SilverNoble
2017-08-20, 02:19 PM
Hello All, this is my first post to giantitp.com so I hope I get this right.
I have always loved the concept of a bone mage(as I am sure many of you do as well) and while I typically steer clear of a lot of homebrew content in the games I run, I decided it was time to try my hand and balancing an old favourite concept that just was not up to par with so many other great options. So I present to you all for your approval/constructive criticism: The Osteomage, The Master of Bone.
Osteomages are an odd breed of spellcasters that favour a more martial approach to their magic use. For them, magic is not a mystical power to be used for affecting the outside world, it is a science to be applied to improve themselves from the inside out. Oseteomages are obsessed with perfecting their own biology to the point of a twisted artistic perfection. Many monks enthralled by magic use pursue this passion, some Sorcerers who feel the need to fight with their hands, and the occasional Ranger or Druid that wishes to combine the natural with the unnatural.
Entry Requirements:
Base Attack Bonus: +5
Skills: Heal 6 Ranks, Knowledge(Arcana) 6 Ranks, Knowledge(Nature) 6 Ranks, Craft(Bonework) 6 Ranks.
Feats: Improved Unarmed Strike, Any Metamagic Feat.
Spells: Must be able to cast any 4 Transmutation Spells, at least one of which is 2nd level or higher.
Special: Anyone taking levels in the Osteomage Prestige Class must take all 10 Levels Consecutively. Bone Magic is difficult and unwieldy, if an Osteomage abandons their study to pursue other interests, lack of understanding and attention to this magic can cause harm and even death. If you decide to abandon this class you lose all special abilities of it and immediately 1d6 damage per Character Level plus and additional 1d6 damage per Osteomage Class Level.
Class Skills:
Contentrate, Craft, Disguise, Heal, Intimidate, Knowledge(Arcana), Knowledge(Architecture & Engineering), Knowledge(Dungeoneering), Knowledge(Geography), Knowledge(History), Knowledge(Local), Knowledge(Nature), Knowledge(Nobility & Royalty), Knowledge(Religion), Knowledge(The Planes), Spellcraft, Use Magic Device
Skill Points at Each Level: 2 + Int
Hit Dice: d8
Advancement:
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1st
0
2
0
2
Boneless, Immunity to Disease
-
2nd
1
3
0
3
Skeletal Shift, Bone Spurs
+1 Level of Existing Class
3rd
2
3
1
3
Unnerve, Bone Restructure(Heal)
-
4th
3
4
1
4
Enlarge/Reduce, Iron Bones, Skeletal Harden +1
+1 Level of Existing Class
5th
3
4
1
4
Seize the Frame, Improved Bone Spurs
+1 Level of Existing Class
6th
4
5
2
5
Bone Restructure(Damage), Bristle
-
7th
5
5
2
5
Adamantine Bones, Magic Weapon(Bone Spurs)
+1 Level of Existing Class
8th
6
6
2
6
Fracture, Skeletal Harden +1
+1 Level of Existing Class
9th
6
7
3
7
Osteophage, Complete Bone Spurs
-
10th
7
7
3
7
Master Osteomage
+1 Level of Existing Class
Class Features:
Weapon and Armor Proficiency:
Osteomages gain no additional proficiency with any Weapons or Armor
Spells:
At every level gained except 1st, 3rd, 6th and 9th, an Osteomage gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Osteomage, she must decide to which class she adds the new level for purposes of determining spells per day.
Boneless(Su):
At will, as a full-round action, an Osteomage may dissolve or restore her own skeleton. She becomes able to travel at a speed of 10 feet through muscular control taught to all novice Osteomages (she may not run). The Osteomage may now fit in minute spaces and crawl under barriers, with one important caveat: the Osteomage must at all times take care to protect her organs, making sure they are not squashed or crushed. For simplicity's sake, assume the Osteomage cannot travel through any space smaller than 6 inches in diameter.
While in this form, the Osteomage is considered prone. She cannot use a shield, and loses her Dexterity bonus to Armor Class. She can't attack or cast spells with verbal, somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the Osteomage might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)
Immunity to Disease(Ex):
Due to their phenomenal understanding of bone and the role it plays in the immune system, Osteomages are immune to disease, including supernatural and magical diseases.
