Author Topic: Osteomancy Feats [Osteo]  (Read 171 times)

Stratovarius

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Osteomancy Feats [Osteo]
« on: June 22, 2017, 02:20:23 PM »
Bone Feats

Alter Attunement [Bone]
Sometimes, it is necessary to have a different ossein to hand.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: With a move action, you are able to strip away the currently attuned ossein from the bone in your hand and attune another ossein of the same level. However, the chosen ossein is permanently cast at -1 osteoblast level (until you attune a bone to it normally).
Normal: You cannot change the attuned ossien of a bone.

Bone Dancer [Bone]
You have focused your talents on bringing forth servants from the ground
Prerequisites: Dance of the Bones class feature
Benefit: You reduce the time necessary to start a Dance of the Bones from 5 minutes to a full round action.

Deatheater [Bone]
You have chosen to consume nothing but the rotting flesh of the long dead
Prerequisites: Must have spent a month living on nothing but carrion
Benefit: You become immune to mundane (non-magically caused) diseases. In addition, you gain a temporary +2 bonus to constitution and strength for one hour whenever you consume a pound or more of rotting flesh. You may gain this benefit a maximum of three times per day.

Extra Osseins [Bone]
You have better learned how to wield the magics that are inherent within the core of the body.
Prerequisites: Ability to cast Osseins.
Benefit: When you take this feat for the first time, you add 2 more ossein points to your pool each day.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of ossein points you gain increases by 1.

Lethal Skeleton [Bone]
The bones of your skeleton have grown longer, lashing out at foes who strike you.
Prerequisites: Skeleton of Razors class feature, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee.
Normal: Skeleton of Razors normally only affects unarmed and natural attacks.

Shard Spray [Bone]
Any attack draws an immediate retaliation, regardless of location.
Prerequisites: Lethal Skeleton, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee, and any ranged attacks or spells made within 30 ft. The damage takes place after the attack resolves.
Normal: Skeleton of Razors normally only affects unarmed and natural attacks.

Strong Skeleton [Bone]
Your skeletal mastery has toughened you beyond even normal means.
Prerequisites: Hardened Skeleton class feature.
Benefit: You gain an extra +1 to natural armour from your Hardened Skeleton class feature.

Twinned Power [Bone]
You have understood the necessary techniques for using two different forms of power together.
Prerequisites: Must be able to cast 1st level osseins & manifest 1st level powers
Benefit: You are able to use your Metabone feats to affect Psionic powers as you manifest them. You are able to use your metapsionic feats to affect osseins as you cast them. Increase the caster or manifest level of any ossein or power affected in this way by +1.

Metabone Feats

Enlarge Ossein [Metabone]
With the proper focus, an ossein may reach farther than it normally does.
Prerequisites: Must be able to cast 1st level osseins
Benefit: You focus your will on bone to push the range of your ossein further, doubling the range. An ossein created in this way costs two more ossein points.

Empower Ossein [Metabone]
Created with the right skill, an ossein will impact with greater force.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable, numeric rolls are increased by 50%. An ossein created in this way costs four more ossein points.

Extend Ossein [Metabone]
To lengthen the duration of your control of bone is a simple and easy step for you.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to lengthen your ossein. The duration of the ossein is doubled. An ossein created in this way costs two more ossein points.

Maximize Ossein [Metabone]
A single moment can be focused on to such an extreme that it strikes with deadly force.
Prerequisites: Must be able to cast 3rd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable rolls are maximized. An ossein created in this way costs four more ossein points.

Quicken Ossein [Metabone]
Bone may be a stiff force to control, but you have mastered it, to the point of being able to force it to happen now.
Prerequisites: Must be able to cast 5th level osseins
Benefit: You focus your will on bone to speed your ossein. You may cast a single ossein as an swift action. An ossein created in this way costs six more ossein points.

Widen Ossein [Metabone]
The bursts from your osseins cover a much greater area.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: Your osseins are far more deadly, covering great swathes of terrain, doubling the area. An ossein created in this way costs two more ossein points.

General Feats

Fractured
Your bones are crippled and weak, but your mind has compensated.
Prerequisites:  Constitution of less than 13.
Benefit: Your constitution shrinks, and you lose 2 points permanently. You gain 1 point in intelligence, wisdom, and charisma.

Shattered Skeleton
Your body cannot resist the heavy blows of combat.
Prerequisites:  Constitution of less than 13.
Benefit: You take an extra 1d6 damage from any bludgeoning weapon. However, the weakened body has strengthened your mind, and you gain a bonus on all intelligence, charisma, and wisdom based skills equal to 1/4 your character level, minimum 1.

Watchful Spirit
An ancestor spirit, an icon of your faith, or another being watches out for you
Prerequisites: Osteomancer or must worship a god
Benefit: Twice per day, you can reroll an initiative roll you have just made before you know your place in the initiative order. You take the better of the two rolls. If you still have two or more uses left, you gain a +1 sacred bonus on all saves. If you still have one or more uses left, you gain a +1 deflection bonus to armour class. These benefits stack with each other.

Vengeful Spirit
Your watchful spirit takes revenge on foes that have harmed you.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, once per round for the rest of the encounter you may expend your immediate action when a creature damages you. If you do, that creature immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit feat.

Hasty Spirit
Your watchful spirit lends you a burst of speed in times of great need.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +10 ft. enhancement bonus to your base land speed, and you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Defending Spirit
Your watchful spirit helps you defend yourself.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +2 dodge bonus to your Armor Class and are never flat-footed for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Guardian Spirit
Your watchful spirit is more capable than normal.
Prerequisites: Watchful Spirit
Benefit: You may now use your initiative reroll from your watchful spirit feat to reroll any one d20 roll. Also, you gain one extra initiative reroll from your watchful spirit feat.