a Base Attack bonus of +12. This gives him 3 attacks at +12/+6/+1. He can make only one of these attacks a Bone Bomb. The other attacks would have to be Bony Needles. He cannot make a Bone Bolt attack and then make a melee attack. Abilities, spells, feats, and items that affect natural weapons affect Bone Bolts. Special: A fighter may take this feat as one of his fighter bonus feats. And for the neglected Spellcasting Osteorocs Spell Spike [Racial, Bone] Prerequisites: Osteoroc, Able to cast 3rd Level spells By spending 1 bone point you can extend a magical spike from out of your hand with a range of 15 ft. This spike has the ability to deliver touch spells, thus giving you the ability to deliver touch spells at range. Due to spikes magical nature it can only be used for 1 round before shattering. It can only deliver one touch spell before breaking. The spike is blunt at the end and deals not damage other than that caused by the spell (if any) I could have more tomorrow... Maybe... Just Maybe... or maybe not! WHO KNOWS?!! Ahahahahah :evillaugh Oh yeah... If you were to use the Tools of the Trade racial feat then maybe a more appropriate bonus other than +2 to open lock and disable device? I would think of people with bones sticking out of then rather intimidating, so maybe a +2 to intimidate instead? |
| Tema6911-13-07, 07:21 AM | I think the skeletal incursion is quite cool, but not sure how often one would be using it. Haha.. an Osteoroc Joe Wood. How cool would that be? I like the cartillage feats, but I'm not sure about the Bone Bomb one. The Spell Spike should probably be an improvement or variant of the Bone Needles IMO. A ranged touch attack or sumthing. |
| Killer_Rabbit11-13-07, 02:18 PM | I was thinking Skeletal Incursion would be used in with osteo sense... I think i'll add that to in Preq. Improved Osteo-Sense [Racial,Bone] Prerequisites: Osteoroc, Osteo-Sense You can increase the range of your tremor sense by 20 ft. |
| Tema6911-13-07, 05:16 PM | @ Rabbit: Good idea. Hadn't thought of that. You should probs add O-Sense to the prereqs then. About the illustration: Hm. The other scanner doesn't work either. I'll try to scan it at school tomorrow. But I've gotten very positive response about the drawing. ' hope the scanner doesn't crap it totally up. ;) |
| Mr_Arcane11-13-07, 10:18 PM | I pray to whatever god that has power over scanners and awesome drawings may show thier divine light unto this one little drawing and deliver unto us a scan befitting the theretical awesome of this drawing. An Osteoroc Joe Wood might just be some kind of win. Don't know for who though. And more feats from Killer_Rabbit! I like the breaking-and-entering usefulness of Skeletal Incursion. Makes the idea of a Rogue all the more interesting. Sorry if I seem to be a bit late today. Had a lot of stuff to do- homework, going to see the Beowulf movie, and shout "I AM BEOWULF!" in the parking lot. |
| jradd77711-13-07, 10:57 PM | Sorry I haven't gotten around to doing any sketches... college is way busy, if Tema's picture goes through, I'll use your feedback on his to help with mine. Just to ask, I kinda picture these guys looking sort of like Rhino from Spider-man (maybe built heavyish [not quite as heavy as Rhino but I think, you get what I mean] like a human sized dwarf) with spiky/spiny joints (as a rough analogy), is that anywhere close? I kinda like the idea of them being buff and sensitive, rock hard exterior with the soft heart. |
| Killer_Rabbit11-14-07, 12:41 AM | I'm back... again. With more feats... again. Another thing that could be combined with Osteosense. Bouncing Bones [Racial, Bone] Prerequisites: Osteoroc, Bony Needles, Base Attack Bonus +5 You gain the ability to create harder bony needles. These Bony Needles can bounce off a single surface before attacking an enemy. They can bounce of any surface with hardness more than 2, at any angle you desire before hitting an enemy. You can use this ability to hit enemies in cover and even around corners (But they have total cover (50% miss chance). Bouncing attacks suffer a –3 penalty on attack rolls. Spiny Springs [Racial, Bone] Prerequisites: Osteoroc You can cause tiny, soft coils to emerge from you’re heels and the balls of you feet that grant a +4 bonus on jump checks. You lose this bonus wearing shoes. Intimidating Mask [Racial, Bone] Prerequistites: Osteoroc, 4 ranks in intimidate As a swift action, you cause your bone spurs to jut out of your facial features (nose, cheek bones, jaw), giving you a scary appearance. This grants you a +4 bonus on intimidate checks, but a -2 penalty on diplomacy and gather information checks. These bonuses and penalties do not apply to creatures immune to fear. Terrifying Mask Prerequisites: Osteoroc, Intimidating Mask, 10 ranks in intimidate You gain the ability to truly unsettle your foes with a glance. When you have the Intimidating Mask feat activated you can choose to gain an aura of fear. All foes within 10 ft must make a will save (DC 10 + 1/2 Osteoroc Hit Dice + Cha mod) or become shaken. The Osteoroc can activate and deactivate this ability at will. He can choose to have only the Intimidating Mask feat active if he wants to. Any coments? At all? Do Osteorocs have any natural enemys? Like elves and orcs for example? I'll will be back.. perhaps.. if the mood suits me... |
| Tema6911-14-07, 09:19 AM | I like the mask things. Suits the race well IMO. I've drawn them as tough humanoids with primitive skulls and a lot of spikes ;) |
| Mr_Arcane11-14-07, 09:15 PM | We'll see how well that suit them whenever the pictures get uploaded. Thanks Killer_Rabbit for more racial feats. |
| vanilla68611-14-07, 10:26 PM | One thing i'm not sure has been addressed. Where exactly does the bone come from, and at what cost to the Osteoroc. Does it hurt (i.e. HP damage, temporary CON damage, etc)? Also, are there any drawbacks to drawing forth bone from their limbs, such as weaker limbs (lower AC, str, dex, etc)? Just throwing in my :twocents: on it. |
| Killer_Rabbit11-15-07, 06:21 AM | Osteoroc • +2 Constitution, -2 Dexterity. An Osteoroc is very hardy but its many bone-like protrusions can interfere with its movements. Theres your answer Vanilla686 I got invited to a campaign of my friends; it's starting at Lvl 8 so im think about an Osteoroc fighter/kensai... provided the DM allows Osteorocs. Anyway, enough about me and more about Osteorocs. Spiny Skin [Racial, Bone] Prerequisites: Osteoroc By spending 1 bone point, you can cause hundreds of short, sharp, boney spines to emerge from under your skin all over your body. Whenever you have this feat activated and are hit with any melee attack a spine shoots into the attacker. This spine deals 1 point of piecing damage and remains lodged in the skin. Lodged spines impose a –1 penalty to all attack rolls, saves and checks. They add a +5 to all concentration DCs. They require a heal check (DC 15) to remove without further harm. If the Heal check fails the target takes a further 1d4 con damage. Only one spine can be used on each target. This ability lasts for the number of rounds equal to 1/2 your hitdice + Con mod (minimum 1) Spiny Blast Prerequisites: Osteoroc, Spiny Skin, Base Attack Bonus +6 During the use of the Spiny Skin ability you can choose to expel all the spines on your body all at once, in all directions. Every creature within 20 ft is struck by a number of spines determined by the size of the target. (See below) Lodged spines deal 1d4 points of piecing damage per spine impose a –1 penalty to all attack rolls, saves and checks per spine. They add a +5 to all concentration DCs. They require a heal check (DC 15) to remove without further harm. If the Heal check fails the target takes a further 1d4 damage. Please help with balanceing. I may be back... if the mood strikes me to pity you mere mortals. ahahahahahah |
| Tema6911-15-07, 07:12 AM | Here's a male-only version of the Osteoroc drawing. http://i216.photobucket.com/albums/cc38/Tema69/MaleOsteoroc.jpg |
| Tema6911-15-07, 07:58 AM | Here's the full drawing of the two Osteorocs. http://i216.photobucket.com/albums/cc38/Tema69/Osteoroc2.jpg So please tell me what you guys think, I haven't spent as much time as I wanted on this, so critics are welcome! ;) The female is not as well drawn as the male IMO. Whatdoyathink? |
| Mr_Arcane11-15-07, 05:04 PM | The male is just right, but the female sort of scares me... The profile seems a bit messed up. Otherwise, it's good. If you're still lurking around here Jradd, I would love to see your take on the Osteoroc! |
| Tema6911-15-07, 05:39 PM | Yeah, well, the female was thrown together rapidly just to give an impression of what they would look like.. The face is fugged up, you're right. ;) I'll see if I get the time to do a v.2 ... |
| Mr_Arcane11-16-07, 03:23 PM | Well if you get the time, then feel free. |
| Killer_Rabbit11-16-07, 07:35 PM | I'm back.... Wahahahaha. HA. This is a really just of the top of my head idea... so yeah. Reinforced Bones [Racial, Bone] Prerequisites: Osteoroc, Base Attack Bonus +7, Great Fortitude, Dem Bones You gain Damage Reduction 1/- by strengthening your Bones. This feat can only be taken once. Improved einforced Bones [Racial, Bone] Prerequisites: Osteoroc, Base Attack Bonus +12, Reinforced Bones You Damage Reduction increases to 3/- by strengthening your Bones even further. This feat can only be taken once. Anyways hope their useful (and not completely overpowered) Also do Osteorocs have any natural enemies, (like elves vs orcs for example) And what would you think of the idea of the Osteohound? A wolf with powers similar to the Osteorocs? |
| Mr_Arcane11-16-07, 08:58 PM | Oh no! It's a Killer_Rabbit! And he has returned with more racial feats! I'll make my own changes to the feats and add them to the OP. As far as natural enemies go, nothing semi-intelligent messes with a Osteoroc. Osteoroc have been known to aid halfling caravans when they are attacked by giants, but rarely go out of thier way to fight them on their own. As for pets, I think a template that adds spurs and a bone feat to the base creature will be cool enough. (The idea of an Osteo-wolf would drive a friend of mine crazy!) |
| Killer_Rabbit11-16-07, 09:31 PM | I asked about the natural enemies because I'm tring to come up with a prestige class for them... maybe something similar to a halfling outrider... :thinks: I got it! :lightbulb The Osteoriders. I'll begin working on it now. Also, I'm not sure the Osteowolves should be magical beasts, since Osteorocs themselves aren't magical. |
| Mr_Arcane11-16-07, 10:01 PM | Perhaps, I should change that. |
| Killer_Rabbit11-16-07, 11:17 PM | Were should I posty the Osteorides when I'm done? |
| Tema6911-17-07, 07:13 AM | Post 'em here first, and when we've looked at it, in Classes & PrCs. What about making a Paragon Class? One that augments the damage even further perhaps? Or improves reach or range of the abilities. And maybe removes the Dex penalty or improves Con or something? Edit: I was thinking about creating a Druidic PrC for the Race. What would you think of that? It would be focused on sprouting spikes out of natural objects (to deal damage), out of allies (to protect them) and at higher levels enemies (thus wounding them). Also, when wild-shaping, he/she would retain some of the Bone abilities. What do ya think? Edit2: I like the Hound. I just have one comment. You state that they are encountered alone, or with their masters, yet in the Combat part, you say that they fight as a pack. You might want to rectify this :) - otherwise, great job. Edit3: Congrats on the third page! |
| Mr_Arcane11-17-07, 10:45 AM | For a paragon class I was thinking something like full BAB, good Fort saves perhaps por Will and Ref. 1st improves the spurs damage by one damage catagory perminantly, then second gives a +2 to CON and a bonus Bone feat, and third... I wouldn't know what third would do. Any suggestions? And Hooray on my first third page! |
| Tema6911-17-07, 01:39 PM | The less cool Bone Shaper Druidic Prc. See the Spike Shaman below for an improvement. :lop: Bone Shaper “The bones of the earth will strenghten my resolve.” Sacrum “Wildbone” Coccyx, Osteoroc Druidic Bone Shaper. Prerequisites: Spells: Must be able to cast Spike Growth. Alignment: Must be Neutral of some sort. Feats: Spiny Barricade, Bone Saber, Reflex Spikes. Religion: Must worship The One of a Thousand Spikes. Special: Must be able to Wildshape. Hit Die: d8 Class Skills: The Bone Shaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skills/Level: 4 + Intelligence Bonus BAB: Good (3/4), Saves: Fort: Good; Reflex: Poor; Will: Good Level, Abilities: 1. Summon Spikes, Osteowolf Companion, Improved Spikes 2. Wild Spikes, Grant Spikes 3. Barricade Aura, Osteowolf Barricade 4. Great Barricade 5. Reflex Aura, Advanced Spikes 6. Skeletal Shatter 7. Soften Bone 8. Bonus Feat 9. Ranged Shatter 10. Implode Bone Weapon and Armor Proficiency: The Bone Shaper gains proficiency with all bone weapons and armor. Summon Spikes: As a full-round action, the Bone Shaper may attack a single creature adjacent to a natural feature such as a rock or a tree with spikes drawn from the object. Treat this as a grapple with a bonus equal to the Shaper’s Base attack bonus + Wisdom modifier. The damage varies with the size: Size – Damage (example). Smaller than small – 1 damage (bush). Small – 1d4 damage (big rock). Medium – 2d4 damage (small tree). Large – 3d4 damage (tree). Huge and larger – 4d4 damage (big tree). Note: If the object is smaller than Small, it must be in the same square as the target. Osteowolf Companion: The Bone Shaper may add the Osteowolf to the base Animal Companion list. Druid, Ranger, and Bone Shaper levels stack regarding Animal Companion bonuses. Improved Spikes: Whenever a Bone Shaper uses a spell, ability or feat that involves bones, spikes or something similar and that deals damage, the damage die is increased by one step. The spikes in question seem more bone-like (if they weren’t bony already). At 5th level, this bonus increases by another step. This stack with similar abilities. Wild Spikes: When in Wildshape form, the Bone Shaper may use any Bone feat he has. Additionally, at 2nd level and every third levels after that, the Shaper gains an increase in Wildshape abilities as if he had gained the corresponding Druid level. For example, a 6th level Druid, 9th level Shaper could Wildshape 4 times per day into a Small, Medium or Large creature. Osteowolf Barricade: At 2nd level, if the Shaper has an Osteowolf as Animal Companion, the Osteowolf gains Spiny Barricade as a Bonus feat (with a number of Bone points equal to 1+ ½ HD). If the Shaper is mounted on the Osteowolf, he or she may use his Spiny Barricade even if he or she is not rooted to the ground if the Osteowolf does. Grant Spikes: By spending 1 Bone point, a Shaper can, as a standard action, grant up to four allies within 100 feet (including the Shaper) two of the following feats, even if they don’t meet the prerequesites: Bone Saber, Bone Club, Bony Needles, Skeletal Shield, Bone Pitons, Sturdy Spikes or Razor Spines. The feats chosen must be the same. If the subject already has the feat, he or she does not gain any additional benefit. This ability lasts for a number of rounds equal to the Bone Shaper’s class level + any Druid levels + any Ranger levels + the Shaper’s Constitution modifier. The Shaper can use this ability a number of times per day equal to his or her Shaper + Druid + Ranger + Wisdom modifier. Barricade Aura: Whenever a Shaper uses the Barricade feat, he or she can spend an additional Bone point to grant any ally within 40 feet the bonuses of the Barricade feat even if they don’t meet the prerequesites. Both the allies and the Shaper must be stationary to receive the bonuses. If the Shaper moves, the effect stops. If the ally already has the Barricade feat and uses it while within the aura’s range, the bonuses increase to +12 to opposed grapple, trip, bull rush, disarm, sunder, overrun, +4 to AC, and the DR (if any) increases to 2. The bone damage is increased by two steps. Great Barricade: The Shaper is often required to cast spells while close to the enemy, and therefore takes full advantage of the cover that the Barricade provides. Additionally, he knows that a warrior is most vulnerable when asleep or unconscious, and his bones now cover him in a very efficient manner when he is incapacitated or asleep. When the Shaper uses Barricade, he or she becomes immune to attacks of opportunities and coup-de-graces. Additionally, the reach of his natural Bone weapons increase by 5 feet. Reflex Aura: When using the Barricade Aura class feature, the Bone Shaper may grant Reflex Spikes as well as Barricade to any stationary ally within 40 feet. If an ally already has the Reflex Spikes feat, the reach of the bones are increased by 5 feet. Skeletal Shatter: Upon reaching 6th level, the Shaper may manipulate the skeleton of an enemy to cause spines to errupt through the skin. This requires a touch attack, and deals 1d8 points of damage. A Shaper may choose to maintain the spikes, dealing damage every round if the target moves at all. This requires a Will Save DC 22, with the DC increasing by 3 every round it is to be maintained. This ability only works on corporal creatures with a skeleton (not an exoskeleton). Soften Bone: The Shaper may designate an opponent within 20 feet per class level to soften his or her skeletal structure. The target must make Fortitude DC 10 + Class level + Wisdom modifier Save or be affected. The target’s speed is halved, takes a –4 penalty to Dexterity, and takes double damage against bludgeoning and slashing weapons. The effect lasts for a number of rounds equal to his or her class level + Constitution modifier, divided by two. The Shaper can use this ability a number of times per day equal to his or her Shaper + Wisdom modifier. Bonus Feat: The Shaper gains a bonus feat which must be taken from the following list: Any Racial Bone feat, Combat Expertise, Animal Affinity, Armor Proficiency (Heavy), Brew Potion, Combat Casting, Craft Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Woundrous Items, Diehard, Endurance, Forge Ring, Great Fortitude, Leadership, Mounted Combat, Ride-By Attack, Run, Scribe Scroll, Self-Sufficient, Skill Focus, Spirited Charge, Toughness, Track or Trample. Ranged Shatter: At 8th level, the Shaper may use the Skeletal Shatter ability at distance, with a range of 20 feet per Bone Shaper. Implode Bone: The Shaper may designate and opponent’s limb and destroy it. The target must make a Fortitude DC 10 + Class level + Wisdom modifier Save or have his limb implode. If the target is affected by the Soften Bone ability, he or she takes a –4 penalty to this Fortitude save. If the designated limb was a leg, the target drops to prone, and may only move 10 feet per full-round action. If all legs are broken, the speed is reduced to 5 feet per full-round action (provided the target uses both his arms to drag himself). If the target limb was an arm, any weapon or shield is dropped, and the arm is useless. If the limb is used while targeted (for example climbing, holding a sword or a shield, or standing) the target takes 2d6 damage, but if the target is laying down, unarmed or not using the limb in question, the damage only applies when and if the limb is used. This effect lasts until the target receives 20 hit points worth of magical healing applied specifically to the damaged limb. |
