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LordErebus12
2013-05-05, 11:57 AM
Bonewalker
http://i.imgur.com/thKseDP.jpg

Not all that walks the natural world can be explained.


Preferred Ability Scores: Charisma (Skills, Class Abilities), Strength, Wisdom (Spellcasting)
Alignment: Any Evil
Hit Dice: 1d12

Class Skills
The Bonewalker's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Spellcraft (Int), Swim (Str) and Use Magical Device (Cha).
Skill Ranks at 1st Level: 4 x (4 + Int modifier).
Skill Ranks per Level: 4 + Int modifier.

{table=head]{colsp=14}Table: The Bonewalker
Level| Attack Bonus | Fort | Ref | Will |
Special Abilities| 0| 1st| 2nd | 3rd | 4th | 5th |
6th|
Nat Armor

1 | +0 |{colsp=1}
+0|{colsp=1}
+0|{colsp=1}
+2 |A Lamb from the Slaughter, Spell Puppet, The Hunger |2|-|-|-|-|-|-|-
2 | +1 |{colsp=1}
+0|{colsp=1}
+0|{colsp=1}
+3 |Shape Bone |3|0|-|-|-|-|-|-
3 | +2 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+3 |Bonecraft, Near Death |3|1|-|-|-|-|-|-
4 | +3 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+4 |Hardened Skeleton, Corpse Puppet|3|2|0|-|-|-|-|+1
5 | +3 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+4 |Desolate Beauty of Decay (Fascinate)|3|3|1|-|-|-|-|+1

6 | +4 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+5 |Bone Call|3|3|2|-|-|-|-|+1
7 | +5 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+5 |Shards of Bone +2d8|3|3|2|0|-|-|-|+1
8 | +6/+1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+6 |Possess Undead|3|3|3|1|-|-|-|+2
9 | +6/+1 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+6 |The Calling |3|3|3|2|-|-|-|+2
10 | +7/+2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+7 |Death's Visage |3|3|3|2|0|-|-|+2

11 | +8/+3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+7 |Desolate Beauty of Decay (Sicken), Shards of Bone +4d8|3|3|3|3|1|-|-|+2
12 | +9/+4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+8 |Necrotic Strength|3|3|3|3|2|-|-|+3
13 | +9/+4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+8 |Corpse Resilience|3|3|3|3|2|0|-|+3
14 | +10/+5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+9 |Life's Candle|4|3|3|3|3|1|-|+3
15 | +11/+6/+1 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+9 |Shards of Bone +6d8|4|4|3|3|3|2|-|+3

16 | +11/+6/+1 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+10 |Skeleton of Razors|4|4|4|3|3|2|0|+4
17 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+10 |Desolate Beauty of Decay (Nauseate), Liquefy Bone|4|4|4|4|3|3|1|+4
18 | +13/+8/+3 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+11 |Miasma|4|4|4|4|4|3|2|+4
19 | +14/+9/+4 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+11 |Shards of Bone +8d8 |4|4|4|4|4|4|3|+4
20 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+12 |Death Eternal |4|4|4|4|4|4|4|+5
[/table]

Class Features
The following are the class features of the Bonewalker.

Weapon and Armor Proficiency:
Bonewalkers are proficient with simple weapons. They are also proficient with light and medium armor but prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Bonewalker may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Bonewalkers are proficient with shields (except tower shields) but must use only wooden ones.

A Bonewalker who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

The Shape Bone ability (below) allows the Bonewalker to construct bone weapons directly from its own body, grafted to the arms of the Bonewalker. These can be any type of weapon type: simple, martial or exotic. They are proficient with them automatically and cannot be disarmed normally (sunder still functions). These qualities also apply to any armor the Bonewalker creates.

Spells:
A Bonewalker casts divine spells drawn from the druid spell list. A Bonewalker must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Bonewalker must have a wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bonewalker's spell is 10 + the spell level + the Bonewalker's wisdom modifier.

A Bonewalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bonewalker. In addition, he receives bonus spells per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Spells). A Bonewalker may know any number of spells. He must choose and prepare his spells ahead of time by spending 1 hour communing with its spell puppet. Also, the Spell puppet must be adjacent or held to cast spells.

