Phosphate
2012-04-23, 12:13 PM
Osto
http://fc03.deviantart.net/fs9/f/2011/220/0/c/kimimaro_by_jinx_star-dhyxwq.jpg
Type: Medium Monstrous Humanoid
Ages:
{table=head]Adulthood | Simple | Moderate | Complex
16 | +1d6 | +1d8 | +2d6[/table]
{table=head]Middle Age | Old | Venerable | Maximum Age
35 | 53 | 70 | +4d10
[/table]
Osto live as much and learn as quickly as humans do.
Height/Weight: Osto are about 6'5" feet in height, with negligible differences between males and females. They weigh as much as a human of the same size, plus 50%.
Languages: Common, Osri
Bonus Languages: Orc, Giant, Gnoll, Elf, Undercommon
Speed: 40 feet
Appearance: In their natural form Osto look like regular humanoids but with white hair and sharp bone-like structures protruding from their skin in random places, but there are always some at the back and near the wrists. However, Osto can turn into much more monstrous beings in their Unleashed forms, harboring dark red skin, pupil-less eyes and much more protruding bones, claws, talons, and horns.
Alignment: The vast majority of Osto are chaotic neutral, with a notable large minority of chaotic evil, but their adventurers can be of any alignment.
Society: Osto are nomadic and tribal people, uninterested in technology, large societies or most of the times even agriculture. They are expert hunters and often pillage for resources, riches, and women from other races. Advancement in Osto society is done through challenging the high ranking leaders and killing them in duels.
Relation with other races: Most races fear the Osto for their aggressive and thieving nature. They are, however, held in high regard by other warlord races, like gnolls, some orcs, and hobgoblins.
Relations within the party: Osto adventurers are often more of a hassle within a party as they prefer plunging head first into battle without any plan or tactics. However, nobody can deny that they're quite good at it.
Names: Osto reproduce rampantly and take care of themselves from an early age, so there's no such thing as the concept of family in their tribes and individuals often name themselves. Due to this, there's room for a lot of variation.
Racial Features
Ability scores:
+2 Str, +4 Dex, +4 Con, +2 Wis, -2 Int
Osto are strong, incredibly agile, though and perceptive, but have received faulty, usually self-taught, education.
Monstrous Humanoid Traits: Being Monstrous Humanoids, Osto have darkvision out to 60 feet and are proficient with all simple weapons.
Somatic Metabolism (Ex): When you are infected with a disease, you are delay its effects, and don't need to save against them, for con mod days. When contacting poison, you delay the secondary damage for con mod minutes. When receiving acid damage, you may delay the hit point subtraction up to con mod rounds.
Endurance: You gain the feat.
Unique Constitution (Ex): You are immune to any constitution drain or constitution damage, except those directly caused by your racial features. You may not heal constitution damage through magical means. You may not become immune to all constitution damage through any means. An Osto who lacks a constitution score loses all his racial features, including the ability score modifiers.
Hand Blades (Ex): When making unarmed strikes with your hands, apart from the regular unarmed strike nonlethal damage as appropriate for a creature of your size, you also deal just as much piercing lethal damage.
Skeletal Weaponry (Ex): Every time you gain a level, select a type of non-bludgeoning weapon you are proficient with.
Once per day, you may produce one of your selected weapons out of bone by taking 2 points of constitution damage, or 3 points to also make it Masterwork. The weapon is always made for a creature of your size category, and its creation takes 5 minutes. Weapons created this way have a number of hit points equal to double your character level, and hardness equal to double your constitution score.
When wielding a weapon made of your bone, you gain a +4 bonus to opposed disarm checks, and a +2 bonus to attack rolls made while initiating Strike maneuvers only.
When wielding one skeletal weapon in each hand, you are treated as having the Two-Weapon Fighting feat, or Greater TWF if you already have TWF. You don't actually have the feat, so this does not count as a prerequisite for branching feats. You are also treated as having TWF for the purpose of attacking with a skeletal weapon, and then with your other hand if it is free.
Limited Rend (Ex): If an Osto hits an opponent with two attacks, both from skeletal weapons, both unarmed, or one unarmed and one from a skeletal weapon, the target receives 3d6+5 bonus damage.