| Killer_Rabbit11-17-07, 08:36 PM | YAY THIRD PAGE!! Anyway I've nearly finished the Osteorider Prc. Heres what I have so far. I just need tofinish the mount bonuses per level thing. What do you think? 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. Thanks Tema for the Prc template (hope you don't mind I borrowed it) Another feat: Bone Lance [Racial, bone] Prerequisite: Osteoroc, Bone Club or Bone Saber As a standerd action, you can draw and wield a single Bone Lance. This Lance is a large bone spike that sticks out of your arm. The Bone Lance has the same properties as a lance (reach, mounted charge damage bonus) but deals 1d10 + str mod damage. It is traeted as a 1 handed weapon the that osteorocs are always proficient in. Bone Lances count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Lance. A Bone Lance cannot be disarmed, but it may be sundered |
| Mr_Arcane11-17-07, 10:29 PM | Oh. I didn't notice that technical giltch about the Saber feat. An we might want the specifiy that the Osteowolves for the class abilites of the Osteorider are Large sized, so that they can accomodate the medium sized rider. All in all good work guys. Hope that the races board like it. |
| Tema6911-18-07, 10:59 AM | Maybe it should deal 1d6 or be a one-handed weapon then? You might make it so that the saber in your primary hand deals 1d8 (and is a one handed weapon) but the one in your off hand deals 1d6 (and is a light weapon).. For the TWFing Osteorocs. And for the size of the Wolves, why don't you just advance it to 4 HD? Then it becomes Large? You can say that upon designating the wolf, it gains the needed HD over the next couple of days? And yeah sure, go ahead Killer_Rabbit.. I'd really like some criticism on the class though, coz I'm not that good at creating classes. And to the Osteoriders, they look real cool, but I'd say that they are a bit too focused on their mount, which would handicap them enormously in a dungeon, or in any other environment than open plains basically, thus reducing their appeal to PCs... They would make cool NPCs though. :) |
| Tema6911-18-07, 11:18 AM | The Osteoriders 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 Are you sure they are s'posed to have a good Reflex? The spines interfere with their movement, as Mr_Arcane stated. Level Abilities 1 OsteoMount, Practiced Rider, Alertness 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. As Mr_Arcane said, the Osteowolf is a Medium animal, and the Osteorocs are Medium humanoids. My version: Osteomount (Sp) Upon obtaining the first level 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. This can be changed by the Osteorider uttering a prayer to the One of A thousand Spikes (a full-round 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 sharp and deadly. The chosen Osteowolf's size increases to Large. 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. If the Osteomount dies, the Osteorider must pray for 24 hours before designating a new mount. Unless you plan on giving the mounts enough bonus HD at 1st level to increase their size already. 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. I like the Skeletal Speed ability. 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. I like the ancestral thing. Thanks Tema for the Prc template (hope you don't mind I borrowed it) Another feat: Bone Whip [Racial, bone] Prerequisite: Osteoroc, Bone Club or Bone Saber As a standerd action, you can draw and wield a single Bone Lance. This Lance is a large bone spike that sticks out of your arm. The Bone Lance has the same properties as a lance (reach, mounted charge damage bonus) but deals 1d10 + str mod damage. It is traeted as a 1 handed weapon the that osteorocs are always proficient in. Bone Lances count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Lance. A Bone Whip cannot be disarmed, but it may be sundered You mean Lance, right? An another note cool Prc class tema, I like the Idea. i haven't had a good chance to read the whole thing yet but when I do I'll tell you my full opinion. That'd be cool, thanks! But all in all, I think the Osteorider needs a little more flexibility to be a PC Class. This version here makes for good NPCs and encounters. Maybe give them all the bonuses for riding an Osteowolf, but keep some of the bonuses to normal riding (horses, pegasi, etc), so that they are not utterly dependant on their special mount. Especially since it's a normal animal, not a magical beast that can be summoned. |
| Killer_Rabbit11-18-07, 04:36 PM | Are you sure they are s'posed to have a good Reflex? The spines interfere with their movement, as Mr_Arcane stated. Well You do say you thought they should be more flexable. (wait for laughter, 3, 2, 1) I gave them a Good Ref becaus they would be riding, and jumping and stuff. Unless you plan on giving the mounts enough bonus HD at 1st level to increase their size already. That was pretty much my Intention. Sorry, should have made that more clear. I like the Skeletal Speed ability. Yeah, me too I like the ancestral thing. Yeah, me too You mean Lance, right? Yeah, me too... i mean thanks But all in all, I think the Osteorider needs a little more flexibility to be a PC Class. This version here makes for good NPCs and encounters. Maybe give them all the bonuses for riding an Osteowolf, but keep some of the bonuses to normal riding (horses, pegasi, etc), so that they are not utterly dependant on their special mount. Well, personaly I think a 1/1 attack bonus and a good hitdice give flexability to any situation, in the wilderness... or dungeon... Not the counts ball though... (took them three weeks to get the blood of the curtains) But I guess your right.. I think of how I can make them more dungeon friendly tonight. But I can't think of a situation when you wouldn't want to have your Osteomount with you. EDIT: I'm also thinking about an Osteoknight Class... hmm |
| Tema6911-18-07, 04:55 PM | It's not that you don't want your mount with you, but simply that there might not be room for a Large mount in the tiny dungeons. Or in the river, or crawling up a rope, etc etc... Other than that, I agree with your justifications. Any comments on my class, or does it suck so bad? |
| Mr_Arcane11-18-07, 08:43 PM | Tema, I like it. The entry requirements are really wonky though. get rid of the Spike Growth and Wildshape requirements and possibly repalce them with a BAB requirement. Some of the class abilities might have to be changed or altered completely. It seems more like a spike maker rather than a druid extension. Sorry amigo. Also, I seem to have noticed that this race has held the front page for quite some time. I say to all, have a cookie :cookie: |
| Killer_Rabbit11-18-07, 11:47 PM | YAY Cookie! The extra hitdice are only in effect after the prayer, so normaly, the osteowolf would be a medium creature, until te prayer is said, then it would gain the hit dice, and become a large creature... I will do the table tomorrow to better explain everything. (sorry I've been studying lately, haven't had time for posting) |
| Tema6911-19-07, 12:35 PM | Cookie ;P I see your point Mr_Arcane, but how would you justify the magical abilities related to the natural features? Would it be some sort of divine intervention from the One of a Thousand Spikes to help a warrior or would it need a feat to explain the somewhat extraordinary relationship to natural pointy things? Do you have any suggestions? |
| Lionhearted11-19-07, 02:57 PM | oh so something like this guy then? http://youtube.com/watch?v=zKyXQeOLQAI |
| Mr_Arcane11-19-07, 04:10 PM | I would say that Kimimaro would be the idealic Bone Shaper. Anyhow as a fix, possibly give them a bunch of bonus bone points, maybe giving them as many a bonus bone point every level, Give them the ability to reshape their bone blades and clubs into other weapons, at an addtional bone point, while they are out. Weapons that have complex moving parts may or may not be able to be duplicated. A class ability to make this change a free action, instead of a swift. I don't really know. i just got home from school and I am mentally drained. |
| Tema6911-19-07, 04:52 PM | What's-his-japanese-anime-manga-name-dude-with-spikes looks cool. So one could make a bone bow for example? |
| Tema6911-19-07, 06:47 PM | Ok, here's a more fighter-oriented version of the Bone Shaper. I prefer this one by far, so thanks for the idea. PEACH. SPIKE SHAMAN The divine warriors of the Osteoroc, the Spike Shamans are feared warriors able to modify the surroundings and take advantage of it to eliminate their opponents. Most Spike Shamans were fighters, rangers, or some other martial class, because they are quite specialised in melee combat. NPC Shamans are rarely seen outside their caravans, but those who do stray away from the tradition are often adventurers or on a divine quest. If two caravans have a dispute or conflict, it is often resolved by having one Shaman or Osteorider from each caravan settle the feud with a duel, which never ends in the death of a participant. Prerequisites: Base Attack Bonus: +4 Alignment: Must be Neutral of some sort. Feats: Spiny Barricade, Bone Saber, Reflex Spikes. Religion: Must worship The One of a Thousand Spikes. Hit Die: d10 Class Skills: The Spike Shaman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str). Skills/Level: 2 + Intelligence Bonus BAB: Good (1/1), Saves: Fort: Good; Reflex: Poor; Will: Poor Level, Abilities: 1. Summon Spikes, Bony Spikes, Grant Spikes 2. Light Bone Armor, Barricade Aura 3. Great Barricade, Spike Path 4. Reflex Aura, Improved Summon Spikes 5. Advanced Spikes, Bonus Feat 6. Razorspikes, Adapt Bone 7. Medium Bone Armor 8. Bonus Feat 9. Greater Summon Spikes 10. Spike Mastery Weapon and Armor Proficiency: The Spike Shaman gains proficiency with all bone weapons and armor. Summon Spikes: As a full-round action, the Spike Shaman may attack a single creature adjacent to an object, drawing spikes from it. If the object has spikes already, it deals damage as if it were one size category larger. Treat this as an attack with a bonus equal to the Shaman’s Base Attack bonus + Constitution modifier. The damage varies with the size of the object: Size – Damage (example). Smaller than small – 1 damage (bush). Small – 1d4 damage (big rock). Medium – 2d4 damage (small tree). Large – 3d4 damage (tree). Huge and larger – 4d4 damage (big tree). Note: If the object is smaller than Small, it must be in the same square as the target. Bony Spikes: Whenever a Spike Shaman uses a spell, ability or feat that involves bones, spikes or something similar and that deals damage, the damage die is increased by one step. The spikes in question seem more bone-like (if they weren’t bony already). At 5th level, this bonus increases by another step. This stack with similar abilities. In addition, the Bone Shaman gains a Bone Point per level in this class. Light Bone Armor: When unarmored and not carrying a heavy load, the Spike Shaman gains +1 Deflection Bonus to AC per class level because of his sturdy exterior bones. Grant Spikes: By spending 1 Bone point per ally, a Shaman can, as a standard action, grant up to four allies within 100 feet (including the Shaper) two of the following feats, even if they don’t meet the prerequesites: Bone Saber, Bone Club, Bony Needles, Skeletal Shield, Bone Pitons, Sturdy Spikes or Razor Spines. The feats chosen must be the same. If the subject already has the feat, he or she does not gain any additional benefit. This ability lasts for a number of rounds equal to the Spike Shaman’s class level multiplied by his Constitution modifier. Barricade Aura: Whenever a Shaper uses the Barricade feat, he or she can spend an additional Bone point as a free action to grant an ally within 40 feet the bonuses of the Barricade feat even if they don’t meet the prerequesites. Both the allies and the Shaper must be stationary to receive the bonuses. If the Shaper moves, the effect stops. If the ally already has the Barricade feat and uses it while within the aura’s range, the bonuses increase to +12 to opposed grapple, trip, bull rush, disarm, sunder, overrun, +4 to AC, and the DR (if any) increases to 2. The bone damage is increased by two steps. Great Barricade: The knows that a warrior is most vulnerable when asleep or unconscious, and his bones now cover him in a very efficient manner when he is incapacitated or asleep. When the Shaman uses Barricade, he or she becomes immune to attacks of opportunities and coup-de-graces. Additionally, the reach of his natural Bone weapons increase by 5 feet. Reflex Aura: When using the Barricade Aura class feature, the Spike Shaman may grant Reflex Spikes as well as Barricade to any stationary ally within 40 feet. If an ally already has the Reflex Spikes feat, the reach of the bones are increased by 5 feet. Improved Summon Spikes: The Shaman may now use his Summon Spikes ability as an attack action. In addition, the damage dealt is increased by one step (Huge and larger now deal 6d4). Spike Path: As the Shaman grows in power, he becomes surrounded by dozens of spikes, damaging enemies, but not harming his allies. This effect can be activated or dismissed as a free action, even when it isn’t his turn. All squares adjacent to the Spike Shaman are treated as occupied by Medium spikes and are treated just as with the Summon Spikes ability above, except that they are always present, even when the Shaman is sleeping or unconscious, but not when dying or dead. This ability works only when standing on natural, non-modified solid ground (e.g. dirt, sand, a rock, but not a wooden floor or a paved road). The Shaman may choose not to attack allies with these spikes, but enemies entering the square are still affected. The spikes follow the Shaman wherever he goes, but if he enters water, goes airborne or otherwise leaves natural ground, they return when he returns onto the ground. Razorspikes: The Shaman can now hinder the enemy’s movement simply by being nearby. He can, as a free action summon (or dismiss) minor spikes from the ground. This ability works only when standing on natural, non-modified solid ground (e.g. dirt, sand, a rock, but not a wooden floor or a paved road). All squares within a ten-feet radius centered on the Shaman are considered filled with caltrops, except that they use the Shaman Base Attack bonus instead of +0. The Shaman may choose not to attack allies with these spikes, but enemies entering the square are still affected. The spikes follow the Shaman wherever he goes, but if he enters water, goes airborne or otherwise leaves natural ground, they return when he returns onto the ground. Adapt Bone: The Shaman may now summon various weapons from his bone. He may use any bone feat that creates a weapon as if he had the feat, but also ranged weapons such as bows. It’s entirely up to the DM to judge whether such a weapon is feasible. Here’s a list of possibilities: Sickle, Shortspear, Longspear, Spear, Dart, Javelin, Light & Heavy Pick, Trident, Scythe, Bows, Shuriken, etc. Medium Bone Armor: When unarmored and not carrying a heavy load, the Spike Shaman gains some of the bonuses from the Barricade feat, even while moving. The Shaman gains +4 to opposed grapple, trip, bull rush, disarm, sunder and overrun, which stacks with the Barricade feat (and its improvements). Bonus Feat: The Shaman gains a bonus feat which must be taken from the following list: Any Racial Bone feat, any Fighter Bonus feat. Greater Summon Spikes: Nearing his mastery of spikes, the Shaman knows how to deal efficient damage with his spines. He adds his Constitution modifier to any damage made with spines, bones, or spikes. Spike Mastery: Reaching the apotheosis of his study of bone spikes, the Spike Shaman now gains a number of abilities. His Spike Path and Reflex Spikes are always considered set against a charge and deal double damage against a charging enemy. The bonuses from his Barricade feat increase to +16 to opposed grapple, trip, bull rush, disarm, sunder, overrun, +8 to AC, and the DR (if any) increases to 4. While in Barricade, he gains 50% Fortification. In addition, the Bone Armor AC bonus increases by 4. Note: If a Spike Shaman stops revering the One of a Thousand Spikes, he looses Summon Spikes (and Improved), Bony Spikes (and Advanced), Grant Spikes, Barricade Aura, Reflex Aura, Spike Path, Razorspikes, Adapt Bones, and Greater Summon Spikes and may not take levels in this class again until he atones. See the Atonement spell. I have some sketches for this, and I'll post them as soon as I'm done and have scanned them. Until then, see y'all. /T |