1st - Spell Puppet:
Each Bonewalker carries around a gristly, inanimate puppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. This foul object grows in evil power the longer is exists, granting magic to the wielder. A Bonewalker’s spells come from the will of evil spirits residing in the puppet, the Bonewalker must commune with his puppet each day to prepare his spells. The puppet is treated as an inanimate familiar; however, the following familiar ability works differently for a Bonewalker:


3rd - Deliver Touch Spells (Su):
At 3rd level or higher, a Bonewalker can use his puppet to deliver touch spells within 30 ft.. After casting a touch spell, as a full-round action, the Bonewalker can designate a target and stab a pin into his puppet, delivering the spell as a ranged touch attack.

If the puppet is destroyed, the bonewalker loses all spell casting ability until a new one is made. Spells return the following day when the new puppet is communed with. If its stolen, it is just a gruesome little puppet, until the bonewalker reclaims it. It functions only for bonewalker who created it.

1st - A Lamb from the Slaughter (Ex):
The earth is full of fallen creatures, both hunter and prey. These creatures lay forgotten in the peat and mold, dissolving away into the earth. However, you have not forgotten. With your call, they awaken and obey your will as an ally. The carrion companion maintains its animal intelligence. Bonewalker can perform a 24-hour ritual over the carcass of a slain animal, restoring it to a semblance of twisted life as a carrion companion. The animal cannot have been dead longer than 24 hours (some Bonewalkers prepare their own subjects, purchasing the finest living stock), and must be an animal available as an animal companion to a 1st-level druid. The animal loses any templates it had, becoming a typical member of its species (except for the half-dead part). If a Bonewalker releases his companion from service, or the beast is destroyed, he may gain a new one by performing the ritual with a new corpse.

As the Bonewalker advances in level, the companion's power increases as described. A Bonewalker of 4th level or higher may select from a druid's alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the Bonewalker’s level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Bonewalker level and compare the result with the Bonewalker level entry on the table below to determine the new companion’s powers. (If this adjustment would reduce the Bonewalker’s effective level to 0 or lower, he can’t have that animal as a companion.)

1st - The Hunger (Su):
The Bonewalker begins to crave the taste of living flesh, at first very strong and absolutely overwhelming if ignored. The first few days are often ravenous, but it subsides to a dull craving shortly thereafter, unless ignored. The Bonewalker gains a primary bite attack dealing 1d8 piercing damage.

Whenever the Bonewalker does a day without eating at least a bite of living flesh, the Bonewalker becomes sickened until it consumes flesh. Go three days without flesh and the Bonewalker becomes confused. Go more than two weeks without flesh and the confusion becomes permanent. The permanent confusion is removable only by a wish or miracle spell, but the only possible way to alleviate the symptoms of the hunger is to consume living flesh at least once a day.

2nd - Shape bone (Su):
The magic that Bonewalker’s practices allow them to grow shards of bone from their flesh to serve as weapons or armor. This means that a Bonewalker is nearly impossible to truly disarm. With practice the Bonewalker is able to make any melee weapon he wishes by reforming his skeleton. This process takes its toll on his body though; each piece of armor or weapon he makes drains his health by a certain amount, with two handed dealing twice what a single handed weapon would. This drain cannot be healed in any way and does not heal naturally until the shaped item is either absorbed back into the body or removed from the body (by a successful sunder attempt for example). These are restored when absorbed or healed as normal if sundered or torn off.

{table=head]{colsp=2}Table: Bones
Type| HP Drain

Weapons
Light | 2
One-Handed | 4
Two-Handed | 8
Armor
Light | 4
Medium | 6
Heavy | 8
Shields
Buckler | 2
Light | 2
Heavy | 4
Tower | 6
[/Table]

These weapons and armor are considered natural weapons as well as manufactured weapons for purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). The Bonewalker is automatically considered proficient with any weapons or armor he shapes. If the Bonewalker chooses to enchant a bone weapon or armor, whenever he shapes that type of item, it always is formed with the magical effect intact. Let us use the longsword for example; If he creates a bone +1 long sword then adds flaming, whenever he shapes a longsword, it will have that quality and enhancement bonus. In turn, if he decides to then craft a short sword from that available bone longsword, it will not maintain the flaming ability or enhancement bonus, despite the same bone being used for both swords.

