Ulmaxes
2010-08-06, 09:40 PM
First, there were the Osteomancers- spellcasters who learned to control their bones and, eventually, others’ as well. Though powerful in their ability to control the bones of others, they were nowhere near ready to rely on their own bones to keep them alive in combat, let alone have it be their defining feature; so they began researching ways to develop this power for melee combat.
The fruits of their labor yielded something beyond even what they had hoped; they called them Osteophites, but most of the world would come to know them as the Boneblades.
Developing the Boneblade class costed time, gold, and some Osteomancer’s lives. The modern ritual, however, is quick, simple, and safe.
GAME RULE INFORMATION
Abilities: Constitution is absolutely vital to any Boneblade. It determines his durability in battle and fuels his powers. High strength scores are natural and quite helpful to the melee-centered types. Dexterity is important to them, but even more so to the ranged specialists.
Alignment: Any.
Hit Die: d10.
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis).
Skills Points at 1st Level: (2 + Intelligence modifier) x4.
Skill Points at each additional level: 2 + Intelligence modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Channel Bonus|Tough Bones Bonus
1st|+1|+2|+0|+0|+1|+3
2nd|+2|+3|+0|+0|+1|+3
3rd|+3|+3|+1|+1|+1|+3
4th|+4|+4|+1|+1|+1|+3
5th|+5|+4|+1|+1|+2|+5
6th|+6|+5|+2|+2|+2|+5
7th|+7|+5|+2|+2|+2|+5
8th|+8|+6|+2|+2|+2|+5
9th|+9|+6|+3|+3|+2|+5
10th|+10|+7|+3|+3|+3|+7
11th|+11|+7|+3|+3|+3|+7
12th|+12|+8|+4|+4|+3|+7
13th|+13|+8|+4|+4|+3|+7
14th|+14|+9|+4|+4|+3|+7
15th|+15|+9|+5|+5|+4|+9
16th|+16|+10|+5|+5|+4|+9
17th|+17|+10|+5|+5|+4|+9
18th|+18|+11|+6|+6|+4|+9
19th|+19|+11|+6|+6|+4|+9
20th|+20|+12|+6|+6|+5|+11
[/table]
Class Features:
Weapon and Armor Proficiency: A Boneblade is proficient with any weapon or shield created from his Core (“Bone Weapon”). If a feat requires proficiency with a weapon, this ability fulfills that requirement; however, he may only take the feat in relation to one specific type of weapon (longsword, rapier, etc.), not just every weapon made from the Boneblade’s Core. Aside from his Bone Weapons, he is proficient with simple weapons, light armor, and light shields.
Bone Shift (Su.): A Boneblade’s main power is his ability to bend, extend, and shape his bones in ways his Osteomancer brethren can only dream of. This power grows along with the Boneblade. At 1st lvl, he can create small protrusions from his body or shift his skeletal structure. This can be reflected in game terms as a +2 to Disguise checks. Also, he may form the equivalent of Spike Gauntlets on his hands as part of a move action. From 2nd to 5th lvl, the kinds of weapons (or shields) that can be “drawn” or made with the Boneblade’s bones expands. See Table 2.
How It Works: A Bone Weapon (weapon/shield) is drawn from the Boneblade’s arm (a move action to draw as well as to retract) and acts as the weapon he desires for the purposes of damage, threat range, and type. These are exotic weapons. If it is an extension of himself (ala Wolverine), it may be sundered and broken off. If it is used as a separate weapon, standard rules for disarming apply. Either of these methods may be used and do not affect the weapon’s capabilities so long as it does not leave the Boneblade’s possession.
Losing a Bone Weapon: If the Boneblade loses possession of a weapon (intentionally or not), the weapon loses all its magical properties and becomes regular bone. If he attempts to throw any drawn Bone Weapon, it loses its properties after being thrown. This effect is resolved the moment after damage and attack calculations are completed.
Enhancement: A Boneblade’s Bone Weapon can not receive any permanent enhancement aside from those that come from his own Boneblade Class Abilities.