| Mr_Arcane11-19-07, 09:30 PM | YES! YES! YES! and YES a fourth time! This is what I expect from one of my favorite posters! Could you put the drawing in sblocks? That might help when it comes to space! |
| Killer_Rabbit11-19-07, 10:38 PM | I finaly got round to do the Osteomount Bonus Table. it's their right now. |
| Aerostoth11-19-07, 11:47 PM | you shoud make more Osteoroc monsters like that Osteowolf. Its a good idea and needs expantion |
| jradd77711-19-07, 11:52 PM | Sorry, I've been in Philly and out of touch. I like Tema's version but I'm thinking my concept was slightly different... so, I hope I can get some good drawing time over my Thanksgiving break to send you some sketches. I'm pretty bad at drawing female figures without a model, and I'm much better at drawing with charcoals (which I'm not going to use since I'll be scanning this... unless I can find some way to protect the scanner from the dust...hmm...). We'll see! I'll be in touch soon... |
| Killer_Rabbit11-20-07, 02:01 AM | I think the best explaination for the Osteorocs is divine intervention. A mad wizard experiment has sorta be used down to the wire. (not saying that divine entervention hasn't been either) |
| Tema6911-20-07, 07:51 AM | Thanks. I really like the Shaman now. And as for what Aerostoth said, I think it's a good idea. Osteoroc birds would look cool... What about making a template one could apply to the animal in question? |
| Aerostoth11-20-07, 10:33 AM | yeah, adds +2 CON, -2 DEX, 2 natural armor, DR 2/addy, and some other stuff (just an idea). As for their origin, make it a disease that came from far realm. |
| Tema6911-20-07, 04:47 PM | Why a disease? It's a race in it's own right. Look at the OP. :) Any comments on the Shaman? ...and yeah, I'm a sucker for comments. |
| Aerostoth11-20-07, 04:53 PM | I worded it wrong. Make it like humans that traveled to the far realm or something. I know its a race, I'm just brainstorming for the origin. |
| Tema6911-20-07, 05:16 PM | Ahh.. I get you. You're gonna have to talk to Mr_Arcane about all the fluff, it's his race. But yeah, a "disease" might be a good origin, unless it's a race in its on right. |
| Aerostoth11-20-07, 05:19 PM | ok |
| jradd77711-20-07, 06:14 PM | I worded it wrong. Make it like humans that traveled to the far realm or something. I know its a race, I'm just brainstorming for the origin. I get what you're saying, it's kinda the way I see it too (pending a final explanation). Similar to the Sharakim story. Humans, somehow cursed to be different, I love it. |
| Aerostoth11-20-07, 06:22 PM | same here. |
| Tema6911-20-07, 08:20 PM | Allright, I've posted the Spike Shaman here also: http://forums.gleemax.com/showthread.php?t=955630 Hope you'll comment on it here or there. ;) |
| jradd77711-21-07, 08:21 PM | OK, I finished my rendition of the race (male version). I'll try to get it scanned... probably Fridayish. I hope it's at least close. I tried to do something different from Tema that still seemed to fit the description the way I understand it (I might have also taken a little bit of artistic liberties... I think my drawing style is pretty different too, so I'm going to apologize ahead of time if I can't get the scan to show all the detail). Like I said, I see them as being very sturdily built folk... |
| Mr_Arcane11-21-07, 10:04 PM | When you get the chance, go for it. Also, woot, 4th page. |
| Killer_Rabbit11-21-07, 10:09 PM | Oh yeah 4th Page!!!!! Viva La Osteoroc!!! I posted The Osteorider here: http://forums.gleemax.com/showthread.php?p=14396328#post14396328 So drop a comment there if you want. |
| Tema6911-22-07, 08:22 AM | Remember the Paragon Class? Well here's my try at it. Osteoroc Paragon Hit Die: d8 BAB/Saves: BAB: Good (1/1); Fort: Good; Reflex: Poor; Will: Poor Class Skills: The Osteoroc Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Skills/Level: 2 + Intelligence Bonus Level, Abilities: 1 Strong Bones, Increased Bone Damage 2 Ability Increase (+2 Constitution), Bone Feat 3 Flaw, Deflecting Bones, Hardened Aging 4 Ability Increase (+2 Constitution), Bone Points 5 Damage Reduction 5/Piercing, Bone Feat Weapon and Armor Proficiencies: The Osteoroc Paragon gains no new armor or weapon proficiencies. Strong Bones: The Osteoroc Paragon reduces the damage from falling by one step. Increased Bone Damage: The Osteoroc Paragon’s natural bone weapons’ damage are permanently increased by one step. This stacks with similar abilities and feats. Ability Increase: The Osteoroc Paragon’s Constitution score increases by 2 points. Bone Feat: The Osteoroc Paragon gains a bonus Bone feat. Flaw: The Osteoroc Paragon must choose a flaw from the following list: Armor costs 100% more (does not stack with the original 50%), -2 Dexterity, Speed reduced by 5 feet, or -2 on Charisma based skills (Intimidate excepted) against non-Osteorocs or Halflings. Hardened Aging: The Osteroc Paragon does not take the normal penalties for aging. Upon reaching another age category, the Osteoroc Paragon does not take a penalty to his/her Constitution score. Deflecting Bones: When wearing light or no armor, the Osteoroc Paragon gains a deflection bonus to AC equal to his Paragon level. This bonus doubles if the Osteoroc uses the Spiny Barricade or Skeletal Shield feats. Bone Points: The Osteoroc Paragon gains a number of Bone Points equal to his Paragon levels + his/her Constitution modifier. Damage Reduction: The Osteoroc Paragon gains Damage Reduction 5 because of its large exterior bones, ignored by piercing weapons. If the Osteoroc Paragon gains permanent Damage Reduction from any other source (such as by taking Barbarian levels, wearing adamantine armor, etc), his/her DR applies against piercing weapons too. - Osteoroc Paragon v.2 Hit Die: d8 BAB/Saves: BAB: Good (1/1); Fort: Good; Reflex: Poor; Will: Poor Class Skills: The Osteoroc Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Skills/Level: 2 + Intelligence Bonus Level, Abilities: 1 Increased Bone Damage, Bone Points 2 Ability Increase (+2 Constitution), Bone Feat 3 Flaw, Deflecting Bones, Damage Reduction 5/Piercing Weapon and Armor Proficiencies: The Osteoroc Paragon gains no new armor or weapon proficiencies. Increased Bone Damage: The Osteoroc Paragon’s natural bone weapons’ damage are permanently increased by one step. This stacks with similar abilities and feats. Bone Points: The Osteoroc Paragon gains a 5 Bone Points. Ability Increase: The Osteoroc Paragon’s Constitution score increases by 2 points. Bone Feat: The Osteoroc Paragon gains a bonus Bone feat. Flaw: The Osteoroc Paragon must choose a flaw from the following list: Armor costs 150% more (does not stack with the original 50%), -2 Dexterity, Speed reduced by 5 feet, or -2 on Charisma based skills (Intimidate excepted) against non-Osteorocs or non-Halflings. Deflecting Bones: When wearing light or no armor, the Osteoroc Paragon gains a deflection bonus to AC equal to his Paragon level. This bonus doubles if the Osteoroc uses the Spiny Barricade or Skeletal Shield feats. Damage Reduction: The Osteoroc Paragon gains Damage Reduction 5 because of its large exterior bones, ignored by piercing weapons. If the Osteoroc Paragon gains permanent Damage Reduction from any other source (such as by taking Barbarian levels, wearing adamantine armor, etc), his/her DR applies against piercing weapons too. - Comments? |
| jradd77711-22-07, 11:55 AM | I'd try to do a 3 level paragon, since most that I've seen are only three... I'm not sure how I'd adjust what you've already done to do that though. |
| Tema6911-22-07, 12:41 PM | Yeah well, most other races don't have 32 racial feats either, do they? :) I guess I just had a lot of ideas for abilities, and wanted to include them all. Must we be so conservative regarding the number of levels for a Paragon Class? Any comments on the abilities themselves? |
| jradd77711-22-07, 02:42 PM | Yeah well, most other races don't have 32 racial feats either, do they? :) I guess I just had a lot of ideas for abilities, and wanted to include them all. Must we be so conservative regarding the number of levels for a Paragon Class? Any comments on the abilities themselves? Ha ha, you do make a good point :D. I know what you mean, I tend to be the same way about things but I've also had a few ideas pretty harshly criticized for not sticking to the norms closely enough. I mean, I like the idea of a five level paragon if someone wants to take it, I was just trying to help deflect what I assume others will say; don't want you to get flamed because some people get really touchy about simple things like that. As for the abilities themselves, I love most of them. The deflecting bones seems extremely powerful, though... maybe I'm just jumping on that too soon, though. And the flaws don't all seem to be very equivalent at first glance, again, I don't want to commit to the statement because I'm sure you have good reasons that they are fairly balanced. Oh... and should Move Silently really be an Osteoroc Paragon class skill? |
| Tema6911-22-07, 03:16 PM | :D I know about the flamers, thanks though. I prefer having the flamers flame, so I can tell 'em to shut it. I'm a very non-conformistic guy, can't help it. The Deflection bonus only works when the Osteoroc is wearing light or no armor. So I wouldn't say it's overpowered. I know the flaws aren't balanced, and I was expecting you guys to help me out with them. Additional ones perhaps? Uhh... Doh' - of course not, I'll remove that right away. ;) |
| Tema6911-22-07, 04:50 PM | If I ever get around playing a DnD character, I'll play Sacrum Patel: Sacrum “Tadpole” Patel Background: Once a member of the Patel caravan, Sacrum, and most of his comrades and family was taken prisoners by an Illithid raiding party. Whilst most of the other Osteorocs were devoured or put into slavery, Sacrum was perceived as the leader of the caravan, and therefore became subject to experimentation and was finally turned into a lesser version of an Illithid by the insertion of a Mind-Flayer’s tadpole. His natural resilience against the intrusion warded him against some of the effects of the transformation, but he did develop the caracteristic oral tentacles. He managed to escape after a while, and has since been on the run from the Illithid, and looking for other survivors from his caravan. He has accepted his fate, and now takes pleasure in hunting down his prey, and killing it. He favors unarmed attacks, and only uses his Bone Sabers in dire emergencies or when in barricade stance. He has managed to befriend a mercenary minotaur, Kaz, who has deserted his race’s legions. Tactics: Sacrum often approaches his target(s) behind the cover of his, or Kaz’s towershield, and when close enough, charges them, trying to grapple the closest foe first. When he establishes a hold, he immediately activated his Barricade feat, increasing both his Grapple bonus, his AC, and his DR. After extracting the brain of the target, he moves on to the next target. If there are a lot of enemies, Kaz will engage too, but if it looks like Sacrum can handle it, he’ll simply provide cover with his shield. Patel: Male Half-Illithid (-Lesser) Osteoroc Paragon5, Spike Shaman1; CR 9; Medium Aberration (Osteoroc); HD 5d8+25+1d10+5; hp 73; Init +0; Spd 30 ft.; AC 16 (+1 Natural, +5 Deflection), touch 15, flat-footed 16; Bab +6/+1, Grp +14; Atk: +9/+4 Touch attack to initiate grapple (does not provoke AoO). +18/+13 Tentacle (x4) Grapple (1d4 damage, if one is attached, the rest are too with a single grapple check – after a full round, the brain is extracted, killing the target, 20/x2), +9/+4 Bone Saber (1d12+3 – 20/x2); Special: Spurs (1d8+3 grapple damage), Bone Points (15), Strong Bones (1d6 less damage from falling), Increased Bone Damage, Flaw (100% armor cost), Deflecting Bones (+5 AC, +10 if Barricade), Hardened Aging, Damage Reduction 5/Piercing, Tentacles, Summon Spikes (30 feet range incr), Bony Spikes, Grant Spikes; AL TN; SV Fort +11, Ref +1, Will +2; Str 16, Dex 10, Con 20, Int 12, Wis 12, Cha 12. Skills: Climb 5 ranks, Intimidate 9 ranks, Heal 4 ranks, Diplomacy 2 ranks, Jump 7 ranks. +2 racial bonus on Disable Device and Open Lock. Feats: Bone Saber, Spiny Barricade, Reflex Spikes, Improved Grapple, Weapon Focus (Grapple), Leadership. Possessions on person: 20 PP, Key to chest. Languages: Common, Osteoroc, Halfling, Giant. Misc: ACP n/a, Carrying Cap 76–153–230 lb. Kaz (Cohort): LN Minotaur with a Large Shortspear, a Large Chainmail and a Large Tower Shield (built to include a Medium Tower Shield), carrying a chest (with a Superior Lock – DC40) with a small tent, a medium bedroll, a medium and a large crossbow (20 bolts each), months worth of trail rations, 20 PP, 100 GP, 100 SP, 100 CP, 3 Potions of Cure Serious Wounds, 3 Potions of Cure Moderate Wounds, 10 Potions of Cure Light Wounds, 3 Antitoxins as well as medium-sized spare clothes (hooded cloaks, mostly). - Yeah, well, I'm in the mood for experimenting a bit with the race, the paragon class, my spike shaman prc, and a Half-Illithid template I found, blame me. :) I luuv half-breeds. |
| Mr_Arcane11-22-07, 04:56 PM | The only reason we have 32 racial feats is because we have a certian poster that has such a profound love for this race, he wants to make a good thing even better. That being said, racial classes are generally three levels, and probably taken to make a build somewhat more flavorful. The only class that has three levels and is a non-race class is the Hellfire Warlock, which can get away with it because it makes things go boom, in a very good way. This is my imput for the day as I have had the Thanksgiving dinner early and its starting to affect my typing. Nappy time please. Edit: wow, applying a half-illithid template? wow. I to am a fan of most half breeds. If you can find it, look for Bastards and Bloodlines by Green Ronin. It has a lot of stuff in it, if you don't mind some of the horribly high LAs |
| Tema6911-22-07, 05:03 PM | Hrem. I'd like to point out the fact that as far as I know, the Exotic Weapon Specialist/Mater(?) has three levels too. And if Killer_Rabbit can justify it by being in love with the race, so can I. ;) Edit: Templates are the sh*t. I've got a drawing of this sucker right next to me. I'll scan it at school tomorrow. And wow. 101 posts! |
| Killer_Rabbit11-22-07, 07:15 PM | The only reason we have 32 racial feats is because we have a certian poster that has such a profound love for this race, he wants to make a good thing even better. I wonder who that could be... Anyway, mysterious and obviously dashingly handsome stangers aside *cough*, this is my version of the Osteoroc Paragon, I was writing it at school today. Osteoroc Paragon Hit Die: 1d10 Base Attack Bonus Good (1/1) Fort Save: Good Reflex Save: Poor Will Save: Poor Skills Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography)(Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points 2+ Intelligence Bonus Alignment Any, though most prefer Neutrality Level 1 Bonus Feat 2 Bonus Bones 3 Ability Boost (Con +2), Bonus Feat Class Features Weapon and Armor Proficiency: Osteoroc Paragons are proficient with all simple and Martial Weapons, as well as Light and Medium Armor. They also gain proficentcy with shields, but not tower shields. Bonus Feat: Osteoroc Paragons gain a bonus Bone Feat at Level 1 and Level 2 Bonus Bones: Osteoroc Paragons gain an extra 5 bone points at Level 2 Thats just my view on it. |
| Tema6911-22-07, 07:23 PM | I wonder who that could be... Anyway, mysterious and obviously dashingly handsome stangers aside *cough*, this is my version of the Osteoroc Paragon, I was writing it at school today. Hahaha ;) Osteoroc Paragon Hit Die: 1d10 Base Attack Bonus Good (1/1) Fort Save: Good Reflex Save: Poor Will Save: Poor Skills Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography)(Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points 2+ Intelligence Bonus Alignment Any, though most prefer Neutrality Level 1 Bonus Feat 2 Bonus Bones 3 Ability Boost (Con +2), Bonus Feat Class Features Weapon and Armor Proficiency: Osteoroc Paragons are proficient with all simple and Martial Weapons, as well as Light and Medium Armor. They also gain proficentcy with shields, but not tower shields. Bonus Feat: Osteoroc Paragons gain a bonus Bone Feat at Level 1 and Level 2 Bonus Bones: Osteoroc Paragons gain an extra 5 bone points at Level 2 Thats just my view on it. It looks fairly ok, a bit on the simple and not-so-flavour-full side I might add... But that's just me being protective about my version of the Paragon.. |
| Killer_Rabbit11-22-07, 07:42 PM | Yeah that was sorta the point of it. I mean if you look at all the other Paragon class, the never acturally give new abilites, just enhance the ones that were already there. |
| jradd77711-22-07, 08:42 PM | Yeah that was sorta the point of it. I mean if you look at all the other Paragon class, the never acturally give new abilites, just enhance the ones that were already there. Exactly. That's partly what I was trying to say before, too, forgot to include that tidbit. I'm also going to add kudos to everyone... this is the friendliest most cooperative thread I think I've ever seen; :thumbsup: to everyone! I'll think on some flaws, give me an idea of which ones are generally the level of flaw you're shooting for ([sidenote, I think my favorite is the way the more expensive armor works on the flavor level] aka, which ones you really mean to stay, process of elimination I'll figure out which are too weak/powerful and maybe alter accordingly) |