Skeletal Shift(Ex):
As a standard action, 2nd-level Osteomages can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.
Bone Spurs(Su):
The 2nd-level Osteomage may, as a free action, cause portions of her skeleton to break her skin and protrude, causing her no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The Osteomage is automatically proficient in the weapons forged directly from her own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the Osteomage's supernatural skill causes her exposed bones to have the strength of steel. She may use this ability at will. As natural weapons, the Osteomage's bone spurs cannot be sundered.
At 5th Level this ability improves in damage as though it had the "Cutting Hand" Spell permanently applied, thus increasing the damage from d6->d8 and doing either Slashing or Bludgeoning Damage depending on your attack. Your knowledge of your own bones improves your use with them and you gain a +1 enhancement bonus on attack rolls and damage rolls(instead of +2 as the spell).
At 9th Level your Bone Spurs are completed, and you can shape the bones from your hands as you see fit. This Increases the damage again from d8->d10 and, as a move action, you may elongate the bone into a sword to do Slashing or Piercing damage. The Enhancement bonus improves to +2.
Unnerve(Su):
As an extension of the above ability, an Osteomage may sculpt her protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the Osteomage attempting to strike or otherwise directly attack the Osteomage, even with a targeted spell, must attempt a Will save (DC 10 + Osteomage level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular Osteomage's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the Osteomage for the next 24 hours. A creature only has to make one save against a particular Osteomage per 24 hour period. This is a mind-affecting, fear effect.
Bone Restructure(Su):
Beginning at level 3 an Osteomage can work her own or someone else's bones to heal for a small amount of damage equal to her Charisma bonus x her Osteomage Level. This effectively works like the "Lay on Hands" Ability of a Paladin.
At 6th Level an Osteomage can channel this into damage, by Making a Melee-Touch Attack she can do damage to her opponent. At this level the ability improves to the Osteomage's class level+1 x the Charisma Bonus. There is only so much magical energy an Osteomage can produce for this effect, and the healing and damage ability share a single pool. Thus a Level 7 Osteomage with a Charisma of +4 can Either Heal or Damage for a total of 32 Damage Per Day.
Enlarge/Reduce(Sp):
Beginning at 4th level, once per day, the Osteomage may cast enlarge person or reduce person on herself as cast by a Sorcerer of the Osteomage's class level. She gains one daily use of each spell.
Iron Bones(Su):
A 4th-level Osteomage's bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.
Skeletal Harden(Su):
Beginning at Level 4 an Osteomage can harden her bones in battle, effectively creating a Natural Armor Bonus of +1. This Bonus improves by +1(Total +2) at level 8.
Seize the Frame(Su):
Once per day, the 5th-level Oseomage can take temporary control of the skeletons of her opponents, paralyzing them. She can affect up to one creature per Osteomage level within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 10 + Osteomage level + Charisma modifier). Creatures without skeletons (such as oozes) are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown. Creatures immune to paralysis are not immune to this effect.
Bristle(Sp):
Beginning at 6th level, once per day, the Osteomage may cast Bristle on herself as cast by a Sorcerer of the Osteomage's class level. She gains one daily use of the spell.
Adamantine Bones(Su):
A 7th-level Osteomage's Bone Spurs act as Adamantine, cold iron, and silver weapons for the purpose of overcoming damage reduction.
Fracture(Su):
As a touch attack, an 8th-level Osteomage can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage and 1d4 points of Dexterity damage unless the opponent makes a Fortitude save (DC 10 + Osteomage level + Charisma modifier). The Osteomage can use this ability a number of times per day equal to 1 plus her Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton.
Osteophage(Su):
This 9th-level ability is the most lethal power at the Osteomage's command. Once per day, an Osteomage can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Fortitude save (DC 15 + Charisma modifier); a successful save prevents skeletal collapse but still deals 10d6points of damage.