Armor Spikes: Bone Spikes may also be extended from his body; these are treated as Armor Spikes regardless of placement or size. If the Boneblade attempts to wear armor while using his Bone Armor Spikes, the spikes puncture and damage the armor. It is still usable, but its armor bonus is decreased by 1 until it is repaired (if this reduction would drop the armor bonus to 0, the armor becomes unusable.)
Limit: Only two weapons may be used at any given time, one on each arm; the existence of Spiked Gauntlets and Armor Spikes doesn’t count against this limit.
HP: The HP for a boneblade’s weapon is equal to three times his Con modifier.
Quick Draw: The act of drawing (but not retracting) can be improved with the Quick Draw feat.
Note about losing Bone Weapons: Although drawing a Bone Weapon does not directly affect how much bone mass a Boneblade loses each time he draws one, it does drain him. If he loses possession of a Bone Weapon in any way, he takes one point of temporary Con damage. This can be healed by normal means or by regaining possession of the weapon. The moment you touch the lost weapon, you may choose to reabsorb it into your body as part of a move action or simply pick it up; your Con damage is healed either way. This includes ALL drawn Bone Weapons, including arrows.
Channel Magical Birthright (Su.): A boneblade’s power is drawn from the magic that fuels his abilities, whether his condition is a result of direct meddling or a part of his heritage. This manifests in yet another way: any drawn Bone Weapon has an enhancement bonus on its attack and damage rolls equal to 1 at first level, 2 at 5th, 3 at 10th, 4 at 15th, and 5 at 20th.
Tough Bones: A Boneblade’s bone density is legendary; even the lesser of their class are unusually difficult to damage. At first level, he gains a natural armor bonus to his AC of 3. This increases to 5 at 5th lvl, 7 at 10th, 9 at 15th, and 11 at 20th.
Healthy Bones (Ex.): Healthy bones make a strong Boneblade, and not just in terms of hit points or fortitude save. At 2nd lvl, a boneblade is immune to natural diseases. At 5th lvl, he is immune to all other diseases (magical, supernatural). At 10th, he gains a +5 against poison, fatigue, and exhaustion.
Aligned Bones (Su.): A boneblade’s bones may take on one aspect of his alignment (lawful, chaotic, good, or evil) for the sake of overcoming damage reduction. This may only change if the chosen aspect of his alignment changes (it must follow the change.) Otherwise, this is unchangeable. If a Boneblade does not choose to apply this ability when he first gains it, he may choose to do so again each time he levels up.
Power Choice: The boneblade may choose from one of the powers below to gain as a supernatural ability. He gains one of these abilities at 5th, 10th, and 15th level.
Armor Lock (Su.): The boneblade gains an awesome new ability- the power to solidify his bones even more, making it even harder to damage him. However, when the power takes hold, the boneblade’s bones are frozen in place. Activating this power takes a standard action. At the beginning of each turn after he activates this ability, the boneblade must choose either to end Armor Lock or to sustain his state another round. While locked, the following effects apply:
The boneblade can not take any action involving movement of his body (attacking, moving, somatic components, etc.)
He gains damage reduction/bludgeoning equal to his Tough Bones bonus x 2.
He loses his Dex bonus to his AC.
He gains a +4 on Fortitude saves.
If he attempts a Reflex save, he takes a -2 on the save and Armor Lock immediately ends. This renders the ability unusable for 1d12 rounds.
The Boneblade can use this ability a total number of rounds per day equal to his Boneblade level. With 10 minutes of uninterrupted meditation, he can recover half of any rounds spent (rounded down.) (Note: this ability has no relation to the Armor Lock spell.)
Quartermaster (Su.): With this power a Boneblade can choose to break off or give away a drawn weapon without it losing its unique power. This weapon retains its ability to overcome damage reduction and its bonuses to attack and damage. The bone weapon retains its supernatural properties for a number of rounds equal to the the boneblade’s Con modifier.
To keep a Bone Weapon enchanted, a Boneblade must make a Concentration check. To determine the check, consult Table 2. The DCs for multiple weapons are cumulative. The limit on how many items the Boneblade can keep enchanted with this ability at one time is equal to half his Con modifier.
This effect must be used intentionally for the weapon to retain its properties.