| Killer_Rabbit11-22-07, 08:49 PM | Tema, you could probly incorperate alot of thoses abilities into a prestige class. Also I think giving it another Con Boost at level 4 is too much. I mean think about it. Thats a possibility for 24 con at level 1. Thats a...:lightbulb +7 con mod. Without magic. |
| Tema6911-23-07, 09:17 AM | Actually, 25, 18+2 (racial) +2 (paragon) +2 (paragon) +1 (4th level). You're right. It's overpowered. That's one ability less. I'll try and scale it down. And to Jradd, I haven't any specifics I can give you, so go nuts and invent all the flaws you want. Edit: I've made a second version. It's [sblock]'ed under the first version, above. Whatdoyathinknow? |
| Killer_Rabbit11-23-07, 04:57 PM | About your paragon Tema: 1. Damage Reduction? At level three. It might be OK if it weren't 5, but I'm still not sure. (Barbarians get Damage reduction 5/- at level 19) 2. Do refelcting bones double twice if the Oteoroc is useing both skeletal shield and bone barricade? What if he's using 2 sketal shields? 3. Why do they need flaws again? Anyway. I did an Osteoroc playtest last night. Thre were only 2 of them seeing as I sort of dropped them into the world a hours and a halfs notice. Still went pretty good. We started at lvl 6 and the characters were as follows. A Fighter 2/Barbarian 4, all his feats were bone weapons. Used a Bone Blade in battle, and wore a breastplate. A Fighter 6, who dicided not to use any bone feats. He was a Sword and Board user, and wielded a +1 flaming longsword. I learnt that Osteorocs still make good melee fighters without bone feats, and those that use bone feats find it hard to do as much damage without magical weapons. Sorta like the monk. I suggest we rename Bone Blade, Skeletal Sword and use Bone Blade as a shortsword bone weapon, used for off-handing and such. I'll write it up later. |
| jradd77711-23-07, 07:43 PM | Edit: I've made a second version. It's [sblock]'ed under the first version, above. Whatdoyathinknow? I like the second version, it still seems really powerful, but I believe paragons should be. Also, you've got Move Silently in there again, was it on purpose this time? |
| jradd77711-23-07, 07:47 PM | About your paragon Tema: 1. Damage Reduction? At level three. It might be OK if it weren't 5, but I'm still not sure. (Barbarians get Damage reduction 5/- at level 19) 2. Do refelcting bones double twice if the Oteoroc is useing both skeletal shield and bone barricade? What if he's using 2 sketal shields? 3. Why do they need flaws again? I think that in the Paragon, the flaws are the drawbacks to the racial things that make them so uber by the third paragon level. They're becoming clunkier, more dense, etc, because they are gradually becoming even more exemplary of those racial eccentricities a little of the bad is coming with the amazing, ha ha. All in all, I kinda like it... (if dwarf paragons traded some charismatic flaws for more fighting abilities or CON/fort save or something, that'd be sweet). |
| Killer_Rabbit11-23-07, 07:59 PM | I made The One of a Thousand Spikes Portfolio. The One of a Thousand Spikes Greater God (True Neutral) The One of a Thousand Spikes is the Patron Deity of the Osteoroc race. Portfolio: Osteorocs, Strength, Song, and Neutrality Domains: Community, Strength, Courage, Protection Cleric Training: Clerics of The One of a Thousand Spikes are taught in pairs by an older, more powerful cleric. Quests: Any quest that involves the protection or promotion of the Osteoroc race, or course. Rooting out bands of Bandits that plague the road and the like. Prayers: Most prayers to The One of a Thousand Spikes start out with, “The One of a Thousand Spikes…” Examples of prayers are: “The One of a Thousand Spikes, guide my blades to my enemies hearts” “The One of a Thousand Spikes, the road be open and safe in the day ahead” Temples: In each Osteoroc caravan there at least one carriage that serves as a temple. It looks similar to all other carriages in the caravan, but when it stops, one of its walls can be folded outwards so the clerics of the caravan can preach to the people. Rites: The rites of The One of a Thousand Spikes are simple and revolve around honoring their ancestors, and nurturing the young. These are often done through song, Herald and Allies: When in need of a herald The One of a Thousand Spikes most often chooses a Celestial Osteoroc Fighter 20, though sometimes uses a Celestial Osteoroc Fighter 10/ Bard 10. Allies include Janni, Elder Arrowhawks and Elder Xorn I need help with the description. What do you think. |
| Kelmourne11-23-07, 08:51 PM | This might have been said before but maybe there could be a template that gives a creature +2 Con, -2 Dex, 2 Osteoroc feats and the ability to get more of them. Maybe the results of horrible experiments gone wrong like the half-troll template. Also this has almost definitely come up before but the Osteomancer Prestige Class from Dragon Magazine would be excelent for them but the class abilities might be a little redundant with the racial feats. |
| Bergor Terraf11-24-07, 12:05 AM | Here's a little something (two in fact) that might be useful: a feat : Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones By spending a bone point, you thicken the bones protecting your vital areas, effectively gainning the equivalant of medium fortification (75%) for a number of rounds equal to his Con modifier. and a magic item : Blessed Osteocow Milk By drinking this milk blessed by clerics of The One of a Thousand Spikes, an Osteoroc regains up to 3 spent bone points. (the feat might need to be reworked and the milk still needs a price, but i'll let more competent people do that) By the way, has the origins of the osteoroc been officialized? PS : Great work everyone! |
| Killer_Rabbit11-24-07, 12:16 AM | Osteocow? Wouldn't want to milk it. I like the bone cage idea. Maybe it could be permanent but only give light fortification. |
| Tema6911-24-07, 06:38 AM | About your paragon Tema: 1. Damage Reduction? At level three. It might be OK if it weren't 5, but I'm still not sure. (Barbarians get Damage reduction 5/- at level 19) Exactly - DR 5/-. There's a huge difference between DR 5/P and DR 5/-. And the Barbarian doesn't get any flaws, does he (considering his illiteracy as a minor flaw that goes away if multiclassing)? We can say DR 4/P if that makes you feel better :) 2. Do refelcting bones double twice if the Oteoroc is useing both skeletal shield and bone barricade? What if he's using 2 sketal shields? What do you think? Would that be overpowered? If he goes Barricade and two Skeletal Shields, he is pretty much incapable of offense. Unless using the shields as weapons. I'd say the Deflecting Bones bonus double twice (also knows as triples in D&D) if both Barricade and Skeletal Shield are used, but using an additional shield will not provide any additional advantages. 3. Why do they need flaws again? Why wouldn't they? Flaws are fun and enhance roleplay. And Jradd explained them fluff-wise (thanks mate). Anyway. I did an Osteoroc playtest last night. Thre were only 2 of them seeing as I sort of dropped them into the world a hours and a halfs notice. Still went pretty good. We started at lvl 6 and the characters were as follows. A Fighter 2/Barbarian 4, all his feats were bone weapons. Used a Bone Blade in battle, and wore a breastplate. A Fighter 6, who dicided not to use any bone feats. He was a Sword and Board user, and wielded a +1 flaming longsword. I learnt that Osteorocs still make good melee fighters without bone feats, and those that use bone feats find it hard to do as much damage without magical weapons. Sorta like the monk. That's why I didn't see the problem with the Bone Saber being a light weapon and dealing 1d8 damage. They are gonna end up underpowered in melee after a while. That's also why they should take levels in Kensai. I like the second version, it still seems really powerful, but I believe paragons should be. Also, you've got Move Silently in there again, was it on purpose this time? Thanks, I agree. And no, damn, the Move Silently shouldn't be there, just forgot to edit that on my microsoft word file on my cpu when I changed it here. I'll remove it. This might have been said before but maybe there could be a template that gives a creature +2 Con, -2 Dex, 2 Osteoroc feats and the ability to get more of them. Yeah, we've been talking about that. I was thinking about giving them spurs too (1d3 small, 1d4 medium, 1d6 large, etc.). Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones By spending a bone point, you thicken the bones protecting your vital areas, effectively gainning the equivalant of medium fortification (75%) for a number of rounds equal to his Con modifier. I think this is a really good idea. What about 25% Fortification for Con modifier x3 rounds, 50% Fort. for Con Mod x2 rounds, and 75% for Con Mod (x1) rounds? An improvement to that feat could be: Improved Bone Cage [Racial, Bone] Prerequesites: Osteoroc, Reinforced Bones, Bone Cage. Benefit: You have gotten used to having your bones slightly twisted so as to better protect some of your vital areas. You gain 25% Fortification, and the Bone Cage multipliers increase by one (50% Fortification for 3 x Con modifier rounds, 75% for 2 x Con modifier rounds). What do you think of that? Blessed Osteocow Milk By drinking this milk blessed by clerics of The One of a Thousand Spikes, an Osteoroc regains up to 3 spent bone points. I like the idea. Maybe it should simply be an item that any osteoroc divine spellcaster with Brew Potion could create? But yeah, the Osteoroc needs a potion to replace depleted bone points. I wouldn't know about the price though. By the way, has the origins of the osteoroc been officialized? Not yet, but I'm looking forward to the final decision. PS : Great work everyone! Well thanks! And thanks to the "new guys", Bergor and Kelmourne, it's nice to see new blood to the project. |
| Kelmourne11-24-07, 01:21 PM | [QUOTE=Tema69;14412482] Yeah, we've been talking about that. I was thinking about giving them spurs too (1d3 small, 1d4 medium, 1d6 large, etc.). QUOTE] Isn't there a racial feat that does that? The thing about giving them two racial feats is that it gives you many options as to what type of bone related abilities you could have. |
| Tema6911-24-07, 02:32 PM | No, the spurs are passive. Look under the racial description of the Osteoroc in the OP. |
| Killer_Rabbit11-24-07, 03:28 PM | Still at low-levels thats really over powered for a light weapon. |
| Kelmourne11-24-07, 04:09 PM | No, the spurs are passive. Look under the racial description of the Osteoroc in the OP. Then in that case, 1D4 or 1D6 sounds about right. |
| Bergor Terraf11-24-07, 06:55 PM | I think this is a really good idea. What about 25% Fortification for Con modifier x3 rounds, 50% Fort. for Con Mod x2 rounds, and 75% for Con Mod (x1) rounds? Did you mean something like : Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones Benefit : By spending a bone point, you thicken the bones protecting your vital areas, effectively gainning your choice of 25% Fortification (has the armor magical proporty) for Con modifier x3 rounds, 50% Fortification for Con modifier x2 rounds or 75% Fortification for Con modifier (x1) rounds. Or something like that ? : Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones Benefit : By spending a bone point, you thicken the bones protecting your vital areas, effectively gainning 25% Fortification (has the armor magical proporty) for Con modifier x3 rounds. You can also spend 2 bone point for a 50% Fortification for Con modifier x2 rounds or 3 bone points for a 75% Fortification for Con modifier (x1) rounds. For the milk, let's try 200 gp or 100 gp and 4 xp to create with brew potion (must be a cleric of The One of a Thousand Spikes). No idea if it's too costly or not. |
| Killer_Rabbit11-24-07, 07:53 PM | OH YEAH!!!!! 5th PAGE!!!!! :cheer: :cheer: :dancin: :cheer: :cheer: Moving right along... I don't think Osteorocs even heard cattle... What is a caravans main source of food anyway? Anyway does anyone have any feedback on The One of a Thousands spikes (from now on know as TOOTS) Portfolio? Considering to meet the prerequisites to get Bone Cage you at least need to be level 5 (thats only if you get a bonus feat then also) I think the Bone cage ability should be permanent, light fortification. Then you can get Imp. Bone Cage with a BAB of +10, Then Greater Bone Cage with a BAB +15. And about the damage reduction (Sorry someone has to play Pit Fiends advocate) It think it would be OK only if it were 3/piercing and bludgeoning. Farewell Mortals, I must stalk of into the night before they come for me... |
| riftdragon11-24-07, 08:58 PM | Reminds me of kimmimaro from naruto |
| Mr_Arcane11-24-07, 09:21 PM | Oh wow. I'm gone for a day or so and you guys went to town. I'm going to have to udpate the main post for everything that happened while I was away. Great Job! |
| Bergor Terraf11-24-07, 09:48 PM | Considering to meet the prerequisites to get Bone Cage you at least need to be level 5 (thats only if you get a bonus feat then also) I think the Bone cage ability should be permanent, light fortification. Then you can get Imp. Bone Cage with a BAB of +10, Then Greater Bone Cage with a BAB +15. I see your point and agree with it. So it would give something like that : Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Reinforced Bones Benefit : You thicken the bones protecting your vital areas, effectively gainning the effect of light Fortification (the armor magical property). Improved Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Bone Cage Benefit : The bones protecting your vital areas become so thick, they merge together, completely incassing them. You now gain the effect of medium Fortification (the armor magical property). Greater Bone Cage [Racial, Bone] Prerequisites: Osteoroc, Improved Bone Cage Benefit : Your vital organs are now completely incassed in bone, even areas that aren't noramlly, like the throat. You gain the effect of heavy Fortification (the armor magical property). |
| Killer_Rabbit11-24-07, 10:48 PM | A remake of an old classic deemed too "nerfed" (which, looking back at it, it was nerfed more than the Halo 2 pistol) Exoarmor [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to create armor out of the bone you are able to shoot from your body. This armor you create functions exactly as either (at the users choice) Breastplate armor or Chain Shirt armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Greater Exoarmor [Racial, Bone] Prerequisites: Osteoroc, Exoarmor, Base Attack Bonus +4 Benefit: You have the ability to create even studier armor out of the bone. This extra strength allows armor you create to function as Full-Plate armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Bergor Terraf, in your bone cage you discribe that the bones cover vital areas better, is this on the outside of the skin? If so perhaps it should be used with the exoarmor feat? Just a thought. |
| Bergor Terraf11-25-07, 12:31 AM | Bergor Terraf, in your bone cage you discribe that the bones cover vital areas better, is this on the outside of the skin? I was thinking under the skin. The name "bone cage" was an allusion to the rib cage. A good exemple of what Improved Bone Cage would look like is the bone plates protecting the heart of the "super vampires" in blade 2 Also, I forgot in my feats. Improved Bone Cage is supposed to have a BAB of +10 in its prerequisite and BAB +15 for Greater Bone Cage. For the Exoarmor feats, I find that a standard action is a little too quick to create a whole armor. Maybe a full-round action? |
| Killer_Rabbit11-25-07, 12:56 AM | Yeah, that makes sense. I'll change that now. |
| Tema6911-25-07, 07:31 AM | What is a caravans main source of food anyway? ...cattle. The north african nomads have goats and stuff like that, others have oxes, etc etc.. So it would make sense. But maybe they shouldn't be as bony as other osteorocian creatures (since cows are pretty harmless). Anyway does anyone have any feedback on The One of a Thousands spikes (from now on know as TOOTS) Portfolio? I don't know anything about them gods. And about the damage reduction (Sorry someone has to play Pit Fiends advocate) It think it would be OK only if it were 3/piercing and bludgeoning. That isn't balanced if you take into account the flaws one get at the same level. And I did consider Bludgeoning too, but then, I'll have to save DR5/P&B, not 3. That would be pretty useless. Exoarmor [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to create armor out of the bone you are able to shoot from your body. This armor you create functions exactly as either (at the users choice) Breastplate armor or Chain Shirt armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Greater Exoarmor [Racial, Bone] Prerequisites: Osteoroc, Exoarmor, Base Attack Bonus +4 Benefit: You have the ability to create even studier armor out of the bone. This extra strength allows armor you create to function as Full-Plate armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. I really like these two feats, along with the Fortification, that would make them pretty hardcore. @ Bergor Terraf: Great job with the latest version of the Fortification. I guess you guys are right, at that level, it should be permanent. @ Kelmourne: 1d3 if small, 1d4 if medium, 1d6 if large, 1d8 if huge, etc would be appropriate. @Riftdragon: Is that the same guy from the link in page 2 or 3? Some tanned anime/mangaman with spikes coming out of his body? |
| GuyrtheadamantineOne11-25-07, 11:03 AM | Hi, I love this project(Despite some cheezy thingies, but I'm not into it now.) 1. Bone Saber and Bone Sword are exactly similar. 2. Here's a feat! Splintered Spines[Racial,Bone] Prerequesites:Osteoroc, Bony Needles. Benefit: Your needles can deal truly painful wounds, as they break on hit, tearing the flesh apart. Any foe hit by your Bony Needles gain a cummulative -1 penalty on all checks. Foes can take a full-round action which cause attacks of opportunities to retire all the shrapnels from his skin. |