Alternatively an Osteomage with this ability may Elect to launch her bones at an opponent. This ability effectively functions as the "Arrow of Bone" Spell. An Osteomage can only summon enough power to use this ability once per day and must choose which version of the Osteophage ability she wants to use. Unlike the spell, this attack gets no Enhancement bonus, using only the normal ranged attack modifiers. However if the attack hits, but the opponent succeeds the save to not be slain instantly, the opponent takes 3d10 damage +1 Damage per Character Level.
Master of Bone Magic(Su):
At 10th-level an Osteomage has Mastered her craft and can wield her bones like no other can hope to. As a Full-Turn Action(Yes one whole turn) an Osteomage may grow and produce an Extra grouping of bone to use offensively or defensively. Offensively she may augment the Osteophage ability by expending this extra bone supply to double the damage of Either the Melee attack(Becoming 20d6) or the damage bonus of the ranged attack(Becoming 3d10 +2 per Character Level). Or she may keep the extra bone on herself as an added barrier of defense. An Osteomage with this extra bone in defense may negate a single non-magical, physical attack(Like that of a sword or arrow even a magically enhanced one). This will use up the extra bone to stop the attack. An Osteomage may only make enough extra bone to do this once per day. An Osteomage can expedite this ability in a pinch if need be and change the cast time from Full-Turn Action into an Instantaneous Action, but in doing so will Leave her prone afterwards for 1d4 rounds.
Playing an Osteomage:
My redesign of what in many people's opinion(or so I have read) could have been a badass amazing prestige class focuses more on the martial aspects of the class, ideally in tandem with specialized magic. I designed this with a Sorcerer in mind for the Charisma stat and spontaneous casting. Because this is primarily a gish idea, it doesn't focus too too much on either spellcasting or martial prowess, instead finding reasons and uses to use either or both. The moment I read up on the original class from the Dragon Compendium, I just had this idea of a monk spell caster using the study of bone to advance both aspects.
I really wanted to amp up the power potential of the class, and knew I had to make drawbacks for that to make the frightening power worth the struggle, and the consecutive level requirement seemed to fit the theme of the class.
I hope anyone bothering to read this enjoys the changes I have made and the additions/ subtractions I have imposed. Please let me know what you think :D.
Also again this is my first posting so please let me know if I have made any errors or am missing anything.
I have always loved the concept of a bone mage(as I am sure many of you do as well) and while I typically steer clear of a lot of homebrew content in the games I run, I decided it was time to try my hand and balancing an old favourite concept that just was not up to par with so many other great options. So I present to you all for your approval/constructive criticism: The Osteomage, The Master of Bone.
Osteomages are an odd breed of spellcasters that favour a more martial approach to their magic use. For them, magic is not a mystical power to be used for affecting the outside world, it is a science to be applied to improve themselves from the inside out. Oseteomages are obsessed with perfecting their own biology to the point of a twisted artistic perfection. Many monks enthralled by magic use pursue this passion, some Sorcerers who feel the need to fight with their hands, and the occasional Ranger or Druid that wishes to combine the natural with the unnatural.
Entry Requirements:
Base Attack Bonus: +5
Skills: Heal 6 Ranks, Knowledge(Arcana) 6 Ranks, Knowledge(Nature) 6 Ranks, Craft(Bonework) 6 Ranks.
Feats: Improved Unarmed Strike, Any Metamagic Feat.
Spells: Must be able to cast any 4 Transmutation Spells, at least one of which is 2nd level or higher.
Special: Anyone taking levels in the Osteomage Prestige Class must take all 10 Levels Consecutively. Bone Magic is difficult and unwieldy, if an Osteomage abandons their study to pursue other interests, lack of understanding and attention to this magic can cause harm and even death. If you decide to abandon this class you lose all special abilities of it and immediately 1d6 damage per Character Level plus and additional 1d6 damage per Osteomage Class Level.