Size Shift (Su.): The boneblade can now shift his entire skeletal structure on a more dramatic scale. The boneblade may as a full-round action enlarge or reduce his size (as the Enlarge/Reduce Person spell) for a total number of rounds per day equal to his Boneblade level. He gains a +1 to his attacks in addition to the consequences of being affected by the spell. Returning to normal size is a swift action.
Ranged Threat (Su.): With this ability. a boneblade can use his bones as special projectiles against his targets. This ranged attack deals 1d6 points of damage, has a range increment of 50 ft, does piercing damage, and has a crit multiplier of x2. These are considered standard Bone Weapons that gain all the bonuses of their melee brethren. The Boneblade must have a free arm to fire the spikes. The projectiles turn to normal bone after the attack is resolved. The attack may be done as a swift action or a standard action (but not both in the same round.) However, if both of the Boneblade’s arms are free at the beginning of his turn, he may make an additional attack at -5 of his full BAB when attacking as a full-round action.
Greater Threat (Su.): Prerequisite: Ranged Threat.
Boneblades who dedicate an extended amount of time to honing their ranged abilities find they can push their limits even further. Their ranged bone attacks now deal 1d8 points of damage, have a range increment of 100 ft, and their crit range becomes 19-20.
Greater Size Shift (Su.): Prerequisite: Size Shift.
Now whenever he shifts his size, a Boneblade can instead choose to increase his size one category further. His supreme mastery over his body grants him an additional +1 to Attack over his original bonus, along with a +1 to Dex. A creature may not grow to a size category larger than Huge. He can use this enhanced version a number of rounds per day equal to his Con modifier. The number of rounds per day he can use the standard version of Size Shift is doubled. Using Greater Size Shift does not simultaneously drain rounds from Size Shift’s pool.
Heavy Armor Lock (Su.): Prerequisite: Armor Lock.
With this upgrade, the Osteophite becomes virtually indestructible. He now gains damage reduction/magic by an amount equal to his Tough Bones bonus x 3 (replacing Armor Lock’s original DR.) The number of rounds per day he can sustain Heavy Armor Lock is now equal to 2 x his Boneblade level. Heavy Armor Lock otherwise works the same as (and replaces) Armor Lock.
Walking Armory (Su.): Prerequisite: Quartermaster.
With further practice and study, a Quartermaster can become a Walking Armory. The limit on how many items that can be sustained at once is doubled, and the DC for all Bone Weapons is halved (rounded down).
Unnerving (Su.): A boneblade’s appearance can magically cause fear in any creature. All hostile creatures within 20 ft must make a Will save (DC 10+ 1/2 boneblade level + Con modifier) or take a -2 on all checks involving the boneblade. A successful save means this creature is immune to the effect for 24 hours. The boneblade’s nature must be recognizable (by any means) and the targets within range for the effect to set in. This is a mind-affecting, fear effect.
Know Thy Origins (Ex.): Knowledge is power. A skilled Boneblade finds understanding magic comes naturally to him; he adds Knowledge (Arcana) to his class skills.
Iron Bones (Su.): A boneblade’s bones are now treated as cold iron weapons when attempting to overcome damage reduction.
Silver Bones (Su.): A boneblade’s bones are treated as silver weapons for the sake of overcoming damage reduction.
Deep Bone (Ex.): At 14th level, the bonuses from Healthy Bones grow even greater. He gains a +5 bonus against sleep effects, paralysis, and death effects.
VERY Magical Bones (Su.): The boneblade’s magical essence begins to overflow, enhancing his battle capabilities even more. His bone weapons are now counted as magic for the sake of overcoming damage reduction.
Adamantine Bones (Su.): A boneblade’s bones are now counted as adamantine weapons for the purposes of overcoming damage reduction.
Gifted (Su.): At 20th lvl, a Boneblade has earned a new title- Gifted. This is a serious and pinnacle moment in a Boneblade’s life: it means that he has truly realized his Osteomancer forefather’s hopes and dreams. If there is an society of Osteophites present, a Boneblade should find them out with all haste. One final ritual is performed, and the Boneblade is granted a Gift. As an alternative, he can simply choose another power from the Power Choice list. (If no society exists or finding them would be too much trouble, the Boneblade may simply choose his new ability when he levels up.)