| Mr_Arcane11-25-07, 11:35 AM | Thanks Guyr, I missed that one. And thanks for the feat! |
| GuyrtheadamantineOne11-25-07, 12:04 PM | Thanks Guyr, I missed that one. And thanks for the feat! 'Just here to help! Exoarmor [Racial, Bone] Prerequisites: Osteoroc Benefit: You have the ability to create armor out of the bone you are able to shoot from your body. This armor you create functions exactly as either (at the users choice) Breastplate armor or Chain Shirt armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Greater Exoarmor [Racial, Bone] Prerequisites: Osteoroc, Exoarmor, Base Attack Bonus +4 Benefit: You have the ability to create even studier armor out of the bone. This extra strength allows armor you create to function as Full-Plate armor. Creating this armor is a full-round action that does not provoke an attack of opportunity. Personnally, I'd use the grafted armor rules from the last(Paizo) Dragon Magazine. I know not everyone bought it, but it allows greater costumization.(Its stats depends on the amount of AC you graft yourself with.) Since it ain't in the OGL, I just can't show the real thing, sorry. I guess It'll be my private feat... unless you say you all have the mag;) |
| Kelmourne11-25-07, 02:38 PM | Moving right along... I don't think Osteorocs even heard cattle... What is a caravans main source of food anyway? I think nomadic people subsist on hunting and foraging. This would limit the size of individual populations of Osteorocs. Although I think the mongols actually had herds of goats and oxen and such so they could have livestock. |
| Killer_Rabbit11-25-07, 10:06 PM | I've already wrote something similar to Splintered Spines back all the way on page two... I don't think they were added to the main list. They sorta do the same thing... hmmm perhaps I will change them a bit. Spiny Skin [Racial, Bone] Prerequisites: Osteoroc, Bone Needles By spending 1 bone point, you can cause hundreds of short, sharp, boney spines to emerge from under your skin all over your body. Whenever you have this feat activated and are hit with any melee attack a spine shoots into the attacker. This spine deals 1 point of piecing damage and remains lodged in the skin. Lodged spines impose a –1 penalty to all attack rolls, saves and checks. They add a +5 to all concentration DCs. They require a heal check (DC 15) to remove without further harm. If the Heal check fails the target takes a further 1d4 con damage. Only one spine can be used on each target. This ability lasts for the number of rounds equal to 1/2 your hitdice + Con mod (minimum 1) Spiny Blast Prerequisites: Osteoroc, Spiny Skin, Base Attack Bonus +6, Bone Needles During the use of the Spiny Skin ability you can choose to expel all the spines on your body all at once, in all directions. Every creature within 20 ft is struck by a number of spines determined by the size of the target. (See below) Lodged spines deal 1d4 points of piecing damage per spine impose a –1 penalty to all attack rolls, saves and checks per spine. They add a +5 to all concentration DCs. They require a heal check (DC 15) to remove without further harm. If the Heal check fails the target takes a further 1d4 damage. |
| GuyrtheadamantineOne11-26-07, 08:38 AM | I read the whole thread, I knew you did these. I just thought that 1d4 Con was too much. I based splintered spines on an existing weapon, Howler Spines, in Savage Species. |
| Bergor Terraf11-26-07, 07:26 PM | It says here (http://en.wikipedia.org/wiki/Bedouin) that Bedouins (desert nomads) herded sheep or goats and the more powerfull tribes even herded camels. So let's try this : Every Osteoroc caravan has at least a little herd of milk producing animals (habitually goats) but some powerfull caravans have been known to herd cows. Milk is good for the bones so I think the Osteorocs would want some available for daily consumption. Their are rumors of a legendairy cow whose milk could permenently increase the maximum number of bone points an Osteoroc has, but that's just a rumor... :D Now for a little clarification : for the bone saber feats (and other similar to it), does the saber stay attached to the bones of the weilder (has the "cannot be disarmed" would make us think?) If so, is their a duration for the effect? When not needed does it returns inside the body? That last one should be clarified in the description of the feat. Also, I think the words bone saber should be replaced by skeletal sword in the description of the skeletal sword feat. And is it just me or would the Osteoroc make an awosome assasin? Skelatal Incursion especially gives me that impression. The idea for an assassin prestige class in slowly germinating in my head. Maybe a caravan got captured by a bunch of clerics of Nerull (He is described has "almost skeletal cloaked figure" so I think they would be interested by these guys) and breed them to be expert assassins. The domains of Nerull are Death, Evil and Trickery, so it would fit. One of the first ability could be an upgrade of the Camouflage Cartilage feat to completely hide the bony protusions all over their body to pass has normal humans (so it would be one of the prerequisite for the PrC). Also an ability to use the Skeletal Incursion at point blank could be appropriate (get close to your target, inocently put your palm flat against their back and all of a sudden : SHLICK!). Finally, natural poison coating on the bone weapons would be great too. (shake hands with the target, a small bony points scratch his hands, victims dies poisonned a few hours later...) i'll try to post a full PrC in a few days, but that dosen't stop anyone interrested to try too! |
| Killer_Rabbit11-26-07, 10:25 PM | First things first, were did you get the 1d4 con damage from? My feats don't say anything about that. Milk is good for the bones so I think the Osteorocs would want some available for daily consumption. :heehee So true, so true. And is it just me or would the Osteoroc make an awosome assasin? Skelatal Incursion especially gives me that impression. The idea for an assassin prestige class in slowly germinating in my head. I was working on one a while ago, but toataly forgot about it. You pretty much nailed, my idea with the poisoned bones thing. I called the "Agents of th Tainted Bone". I thought of using nerull as their patron, but I tought perhaps a dark, evil and mysterious Osteroc god.... The One of the Tainited Bone, maybe. Heres what I had written, altered a little with your ideas (Not much, I know) Agent of the Tainted Bone Agents of the Tainted Bone are a secretive order of Osteoroc Assassins, who serve the dark Osteoroc god, the one of the Tainted Bone and use their skeletal skills gifted to them to “eliminate” contracts. Agents have the ability to lace their own bones with poison, allowing them to quickly kill their mark and get out of their NPC Agents of the Tainted Bone often have no ties to their original caravans and are usually either hanging about waiting for their next contract or on it. Requirements Race: Osteoroc Base Attack Bonus: +4 Skills: Feats: Skeletal Incursion, Cartilage Camoflague, Sneak attack +1d6 Alignment: any Non-Good Hit Dice: 1d6 Class Skills: The Osteorider’s class skills (And key ability for each skill) are Craft (Int), Intimidate (Cha), Listen (Wis), Profession (Wis),, Spot (Wis), Skills/level: 6 + Int bonus BAB: Good (1/1) Saves: Fort: Good, Reflex: Good, Will: Poor Level Abilities 1 2 Poison Immunity, Bone Taint, 3 4 5 Class Features Poison Immunity (Ex): Agents of the Tainted Bone gain immunity to all poisons at level 2. This does not provide immunity against diseases. Bone Taint (Su): Agents of the Tainted Bone have the amazing power to poison any bone weapon, which they become exposed to in way that would normally cause them ailment. This poison takes effect as soon as the poison is exposed |
| Mr_Arcane11-27-07, 03:27 PM | Osteorocs as assassins? This is a wholey awesome idea and might be a prefect evil otseoroc PrC. Some of these things could be the sort of "archenemy" for a player. Or if he's completely evil, then let him go and kill everything with a handshake. I love this stuff! Keep up the good work guys! |
| Bergor Terraf11-27-07, 09:10 PM | Osteorocs as assassins? This is a wholey awesome idea and might be a prefect evil otseoroc PrC. Some of these things could be the sort of "archenemy" for a player. Or if he's completely evil, then let him go and kill everything with a handshake. I also like the possibilities for progressive introduction in a game already started : the PC first have dealings with an assassin's guild which uses Osteorocs (first time the PCs see the race), After some dealings with them, probably comming close to death each time, i'd like to see their reaction to meeting an Osteoroc Caravan! Now for the actual PrC, I'll try a rough draft, based on what Killer_Rabbit did (thank you!) Agent of the Tainted Bone Agents of the Tainted Bone are a secretive order of Osteoroc Assassins, who serve the dark Osteoroc god, the one of the Tainted Bone and use their skeletal skills gifted to them to “eliminate” contracts. Agents have the ability to lace their own bones with poison, allowing them to quickly kill their mark and get out of their NPC Agents of the Tainted Bone often have no ties to their original caravans and are usually either hanging about waiting for their next contract or on it. Requirements Race: Osteoroc Base Attack Bonus: +4 Skills: Feats: Skeletal Incursion, Cartilage Camouflage, Sneak attack +1d6 Alignment: any Non-Good Hit Dice: 1d6 Class Skills: The Osteorider’s class skills (And key ability for each skill) are Craft (Int), Intimidate (Cha), Listen (Wis), Profession (Wis), Spot (Wis), Bluff (Cha), Gather Information (Cha), Hide (Dex), Move Silently (Dex) Skills/level: 6 + Int bonus BAB: Average (3/4) Saves: Fort: Good, Reflex: Good, Will: Poor Level Abilities 1 Sneaky Incursion, Hidden Bones (2xCon bonus hours) 2 Bone Taint, Sneak Attack +1d6 3 Up-Close and Personal (flat-footed) 4 Bone Taint, Poison resistance (+5), Sneak Attack +1d6 5 Up-Close and Personal (Dex bonus denied), Hidden Bones (no limit) 6 Bone Taint, Bone Touch, Sneak Attack +1d6 7 Pinned, Delay Poison 8 Bone Taint, Poison resistance (+10), Sneak Attack +1d6 9 Up-Close and Personal (no restriction) 10 Bone Taint, Sneak Attack +1d6 Class Features Sneaky Incursion (Ex) : You can add your sneak attack damage to your Skeletal Incursion damage if the normal conditions for sneak attack are met. Hidden Bones (Ex) : At first level, you are able to completely retract your bony protrusions inside your body, making you look like a normal human at first glance (though you are bald). At first, you can only do it during 2 hours x your Con bonus each day (doesn't have to be all in one shot). When you achieve 5th level, you can use this ability for any period of time, though other Agents of the Tainted Bone like to revert to normal when they are alone or amongst colleagues. Using this ability is a standard action that does not provoke an attack of opportunity. Bone Taint (Ex) : At second level, you develop special glands that secret special poisons on your bones. The DC for them is 10 + your level in this class + your Con bonus. This is an injury poison that deals 1d2 points of primary and secondary Con damage. This increases to 1d4 at 6th level and 1d6 at 10th level. At level 6 it becomes a contact poison. You can use it a number of times per day equal to your Con bonus. At 4th level, you can spend a bone point to have your poison do Dex or Str damage instead of Con damage. This change lasts for one use. At 6th level, you can replace the Con damage by any other ability damage of your chose (Str, Dex, Int, Wis or Cha) by spending a bone point. This change lasts for one use. At 8th level, you can spend two bone points to change your poison into a powerful sedative. Primary and secondary damage becomes unconsciousness for 1d6 hours. At 10th level, you can use a lethal dose of concentrated poison. Once per day, you can spend 3 bone points to replace the primary damage of your poison to instant death. A successful check still deals 2d6 Con damage to the target. There is no secondary damage. You also increase the number of times per day you can use your poison to 2 x Con bonus per day. Sneak Attack (Ex) : Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied it's dexterity bonus. This damage increases by 1d6 at each even level (+2d6 at level 4, +3d6 at level 6, etc). If you get a sneak attack bonus from another source (such as rogue levels), the bonuses stack. Up-Close and Personal (Ex) : Your training with your Skeletal Incursion gradually makes it more versatile. At 3rd level, you can use it directly on a flat-footed opponent (you don't need a wall between you and your target). It becomes a touch attack.. You can only make one such attack per turn. At 5th level, you can use it against a target that is denied his Dex bonus. At 9th level, you can use it against anyone without restriction. Poison Resistance (Ex) : Your body gradually becomes more resistant to poison. You gain a +5 bonus on fortitude check to resist poisons. At 8th level, this bonus increases to +10. Bone Touch (Ex) : You can have a piece of poisoned bone barely extend past your skin, allowing you to poison someone with a simple touch (a handshake for example) Pinned (Ex) : When you use your Skeletal Incursion attack against someone with a wall directly behind him or against someone on the other side of a wall, you can choose to spend one bone point before the attack roll. If it succeeds, you pin him to the wall and the bone spike breaks from your hands, freeing you. The victim may try to free himself by doing a DC 25 Str check, but will receive damage equal to the damage of the original pinning attack. Someone else may try a DC 25 Heal check in place of the Str check to free him, but the victim will still receive half the damage of the original pinning attack. Delay poison (Ex) : By spending one bone point, you can make your poison wait for up to a hour before acting. By the way, not one comment about my "legendairy milk" pun? I think I might have been a little too subtle with that one....:D |
| Killer_Rabbit11-28-07, 12:41 AM | Your welcome. :D I love the idea of the pinned ability, but i think it should be able to be used to pin people to the wall that your attacking them from behind. (see below) oool ooxl0 oool key x = Unfortunate guy 0 = impalist o = floor l = wall Also, to Mr_Arcane, Why did you change the osteosense tremor sense to blind sense? just a question. |
| Bergor Terraf11-28-07, 01:10 AM | I love the idea of the pinned ability, but i think it should be able to be used to pin people to the wall that your attacking them from behind. You are right. I changed it now. I'll try to review it tomorrow after a good night sleep. |
| Tema6911-28-07, 11:33 AM | This is a great class for the darker Osteoroc. I really like it, great work. I just have a comment: Pinned (Ex) : When you use your Skeletal Incursion attack against someone with a wall directly behind him or against someone on the other side of a wall, you can choose to spend one bone point before the attack roll. If it succeeds, you pin him to the wall and the bone spike breaks from your hands, freeing you. The victim must succeed on a DC 25 Str check to free himself. However, if successful, he received damage equal to the damage of the original pinning attack. You might want to specify how long it takes to get free (e.g. one full-round action), and that you may need free limbs (e.g. both hands) and if he takes damage every round until removed? I can imagine one of these guys lifting his opponent up (hm. might require some grapple check) and pinning him to a wall, letting him hang and letting the poison work while walking away. :D |
| Mr_Arcane11-28-07, 03:03 PM | I had an idea: If your game needs a quick plot hook that involves and Osteoroc, try having a rash of unusual murders occur. All of the murders involove the victim being pinned to the wall with a giant bone spike and dying on the spike. A little digging reveils that all of the victims are, infact, employed by the kingdom. Some one is assassinating these emploees and quickly working thier way up the ladder. The villian is an Agent of the Tainted Bone and its up to the PCs to prevent the next murder and bring the killer to justice! Anyhow, I fixed what I think I messed up. Cheers! |
| jradd77711-28-07, 06:04 PM | Alright, I hope this works, here's my rendition, finally, please let me know what you think? Does it fit what you meant? Remember, I'm imagining them as being fairly robust, I also tried to capture their friendly, hospitable nature... http://i212.photobucket.com/albums/cc199/Jradd7/OsteoSketch.jpg EDIT: I'm really angry at my situation here. I've been trying to get this picture posted for weeks now. I finally got to use a scanner (I went to one four different times on two different days trying to use one but there was always someone using the computer it was connected to because it's public), today, and now I can't upload my picture anywhere to post it!!! :rant: :banghead: :censored: :behold: |
| Mr_Arcane11-28-07, 07:42 PM | Have you tried using Image Shack? They can do some image hosting. |
| jradd77711-28-07, 08:59 PM | Have you tried using Image Shack? They can do some image hosting. Well... another problem I ran into is that I edited the scanned image with Paint, and so it got saved as a .bmp of a scanned image... which is huge (6MB), I'll have to wait until I can get on a computer with Photoshop or something to convert into a much smaller .jpg file. My personal computer doesn't have it anymore, and I keep forgetting that fact. Mostly, I was mad that there was always someone using that scanner and I had to climb three flights of stairs four times, in between classes, before I got there, ha ha, and now it's like I'm just as far as I was before from having this thing posted. |