Class Skills:
Contentrate, Craft, Disguise, Heal, Intimidate, Knowledge(Arcana), Knowledge(Architecture & Engineering), Knowledge(Dungeoneering), Knowledge(Geography), Knowledge(History), Knowledge(Local), Knowledge(Nature), Knowledge(Nobility & Royalty), Knowledge(Religion), Knowledge(The Planes), Spellcraft, Use Magic Device
Skill Points at Each Level: 2 + Int
Hit Dice: d8
Advancement:
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1st
0
2
0
2
Boneless, Immunity to Disease
-
2nd
1
3
0
3
Skeletal Shift, Bone Spurs
+1 Level of Existing Class
3rd
2
3
1
3
Unnerve, Bone Restructure(Heal)
-
4th
3
4
1
4
Enlarge/Reduce, Iron Bones, Skeletal Harden +1
+1 Level of Existing Class
5th
3
4
1
4
Seize the Frame, Improved Bone Spurs
+1 Level of Existing Class
6th
4
5
2
5
Bone Restructure(Damage), Bristle
-
7th
5
5
2
5
Adamantine Bones, Magic Weapon(Bone Spurs)
+1 Level of Existing Class
8th
6
6
2
6
Fracture, Skeletal Harden +1
+1 Level of Existing Class
9th
6
7
3
7
Osteophage, Complete Bone Spurs
-
10th
7
7
3
7
Master Osteomage
+1 Level of Existing Class
Class Features:
Weapon and Armor Proficiency:
Osteomages gain no additional proficiency with any Weapons or Armor
Spells:
At every level gained except 1st, 3rd, 6th and 9th, an Osteomage gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Osteomage, she must decide to which class she adds the new level for purposes of determining spells per day.
Boneless(Su):
At will, as a full-round action, an Osteomage may dissolve or restore her own skeleton. She becomes able to travel at a speed of 10 feet through muscular control taught to all novice Osteomages (she may not run). The Osteomage may now fit in minute spaces and crawl under barriers, with one important caveat: the Osteomage must at all times take care to protect her organs, making sure they are not squashed or crushed. For simplicity's sake, assume the Osteomage cannot travel through any space smaller than 6 inches in diameter.
While in this form, the Osteomage is considered prone. She cannot use a shield, and loses her Dexterity bonus to Armor Class. She can't attack or cast spells with verbal, somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the Osteomage might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)
Immunity to Disease(Ex):
Due to their phenomenal understanding of bone and the role it plays in the immune system, Osteomages are immune to disease, including supernatural and magical diseases.
Skeletal Shift(Ex):
As a standard action, 2nd-level Osteomages can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.
Bone Spurs(Su):
The 2nd-level Osteomage may, as a free action, cause portions of her skeleton to break her skin and protrude, causing her no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The Osteomage is automatically proficient in the weapons forged directly from her own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the Osteomage's supernatural skill causes her exposed bones to have the strength of steel. She may use this ability at will. As natural weapons, the Osteomage's bone spurs cannot be sundered.
At 5th Level this ability improves in damage as though it had the "Cutting Hand" Spell permanently applied, thus increasing the damage from d6->d8 and doing either Slashing or Bludgeoning Damage depending on your attack. Your knowledge of your own bones improves your use with them and you gain a +1 enhancement bonus on attack rolls and damage rolls(instead of +2 as the spell).
At 9th Level your Bone Spurs are completed, and you can shape the bones from your hands as you see fit. This Increases the damage again from d8->d10 and, as a move action, you may elongate the bone into a sword to do Slashing or Piercing damage. The Enhancement bonus improves to +2.
Unnerve(Su):
As an extension of the above ability, an Osteomage may sculpt her protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the Osteomage attempting to strike or otherwise directly attack the Osteomage, even with a targeted spell, must attempt a Will save (DC 10 + Osteomage level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular Osteomage's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the Osteomage for the next 24 hours. A creature only has to make one save against a particular Osteomage per 24 hour period. This is a mind-affecting, fear effect.
Bone Restructure(Su):
Beginning at level 3 an Osteomage can work her own or someone else's bones to heal for a small amount of damage equal to her Charisma bonus x her Osteomage Level. This effectively works like the "Lay on Hands" Ability of a Paladin.
At 6th Level an Osteomage can channel this into damage, by Making a Melee-Touch Attack she can do damage to her opponent. At this level the ability improves to the Osteomage's class level+1 x the Charisma Bonus. There is only so much magical energy an Osteomage can produce for this effect, and the healing and damage ability share a single pool. Thus a Level 7 Osteomage with a Charisma of +4 can Either Heal or Damage for a total of 32 Damage Per Day.