If a magical bone weapon is sundered and destroyed, there is a 20% chance that the magical effect cannot be saved, the chosen armor or weapon loses the magical effect as if it was a different weapon/armor entirely. Armor shaped has the same armor bonus, max dexterity modifier and speed reduction as a normal suit of the same type but spell failure chance and check penalty are reduced by 20% and -5 respectively. Weapons deal the same damage and maintain the same critical chance as their manufactured counterparts.

All shaped weapons grow from the shaper's arms and remain attached to their body making them impossible to be removed by disarm attempts though a successful opposed strength check or sunder attempt can snap them off. Two handed weapons remain attached to only one hand though they must be held in both to be used effectively in combat. Double weapons are treated as two separate weapons when applying magical effects. Any item shaped can be reabsorbed back into the Bonewalker’s body, restoring his health by whatever the cost to shape the item was. The shaper must be in contact with the item for the entire time it takes to absorb it.

Both shaping an item and absorbing one is a full round action that provokes attacks of opportunity and can be interrupted, though no hit points are lost from the shaping. A successful concentration check allows the Bonewalker to continue the process.

All items created this way are made of bone with a hardness of 5 + Armor Bonus provided by hardened skeleton. All bone has 10 hit points + number of base HP drain (even if feats reduce it) sacrificed in the making, per inch of thickness. As normal, each +1 of enhancement bonus also adds 2 to a bone’s hardness and +10 to its hit points. You cannot use this ability if the item you are shaping would drop you below 1 hit point. Shaping armor while wearing a manufactured suit of armor causes the non-shaped armor to tear and fall off, rendering it broken and useless until repaired. The same does not hold true for other clothing (DMs discretion) as the armor can form over top of or around it.

3rd – Bonecraft (Su):
Through a slow and painful process, the Bonewalker can create new bone from within himself to alter his form in certain ways. Expending a standard action and suffering hit point drain or damage, the Bonewalker can create one of several different bone shaped items at will.


Bone Spike: Costing 1 hit point of normal damage, the Bonewalker launches a spike of bone out to a 30 ft. range, dealing 1d4 piercing damage.

10th – range increases to 60 ft. and damage increases 1d6 piercing damage.


Claw: Costing 6 hit point drain, the Bonewalker grows a large pincer shaped claw over an arm, dealing 1d6 bludgeoning damage and grants a +2 bonus on grapple maneuver checks.

10th – gains the constrict ability and grapple bonus increases by another +2.


Tentacle: Costing 10 hit point drain, the Bonewalker grows a long segmented, tentacle-like tail from the end of an arm, gaining flexible reach and dealing 1d6 bludgeoning damage. In addition, the Bonewalker gains a +2 bonus on climb checks.

10th – Gains a climb speed equal to half of the Bonewalker’s land speed. The bonus to climb checks increases to +8 and the Bonewalker can take 10 on climb checks, even if rushed.


Wings: Costing 8 hit point drain, the Bonewalker grows a pair of large wings from its shoulders. These wings are bony and bat-like, with slightly torn membranes covering them to provide enough wind deflection to glide. Gain two wing attacks dealing 1d4 bludgeoning damage and the ability to glide forward 10 ft. for every 5 ft. descending.

10th – The wings become fully membranous, it gains a fly speed equal to the Bonewalker’s land speed (poor maneuverability).

Furthermore, whenever the Bonewalker performs a craft check while working with bone material, the Bonewalker receives a +3 bonus to that craft check.

3rd - Near Death (Su):
Your form becomes extremely pallid and the body begins to appear sickly, without actually affecting you. your body also becomes resistant to different forms of damage. You gain a +4 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 10th level, you effectively become immune to all these effects and more from becoming undead.

4th - Hardened Skeleton (Ex):
The Bonewalker’s body slowly hardens as his powers increase, giving him the ability to manipulate its skeleton and strengthen his internal organs. He gains +1 bonus to natural armor, increasing to +2 at 8th level and further by +1 every four levels beyond that, to a maximum of +6 at 20th level.