| Tema6911-29-07, 10:49 AM | Hmm... That kinda sucks. Try photobucket. |
| Mr_Arcane11-29-07, 03:00 PM | Well, however you do it, whenever you do it, as long as you post the picture eventually, take your time and relax. |
| Bergor Terraf11-29-07, 04:30 PM | jradd777, you can save in jpg with paint, just select "save as" than change type to jpg. Tema69, Thanks for the advice, I will edit my post with it and another idea that crossed my mind. Also, the victim receives damage only from the pinning attack and when he is "unpinned". If he waits three rounds before trying to free himself, he doesn't take damage during those three rounds (though poison acts normally). If that's all for the class, I will post it on the prestige class board for further reviews. |
| jradd77711-29-07, 08:51 PM | jradd777, you can save in jpg with paint, just select "save as" than change type to jpg. I'm not sure if that will work but I'll try it. @ Mr_Arcane... Thanks... school is stressing too, I just needed to blow up somewhere safe, ha ha! @ Tema... Thanks but that's the first place I tried, haha! I'll try to post it in the first post I tried, so keep checking it for an update, I'll also edit this one if it works, to try to keep it close to the bottom. Thanks again guys for the help! EDIT: THANKS, Bergor Terraf! Note to self: Microsoft finally did something right, ha ha. Should've had more faith in your apparent expertise! Check it out, it's in my first try to post, lemme know what you guys think! OH! and Mr_Arcane, it's also an attempt at the mutated version with the small bones across the brow and cheekbones, I hope that's what you meant by that... |
| Killer_Rabbit11-29-07, 09:55 PM | ARGH!!... Computer Talk.... BRAIN HURT!!! ARGH!! (that time In fell off my chair) |
| Bergor Terraf11-29-07, 10:34 PM | I've posted the agent of the tainted bones PrC on the prestige class boards (here). Futur modification will be made there. @ jradd777 : Glad to be of help! @ Killer_Rabbit : Sorry! ;) @ no one in particular : Woohoo! Page 6!!! |
| Tema6911-30-07, 02:27 AM | Wow, 6 pages! And congrats on the drawing. Did you envision them this robust Mr_Arcane? I might draw a remake based on yours, Jradd... |
| jradd77711-30-07, 05:51 AM | Wow, 6 pages! And congrats on the drawing. Did you envision them this robust Mr_Arcane? I might draw a remake based on yours, Jradd... Thank you, Tema, I consider that a high compliment. I tried to offer a good amount of variance from your previous sketch to help "spread the field" if you catch my drift. Sort of, get a full feel for what Mr_Arcane would like to see. I can't wait to hear from him especially. And I can take criticism, too, on this, I'm just trying to help the idea itself. |
| Tema6911-30-07, 06:26 AM | Well, I was at school, so I didn't have time to have a good look at it. :) Let me make some comments: I think the feet seem a bit off, compared to the rest of the body. Maybe because they seem much more human than the rest of him. As for the rest of him, it's really good, you have a good grasp of anatomy and musculature. One other thing though. I don't imagine them wearing pants/shorts, as they'd rip them apart at the slightest movement. I suggest we come up with some sort of clothing that wouldn't look too silly, while still resist/not interfere with the spikes. May I suggest some sort of toga ('been working on ancient greece in school for some while now)? In my sketches they have loincloths, but that's just me. So all in all, great drawing, and I'll try to post some more Osteorocs in the future. I have my Illithid Osteoroc ready, but 'forgot to scan it. |
| jradd77711-30-07, 11:24 AM | Well, I was at school, so I didn't have time to have a good look at it. :) Let me make some comments: I think the feet seem a bit off, compared to the rest of the body. Maybe because they seem much more human than the rest of him. As for the rest of him, it's really good, you have a good grasp of anatomy and musculature. One other thing though. I don't imagine them wearing pants/shorts, as they'd rip them apart at the slightest movement. I suggest we come up with some sort of clothing that wouldn't look too silly, while still resist/not interfere with the spikes. May I suggest some sort of toga ('been working on ancient greece in school for some while now)? In my sketches they have loincloths, but that's just me. So all in all, great drawing, and I'll try to post some more Osteorocs in the future. I have my Illithid Osteoroc ready, but 'forgot to scan it. Thanks so much! I'm not good at drawing feet, so I admit, they're kinda just tacked on... I wasn't sure what else to do there and I'd like to allow them to still wear boots (however, sandals that accommodate any spines might be flavorful and fashionable, ha ha... ooh, they'd look so neat wearing those wooden oriental-style sandal things). Yeah, the shorts thing was me saying, "I'll just make him wear some like simple, wrapped leather pants or something... wait... those spikes are totally going to get in the way... eh, oh well, so they get ripped a bit, especially from the knee down (that's why it's just strings hanging from that point)..." You're right though, they'll probably have special stuff (loincloths are rockin' I could see that)... I might try to put one in some custom fit armor, spines coming out, hopefully an "action pose" next. I CAN'T WAIT to see your Illithid version! That's just SICK, NASTY (in the good way :cool: ) Thanks for the "criticism" (I put in quotes because it didn't even feel critical, just helpful; I love this thread)! |
| Tema6911-30-07, 12:45 PM | ;) Criticism can also describe positive comments about something. And indeed, the Illithid looks nasty. He's wearing some kind of shorts and looks pirat'ish, but since he's a half-breed, he spikes may not be as annoying. I'll scan it and post it monday if I get the time. |
| Viktor_Von_Doom11-30-07, 01:42 PM | Hi, I''ve been lurking through this thread and been feeling this race. I just have a comment about the drawing, its good but it just feels like they should be just a little bit more intimidating and |
| jradd77711-30-07, 02:00 PM | Hi, I''ve been lurking through this thread and been feeling this race. I just have a comment about the drawing, its good but it just feels like they should be just a little bit more intimidating and Thanks! I felt that their brute size was intimidating enough, so I wanted to highlight their sensitive, poetry-loving, hospitable nature in his face. I mean... if he just scowls a bit, insta-intimidate! But the OP described them as being caring, "gentle-giant" type, so I didn't want to leave that out. You know... just because a crocodile smiles doesn't mean he's any less fear arousing, heheh, IMO. But thanks again for the input... |
| Viktor_Von_Doom11-30-07, 02:26 PM | It wasn't the face, just the over all body just felt like it was missing something. |
| Killer_Rabbit11-30-07, 03:28 PM | Hello everybody, I'm back, with a new feat (I know it's been a while) Skeletal Sniper Prerequisites: Bony Needles, Bone Bolt You can make your bony needles more aerodynamic. This allows you to add 5 ft to each range encrement per +1 bonus of con mod of all your ranged bone weapons when taking a full attack. E.g. Kirlari has a constitution a 15, this gives her a +2 con mod. Whenusing a full attack with her bony needles, Kirlari's range increment increases to 15ft. That's all for now. I may be back with more should my creative juices budge. |
| Mr_Arcane11-30-07, 05:48 PM | Jradd, I have one thing to say: Great job! This rendition of an osteoroc might be of a subject that might be more hardy than average, but it really grabs the feel of what I was going for! He does look to be very kind and looks like he has the ability to rip your head off, if he had his heart set on it. but the race is supposed to be human sized, so they might need to be a bit less bulky. But otherwise, Good job! Thanks for the good work guys, and let's keep it up! (P.s.- think we could get into 4th edition?) |
| jradd77712-01-07, 02:25 AM | Jradd, I have one thing to say: Great job! This rendition of an osteoroc might be of a subject that might be more hardy than average, but it really grabs the feel of what I was going for! He does look to be very kind and looks like he has the ability to rip your head off, if he had his heart set on it. but the race is supposed to be human sized, so they might need to be a bit less bulky. But otherwise, Good job! Thanks for the good work guys, and let's keep it up! (P.s.- think we could get into 4th edition?) Thanks. He is meant to be humanish sized... I scaled down my original model quite a bit... ha ha, in fact I know a guy that works out a lot that's built like this guy (20 inch biceps!). I thought maybe he'd be a little too robust, though. From what I've heard, and my own personal opinion, 4th edition is generally done, just making minor tweaks to any small issues, etc. Again, thanks, I'm really happy with how it came out. I tried to add patches where the skin is tougher than others, centered around spikes and spines (circular, almost scaly tough "hide," akin to elephant or rhino skin). |
| Killer_Rabbit12-01-07, 07:19 PM | (P.s.- think we could get into 4th edition?) Hell Yeah!! (Well maybe not, but still hell yeah!!!) I mean who needs half orcs anyway. Also, I might give drawing an osteoroc a shot. |
| Mr_Arcane12-01-07, 07:52 PM | I would consider Jradd's specimen to be one of above average constitution (read as a 20 in CON and a high STR score). It would be entirely too bad that they probably wont add the race, but there are supplements... Those of you out there who feel like adding things, feel free to do so. This is what user created material is all about. |
| Viktor_Von_Doom12-01-07, 10:45 PM | I'm working on a couple of ideas for prestige classes. |
| Killer_Rabbit12-01-07, 11:36 PM | I'm working on a couple of ideas for prestige classes. Like what. Perhaps we could help. (Also this reminds me. Mr_Arcane, could you put a spoiler thing of osteoroc prestige classes on the main page?) |
| Mr_Arcane12-01-07, 11:40 PM | Okay then, I shall get right on that. |
| Killer_Rabbit12-02-07, 02:58 AM | Wahahahahahah! My plans for a single post that offers quick, easy access to all things osteoroc is coming into fruition!! Also, my dipiction of an osteoroc will be an Osteorider, riding an osteowolf. |
| Viktor_Von_Doom12-02-07, 03:44 AM | One druid PRC that focuses on Wildshaping and one that focuses on using the darts all most exclusively. |
| Tema6912-02-07, 04:53 AM | @ Viktor von Doom: Have a look at my horrific approach to a Druidic Osteoroc PrC.. Feel free to use any of the stuff if you think it fits your class theme... The less cool Bone Shaper Druidic Prc. See the Spike Shaman below for an improvement. Hope it helps. And yay, my Spike Shaman is front page.. ;) |
| TheZugger12-02-07, 06:51 PM | Awesome class man, Im going to see if I can play one in an upcoming game, thinking of a fighter or barb, focusing on bone weapons, that goes into your shaman PrC. Just wondering if there was a way the enchant so to speak your natural bone weapons? maybe a blessing or ritual? Also was thinking of a new possible weapon feat: Bone Claws (Couldn't think of a different word) As a swift Action, you can draw forth spurs and edges made of bone in as many free hands as you have. The 'claws' grant the osteoroc to deal 1d6 slashing damage with his fists. Bone claws count as a manufactured weapon in regards to iterative attacks. Didn't add the bone point to extend reach because it did not seem to fit the feel to me, and maybe it should add threat range? Just a idea and any additions or changes are gladly appreciated. Possibly another feat to add a rend damage if both hands strike? |
| Killer_Rabbit12-02-07, 09:44 PM | Like the whole Wolverine thing. Make it a light weapon maybe? A threat range would also add it a little zing. Speaking of threat ranges, perhaps razor spines should be a feat reserved for mid level. Improved critivle is available at level 8 and only applies to one weapon. |
| TheZugger12-03-07, 12:49 AM | that sounds like a great idea, and yes i forgot to add that they would count as light weapons, to go with my whole plan of having a rend talent for two weapon fighting characters. Bone Claws [Racial, Bone] Prerequisite: Osteoroc As a standard action, you can grow spurs and edges of bone in as many free hands as you have. A Bone Claw has the following properties. The claws are a light weapon that deals 1d6 damage slashing damage with a 20/x2 threat range. Osteorocs are always proficient in. Bone Claws count as manufactured weapons for the purposes of iterative attacks. Abilities, spells, feats, and items that affect natural weapons affect Bone Claws. A Bone Claw cannot be disarmed, but it may be sundered. Rending Claws [Racial, Bone] Prerequisite: Osteoroc, Bone Claws, BAB +9? When An Osteoroc deals damage with both of his Bone claws against the same target the sharp spurs and edges tear and rend the targets flesh causing an additional 2d6+2xStr mod Not sure what BAB or prerequisite's should be used for Rending claws, If someone fleshes out the Razor Spines feat Killer Rabbit mentioned that could be a great prerequisite. |
| Tema6912-04-07, 06:24 AM | Still wanna see the Illithid Osteoroc? Here it is anyway: http://i216.photobucket.com/albums/cc38/Tema69/2007-12-04-1217-11_edited.jpg Hope you like it. ;) |
| Killer_Rabbit12-04-07, 09:24 PM | @ Tema: Awesome drawing, but whats he pointing at? @ The Zugger: Love the feats, I think a BAB is required, but probly around level 8 I would think. @ noone in particular: I shall rule the world with my meaty fist of vengence and my various large cat effigies. |
| Tema6912-05-07, 07:33 AM | I'm an artist, not a storyteller. Wait, hrem, I'm also a storyteller, but mainly an artist. Or, ehm... ? ...I have no idea about what he's doing. ;) What do you think he's pointing at? And what is he doing? What's in the sack? Etc, etc.. :) He could be pointing at some guy he might be arguing with. ....about a sack full of loot. |
| Mr_Arcane12-05-07, 10:26 PM | I just dropped by to say- Well guys, I can offically say that this has been an awesome run. The Osteoroc has held the front page for roughly a month now and my e-mail inbox was crammed with update messages for that time so I had to do some early winter cleaning. Every contribution has helped this race grow to it's current potential. So to those of you who have either posted pictures, feats, classes, the perfect overhaul, or just dropped by to say that you like something I have one thing to say: THANK YOU! You've been an awesome help! But by no means is this race technically done. When 4th editon pops up, we should update the race and classes, just for those who enjoy the race and want to port their Osteorider/ Spike Shaman to thier new 4th editon game. We also might come up with more feats and classes by then! I hope you guys help me pull something like this off next time I drop new race onto the boards. I'm in the mood for something with acidic claws... Till' next time board members. :D |
| Killer_Rabbit12-05-07, 11:59 PM | I had to do some early winter cleaning. HAHA YOUR COLD!!! Sorry, that was immature, seriously though, you welcome |
| Killer_Rabbit12-06-07, 12:02 AM | Stupid Double Post |
| Tema6912-06-07, 06:31 AM | You sound like you're leaving? Any comments on the Illithid, Mr_Arcane? |
| Mr_Arcane12-06-07, 04:03 PM | I am not leaving, just giving a nice thank you to anyone and everyone who happens to drop by. (I guess it did sound a bit to dramatic.) The half Illithid osteoroc is the most interesting picture around here that I've seen. He looks like the party rogue that's having a disagreement with on the distribution of treasure. The treasure that he worked hard to grab. edit: yay seventh page! |
| TheZugger12-06-07, 06:14 PM | Ok, I was thinking +8 BAB is a good number to place the rend feat at. You had me worried that you were quitting the race Mr arcane haha. Any idea's on possible enhancements for the bone weapons? Else are the Osteorocs doomed at facing dmg reduction? @tema: you got any drafts at the razor spines feat? Hopefully starting a game up soon where I will get to play as a osteoroc and looking for more options :evillaugh |
| Tema6912-07-07, 04:16 AM | Thanks ;) Glad you like it. Razor Spikes increases the critical threat range. You want a drawing of a sharp bone? :) I can do that, but I'm not sure how to tackle it. |
| TheZugger12-07-07, 04:23 PM | Haha oh you sly fool. I thought you had a rough outline other than increases threat range. |
| Kelmourne12-07-07, 11:50 PM | Has anyone brought up the notion of a osteoroc monk yet? I think it would be very nifty. Or a vampire. Also great pictures guys. |
| Tema6912-08-07, 07:50 AM | I didn't write the feat (look in the OP). So I haven't envisioned it. I'm not sure I get your point, Zugger.. And yeah, an Osteoroc monk would be cool, but how would the natural weapon work with the increased damage? |
| TheZugger12-08-07, 05:16 PM | Yea sorry about that, I realize you didn't write the feat and just had the idea of it, I just thought you were working on it and didn't have it all figured yet. No worries. I just misunderstood what was happening. Perhaps for a osteoroc Monk they could have a racial substitution levels? similar to the skarn one's found in MoI |
| Mr_Arcane12-10-07, 03:22 PM | Well, an osteoroc monk would have the normal unarmed strike progression and keep what ever damage thier spurs do. The spurs deal damge when they are able to mantain the pin. So you could do spurs damage and keep on whailing away with a normal unarmed strike. If you guys want to do racial sub levels, go right ahead. |
