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<blockquote data-quote="Arkhandus" data-source="post: 2991816" data-attributes="member: 13966"><p>Alrighty, I'm back home now so I'll finish up most of the statistical details for osseofexes now. I'll add a few more Osseomancy options later.</p><p></p><p><span style="font-size: 15px">Osseofex, the bone-shapers (By Arkhandus)</span></p><p></p><p>[sblock]</p><p></p><p><span style="font-size: 12px">Overview</span></p><p>[sblock]</p><p>I'll put something here later....</p><p><strong>Personality:</strong> Likewise....</p><p><strong>Physical Description:</strong> An osseofex looks much like a human from the outside, but their bone structure is actually more advanced and capable of growing at their mental command, and osseofex have slightly sparser muscle tissues. Their internal organs are also spaced just far enough apart as to allow thin bone growths to slide between them to reach the surface. Osseofex often sport various bone spurs, ridges, and plates, but can shed these extra bone growths when desired. Osseofex skin and other tissues regrow quickly after being split by bone growths.</p><p><strong>Relations:</strong> Likewise....</p><p><strong>Alignment:</strong> Likewise....</p><p><strong>Example Lands:</strong> Likewise....</p><p><strong>Religion:</strong> Likewise....</p><p><strong>Language:</strong> Likewise....</p><p><strong>Names:</strong> Likewise....</p><p>[/sblock]</p><p><span style="font-size: 12px">Osseofex Racial Traits</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">-2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence; the osseofex are resilient, and can alter their bone structure quickly to increase their body's flexibility, but they have less muscle mass anchored to their bones to allow for ease of bone movement. Osseofex are energetic but somewhat dull-witted and not generally interested in study.</li> <li data-xf-list-type="ul">Base speed 30 ft.</li> <li data-xf-list-type="ul">Medium-sized: Osseofex have no bonuses or penalties due to size.</li> <li data-xf-list-type="ul">Type: Osseofex are Humanoids of the Osseofex subtype.</li> <li data-xf-list-type="ul">Harshness: Osseofex have a tough time being sociable, respectful, or amicable, so they suffer a -2 racial penalty on Bluff and Diplomacy checks for social interaction.</li> <li data-xf-list-type="ul">Accelerated Healing: An osseofex's natural healing rate is double that of a human. Even when you are in the midst of strenuous activity, you naturally heal at the same rate a human would during light activity. Furthermore, an osseofex's chance of stabilizing when at negative hit points is 40% rather than 10%.</li> <li data-xf-list-type="ul">Osseomancy (Ex): Osseofex have the remarkable natural ability to manipulate their bone structure and even cause their bones to grow rapidly in unusual ways, forming bone spurs, shields, armor plates, and more. There are several uses to this ability, but also a few limitations. Osseofex have 10 'osseomancy points' available to them each day, representing the limitations of how much they can force their bones to grow within a 24-hour period. These osseomancy points are replenished once each day after 8 hours of sleep.<br /> <br /> Each time an Osseomancy ability is activated, the osseofex suffers 1 hit point damage per OP spent for that activation, from the shifting of bones and cutting of flesh involved, even though these cuts mend rapidly. Using Osseomancy is a painful and slightly-harmful process, but osseofex heal quickly so they don't really have to worry about it. The following Osseomancy abilities may be used by any osseofex who has enough OP available:</li> <li data-xf-list-type="ul"><em><strong>Bone Plates:</strong></em> This osseomantic ability grows numerous plates and scales of bone over portions of the character's skin, providing a limited degree of protection. Activating this ability is a standard action, or a full-round action if spending 3 OP, and it provokes attacks of opportunity.<br /> <br /> Deactivation is a move-equivalent action, which does not provoke attacks of opportunity, and simply causes the bone plates and scales to fall off and crumble into small pieces, while skin mends itself over the former locations of the plates and scales. The plates and scales otherwise crumble and fall off naturally after 8 hours, requiring no action on the osseofex's part, with skin regrowing over those spots of course.<br /> <br /> The osseofex spends either 1 OP for a +1 natural armor bonus, 2 OP for a +3 natural armor bonus, or 3 OP for a +5 natural armor bonus. The natural armor bonus applies to AC for as long as the Bone Plates ability remains active. The osseofex is considered, for all intents and purposes, to be carrying a medium load as long as this ability is granting +3 or +4 AC, or a heavy load as long as this ability is granting +5 AC.