4th - Corpse Puppet (Su):
Once per day, the Bonewalker can animate and possess a corpse of its choosing. This restores a complete semblance of life, so that none can notice it is a corpse, unless they can sense the aura of evil radiating from the body. The Bonewalker enters into a state of helplessness and cannot move or defend itself while maintaining this ability. If it chooses to end the effect, it must use one full round action, during which the controlled body crumbles to dust as the Bonewalker regains control of its facilities.

The body acts in every way as if the Bonewalker's normal body except it bares the visage of the corpse before death. This allows him to scout an area at the cost of being possibly noticed as a dead person if someone notices and recognizes the body. The Bonewalker can use all of its abilities while in this form, however, when abilities are used the eyes glow with the same unholy light, also possibly revealing the nature of the body. The corpse has only 10 hit points and once it reaches 0, the body crumbles to dust. The body also disintegrates if it reaches its maximum range from the Bonewalker (10 miles). If it is destroyed in these two manners, the connection breaks as a free action, allowing the Bonewalker to move again.

5th - Desolate Beauty of Decay (Ex):
Death is a coy mistress, peeking from beneath sallow skin and blackened teeth. There are those who do not appreciate her caress, and such weak and unenlightened souls quaver at your visage.

Beginning at 5th level, any creature of Intelligence 3 or higher (who is not a Bonewalker) must make a Will save (DC 10 + 1/2 Bonewalker level + charisma modifier) or become morbidly fascinated upon seeing the Bonewalker. A successful Disguise check suppresses this effect, but a creature who sees through the disguise must save as normal.

At 11th level, a creature who sees the Bonewalker must make a Fortitude save at the same DC or become sickened; creatures immune to being sickened must save vs. being fascinated instead. At 17th level, a creature who fails the Fortitude save becomes nauseated instead of sickened, and becomes sickened on a failed save.

6th - Bone Call (Su):
The Bonewalker can create 1d4+1 bone husks (treat as skeletons with HD equal to 1/4th the Bonewalker’s level, rounding down) as a standard action; two chunks of bone burst forth from the Bonewalker’s body. These chucks grow into two adjacent Skeletons under the control of the Bonewalker after one round of growth.

The Bonewalker can only have one pair active at once. This ability is usable 3 + charisma modifier times per day. They cannot travel beyond 200 ft. range of the Bonewalker or they crumble to dust.

7th - Shards of Bone (Su):
Cracking and shattering of bone results in many fine and dangerous slivers, and the Bonewalker knows to channel them as a weapon. Exploding minions detonate in a burst of razor-sharp bone fragments when it dies or if the Bonewalker wills it to explode (swift action).

Anyone within 20 feet of the exploding minion takes 1d8 points of damage per hit die of the minion plus 2d8 extra damage. This extra damage increases by an additional 2d8 at 11th, 15th, and finally 19th levels (maximum of 8d8 plus 1d8/HD of the minion). A Reflex save (DC 10 + 1/2 the minion’s Hit Dice + the Bonewalker’s Cha modifier) halves this damage.

This instantly destroys standard mindless minions, with intelligent undead receiving a fort save against instant destruction and instead take half damage (which might still prove fatal) and become fatigued. This does not affect incorporeal undead without skeletons, such as wraiths and ghosts.

8th - Possess Undead (Sp):
A Bonewalker may take direct control of one of his undead minions within his aura of desecration, as if using magic jar; the Bonewalker’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability. This Ability can be used only once per day.

9th - The Calling (Ex):
Add “human skeleton” to the list of creatures the Bonewalker can summon with summon monster I and “human skeletal champion” to the summon monster III list. When the Bonewalker casts animate dead, you are considered to be four levels higher when determining the number of Hit Dice it can animate. When it casts command undead, the spell duration is doubled.

Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).

10th - Death's Visage:
The Bonewalker’s type changes to undead, gaining immunities and other undead traits, loses constitution and the bonus hit points. The Bonewalker gains Damage Reduction 5/Bludgeoning and also adds its class level to its Intimidate checks. The Bonewalker is still intelligent and fully aware of their self, just a bit more… dead. The flesh of the Bonewalker becomes a sickly grey-green, body loses most of hair, eyes begins radiating red, green, or even white light and intensifies when angered. The frame becomes emaciated and cold to the touch. This Damage Reduction increases to DR 10 / Bludgeoning at 15th level, then finally DR 15 / Bludgeoning at 20th level.

