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Xexiox
2015-09-14, 11:21 PM
Alright, this is my first go trying my hand at making a homebrew base class, using D&D 3.5. I started working on this about two years ago, put it down after a couple of months, and recently found it in my Google Drive again, so I gave it another shot. Credit to the authors of this Soulknife Revision (http://www.mythweavers.com/wiki/index.php/Soulknife_Fix%283.5_Class%29), since a large part of my inspiration and framing came from that build.

The theme of this class was to be a sort of necromantic, body twisting version of a soulknife, with a macabre visual feel to the flavor but some interesting flexibility to it. I don't have any precursor flavor text at this time.

This is still something of a work in progress, but I'd like some feedback on it. Well, here goes nothing.


The Bonemelder

Alignment: Any Chaotic
Hit Die: d12
Skill Points per Level: 4+INT
Skills: Climb, Control Shape, Craft, Heal, Hide, Jump, Knowledge (Anatomy), Listen, Move Silently, Spot, Tumble



Lvl
BAB
Fort
Refl
Will
Special Abilities


1
0
2
0
0
Bonemeld, Weapon Focus (Bonemeld)


2
1
3
0
0
Bonemeld Enhancement (+1), Finger Bullet I


3
2
3
1
1
Bonus Feat, Shield of Bone


4
3
3
1
1
Bonemeld Enhancement (+2), Finger Bullet II


5
3
4
1
1
Fast Healing (3), Swift Meld, Shape Meld


6
4
5
2
2
Bonemeld Enhancement (+3)


7
5
5
2
2
Skeletal Alloy (DR)


8
6,1
6
2
2
Bonemeld Enhancement (+4), Finger Bullet III


9
6,1
6
3
3
Bonus Feat, Jagged Blossom, Greater Weapon Focus (Bonemeld)


10
7,2
7
3
3
Bonemeld Enhancement (+5), Fast Healing (6)


11
8,3
7
3
3
Skeletal Alloy (Alignment)


12
9,4
8
4
4
Bonemeld Enhancement (+6), Finger Bullet IV


13
9,4
8
4
4
Twist the Bone


14
10,5
9
4
4
Bonemeld Enhancement (+7)


15
11,6,1
9
5
5
Bonus Feat, Fast Healing (10), Skeletal Alloy (Regeneration)


16
12,7,2
10
5
5
Bonemeld Enhancement (+8), Finger Bullet V


17
12,7,2
10
5
5
Death Funnel


18
13,8,3
11
6
6
Bonemeld Enhancement (+9)


19
14,9,4
11
6
6



20
15,10,5
12
6
6
Bonemeld Enhancement (+10)



Proficiencies: Bonemelder’s are proficient with all simple weapons, with their bonemelds, and light armor and shields (but not tower shields).

Bonemeld (Su)
A bonemelder has the ability to draw portions of their bones and sinews from within themselves to form weapons to wield. As a move action, a bonemelder may form a dagger, short sword in this fashion. As a standard action, a bonemelder may form a light crossbow in this fashion. Any bonemeld formed by a bonemelder is considered appropriate for their size and has all the statistics of a weapon of the size of the bonemelder, as described in the Player’s Handbook. The wielder of a bonemeld gains the usual benefits to his attack rolls and melee damage rolls from a high Strength ability.

Bonemelds formed in this manner do incorporate living tissue of the boneshaper, and every bonemeld formed by him/her inflicts 2 damage to the bonemelder’s hitpoints that cannot be healed naturally or magically until the bonemeld is either drawn back into the bonemelder (as a swift action). A bonemeld is attached to the bonemelder and cannot be disarmed, but it can be removed, either with a DC 15 Strength check, or broken as though by a Sunder special attack.

Bonemelds can be broken (they have hardness 10 and 10 hitpoints), however, a bonemelder can shape another bonemeld on their next move action or standard action. Single-handed melee weapons broken with a DC15 Strength check from a bonemelder may be wielded as though a weapon of the appropriate type of the bonemeld. A bonemeld is considered a magic weapon for purposes of overcoming damage resistance. Ranged weapon bonemelds cannot be wielded as weapons if broken from a bonemelder.