Gifts:
Moving Fortress: The boneblade is no longer completely frozen while engaging Heavy Armor Lock. He may now take a single swift, move, or standard action that includes movement of his bones. He can now use Armor Lock any number of times per encounter. He may use Dex-based skill checks, but at a -8 penalty.
Solid: The boneblade may choose to engage an enhanced version of his bone armor (Tough Bones ability). His natural armor bonus increases by +5. He can add or detract this extra bonus as a full-round action. If he wants to use this ability, he must not be wearing any armor.
Greatest Threat: The boneblade’s ranged Bone Weapons now deal 1d10 points of damage, their range increment is now 130 ft, and crit multiplier becomes x3. The attack is now made with a full BAB.
Attuned: An Attuned osteophite truly embraces and engages his magical heritage. He gains Spell Resistance equal to 15 plus his Con modifier. He gains Damage Reduction 5/magic outside of Armor Lock, and he may now add his Tough Bones bonus to his Touch AC.
I AM the Core: Through a week of meditation and the careful assistance of an Osteomancer, the Boneblade truly embraces his Core: namely, he becomes it. He is now made of bone, through and through (all bodily functions still work normally.) This is permanent. He gains DR 5/adamantine outside of Armor Lock; this damage reduction is negated while Armor Lock or Heavy Armor Lock are engaged. The Boneblade gains an additional +10 to anything Deep Bone or Healthy Bones gave him a bonus against, as well as cold and death from massive damage. The DC of his Unnerving effect is increased by +5 (if he has Unnerving as a Power, of course).
The boneblade now takes a -2 on diplomacy, disguise, and handle animal checks.
Table 2
{table=head]Level|DC Modifier|Bone Weapon Available
2nd|+4|Short Swords, Daggers, Darts, Clubs, Bucklers, Arrows
3rd|+6|Longswords, Heavy Maces, Small Shields
4th|+8|Rapier, Scimitar, Morningstar, Medium Shields
5th|+10|Large Shields, Composite Longbow
[/table]
Note: This table is set, but is by no means extensive. If a player wishes to create a weapon not on this list (or even a completely new one), he must have it approved by the DM.
The fruits of their labor yielded something beyond even what they had hoped; they called them Osteophites, but most of the world would come to know them as the Boneblades.
Developing the Boneblade class costed time, gold, and some Osteomancer’s lives. The modern ritual, however, is quick, simple, and safe.
GAME RULE INFORMATION
Abilities: Constitution is absolutely vital to any Boneblade. It determines his durability in battle and fuels his powers. High strength scores are natural and quite helpful to the melee-centered types. Dexterity is important to them, but even more so to the ranged specialists.
Alignment: Any.
Hit Die: d10.
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis).
Skills Points at 1st Level: (2 + Intelligence modifier) x4.
Skill Points at each additional level: 2 + Intelligence modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Channel Bonus|Tough Bones Bonus
1st|+1|+2|+0|+0|+1|+3
2nd|+2|+3|+0|+0|+1|+3
3rd|+3|+3|+1|+1|+1|+3
4th|+4|+4|+1|+1|+1|+3
5th|+5|+4|+1|+1|+2|+5
6th|+6|+5|+2|+2|+2|+5
7th|+7|+5|+2|+2|+2|+5
8th|+8|+6|+2|+2|+2|+5
9th|+9|+6|+3|+3|+2|+5
10th|+10|+7|+3|+3|+3|+7
11th|+11|+7|+3|+3|+3|+7
12th|+12|+8|+4|+4|+3|+7
13th|+13|+8|+4|+4|+3|+7
14th|+14|+9|+4|+4|+3|+7
15th|+15|+9|+5|+5|+4|+9
16th|+16|+10|+5|+5|+4|+9
17th|+17|+10|+5|+5|+4|+9
18th|+18|+11|+6|+6|+4|+9
19th|+19|+11|+6|+6|+4|+9
20th|+20|+12|+6|+6|+5|+11
[/table]
Class Features:
Weapon and Armor Proficiency: A Boneblade is proficient with any weapon or shield created from his Core (“Bone Weapon”). If a feat requires proficiency with a weapon, this ability fulfills that requirement; however, he may only take the feat in relation to one specific type of weapon (longsword, rapier, etc.), not just every weapon made from the Boneblade’s Core. Aside from his Bone Weapons, he is proficient with simple weapons, light armor, and light shields.