12th – Necrotic Strength (Ex):
The Bonewalker’s undead body becomes stronger now that normal physical restrictions from being alive are gone. He can apply his full strength, beyond normal limits for a living creature of the Bonewalker’s species. The Bonewalker gains a +4 bonus to Strength score.

13th - Necrotic Resilience (Su):
The Bonewalker becomes infused with raw negative energy. the Bonewalker gains +4 turn resistance against turning effects and its body begins healing at an accelerated rate; gaining fast healing equal to half its Bonewalker level.

14th - Life's Candle (Su):
In addition to any normal light that might be present, the Bonewalker's surroundings are illuminated by roving points of brightness created by living creatures. To his eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 30 ft. radius, revealing itself by shining with bright, white light.

This reveals all features and objects in range of this life-adapted sight, seeing through invisibility and illusions pretending to be living creatures as well. This also allows the Bonewalker to notice and locate any living creatures within range just as if he possessed the blindsight ability. This life-light behaves like regular light--he can't see into solid objects, or past solid walls. Typically, bright light can be seen from 10x the distance it shines. This means as long as an something doesn't block line of sight, this 30 ft. source of light can be seen from upwards of 300 ft. away, without detail.

A Large creature gives off life-light in a 60 ft. radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 480 ft. for a Colossal creature.

16th - Skeleton of Razors (Su):
As a standard action, the Bonewalker may force his bones to extrude elongated portions of bone, covering his flesh in an array of razored edges. Any creature who grapples or strikes the Bonewalker in melee combat with a natural attack or unarmed weapon takes slashing damage equal to his Bonewalker level. This does stack with the damage inflicted by the constrict ability. The spikes can be suppressed indefinitely as a standard action.

17th - Liquefy Bone (Su):
Much as he can improve his own skeletal structure, he can damage that of another creature. As a standard action, the Bonewalker can select one target within close range (25 ft. plus 5 ft./2 levels), who must be a creature with a skeletal structure, and succeed a ranged touch attack. The creature also takes one point of constitution damage per four Bonewalker levels. Should they fail a fortitude save against it (DC of 10 + one half Bonewalker level + your Charisma modifier), the target is also slowed for one round per two Bonewalker levels. This ability is usable 3 + charisma modifier times per day.

If the creature is entirely crafted from bone, such as a skeleton, it is instead at your choice destroyed. The target must be within 10 ft. per class level, and can only be affected by this ability once per day, unless he has subsequently healed away all ability damage.

18th - Miasma (Su):
As a standard action, the Bonewalker can assume 20 ft. wide by 20 ft. tall gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If someone passes into the cloud of miasma or the Bonewalker ends its turn in someone’s square, the creatures begin suffocating from its corrosive fumes (see below) and melting as the acidic vapors come into contact with any materials. Each round on your turn, the miasma deals 2d6 points of acid damage to each creature and object within it.

Miasma (Inhaled Poison; Fortitude DC 10 + half of Bonewalker Level + Bonewalker's Wis; Frequency: 1/rd. for 6 rounds; Effect: 1 Con drain/1d4 Con damage; Cure: 2 saves)

20th - Death Eternal (Su):
You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit).

If reduced to 0 hit points in combat, the Bonewalker now can assume it's miasma form and attempt to escape. It must reach a complete pile of bones within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to the Bonewalker after being forced into miasma form has no effect. Once at the bone pile, the pile of bones begins to crack and move, the Bonewalker reforms from the set of bones but is helpless for one hour. It regains 1 hit point after that hour, then is no longer helpless and resumes healing at the accelerated rate.

In addition, whenever a creature dies within a radius of 10 feet times his charisma modifier, the Bonewalker gains temporary hit points equal to that creature's HD. Temporary hp gained from this ability stacks.

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Based off of My old pathfinder Bone Horror (http://www.giantitp.com/forums/showthread.php?t=247966) class and several abilities from the Carrionwalker homebrew class (by sirpercival).

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LordErebus12
2013-05-05, 12:05 PM
Feats

Improved Bone Shape
You can create skeleton equipment with greater ease, no longer suffering as much pain for shaping your bones.