Ammunition fired by a bonemeld ranged weapon inflicts 1 point of damage per shot to the bonemelder.

A bonemelder can use feats such as Power Attack and Combat Expertise in conjunction with bonemelds just as though they were normal weapons. He/She can also choose bonemeld for feats requiring specific weapon choices, such as Weapon Specialization. Powers or spells that upgrade manufactured and natural weapons can be used on bonemelds.

A bonemelder’s bonemelds improve as the character gains higher levels. At 2nd level and every two levels thereafter, bonemelds gain a cumulative +1 enhancement on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, +5 at 10th level, +6 at 12th level, +7 at 14th level, +8 at 16th level, +9 at 18th level, and +10 at 20th level).

Even in places where magical effect do not function (such as within an area under an anti-magic effect), a bonemelder may attempt to sustain his/her bonemelds by making a DC 20 Fortitude save for each bonemeld. On a successful save, the bonemelder maintains their selected bonemelds for that save, and can maintain that bonemeld for a number of rounds equal to his/her class level before he/she needs to check again. On an unsuccssful attempt, the bonemeld who’s save is being made is drawn back into the bonemelder. As a move or standard action on his/her turn, the bonemelder can attempt a new Fortitude save to reform his/her bonemeld while he/she remains with the magic negating effect.

Weapon Focus (Bonemeld)
A bonemelder gains Weapon Focus (bonemeld) as a bonus feat.

Bonemeld Enhancement (Su)
The manipulation of negative and positive energies to reshape their anatomy has begun to leave power residing within the very body of the bonemelder.
Starting at 2nd level, a bonemelder’s bonemelds gain a +1 enhancement to attack and damage rolls made with bonemelds. At every 2 levels thereafter, the bonemelds of a bonemelder gain a stacking +1 bonus to this enhancement, and can assign properties to their bonemelds as though they were masterwork weapons, and can apply any weapon property to their bonemelds up to the current enhancement of their bonemeld, at the cost of the equivalent enhancement. Properties assigned to a bonemelder’s bonemelds must be appropriate for the bonemeld they are applied to (ex: the Vorpal property will only function on slashing bonemelds).

A bonemelder may reassign properties to their bonemelds by spending 8 hours in concentration. After this period, new bonemelds formed by the bonemelder with possess the new ability or abilities selected by the bonemelder.

Bonemelds with enhancements and properties that are broken from a bonemelder lose their enhancements and properties, but are considered masterwork weapons for the purposes of independant magic enhancement.

Finger Bullet (Su)
With the practice of their craft, the bonemelder is able to make a swift strike at range with a most unexpected flick of the wrist, hurling the sharp tips of the bones in their fingers like daggers.
Starting at 2nd level, the bonemelder has the ability to use the bones of his/her fingertips as ranged projectiles. At 4th level, 8th level, 12th level, and 16th level, this ability of a bonemelder is enhanced.

Finger Bullet I
At 2nd level, a bonemelder gains the ability to hurl the bones of their finger tips as ranged weapons. A bonemelder can throw a single bone once every 1d4+1 rounds. As a move action, make a ranged attack roll at your highest base attack bonus against the target you select for your Finger Bullet. These bones are treated as thrown weapons (1d4, 19-20/X2, 20ft range increment, piercing damage), and gain a bonus to damage equal to half his/her Strength modifier. A bonemelder can use this ability a number of times per day equal to 10 + their Constitution modifier.

Finger Bullet II
At 4th level, a bonemelder’s Finger Bullet begins to increase in power. They may throw two bones at once every 1d4+1 rounds, and gain an enhancement to attack and damage rolls equal to half of your bonemelds’ enhancement bonus (rounded down). The range increment increases to 30ft. Bones used in Finger Bullet are treated as magic for the purposes of overcoming damage reduction.

Finger Bullet III
At 8th level, a bonemelder’s Finger Bullet increases in power yet again. They may throw three bones at once every 1d4+1 rounds. The damage for each bullet increases to 1d6, and the range increment increases to 40ft.The number of times per day a bonemelder may use their Finger Bullet ability increases to 10 + twice their Constitution modifier.