Bone Shift (Su.): A Boneblade’s main power is his ability to bend, extend, and shape his bones in ways his Osteomancer brethren can only dream of. This power grows along with the Boneblade. At 1st lvl, he can create small protrusions from his body or shift his skeletal structure. This can be reflected in game terms as a +2 to Disguise checks. Also, he may form the equivalent of Spike Gauntlets on his hands as part of a move action. From 2nd to 5th lvl, the kinds of weapons (or shields) that can be “drawn” or made with the Boneblade’s bones expands. See Table 2.
How It Works: A Bone Weapon (weapon/shield) is drawn from the Boneblade’s arm (a move action to draw as well as to retract) and acts as the weapon he desires for the purposes of damage, threat range, and type. These are exotic weapons. If it is an extension of himself (ala Wolverine), it may be sundered and broken off. If it is used as a separate weapon, standard rules for disarming apply. Either of these methods may be used and do not affect the weapon’s capabilities so long as it does not leave the Boneblade’s possession.
Losing a Bone Weapon: If the Boneblade loses possession of a weapon (intentionally or not), the weapon loses all its magical properties and becomes regular bone. If he attempts to throw any drawn Bone Weapon, it loses its properties after being thrown. This effect is resolved the moment after damage and attack calculations are completed.
Enhancement: A Boneblade’s Bone Weapon can not receive any permanent enhancement aside from those that come from his own Boneblade Class Abilities.
Armor Spikes: Bone Spikes may also be extended from his body; these are treated as Armor Spikes regardless of placement or size. If the Boneblade attempts to wear armor while using his Bone Armor Spikes, the spikes puncture and damage the armor. It is still usable, but its armor bonus is decreased by 1 until it is repaired (if this reduction would drop the armor bonus to 0, the armor becomes unusable.)
Limit: Only two weapons may be used at any given time, one on each arm; the existence of Spiked Gauntlets and Armor Spikes doesn’t count against this limit.
HP: The HP for a boneblade’s weapon is equal to three times his Con modifier.
Quick Draw: The act of drawing (but not retracting) can be improved with the Quick Draw feat.
Note about losing Bone Weapons: Although drawing a Bone Weapon does not directly affect how much bone mass a Boneblade loses each time he draws one, it does drain him. If he loses possession of a Bone Weapon in any way, he takes one point of temporary Con damage. This can be healed by normal means or by regaining possession of the weapon. The moment you touch the lost weapon, you may choose to reabsorb it into your body as part of a move action or simply pick it up; your Con damage is healed either way. This includes ALL drawn Bone Weapons, including arrows.
Channel Magical Birthright (Su.): A boneblade’s power is drawn from the magic that fuels his abilities, whether his condition is a result of direct meddling or a part of his heritage. This manifests in yet another way: any drawn Bone Weapon has an enhancement bonus on its attack and damage rolls equal to 1 at first level, 2 at 5th, 3 at 10th, 4 at 15th, and 5 at 20th.
Tough Bones: A Boneblade’s bone density is legendary; even the lesser of their class are unusually difficult to damage. At first level, he gains a natural armor bonus to his AC of 3. This increases to 5 at 5th lvl, 7 at 10th, 9 at 15th, and 11 at 20th.
Healthy Bones (Ex.): Healthy bones make a strong Boneblade, and not just in terms of hit points or fortitude save. At 2nd lvl, a boneblade is immune to natural diseases. At 5th lvl, he is immune to all other diseases (magical, supernatural). At 10th, he gains a +5 against poison, fatigue, and exhaustion.
Aligned Bones (Su.): A boneblade’s bones may take on one aspect of his alignment (lawful, chaotic, good, or evil) for the sake of overcoming damage reduction. This may only change if the chosen aspect of his alignment changes (it must follow the change.) Otherwise, this is unchangeable. If a Boneblade does not choose to apply this ability when he first gains it, he may choose to do so again each time he levels up.