Prerequisites: Shape Bone class ability, Bonecraft class ability.
Benefit: Reduces all hit point drain by half for shaping using the bone horror's bones. Additionally, the Bone Spike ability no longer deals damage to the bone horror when used.



Masterful Bones
You can alter your skeletal effortlessly, no longer suffering pain for shaping your bones. Also, the base HP and base Hardness of your Bones are doubled.

Prerequisites: Shape Bone class ability, Bonecraft class ability, Improved Bone Shape feat, Undead type.
Benefit: Reduces all hit point drain to zero for shaping using the bone horror's bones. Additionally, the Bone Spike's bones have hardness equal to 10 + Armor Bonus provided by hardened skeleton. All bone now has 20 hit points + number of base HP drain (even if feats reduce it) sacrificed in the making, per inch of thickness.



Rapid Bone Shape
You can create skeletal equipment with increased speed, becoming fully capable of shaping your bones at a greater rate.

Prerequisites: Bonecraft class ability, Shape Bone class ability.
Benefit: The shape bone ability can now be used as a standard action, while the Bonecraft ability functions as a move action. The bone horror's Bonecraft ability: Bone Spike can now be used at the bone horror's full base attack bonus. However, the ability still damages the Bone Horror unless they also have taken the Improved Bone Shape feat.
Special: Shape Bone takes a full round action, Bonecraft takes a standard action.



Extra Bone Call
You can create skeletal minions more often each day.

Prerequisites: Bone Call Class Ability.
Benefit: You gain 1 additional use of your Bone Call ability per day.
Special: You can take this feat multiple times, but it can only be taken once for every five Bone Horror levels you possess.



Shards of Poison
Your minions explode with lesser force, but the bone shards are coated in any poison that currently dwells within the bone horror's body.

Prerequisites: Shards of Bone ability
Benefit: Shards of Bone damage is halved for this ability. Whenever the bone horror successfully saves against a poison (or is immune), this ability allows the bone horror to transfer that poison from within the bone horror's body into one minion as an immediate action, not affecting the host at all and remaining dormant until the bone horror detonates that minion with a shards of bone use. This ability grants the additional effect of spreading the poison to not just effect one target, but all caught in the blast radius. The bone horror need not come into contact with the minion to share these poisons.



Bone Bits
Your minions explode with equal force, but half of the bone shards are blunted and partially in chunks.

Prerequisites: Shards of Bone ability
Benefit: Shards of Bone damage is now treated as being half bludgeoning and half piercing.
Normal: Shards of bone deals piercing damage only.



Sudden Shards
Your control over destroying your minions quickens, allowing them to be detonated faster.

Prerequisites: Shards of Bone ability
Benefit: Shards of Bone can now be used as an free action.
Normal: Shards of bone takes a swift action.

LordErebus12
2013-05-05, 12:10 PM
im gonna redo the spell progression and i have to make a simple undead template to be applied to the animal companion.

Debihuman
2013-05-08, 10:46 AM
Does the bonewalker get x4 skill points at first level as other classes do?

What happens if his puppet is taken or destroyed?

Debby

LordErebus12
2013-05-08, 03:11 PM
Does the bonewalker get x4 skill points at first level as other classes do?

What happens if his puppet is taken or destroyed?

Debby

x4 at first? Its implied, since its 3.5. I'll add it in when i get to this today.

If the puppet is destroyed, the bonewalker loses all spell casting ability until a new one is made. Spells return the following day when the new puppet is communed with. If its stolen, it is just a gruesome little puppet, until the bonewalker reclaims it. It functions only for bonewalker who created it.

I'll have add these both in.

Thanks Debby.

LordErebus12
2013-05-08, 06:41 PM
okay, spell table is good, feats up, additions added that debby suggested.

all that is left is the corpse companion undead template.

any idea on fluff? something like a cult of druids that began to think that through undeath, they could protect the natural realm forever.

Stake A Vamp
2013-05-08, 08:11 PM
(applauds):smallbiggrin:
may use this against a few munchkin players i have.:smallamused:

inuyasha
2013-05-09, 08:07 PM
whats hit point drain?