| Kelmourne12-10-07, 11:11 PM | Hey is it possible do use 2-wpn fighting with unarmed attacks and natural weapons? If so that could be very interesting. |
| Tema6912-11-07, 07:15 AM | Why shouldn't it? It states that ones unarmed strike always counts as a light weapon for the purposes of two-weapon fighting. And natural weapons normally count as weapons when talking about feats. So yeah, you could be a two-weapon fist fighting Osteoroc. |
| Killer_Rabbit12-12-07, 03:01 AM | Sorry guys, I brought Mass Effect on saturday... Lets just say my attempts to post haven't been massivly effective. Anyway sinse noone else is doing it. Razor Spines [Racial, Bone] Prerequirments: Osteoroc, Base Attack Bonus +10 All your bones weapons critical ranges are doubled. Add some flavour if you want, has BAB +10 because it applies to all bone weapons. Farewell Mortals, wahahahahahah! ha |
| Tema6912-12-07, 02:26 PM | Razor Spines [Racial, Bone] Prerequirments: Osteoroc, Base Attack Bonus +10 All your bones weapons critical ranges are doubled. Is there any reason why you are rewriting an existing feat? Look in the OP, we've already got Razor Spines, that's what I said above. Razor Spines [Racial, Bone] Prerequisite: Osteoroc. Benefits: Upon taking this feat, your spurs become much more deadly. All your natural bone-based weaponry have their threat ranges doubled. ;) |
| Killer_Rabbit12-12-07, 10:57 PM | Is there any reason why you are rewriting an existing feat? Look in the OP, we've already got Razor Spines, that's what I said above.) It is incredibly overpowered though not at first glance. As said before improved critical (or something, its in PHB) doubles the threat range of 1 weapon that you choose. It has BAB +8 requirment. This is all bone weapons. Perhaps it could be used at an earlier level if you could use a bone point to activate it, for a amount of time.... hmmm. Razor Spines [Racial, Bone] Prerequisite: Osteoroc, Base Attack Bonus +3 Benefits: Upon taking this feat, you can cause your bone weapons to temporarily become alot sharper. By spending a bone point you are able to double the threat range of all your bone weaponry for 5 + con mod rounds. |
| Tema6912-13-07, 10:15 AM | I guess, but you could have mentioned it when rewriting it (so as not to confuse more than necessary - as some people believe Razor Spines is a "new" feat). Anyway, you're probably right. And then, Improved Razor Spines [Racial, Bone] Prerequesite: Osteoroc, Base Attack Bonus +10. Benefits: Upon taking this feat, all your bone weapons' threat range double. The Razor Spines feat still functions, although it only increases the threat range by 1 instead of doubling it, for 5+ con mod rounds. |
| Killer_Rabbit12-13-07, 04:47 PM | Yeah probly should have mentioned thaT sorry. |
| Mr_Arcane12-15-07, 01:29 PM | Thanks for catching that little qwirk in Razor Spines guys, as well as the new feat and the fix. |
| Kelmourne12-15-07, 05:23 PM | so I'm assuming that they lose all their bone-related abilities when they polymorph or change shape? |
| Mr_Arcane12-15-07, 09:35 PM | After a whole ten minutes looking around the SRD at polymorph, among other things, I can say this: Yes, all of the bone related abilities of the osteoroc are lost by changing shape. |
| Killer_Rabbit12-17-07, 03:54 PM | I was thinking that too |
| Kelmourne12-17-07, 06:01 PM | Not very good at making feats but may I suggest someone else makes one geared towards druids that lets them keep their bone-abilities in wild shape. |
| Tema6912-18-07, 08:36 AM | I tried. Look at the Bone Shaper PrC... It kinda sucks, but it gives you the idea.. |
| Mr_Arcane12-19-07, 09:29 PM | Well, there are some talented feat makers around here and I suppose that they might answer prayers from time to time. A 3 level PrC for osteoroc druids might be okay, just give them the option for their current animal compainon to get an Osteo-creature template (+2 Con, +2 natural armor and spines that deal damage accorfing to size) at first, to keep thier bone abilities while wildshaping at second/third level, and a decent capstone ability at third with either a 1/3 or 2/3 casting progression. good Fort saves, Medium BAB, and a d8 HD. Might want to keep progressing wildshape and animal companion as well. This is just my thoughts. |
| LunarWolfPrime12-24-07, 08:20 AM | hay why dont you make a seblime path for these guys for a good base you could use that bone guy from naruto thta fights lee and gara hey it is a though i just though it would be cool |
| Tema6912-24-07, 09:39 AM | Punctuation, my friend, punctuation.. ;) What do you mean by "seblime"? |
| Mr_Arcane12-24-07, 09:58 PM | I think he means "Sublime" as in Book of Nine Swords, sort of Sublime. And if, by chance, he does mean what I think he means, then might I point out the Martial Compendium. Assembeled by Magocrat, It contains several classes, sub levels, and other paths for your Warblade, Swordsage, or Crusader. Now, we could devise some racial sub levels and let the race bleed into that thread. This is, of course, an idea. Martial Compendium (http://forums.gleemax.com/showthread.php?t=804856) And to all, Happy Holidays! |
| kirby09631704-23-08, 10:50 PM | This race is totally awesome. I've created a fighter that relies solely on the armor and weapons he can produce. He may look defenseless, but don't make him angry... Wait who would try to make a spikey person angry anyway. If you want to see him click here. (http://www.dndonlinegames.com/view.php?id=64972) Since I'm still new to D&D and I haven't used him in a campaign yet, I haven't added gold or possesions. His back ground is that when he was young he was taken from his home and trained as a pit fighter. No one knew his true name so the only name he has ever known is Freakshow due to his unnatural abilities. He has recently escaped and been surviving on his own searching for his family. Due to his appearance and attitude, not many people have even talked to him let alone help. Any comment to help him flavor or ability wise would be greatly appreciated. Awesome race Mr Arcane. |
| Mr_Arcane04-24-08, 05:47 PM | Very nice Kirby. It has both flavor and good mechanics. If I may make a suggestion, try keeping a secondary weapon for when and if you run out of bone points, it just has to be something that can last you long enough to get more bone points. |
| Aerostoth04-24-08, 10:59 PM | Nice character concept. I made something like it a few weeks ago. My friend was DMing for me (although I normally DM for him) and some others on Expidition to Castle Ravenloft, and I made a Dragonborn Warforged. I got a battlefist and took a bunch of variants and fighter levels, and ended up with 2 slams that do 6d6 each (all thanks to feats). Here's a hint for all characters that rely on natural attacks: Improved Natural Attack is your best friend. |
| Killer_Rabbit04-24-08, 11:06 PM | Wow, ithought the Osteoroc's were lost forever... Still haven't mad eup any new feats though... :weep: |
| Mr_Arcane04-25-08, 03:11 PM | It seems our newbie friend knows a bit of thread necromancy. So like the phoenix, this threaad has risen from the ashes, to be born anew. I think we have more than enough racial feats, maybe we can work up some racial sub levels? And a Dragonborn Warforged? That seems rather awesome. Would that be like a robotic dragon or something? |
| Aerostoth04-27-08, 04:32 AM | I guess. What was really ironic about my character creation was as I was looking for anything that I had missed (a good strategy, a good feat, etc.), I noticed a sidebar about one of the writers of the book (don't remember who). It sayed that he made a dragonborn warforged with the "heart" ability (breath weapon), and I had previously chosen the same ability. I rarely see sidebars that are actually about one of the writer's specific characters, let alone it being an exotic character which was identical to mine. |
| Aerostoth04-27-08, 04:35 AM | It seems our newbie friend knows a bit of thread necromancy... by the way, were you referring to me here? (just wondering) |
| Killer_Rabbit04-27-08, 04:46 AM | I think we have more than enough racial feats, maybe we can work up some racial sub levels? I'll attempt to whip some up then |
| Mr_Arcane04-27-08, 11:40 AM | Aerostoth- Actually, I was refering to Kirby, but seeing as how his join date is earlier than mine, I guess I was a little wrong calling him the newbie. I can smell the irony from here, that a designer and a player might come up with the same idea. And as for you, Killer_Rabbit, Im thinking sub-level that might add bone boints and maybe grant some interesting ablities that you use bone points on. |
| kirby09631704-27-08, 11:45 AM | No problem Mr Arcane, I may have joined a while back but I have never really played much, so in D&D terms I am a newbie. I just like to find fun races on the forums and make unique characters from them. |
| Viktor_Von_Doom05-03-08, 03:00 AM | Think Mr. Arcane would mind if I updated these guys to 4E in the 4E race forums? |
| Mr_Arcane05-03-08, 09:32 AM | Viktor, I would have no problem with you giving this the old 4E update. Just be sure to give us a link to the page! |
| Viktor_Von_Doom05-03-08, 08:23 PM | I will. |
| kirby09631705-14-08, 10:37 PM | I have a friend at school that may be able to help create racial sublevels. Though recently when I was telling him about this race he came up with an interesting feat idea. We haven't done much with it so if someone wants to make a feat out of it, go right ahead. Since osteorocs have many bony protusions and bone marrow if useful for curing wounds and major injuries, that a feat idea may be to give them some sort of cure wounds or healing bonus. This thread will never die! |
| Mr_Arcane05-14-08, 10:54 PM | Well, anatomically speaking, the marrow in bones is used by the body to create more red and white blood cells. We could make a string of [Marrow] feats that give you a small healing pool equal to half of your maximum bone points. The healing pool could be spent on feats that regenerate hit points, nullify poisons and diseases, and maybe provide quick surges to consitution. I agree. This thread shall never die. |
| Aerostoth05-15-08, 12:31 AM | Great Idea. There should be some disease that causes bone overgrowth; if harms normal creatures, but for creatures like osteorocs, who can control their bones, it gives them more bone points. I am thinking of making an Osteoroc as a substitute NPC for the Gladiators of Thay (http://forums.gleemax.com/showthread.php?t=941163)Campaign. Any suggestions? Is there a template for an osteo creature? P.S. I don't have much time right now, so I might be a bit slow in responding to things. Sorry! |
| Mr_Arcane05-15-08, 06:28 PM | Let me see, in this order: I have some of the feats and a prestige class in order for the Marrow feat chains. They're looking nice, but I want to get them nice and orderly before anything else. As for a disease like that, I might consider it a template of some sort. They get something like powerful build, +2 to strength, increased spurs damage, and some bonus bone points equal to 1/4 thier character level. for say, an LA +1, maybe a +2 if we add in a constitution bonus of +2. it can be applied to any osteoroc. As for the version for other folk, we might improve thier consitution, but take away from their charisma and dexterity, and -10 from all speeds. It seems a bit weird and rather unusual for a disease to come with a template. As for a character, I might suggest something like... Fighter 2/ Warblade 13. This character nets you some bonus feats and you can get feats requiring fighter levels. This also grants access to some nice manuvers and stances. I would recomend grabbing stuff from Iorn Heart and Tiger Claw for your offensive stuff, Stone Dragon for defensive, Diamond Mind for it's numerous special strikes and boosts; and in a game like that, White Raven seems kinda useless since it requires allies to really work effectivly. The Osteo-creature template should be posted with the disease template. This thread needs to make up for lost time! |
| Aerostoth05-16-08, 09:53 AM | Thanks. Any idea when the marrow feats will be up (and the prestige class)? For the disease, I was thinking more along the lines of a normal disease, it just screws around with your bones (like osteoperosis). There is some real disease that makes your bones grow abnormally, to the point that you dont have a rib cage; it becomes 1 huge mass of bone. This would cause serious problems for normal races, but for an osteoroc, this would be right down their ally for bonuses (as in an entirely new set of affects). I don't have Tome of Battle, but my friend does. If I couldn't use Complete Warrior (don't have that one either) or Tome of Battle, what would you suggest; a fighter/Osteoroc prestige class? |
| Mr_Arcane05-16-08, 04:20 PM | The marrow feats and other things should be up later tonight. I got a couple cups of coffee in me right now and a rough draft of the feats and the PrC. For the disease, perhaps it does something like 1d4 Dex/1d4 Dex drain on a failed Fort save of DC 16 for a normal being. For an Osteoroc or Osteo-creature, on failed saves it might do 1d2 Consitution bonus, 1d2 Dex drain / Light fortification as per the armor special ability outlined in the DMG and the SRD. What kind of creature would possess the ability to give something such a disease though? As for a character, it all depends on what your designing him/her to do. I was originally going to say something like fighter 2/ warblade 3/ kensai 10 and use one of the bone weapons as it's signiture weapons. But seeing as you don't have Complete Warrior and lack of access to Tome of Battle, I have to ask what you have access to, what your thinking about for the character, and pehaps a brief character idea of what the character's background is. Sort of like how the CO forums go about things, eh? |
| Mr_Arcane05-16-08, 06:07 PM | Here are the feats that I promised: Heart of the Bone [Marrow, Racial] Prereqs: Born of Bone Benefits: You gain a number of Marrow points equal to half of your total bone points (rounded down). You can spend these Marrow points on feats with the [Marrow] descriptor. Marrow points are replenished when ever your Bone points are. You may spend a number of Marrow points equal to your character level in a single round. You can also spend one Marrow point to negate one point of damage whenever you are injured by a melee attack. The use of this feat is a swift action. Core’s Resistance [Marrow, Racial] Prereqs: Born of Bone, Heart of the Bone Benefits: You are now able to spend Marrow points to resist poisons. You spend 1 Marrow point to gain a +1 resistance bonus on fortitude saves to resist poisons. Using this feat is a swift action and the bonus lasts for a number of rounds equal to the amount of Marrow points spent on this feat. Core’s Immunity [Marrow, Racial] Prereqs: Born of Bone, Heart of the Bone, and Core’s Resistance Benefits: You can spend Marrow points to improve resistances against diseases. You spend 1 Marrow point to gain a +1 resistance bonus on fortitude saves versus mundane diseases. This bonus does not work versus supernatural diseases like mummy rot and lycanthropy. The resistance bonus remains for a number of rounds equal to the amount of Marrow points you spend on this feat. The use of this feat is a swift action. You may also spend 1 marrow point for a +2 resistance bonus when using Core’s Resistance. Core Boost [Marrow, Racial] Prereqs: Born of Bone, Heart of the Bone Benefits: You may now spend 4 Marrow points to provide a +2 bonus to strength, dexterity, or constitution for 2 rounds. An increase in constitution may provide additional bone and marrow points, which last until the end of the boost. The use of this feat is an immediate action. Core Surge [Marrow, Racial] Prereqs: Borne of Bone, Heart of the Bone, and Core Boost Benefits: You can boost either 2 scores or add a +4 bonus to one ability score when you use Core Boost for an additional 2 Marrow points. Pulse of the Bone’s Heart [Marrow, Racial] Prereqs: Born of Bone, Heart of the Bone Benefits: You may now deduct two points of damage for each bone Marrow point spent. Bone’s Heart Surge [Marrow, Racial] Prereqs: Born of Bone, Heart of the Bone, and Pulse of the Bone’s Heart. Benefits: You may now deduct four points of damage for each Marrow point spent. And here’s one for the sneaky Osteoroc— Hidden Spines [Bone, Racial] Prereqs: Any one feat Benefits: As a standard action, you can spend one bone point to cause your spurs to recede into your skin and appear as a normal human. When your spurs are hidden, you do not deal any spur damage while grappling. You gain a +10 bonus on disguise checks to appear human. You can re-grow your spurs as a free action. And here is the Master of the Marrow PrC: [B]Master of the Marrow ENTRY REQUIREMENTS To qualify to become a Master of the Marrow, a character must fulfill all the following criteria: Race: Osteoroc Base Attack Bonus: +5 Feats: Any two [Marrow] feats Class Skills A Master of the Marrow’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str) Profession (Wis), and Swim (Str). Skills Points at Each Level : 2 + int Hit Dice: d8 BAB Fort Ref Will Abilities 1. +0 +2 +0 +0 Bonus Marrow Points 2. +1 +3 +0 +0 3. +2 +3 +1 +1 Bonus Marrow Feat 4. +3 +4 +1 +1 5. +3 +4 +1 +1 6. +4 +5 +2 +2 Bonus Marrow Feat 7. +5 +5 +2 +2 8. +6 +6 +2 +2 9. +6 +6 +3 +3 Bonus Marrow Feat 10.+7 +7 +3 +3 Marrow Mastery Weapon Proficiencies: A Master of the Marrow gains no new weapon or armor proficiencies. Bonus Marrow Points: A Master of the Marrow gains a number of bonus Marrow points equal to their levels in the Master of the Marrow prestige class. Bonus Marrow Feat: At levels 3, 6, and 9 you gain an extra feat with the [Marrow] descriptor. Marrow Mastery: At tenth level you gain Regeneration 1. Fire, Acid, Cold, Electricity, and Sonic all deal normal damage to you. You can re-grow severed limbs a rate of 2d6 days. Losing your head (by way of the Vorpal weapon property or some other method) or spells that have a death on a failed save effect still kill you. I feel as though the class might need something more. Perhaps an ability that runs off of Marrow points at 5th and 8th or something. Maybe the BAB can be upgraded. Or drop it down to a 5 level class with increased requirements for entry. What do you guys think? As you can tell, I dislike the current rules on regeneration. It’s way too easy for an ill prepared party to get killed by a group of trolls. Especially an ill prepared party in a low magic setting. |