Power Choice: The boneblade may choose from one of the powers below to gain as a supernatural ability. He gains one of these abilities at 5th, 10th, and 15th level.
Armor Lock (Su.): The boneblade gains an awesome new ability- the power to solidify his bones even more, making it even harder to damage him. However, when the power takes hold, the boneblade’s bones are frozen in place. Activating this power takes a standard action. At the beginning of each turn after he activates this ability, the boneblade must choose either to end Armor Lock or to sustain his state another round. While locked, the following effects apply:
The boneblade can not take any action involving movement of his body (attacking, moving, somatic components, etc.)
He gains damage reduction/bludgeoning equal to his Tough Bones bonus x 2.
He loses his Dex bonus to his AC.
He gains a +4 on Fortitude saves.
If he attempts a Reflex save, he takes a -2 on the save and Armor Lock immediately ends. This renders the ability unusable for 1d12 rounds.
The Boneblade can use this ability a total number of rounds per day equal to his Boneblade level. With 10 minutes of uninterrupted meditation, he can recover half of any rounds spent (rounded down.) (Note: this ability has no relation to the Armor Lock spell.)
Quartermaster (Su.): With this power a Boneblade can choose to break off or give away a drawn weapon without it losing its unique power. This weapon retains its ability to overcome damage reduction and its bonuses to attack and damage. The bone weapon retains its supernatural properties for a number of rounds equal to the the boneblade’s Con modifier.
To keep a Bone Weapon enchanted, a Boneblade must make a Concentration check. To determine the check, consult Table 2. The DCs for multiple weapons are cumulative. The limit on how many items the Boneblade can keep enchanted with this ability at one time is equal to half his Con modifier.
This effect must be used intentionally for the weapon to retain its properties.
Size Shift (Su.): The boneblade can now shift his entire skeletal structure on a more dramatic scale. The boneblade may as a full-round action enlarge or reduce his size (as the Enlarge/Reduce Person spell) for a total number of rounds per day equal to his Boneblade level. He gains a +1 to his attacks in addition to the consequences of being affected by the spell. Returning to normal size is a swift action.
Ranged Threat (Su.): With this ability. a boneblade can use his bones as special projectiles against his targets. This ranged attack deals 1d6 points of damage, has a range increment of 50 ft, does piercing damage, and has a crit multiplier of x2. These are considered standard Bone Weapons that gain all the bonuses of their melee brethren. The Boneblade must have a free arm to fire the spikes. The projectiles turn to normal bone after the attack is resolved. The attack may be done as a swift action or a standard action (but not both in the same round.) However, if both of the Boneblade’s arms are free at the beginning of his turn, he may make an additional attack at -5 of his full BAB when attacking as a full-round action.
Greater Threat (Su.): Prerequisite: Ranged Threat.
Boneblades who dedicate an extended amount of time to honing their ranged abilities find they can push their limits even further. Their ranged bone attacks now deal 1d8 points of damage, have a range increment of 100 ft, and their crit range becomes 19-20.
Greater Size Shift (Su.): Prerequisite: Size Shift.
Now whenever he shifts his size, a Boneblade can instead choose to increase his size one category further. His supreme mastery over his body grants him an additional +1 to Attack over his original bonus, along with a +1 to Dex. A creature may not grow to a size category larger than Huge. He can use this enhanced version a number of rounds per day equal to his Con modifier. The number of rounds per day he can use the standard version of Size Shift is doubled. Using Greater Size Shift does not simultaneously drain rounds from Size Shift’s pool.
Heavy Armor Lock (Su.): Prerequisite: Armor Lock.
With this upgrade, the Osteophite becomes virtually indestructible. He now gains damage reduction/magic by an amount equal to his Tough Bones bonus x 3 (replacing Armor Lock’s original DR.) The number of rounds per day he can sustain Heavy Armor Lock is now equal to 2 x his Boneblade level. Heavy Armor Lock otherwise works the same as (and replaces) Armor Lock.
Walking Armory (Su.): Prerequisite: Quartermaster.