Bone Ammunition (Ex): You may shoot a projectile weapon of your size category or smaller without actually having projectiles. This either deals 10 untyped hp damage or 1 constitution damage to you per round, regardless of the number of attacks. Bone projectiles add +2 to damage.
You may also use this feature to deal damage at range without any weapon. The damage dealt is equal to your unarmed strike damage, except it is lethal and piercing, you add Dex mod to damage, and it is at 19-20/x3 critical (range increment 50 feet). You still need to give up hit points or constitution to use this.
The "bone bullets" you use this way, and all bone projectiles, are always destroyer when used, even if you miss.
Pointy (Ex): When you and an opponent are grappling, except for the first round, the opponent receives 2d4 piercing damage per round. This damage is dealt at the very beginning of the round.
Inner Reserves (Ex): Gain 2 reserve points per day, capped at your constitution score+1. You may, at any time, remove any number of reserve points to heal that much constitution damage and that much*3 hit points as a free action.
Whenever you would receive an ability increase from gaining 4 levels, you may give up that increase to gain 2 more reserve points per day.
Unleashed (Ex): Become a murderous beast of blood and bone for up to constitution mod rounds (at a time, not per day). During this time, you gain a +2 bonus to all saves, are treated as having Powerful Build, deal unarmed damage as if you were one size category higher, are treated as having both Evasion and Mettle, double the damage of Pointy, can use Bone Ammunition without a weapon without consuming hp or constitution, and gain DR/- equal to your con mod. This ability can be closed and activated as a swift action. After it is closed, you are fatigued for as many rounds as you had it active, and you receive 1 point of constitution damage, or 2 if you maintain it for more than 5 rounds.
Natural Initiator: You have access to the Stone Dragon discipline regardless of your initiator class levels. Also, only once, you may choose to gain 1 initiator stance in one of your initiator classes.
Religion: Osto have no time nor interest for deities
Favored Class: Swordsage/Dancer (I MIGHT make the Dancer class this week or not)
LA: +3
http://fc03.deviantart.net/fs9/f/2011/220/0/c/kimimaro_by_jinx_star-dhyxwq.jpg
Type: Medium Monstrous Humanoid
Ages:
{table=head]Adulthood | Simple | Moderate | Complex
16 | +1d6 | +1d8 | +2d6[/table]
{table=head]Middle Age | Old | Venerable | Maximum Age
35 | 53 | 70 | +4d10
[/table]
Osto live as much and learn as quickly as humans do.
Height/Weight: Osto are about 6'5" feet in height, with negligible differences between males and females. They weigh as much as a human of the same size, plus 50%.
Languages: Common, Osri
Bonus Languages: Orc, Giant, Gnoll, Elf, Undercommon
Speed: 40 feet
Appearance: In their natural form Osto look like regular humanoids but with white hair and sharp bone-like structures protruding from their skin in random places, but there are always some at the back and near the wrists. However, Osto can turn into much more monstrous beings in their Unleashed forms, harboring dark red skin, pupil-less eyes and much more protruding bones, claws, talons, and horns.
Alignment: The vast majority of Osto are chaotic neutral, with a notable large minority of chaotic evil, but their adventurers can be of any alignment.
Society: Osto are nomadic and tribal people, uninterested in technology, large societies or most of the times even agriculture. They are expert hunters and often pillage for resources, riches, and women from other races. Advancement in Osto society is done through challenging the high ranking leaders and killing them in duels.
Relation with other races: Most races fear the Osto for their aggressive and thieving nature. They are, however, held in high regard by other warlord races, like gnolls, some orcs, and hobgoblins.
Relations within the party: Osto adventurers are often more of a hassle within a party as they prefer plunging head first into battle without any plan or tactics. However, nobody can deny that they're quite good at it.
Names: Osto reproduce rampantly and take care of themselves from an early age, so there's no such thing as the concept of family in their tribes and individuals often name themselves. Due to this, there's room for a lot of variation.