Finger Bullet IV
At 12th level, the bonemelder’s Finger Bullet is significantly potent. They may throw four bones at once every 1d4+1 rounds. A single legal property can be assigned to the Finger Bullet (as Bonemeld Enhancement), with the exception of the Returning property, and that is may only be the equivalent of a +2 enhancment.

Finger Bullet V
At 16th level, the bonemelder’s Finger Bullet has reached its maximum power. They may throw five bones at once every 1d4+1 rounds. The statistics for each increases as the following: 1d8, 18-20/X2, 50ft range increment. A second legal property can be assigned to the Finger Bullet (as Bonemeld Enhancement), with the exception of the Returning Property, and this must also be the equivalent of no more than a +2 enhancement.

Bonus Feat
At 3rd level and every six levels thereafter (9th level and 15th level), a bonemelder may take a Fighter Bonus feat, with a Fighter level equal to his class level, but only if applying these feats to his bonemelds.

Shield of Bone (Su)
Experience in shaping the bones and sinews of their body has granted the bonemelder the ability to create defenses in conjunction with their weapons. As they draw out their sword, so to does a shield of living bone extrude.
At 3rd level, a bonemelder gains the ability to form a limited selection of armor in the manner of his bonemelds. When a bonemelder forms a bonemeld, they may also form a buckler for an additional 2 points of hitpoint damage. This damage is identical in nature to the damage caused by his/her bonemelds, and is possesses the same hardess, hitpoints, and ability to be broken as his/her other bonemelds.

At 6th level, a bonemelder may instead choose to form a heavy shield for 4 points of damage to his/her hitpoints.

At 9th level, a bonemelder may instead choose to form a tower shield for 6 points of damage to his/her hitpoints. They gain proficiency in tower shields only if formed by Shield of Bone.

Fast Healing (3) (Ex)
The constant twisting of their body has bolstered the natural metabolism of the boneshaper, and they gain a new ability as wounds knit themselves as those watching look on.
Starting at 5th level, a bonemelder gains Fast Healing 3. This increases to Fast Healing 6 at 10th level, and Fast Healing 10 at 15th level.

Free Meld (Su)
The practiced ease of a bonemelder’s craft now allows them to form their macabre equipment more swiftly.
At 5th level, a bonemelder becomes able to shape a single bonemeld as a free action. They can form two bonemelds at once as a move action. These bonemelds are still subject to all rules of bonemelds, as the Bonemeld ability.

Shape Meld (Su)
No longer is there a limit to the shapes of what a bonemelder may draw from themselves.
At 5th level, a Bonemelder is able to shape their bonemeld into any simple or martial weapon. They are proficient with martial weapons only when in the form of their bonemeld. Additionally, they can shape their bonemeld into the form of any exotic weapon they have a proficiency in.

Bonemelds shaped as light weapons can be shaped into two copies of that weapon at the choice of the bonemelder as a single action (two-weapon fighting penalties apply normally). Light weapons formed this way inflict 2 points of hitpoint damage to the bonemelder, and follow all rules as the Bonemeld ability.

Bonemelds shaped as single-handed weapons inflict 4 points of hitpoint damage to the bonemelder, and follow all rules as the Bonemeld ability.

Bonemelds shaped as two-handed weapons inflict 6 points of hitpoint damage to the bonemelder, and follow all rules as the Bonemeld ability. (Special: Hand-and-a-half weapons are treated as two-handed weapons for determining the amount of damage.

Bonemelds shaped as reach weapons inflict 8 points of hitpoint damage to the bonemelder, and follow all rules as the Bonemeld ability.

Bonemelds can be shaped into ranged weapons as the heavy crossbow, longbow, and shortbow, as well as any exotic ranged weapon excluding thrown weapons at the cost of 4 points of hitpoint damage to the bonemelder, and follow all rules as the bonemeld ability.

Skeletal Alloy (Su)
The molding of the bones leaves a lingering potency, and the usage of the very body as a weapon strengthens it, purifies it of weaknesses, as though metal in the crucible of the forge. So as metal is strengthened, so too does the bones of the bonemelder.
At 7th level, a bonemelder chooses to emulate the ability of material that his bonemelds can be treated as for the purpose of overcoming Damage Reduction, but not for any other purpose. The bonemelder may choose to reassign the emulated material in the same method as they may using the Bonemeld Enhancement ability Additionally, at 11th level, any bonemelds the bonemelder matches his/her alignment. At 15th level, his/her bonemelds are treated as the selected material for causing lethal damage to creatures with regeneration as well, but still not for any other purposes.