LordErebus12
2013-05-09, 11:33 PM
whats hit point drain?

Basically the opposite of temporary hp.

If you're total HP at maximum is 30

10 points of drain would come off of the top, meaning you would only have 20 total, until the drain is removed.

Stake A Vamp
2013-05-10, 05:38 AM
Basically the opposite of temporary hp.

If you're total HP at maximum is 30

10 points of drain would come off of the top, meaning you would only have 20 total, until the drain is removed.

and how exactly do you remove is? does it com off naturally? do you need to be healed magically?

LordErebus12
2013-05-10, 05:50 AM
2nd - Shape bone (Su):
The magic that Bonewalker’s practices allow them to grow shards of bone from their flesh to serve as weapons or armor. This means that a Bonewalker is nearly impossible to truly disarm. With practice the Bonewalker is able to make any melee weapon he wishes by reforming his skeleton. This process takes its toll on his body though; each piece of armor or weapon he makes drains his health by a certain amount, with two handed dealing twice what a single handed weapon would. This drain cannot be healed in any way and does not heal naturally until the shaped item is either absorbed back into the body or removed from the body (by a successful sunder attempt for example). These are restored when absorbed or healed as normal if sundered or torn off.

{table=head]{colsp=2}Table: Bones
Type| HP Drain

Weapons
Light | 2
One-Handed | 4
Two-Handed | 8
Armor
Light | 4
Medium | 6
Heavy | 8
Shields
Buckler | 2
Light | 2
Heavy | 4
Tower | 6
[/Table]

These weapons and armor are considered natural weapons as well as manufactured weapons for purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). The Bonewalker is automatically considered proficient with any weapons or armor he shapes. If the Bonewalker chooses to enchant a bone weapon or armor, whenever he shapes that type of item, it always is formed with the magical effect intact. Let us use the longsword for example; If he creates a bone +1 long sword then adds flaming, whenever he shapes a longsword, it will have that quality and enhancement bonus. In turn, if he decides to then craft a short sword from that available bone longsword, it will not maintain the flaming ability or enhancement bonus, despite the same bone being used for both swords.

If a magical bone weapon is sundered and destroyed, there is a 20% chance that the magical effect cannot be saved, the chosen armor or weapon loses the magical effect as if it was a different weapon/armor entirely. Armor shaped has the same armor bonus, max dexterity modifier and speed reduction as a normal suit of the same type but spell failure chance and check penalty are reduced by 20% and -5 respectively. Weapons deal the same damage and maintain the same critical chance as their manufactured counterparts.

All shaped weapons grow from the shaper's arms and remain attached to their body making them impossible to be removed by disarm attempts though a successful opposed strength check or sunder attempt can snap them off. Two handed weapons remain attached to only one hand though they must be held in both to be used effectively in combat. Double weapons are treated as two separate weapons when applying magical effects. Any item shaped can be reabsorbed back into the Bonewalker’s body, restoring his health by whatever the cost to shape the item was. The shaper must be in contact with the item for the entire time it takes to absorb it.

Both shaping an item and absorbing one is a full round action that provokes attacks of opportunity and can be interrupted, though no hit points are lost from the shaping. A successful concentration check allows the Bonewalker to continue the process.

All items created this way are made of bone with a hardness of 5 + Armor Bonus provided by hardened skeleton. All bone has 10 hit points + number of base HP drain (even if feats reduce it) sacrificed in the making, per inch of thickness. As normal, each +1 of enhancement bonus also adds 2 to a bone’s hardness and +10 to its hit points. You cannot use this ability if the item you are shaping would drop you below 1 hit point. Shaping armor while wearing a manufactured suit of armor causes the non-shaped armor to tear and fall off, rendering it broken and useless until repaired. The same does not hold true for other clothing (DMs discretion) as the armor can form over top of or around it.




and how exactly do you remove is? does it com off naturally? do you need to be healed magically?

It is a hardy chunk of text, but its mentioned in there already.

If a weapon is shaped from your bone, the hp drain is permanent until the bone is returned to normal, via reshaping it. once its back to normal, the hp drain disappears. If the bone is sundered and broken away from your body, it can be healed as if it were normal damage, since its not apart of your body anymore.