<br /> <br /> Each time you suffer 10 or more damage at once, reduce the AC bonus from this ability by 1 point; if this reduces the AC bonus to 0, this ability is simply deactivated as a result, with no cost in actions on your part.</li> <li data-xf-list-type="ul"><em>Bone Spurs:</em> This osseomantic ability grows various bony spurs, blades, and plates around one or both hands of the osseofex, and around one or both lower arms as appropriate. Upon activation, the osseofex chooses whether both hands (and lower arms, as appropriate), or just one, will be covered in bony spurs and such; this choice does not affect the cost of this ability in OP, nor the activation and deactivation times.<br /> <br /> The Bone Spurs are relatively small and isolated to the hand (or hands) if spending 1 OP, or several inches long and protruding from the lower arm (or arms) as well if spending 2 OP, or nearly a foot long and protruding from both the hand and lower arm (or hands and arms) if spending 3 OP. Bone Spurs do not interfere with normal hand use.<br /> <br /> Activating this ability is a standard action, or a free action if spending 1 OP, and it provokes attacks of opportunity. This ability only may be activated once per round. Deactivation is a move-equivalent action, which does not provoke attacks of opportunity, and simply causes the bony blades and such to fall off and crumble into small pieces, while skin mends itself over the former locations of the spurs, blades, and tiny plates. After 8 hours, the Bone Spurs deactivate naturally and automatically, not requiring any action on the osseofex's part.<br /> <br /> As long as the Bone Spurs are active, they provide the following benefits. The osseofex is considered to be wearing normal gauntlets for the duration, firstly. Secondly, the osseofex's unarmed strikes deal greater base damage for the duration; 1d4 damage if 1 OP was spent, 1d6 damage if 2 OP were spent, or 1d8 if 3 OP were spent; adjust this damage as appropriate if the osseofex has been somehow altered to a different size category besides Medium; this does not stack with other increases to base unarmed damage dice. Thirdly, the same damage increase applies to grapple damage, and the osseofex may deal normal damage with grapple attacks at no penalty, and the osseofex does not provoke attacks of opportunity for initiating or entering a grapple.<br /> <br /> Fourthly, the osseofex gains a +1 racial bonus on Climb checks if he or she spent 1 OP on Bone Spurs, increased to +2 if 2 OP were spent, or increased to +3 if 3 OP were spent. Lastly, the osseofex gains a natural claw attack with each hand covered by the Bone Spurs; if both hands are covered, this allows for two claw attacks as a full-attack action. The osseofex is considered proficient in his or her Bone Spur claw attacks. These claws deal slashing and piercing damage, of the same amount as the unarmed damage granted by Bone Spurs. The osseofex applies his or her full Strength modifier to damage with each claw.</li> <li data-xf-list-type="ul"><em>Bone Weapon:</em> This osseomantic ability causes a single arm bone or leg bone to grow an unusual spur outwards, extending and expanding in shape until it acquires the appropriate general size and shape of a weapon, at which point it detaches from the arm or leg. The osseofex may grab hold of this Bone Weapon immediately as a free action, with one or both hands, or allow it to drop.<br /> <br /> This ability costs 1 OP if creating a light weapon, an arrow, a bolt, or a sling bullet. It costs 2 OP instead if creating a one-handed weapon, or 3 OP instead if creating a two-handed weapon. This ability cannot be used to create weapons larger than that. Activating this ability is a standard action, or a full-round action if spending more than 1 OP, and it provokes attacks of opportunity. However, activation is a mere free action if creating an arrow, bolt, or sling bullet, and does not provoke attacks of opportunity in that case; only one arrow, bolt, or sling bullet may be produced in this manner each round.<br /> <br /> There is no deactivation for this ability; the Bone Weapon simply remains useable until it is broken, crumbled, or otherwise destroyed. This Bone Weapon crumbles naturally to bits and pieces after 4 hours, if not otherwise destroyed. An osseofex chooses which kind of weapon to grow when activating this ability, but his or her choices are somewhat limited. It must be a simple, martial, or exotic weapon the osseofex knows of and is proficient in. This ability cannot produce shields, shield spikes, or armor spikes.