Racial Features
Ability scores:
+2 Str, +4 Dex, +4 Con, +2 Wis, -2 Int
Osto are strong, incredibly agile, though and perceptive, but have received faulty, usually self-taught, education.
Monstrous Humanoid Traits: Being Monstrous Humanoids, Osto have darkvision out to 60 feet and are proficient with all simple weapons.
Somatic Metabolism (Ex): When you are infected with a disease, you are delay its effects, and don't need to save against them, for con mod days. When contacting poison, you delay the secondary damage for con mod minutes. When receiving acid damage, you may delay the hit point subtraction up to con mod rounds.
Endurance: You gain the feat.
Unique Constitution (Ex): You are immune to any constitution drain or constitution damage, except those directly caused by your racial features. You may not heal constitution damage through magical means. You may not become immune to all constitution damage through any means. An Osto who lacks a constitution score loses all his racial features, including the ability score modifiers.
Hand Blades (Ex): When making unarmed strikes with your hands, apart from the regular unarmed strike nonlethal damage as appropriate for a creature of your size, you also deal just as much piercing lethal damage.
Skeletal Weaponry (Ex): Every time you gain a level, select a type of non-bludgeoning weapon you are proficient with.
Once per day, you may produce one of your selected weapons out of bone by taking 2 points of constitution damage, or 3 points to also make it Masterwork. The weapon is always made for a creature of your size category, and its creation takes 5 minutes. Weapons created this way have a number of hit points equal to double your character level, and hardness equal to double your constitution score.
When wielding a weapon made of your bone, you gain a +4 bonus to opposed disarm checks, and a +2 bonus to attack rolls made while initiating Strike maneuvers only.
When wielding one skeletal weapon in each hand, you are treated as having the Two-Weapon Fighting feat, or Greater TWF if you already have TWF. You don't actually have the feat, so this does not count as a prerequisite for branching feats. You are also treated as having TWF for the purpose of attacking with a skeletal weapon, and then with your other hand if it is free.
Limited Rend (Ex): If an Osto hits an opponent with two attacks, both from skeletal weapons, both unarmed, or one unarmed and one from a skeletal weapon, the target receives 3d6+5 bonus damage.
Bone Ammunition (Ex): You may shoot a projectile weapon of your size category or smaller without actually having projectiles. This either deals 10 untyped hp damage or 1 constitution damage to you per round, regardless of the number of attacks. Bone projectiles add +2 to damage.
You may also use this feature to deal damage at range without any weapon. The damage dealt is equal to your unarmed strike damage, except it is lethal and piercing, you add Dex mod to damage, and it is at 19-20/x3 critical (range increment 50 feet). You still need to give up hit points or constitution to use this.
The "bone bullets" you use this way, and all bone projectiles, are always destroyer when used, even if you miss.
Pointy (Ex): When you and an opponent are grappling, except for the first round, the opponent receives 2d4 piercing damage per round. This damage is dealt at the very beginning of the round.
Inner Reserves (Ex): Gain 2 reserve points per day, capped at your constitution score+1. You may, at any time, remove any number of reserve points to heal that much constitution damage and that much*3 hit points as a free action.
Whenever you would receive an ability increase from gaining 4 levels, you may give up that increase to gain 2 more reserve points per day.
Unleashed (Ex): Become a murderous beast of blood and bone for up to constitution mod rounds (at a time, not per day). During this time, you gain a +2 bonus to all saves, are treated as having Powerful Build, deal unarmed damage as if you were one size category higher, are treated as having both Evasion and Mettle, double the damage of Pointy, can use Bone Ammunition without a weapon without consuming hp or constitution, and gain DR/- equal to your con mod. This ability can be closed and activated as a swift action. After it is closed, you are fatigued for as many rounds as you had it active, and you receive 1 point of constitution damage, or 2 if you maintain it for more than 5 rounds.
Natural Initiator: You have access to the Stone Dragon discipline regardless of your initiator class levels. Also, only once, you may choose to gain 1 initiator stance in one of your initiator classes.
Religion: Osto have no time nor interest for deities
Favored Class: Swordsage/Dancer (I MIGHT make the Dancer class this week or not)
LA: +3