Enlarge/Reduce(Sp):
Beginning at 4th level, once per day, the Osteomage may cast enlarge person or reduce person on herself as cast by a Sorcerer of the Osteomage's class level. She gains one daily use of each spell.
Iron Bones(Su):
A 4th-level Osteomage's bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.
Skeletal Harden(Su):
Beginning at Level 4 an Osteomage can harden her bones in battle, effectively creating a Natural Armor Bonus of +1. This Bonus improves by +1(Total +2) at level 8.
Seize the Frame(Su):
Once per day, the 5th-level Oseomage can take temporary control of the skeletons of her opponents, paralyzing them. She can affect up to one creature per Osteomage level within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 10 + Osteomage level + Charisma modifier). Creatures without skeletons (such as oozes) are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown. Creatures immune to paralysis are not immune to this effect.
Bristle(Sp):
Beginning at 6th level, once per day, the Osteomage may cast Bristle on herself as cast by a Sorcerer of the Osteomage's class level. She gains one daily use of the spell.
Adamantine Bones(Su):
A 7th-level Osteomage's Bone Spurs act as Adamantine, cold iron, and silver weapons for the purpose of overcoming damage reduction.
Fracture(Su):
As a touch attack, an 8th-level Osteomage can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage and 1d4 points of Dexterity damage unless the opponent makes a Fortitude save (DC 10 + Osteomage level + Charisma modifier). The Osteomage can use this ability a number of times per day equal to 1 plus her Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton.
Osteophage(Su):
This 9th-level ability is the most lethal power at the Osteomage's command. Once per day, an Osteomage can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Fortitude save (DC 15 + Charisma modifier); a successful save prevents skeletal collapse but still deals 10d6points of damage.
Alternatively an Osteomage with this ability may Elect to launch her bones at an opponent. This ability effectively functions as the "Arrow of Bone" Spell. An Osteomage can only summon enough power to use this ability once per day and must choose which version of the Osteophage ability she wants to use. Unlike the spell, this attack gets no Enhancement bonus, using only the normal ranged attack modifiers. However if the attack hits, but the opponent succeeds the save to not be slain instantly, the opponent takes 3d10 damage +1 Damage per Character Level.
Master of Bone Magic(Su):
At 10th-level an Osteomage has Mastered her craft and can wield her bones like no other can hope to. As a Full-Turn Action(Yes one whole turn) an Osteomage may grow and produce an Extra grouping of bone to use offensively or defensively. Offensively she may augment the Osteophage ability by expending this extra bone supply to double the damage of Either the Melee attack(Becoming 20d6) or the damage bonus of the ranged attack(Becoming 3d10 +2 per Character Level). Or she may keep the extra bone on herself as an added barrier of defense. An Osteomage with this extra bone in defense may negate a single non-magical, physical attack(Like that of a sword or arrow even a magically enhanced one). This will use up the extra bone to stop the attack. An Osteomage may only make enough extra bone to do this once per day. An Osteomage can expedite this ability in a pinch if need be and change the cast time from Full-Turn Action into an Instantaneous Action, but in doing so will Leave her prone afterwards for 1d4 rounds.
Playing an Osteomage:
My redesign of what in many people's opinion(or so I have read) could have been a badass amazing prestige class focuses more on the martial aspects of the class, ideally in tandem with specialized magic. I designed this with a Sorcerer in mind for the Charisma stat and spontaneous casting. Because this is primarily a gish idea, it doesn't focus too too much on either spellcasting or martial prowess, instead finding reasons and uses to use either or both. The moment I read up on the original class from the Dragon Compendium, I just had this idea of a monk spell caster using the study of bone to advance both aspects.
I really wanted to amp up the power potential of the class, and knew I had to make drawbacks for that to make the frightening power worth the struggle, and the consecutive level requirement seemed to fit the theme of the class.
I hope anyone bothering to read this enjoys the changes I have made and the additions/ subtractions I have imposed. Please let me know what you think :D.
Also again this is my first posting so please let me know if I have made any errors or am missing anything.