With further practice and study, a Quartermaster can become a Walking Armory. The limit on how many items that can be sustained at once is doubled, and the DC for all Bone Weapons is halved (rounded down).
Unnerving (Su.): A boneblade’s appearance can magically cause fear in any creature. All hostile creatures within 20 ft must make a Will save (DC 10+ 1/2 boneblade level + Con modifier) or take a -2 on all checks involving the boneblade. A successful save means this creature is immune to the effect for 24 hours. The boneblade’s nature must be recognizable (by any means) and the targets within range for the effect to set in. This is a mind-affecting, fear effect.
Know Thy Origins (Ex.): Knowledge is power. A skilled Boneblade finds understanding magic comes naturally to him; he adds Knowledge (Arcana) to his class skills.
Iron Bones (Su.): A boneblade’s bones are now treated as cold iron weapons when attempting to overcome damage reduction.
Silver Bones (Su.): A boneblade’s bones are treated as silver weapons for the sake of overcoming damage reduction.
Deep Bone (Ex.): At 14th level, the bonuses from Healthy Bones grow even greater. He gains a +5 bonus against sleep effects, paralysis, and death effects.
VERY Magical Bones (Su.): The boneblade’s magical essence begins to overflow, enhancing his battle capabilities even more. His bone weapons are now counted as magic for the sake of overcoming damage reduction.
Adamantine Bones (Su.): A boneblade’s bones are now counted as adamantine weapons for the purposes of overcoming damage reduction.
Gifted (Su.): At 20th lvl, a Boneblade has earned a new title- Gifted. This is a serious and pinnacle moment in a Boneblade’s life: it means that he has truly realized his Osteomancer forefather’s hopes and dreams. If there is an society of Osteophites present, a Boneblade should find them out with all haste. One final ritual is performed, and the Boneblade is granted a Gift. As an alternative, he can simply choose another power from the Power Choice list. (If no society exists or finding them would be too much trouble, the Boneblade may simply choose his new ability when he levels up.)
Gifts:
Moving Fortress: The boneblade is no longer completely frozen while engaging Heavy Armor Lock. He may now take a single swift, move, or standard action that includes movement of his bones. He can now use Armor Lock any number of times per encounter. He may use Dex-based skill checks, but at a -8 penalty.
Solid: The boneblade may choose to engage an enhanced version of his bone armor (Tough Bones ability). His natural armor bonus increases by +5. He can add or detract this extra bonus as a full-round action. If he wants to use this ability, he must not be wearing any armor.
Greatest Threat: The boneblade’s ranged Bone Weapons now deal 1d10 points of damage, their range increment is now 130 ft, and crit multiplier becomes x3. The attack is now made with a full BAB.
Attuned: An Attuned osteophite truly embraces and engages his magical heritage. He gains Spell Resistance equal to 15 plus his Con modifier. He gains Damage Reduction 5/magic outside of Armor Lock, and he may now add his Tough Bones bonus to his Touch AC.
I AM the Core: Through a week of meditation and the careful assistance of an Osteomancer, the Boneblade truly embraces his Core: namely, he becomes it. He is now made of bone, through and through (all bodily functions still work normally.) This is permanent. He gains DR 5/adamantine outside of Armor Lock; this damage reduction is negated while Armor Lock or Heavy Armor Lock are engaged. The Boneblade gains an additional +10 to anything Deep Bone or Healthy Bones gave him a bonus against, as well as cold and death from massive damage. The DC of his Unnerving effect is increased by +5 (if he has Unnerving as a Power, of course).
The boneblade now takes a -2 on diplomacy, disguise, and handle animal checks.
Table 2
{table=head]Level|DC Modifier|Bone Weapon Available
2nd|+4|Short Swords, Daggers, Darts, Clubs, Bucklers, Arrows
3rd|+6|Longswords, Heavy Maces, Small Shields
4th|+8|Rapier, Scimitar, Morningstar, Medium Shields
5th|+10|Large Shields, Composite Longbow
[/table]
Note: This table is set, but is by no means extensive. If a player wishes to create a weapon not on this list (or even a completely new one), he must have it approved by the DM.