Jagged Blossom (Su)
With a sickening burst of malignant riot of growth, dangerous lances of bone strike for the bodies of all foes surrounding the bonemelder.
At 9th level, as a full round action, the bonemelder may, instead of a full attack, make a one melee attack at his/her full base attack bonus at any number of opponents within 10’. Each attack is treated as though a longsword bonemeld of the same size as the bonemelder, with the bonemelder’s current enhancement. For each attack made in this fasion, the bonemelder takes 2 points of hitpoint damage.

When using Jagged Blossom, the bonemelder forfeits all bonuses and extra attacks granted by other feats and abilities (such as the Cleave feat or the haste spell).

The projected bones of the Jagged Blossom attack immediately retract into the bonemelder at the conclusion of this special attack.

Greater Weapon Focus (Bonemeld)
At 9th level, the bonemelder gains Greater Weapon Focus (Bonemeld) as a bonus feat.

Twist the Bone (Su)
The bonemelder focuses his strikes, trading some of his blows to channel his power into another, twisting their bones to harm their ability to combat him.
At 13th level, a bonemelder may choose to sacrifice attacks as part of a full attack to instead cause ability damage. A bonemelder must declare the use of this ability before he/she makes an attack roll, declaring how many attacks are being sacrificed (to a minimum of one), and either Strength, Dexterity, or Consititution. For every attack sacrificed in this manner, on a successful hit or hits, the bonemelder inflicts 2 points of ability damage to the chosen ability.

Death Funnel (Su)
The constant usage of power that bridges a bonemelder between the realms of life and death has imbued a capacity to contain and release the energies of both.
At 17th level, the bonemelder can capture and delay the power of a negative energy spell or ability, a positive energy spell or ability, or death effect that would affect him/her otherwise. For a number of rounds equal to his/her Consitution modifier, the bonemelder can delay the effect the spell or ability would normally have on him/her. As a standard action, the bonemelder may make a single melee touch attack against an appropriate alternate target for the spell or effect that he/she is currently containing to discharge it on them instead of himself/herself. The subject of the discharge must make a Fortitude Save (DC 10+⅔ the bonemelder’s class level+the bonemelder’s Constitution modifer) or be affected by the spell or ability as though they were it’s original target. If the target succeeds their save, the touch attack is wasted and the bonemelder still retains the spell or effect that he/she is containing.

If the bonemelder still retains the spell or ability at the end of the number of rounds as dictated by their Consitution modifier, they are affected by that spell or ability even if the conditions that allowed them to be targeted by that spell or ability are no longer valid (example: Power Word: Kill and they are now above 100 hitpoints).

The target of the discharge must meet the initial requirements (if any) for the spell or effect that the bonemelder is attempting to discharge with a touch melee to be able to have effect (example: target of contained Power Word: Kill has more than 100 hitpoints, so is unable to have the Power Word: Kill discharged into them).

qazzquimby
2015-09-14, 11:53 PM
I didn't see anything I would change, but if you want more ideas, bone appendages giving reach and general utility (striding along on bone spider legs) would be fun. Instead of mostly mimicking weapons, you could probably treat it like shapesand and form any mundane item later on. This is probably PRC stuff, but I'd like if it could either function as a skeleton for DR and things, or had a second skeletal form if it would die from anything but bludgeoning, sonic or untyped damage.

Xexiox
2015-09-15, 09:53 AM
I didn't see anything I would change, but if you want more ideas, bone appendages giving reach and general utility (striding along on bone spider legs) would be fun. Instead of mostly mimicking weapons, you could probably treat it like shapesand and form any mundane item later on. This is probably PRC stuff, but I'd like if it could either function as a skeleton for DR and things, or had a second skeletal form if it would die from anything but bludgeoning, sonic or untyped damage.

Hrm. Bits of that might be an idea for a PRC using the base class as a prereq, but other bits might be something to add as homebrew feats. Thanks for the input.