| kirby09631705-16-08, 07:08 PM | When you get a chance Mr. Arcane, you may want to check the prereqs on core surge. Otherwise those are some awesome options for a character. Like the prestige class. Just more paths for freakshow to follow. |
| Mr_Arcane05-16-08, 07:25 PM | Fixed that little bugger. In the inital design, Core Boost was Core Surge and the current Core Surge was named Duel Core Boost. I didn't like the names so I just switched them around a little bit. I like the marrow stuff. It is a rather interesting feat chain for a defensive character. |
| Aerostoth05-17-08, 01:31 AM | For the disease, perhaps it does something like 1d4 Dex/1d4 Dex drain on a failed Fort save of DC 16 for a normal being. For an Osteoroc or Osteo-creature, on failed saves it might do 1d2 Consitution bonus, 1d2 Dex drain / Light fortification as per the armor special ability outlined in the DMG and the SRD. What kind of creature would possess the ability to give something such a disease though? The standard set of statiscics seems good; as for the osteo-effect, I would have it give penalties on a failed save (halve the normal penalties) and bonuses on a good one (+1d4 Con bonu, +1/3 of the amount the fort save succeded by, and 1d4 Dex drain -1/3 of the amount the fort save succeded by). The 1/3 of the amount... etc. represents the osteo-creatures ability to reap the benifits/minimize the problems of the disease via their bone-shaping ability. As for a character, it all depends on what your designing him/her to do. I was originally going to say something like fighter 2/ warblade 3/ kensai 10 and use one of the bone weapons as it's signiture weapons. But seeing as you don't have Complete Warrior and lack of access to Tome of Battle, I have to ask what you have access to, what your thinking about for the character, and pehaps a brief character idea of what the character's background is. Sort of like how the CO forums go about things, eh? I was thinking about him being based on simple attack/defence along with some special abilities to throw the enemy off a bit. I was thinking of making him focused on some aspect of combat and excel at it. I was even thinking of just making him great at disarm/sunder and grapple (my players never deal with those actions). Anything that would help with that would be great. As for access for books: Player Books: Players Handbook Players Handbook II Planar Handbook Expanded Psionics Handbook Complete Psionics Complete Adventurer Complete Scoundrel Complete Arcane Magic of Incarnum DM Books: Dungeon Masters Guide Dungeon Masters Guide II Manual of the Planes Heros of Battle Book of Exalted Deeds Book of Vile Darkness Monster Manual I Monster Manual II Monster Manual V Fiend Folio Elder Evils Fiendish Codex I: Hordes of the Abyss Libris Mortis Drow of the Underdark Quintessential Drow Other Books: Cityscape Dungeonscape Stormwrack Sandstorm Unearthed Arcana Rules Compendium Spell Compendium Campaign Books: The Twilight Tomb Expidition to the Demonweb Pits Cormyr Shadowdale Anauroch Forgotten Realms Books: Forgotten Realms Campaign Setting Player's Guide to Faerun Grand History of the Realms Races of Faerun Magic of Faerun Power of Faerun Champions of Ruin Champions of Valor Lords of Darkness Serpent Kingdoms Lost Empires of Faerun City of Splendors: Waterdeep Shining South Unapproachable East Underdark Monster Compendium: Monsters of Faerun World of Warcraft RPG: World of Warcraft the Role Playing Game More Magic and Mayhem Lands of Mystery Horde Player's Guide Monster Guide Books I have access to via computer: Standard Books: Savage Species Deities and Demigods Draconomicon Epic Level Handbook Frostburn Miniatures Handbook Ghostwalk Eberron Campaign Setting City of the Spider Queen Silver Marches Arms and Equipment Guide Monster Manual III Oriental Adventures The Daisho and the Ninja Unspoken Shame Way of the Ninja Silent Warriors Secrets of the Crab Secrets of the Crane Of Family and Honor Time of the Void Races of Stone Races of Destiny Races of the Wild Defenders of the Faith Masters of the Wild Slayers Guide to: Hobgoblins Gnolls Centaurs Troglodytes Amazons Sahuagin Bugbears Trolls Dragons Orcs Rules Lawyers Medusa Duergar Yuan-Ti Undead Harpies Kobolds Derro Goblins Giants Demons Winter Wolves Minotaur Kraken Adventures: Bastion of Broken Souls Deep Horizon Forge of Fury Heart of the Night Fang Spire Lord of the Iron Fortress Return to the Temple of Elemental Evil Unspoken Shame Speaker in Dreams Standing Sone Sunless Citadel AEG Source: Evil Gods Good Magic Monsters Toolbox War Wilds Books of Eldritch Might: Book of Eldritch Might I Book of Eldritch Might II Book of Eldritch Might III Complete Book of Eldritch Might Books of Hallowed Might: Book of Hallowed Might I Book of Hallowed Might II Encyclopaedia Arcane: Battle Magic Elementalism Star Magic Necromancy Chaos Magic Class Books: Quintessential Wizard Tome and Blood Complete Divine Song and Silence Complete Warrior Sword and Fist Silent Warriors Class Construction Engine 3.5 Prestige Classes: Dragon Tome of Prestige Classes Ultimate Prestige Classes I d20 Modern: Blood and Fists - Martial Arts d20 Future Core Rulebook Past Urban Arcana Dragonlance: Campaign Setting Random Non-Book Compilations: D20- Ultimate Feats Bonus Insert on Familiars Sorcerers- New Familiars Faerun Map Spelljammer- Ship Combat Rules New Weapons d20- Races VI Netbook Races Experience Point Tally Sheet Fumble Chart 3.5 Loot Tally Sheet 3.5 Update Booklet TGM: Character Cards End-of Round Cards Initiative Cards Monster Cards Guidebooks: Hero Builder's Guidebook Stronghold Builder's Guidebook |
| Bergor Terraf05-17-08, 01:26 PM | I feel as though the class might need something more. Perhaps an ability that runs off of Marrow points at 5th and 8th or something. I got an idea for that. At 5th level, you gains the ability to grow a needle like bone protusion and inject an ally with some of your marrow. This costs an additional 1 marrow point and 1 bone point. The target gets to benifit from one of your marrow feat (chosen before hand) but also suffer 1 point of damage (for the name, what about bone seringe or marrow injection?) At 8th level, you can literally throw the "seringe" at a distant ally, making a touch attack, with a -4 to hit if you don't have the feat bony needles. Also, it would be interesting to rule that if you shoot into melee and miss, you can hit an opponent and give him the bonus. Also, just a tought, how about making the marrow feats more effective if you have more of them? And guys, good work! |
| Aerostoth05-17-08, 02:08 PM | An idea for a new strain of feats could be bone-poisons. This could only be accesable to high level osteorocs, but this could be interesting. The osteoroc would produce "special" white blood cells and, based off of the injection idea, could inject others with the "toxin" which would function like a poison, ability damage, or some other penalties. A new line of "bone-toxin" feats would be really cool. |
| Mr_Arcane05-17-08, 04:40 PM | For the character - I might say Fighter 3/ Monk 12. Use the fighter feats to get Power Attack and Combat Expertise. Grab Bone Saber and Bone Blade with your first level feats. your third level should be Improved Trip, then with your first level monk feats, grab Stunning Fist. The second level monk bonus feat to grab Deflect Arrows. The sixth level feat should be used to grab a feat from Eberron CPS to get a feat that lets you flurry with a longsword. Forget the name and I am away from book. Your next feat should be spent on Improved Sunder or Improved Disarm, getting the other feat when you are able to grab a new one. The rest of the stuff is up to you. Str, Dex, and Wis should be your high scores. For real good disarming manuvers, try having an adamantine longsword. Combine that, Improved Disarm and/or Improved Sunder, and your flurry, and an enitre group of enemies can be without weapons, sheilds and armor. Useing bone points for reach with your Bone Blade is just icing on the cake. On Injection class feature- sounds like a good idea. I'll write that up right away. On Bone-toxin feats- sounds sort of weird. The feats might produce some hindering effects but nothing that would be seriously horrible. |
| Aerostoth05-18-08, 12:58 AM | I was looking through my comp files, and I found Complete Warrior. I also borrowed Tome of Battle from one of my friends, so now I got access to both. The Bone-toxin stuff is strange, yes, but it would be kind of cool to "grow" your own poison. |
| Mr_Arcane05-18-08, 01:15 PM | I would use the Fighter 3/ Monk 12 build for a good combat control character. I gives you so many attack options and has quite a few monk abilities. The Fighter 2/ Warblade 13 is perfect for a meat sheild that can do a lot of stuff depending on your manuver and stance choices. I have finals coming up, so the bone poison feats may be rather delayed. Seven finals in three days. Well, six actually, but only because I have an awesome anatomy teacher. |
| Aerostoth05-18-08, 04:11 PM | Yeah, I got finals too (NEVER take Psychology unless you've got 4 hours open daily). All my D&D projects are set back because of them. On the upside though, I've got about 2/3 of the summer open to catch up (talk about overkill)! I'll try and roll the Fighter/Monk soon, but I've also got another character to build: Eldritch Blade 8/Souleater 8 (Eldritch Blade is a class I found on one of the forums, and Souleater is in Book of Vile Darkness). He's awesome; 7 attacks in 1 round, and each one delivers 2 negative levels! |
| Mr_Arcane05-19-08, 05:45 PM | Bone Poison feats and an extra something: Bone Stinger [Bone, Marrow, Racial] Prereqs: Bony Needles, Heart of the Bone, and Core’s Resistance Benefits: As a standard action, you can make a strike with one of your spurs and inject hostile cells into the body of an enemy. The strike does 1 point of damage and one round later, the poison kicks in dealing 1d4 Con / 1d4 Dex. The save DC for the poison is 10 + your constitution modifier. Using this ability costs one marrow point and one bone point. Special: As an additional cost, you can spend one marrow point to increase the save DC by +1. Ranged Bone Stinger [Bone, Marrow, Racial] Prereqs: Bone Stinger, Bony Needles, Heart of the Bone, Core’s Regeneration Benefits: As a standard action, you can fire a Bone Stinger filled with poison at a target within 30 feet. The Bone’s Heart Beats [Marrow, Racial] Prereqs: Any Two Marrow Feats Benefits: For every [Marrow] feat that you have, you gain a marrow point. If you were to gain any more [Marrow] feats after this, you gain an additional marrow point. As far as finals for me go, I have three tomorrow, two the next day, and one on the last day. Each one lasts an hour, so I have nothing really to worry about. As for that build, I am curious to see that Eldritch Blade thing. I might try to convince my DM to let me play one. The Soul Eater scares me a tad. It has some good abilities, but some of them are so open to abuse. For example, your draining touch attacks + a Belt of Battle from MIC (Magic Item Compendium). Blow all of the charges and then make a second full attack. What ever's left of the guy after that is probably to weak to do anything. |
| Aerostoth05-19-08, 09:28 PM | Here (http://theanteheroes.com/Ashbane/EldritchBlade.pdf)is the Eldritch Blade class. |
| Mr_Arcane05-19-08, 10:23 PM | Hey, Aero, you're not allowed to post the Soul Eater's information on these boards as it's reproducing non-open game content. It is a CoC violation and bad things tend to happen to those that violate the CoC. I believe a quick delete is in order before we get locked or something. |
| Aerostoth05-31-08, 02:39 PM | Oops. Sorry. I fixed it (unfortunately after 10 days). I couldn't get on and for the 2 days that I could, my computer rejected me from the forums, saying that there was a coding error. Anyhow, I still need to get to the Osteoroc Gladiator started, let alone finished (I simply have way to many things to do in a short period of time. The next thing on my checklist is a special class I've been waiting to design). The Bone Poison feats look good, and I squeezed in some time to come up with a few: Toxic Blood [Bone, Marrow, Racial] Prereqs: Bone Stinger, Heart of the Bone, and Core's Resistance Benefits: You can release toxins produced in your bones into your own blood. You are immune to this toxin and gain a +1 resistance bonus on Fortitude saves against poison. When you take at least 5 points of lethal damage from a natural attack or a non-reach weapon, then the attacker must make a DC 13 Fortitude save or take 2 points of acid damage. You do not spend bone points or marrow points on this ability, it activates a maximum of once every 2 rounds, after which the concentration of the toxin is too low to cause anything other than a mild sting. Special: Each osteoroc's toxin is slightly different, and therefore you are only immune to your own toxin, and not others. Also, you may spend a marrow point to increase the DC of the Fortitude save by 1. You may spend a number of marrow points in this way at once equal to the number of feats you have that have Bone Stinger in their prerequisites. Toxin Overload [Bone, Marrow, Racial] Prereqs: Bone Stinger, Heart of the Bone, Core's Resistance, Toxic Blood, and High Blood Pressure. Benefits: You gain the ability to produce much more toxins than normal, although only for a small period of time. You can, for for 1 round/day equal to your total marrow points, your Toxic Blood feat may activate an infinite number of times. Special: During Toxin Overload, you can choose to spend a marrow point to increase the the DC of your toxin by 2 until the end of the Overload. You may also spend a marrow point to double the damage done by your Toxic Blood until the end of the round. If you utilize one of these, at the end of your Toxic Overload, you recieve a -1 penalty to Fortitude saves against poisons. If you use both of these effects, then you recieve a -2 penalty to Fortitude saves and fatigued. The penalty to Fortitude saves and the fatigue both last a number of rounds equal to the length of your Toxin Overload's length. High Blood Pressure [Bone, Marrow, Racial] Prereqs: Bone Stinger, Heart of the Bone, Core's Resistance, Toxin Spray, and Toxic Blood Benifits: The pressure in your blood is drastically increased due to the substancial amount of toxin in your blood. Reach weapons no longer protect the attacker from your Toxic Blood. When a creature that would normally be hit by your Toxic Blood (not including the expanded range given by this feat), all creatures adjacent to the attacker are afflicted by your Toxic Blood as well (assuming they fail the standard save). Creatures hit by that effect gain a +1 bonus on their Fortitude save. Special: You may spend 1 bone point to temporarily open a hole in on of your spurs and shoot your toxin as a standard action. This has a range equal to 5 times the number of feats you have with Bone Stinger in their prerequisites (Bone Stinger and this feat also count.) You may instead spray a cone of the toxin, with a range equal to half of the distance previously mentioned for the other form of this spray. Potent Toxin [Bone, Marrow, Racial] Prereqs: Bone Stinger, Heart of the Bone, Core's Resistance, and Toxic Blood Benifits: Your toxin is more powerful than normal. Increase the save DC of your toxin by 2. Increase the damage dealt by your toxin by 2. Special: You can spend 1 marrow point to double the damage dealt by your toxin. |
| Aerostoth06-23-08, 11:29 AM | By the way, someone should update Osteorocs to 4th Edition. If you do, submit it to here (http://forums.gleemax.com/showthread.php?t=1020940). It's a 4th Edition Races Compendium. |
| Mr_Arcane06-23-08, 10:10 PM | okay, I've been looking at 4e for a while now and so i came up with something relatively quick and dirty as what it should boil down to- +2 strength, +2 constitution size: Medium Speed: Six Squares Vision: Normal Languages: Common, Osteoroc Skill Bonuses: +2 Thievery, +2 Intimidate Unbreakable: Due to the hard, bone-like protrusions on the body of the Osteorocs, they have a +1 racial bonus to natural armor. And then it sort of cuts out there. The question is- What is going to be the racial encounter power? All of the feats are so good and its hard to choose just one or two. I'm thinking Bone Saber and Skeletal Shield and doing what Wizards did for drow, one or the other per encounter. The rest become feats, some improve other feats, and others add more per encounter/ at-will. Any suggestions and comments? |
| Aerostoth06-25-08, 02:01 PM | It seems pretty solid. The Bone Saber/Skeletal Shield seems like a good idea. I suggest you roll with it. |
| Mr_Arcane06-25-08, 11:36 PM | Okay guys, the 4th edition version is up. Now to work on the feat conversions. Updated Osteoroc (http://forums.gleemax.com/showthread.php?t=1052419) |
| ShriekingDrake10-26-08, 01:57 PM | Man oh man. And I thought I put time into my race. This is beautiful. :clap: -- ShriekingDrake |