<br /> <br /> Only a weapon that lacks moving parts may be created through this ability, such as a sword or mace, but not any kind of flail, gauntlet, glove, cestus, bow, crossbow, artillery piece, firearm, sling, whip, chain, net, bola, or similar weapon. The exception is that a longbow or shortbow, but not composite versions thereof, may be created by this ability, but such a bow lacks a string, so the osseofex must add a normal bowstring themselves in order to use these bows for firing arrows. In any case, the Bone Weapon is of a normal, appropriate size for the osseofex to wield, though nothing inherantly prevents other creatures from taking the Bone Weapon and wielding it themselves.<br /> <br /> Arrows for bows, bolts for crossbows, and bullets for slings may be created in this manner, but they are of a size appropriate to bows, crossbows, or slings normally wieldable by the osseofex, and the osseofex does not need to be proficient in these weapons for purposes of creating this ammunition, unlike other weapons. The Bone Weapon is a normal version of the chosen weapon or ammunition type, not masterwork, and due to its material and rough craftsmanship the Bone Weapon suffers a -1 penalty on attack rolls and damage. Also, if creating a bow, the range increment is reduced by 10 feet. Bone Weapons effectively have the same hardness and hit points as wooden weapons of the same general size and shape.</li> <li data-xf-list-type="ul">Automatic Language: Common. Bonus Languages: Any, except for restricted languages.</li> <li data-xf-list-type="ul">Favored Class: An osseofex's favored class is fighter.</li> </ul><p>[/sblock]</p><p><span style="font-size: 12px">Racial Paragon Class</span></p><p>[sblock]</p><p>look into the link! <a href="http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame" target="_blank">http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame</a></p><p>[/sblock]</p><p><span style="font-size: 12px">Racial Feats</span></p><p>[sblock]</p><p><span style="font-size: 10px">Improved Osseofex Healing (Special)</span></p><p>You have advanced your natural healing ability.</p><p><strong>Prerequisites:</strong> Osseofex race, Con 15+.</p><p><strong>Benefit:</strong> You gain fast healing 1 as an extraordinary ability. This does not replace your natural healing rate, however. This ability only heals up to 1 hit point per character level per day. Once it has healed you of that much damage on any given day, it ceases functioning for the rest of the day. However, separate from this, you naturally heal 1 additional point of temporary ability damage each day. Also, you gain a +1 racial bonus on saving throws against disease.</p><p></p><p><span style="font-size: 10px">Greater Osseofex Healing (Special)</span></p><p>Your efforts have greatly improved your already-impressive natural healing rate.</p><p><strong>Prerequisites:</strong> Osseofex race, Con 17+, base Fortitude save +3 or higher, Improved Osseofex Healing, Great Fortitude.</p><p><strong>Benefit:</strong> Your fast healing from the Improved Osseofex Healing feat improves to fast healing 2, and your limit on the total amount of fast healing per day is doubled. Furthermore, your racial bonus on saving throws against disease improves to +3.</p><p></p><p><span style="font-size: 10px">Superior Osseofex Healing (Special)</span></p><p>Your racial healing capabilities have improved to their maximum, due to your focused efforts in that regard.</p><p><strong>Prerequisites:</strong> Osseofex race, Con 19+, base Fortitude save +5 or higher, Improved Osseofex Healing, Greater Osseofex Healing, Great Fortitude, Toughness.</p><p><strong>Benefit:</strong> Your fast healing from the Improved Osseofex Healing feat improves to fast healing 3, and your limit on the total amount of fast healing per day is tripled. This overrides the fast healing benefits of Greater Osseofex Healing. However, you now have the ability to control your fast healing to an extent, allowing you to activate or deactivate your fast healing ability as a free action at the end of your turn. This does not affect your limit on fast healing each day, but it does allow you to decide when your body will mend itself quickly and when it will allow natural healing to take its course, in effect. However, any time you are reduced to 0 hit points or fewer, your fast healing ability automatically activates if you are still alive at that time. You cannot deactivate your fast healing while at 0 hit points or fewer; it will remain active on its own until either it reaches its limit or your current hit points are increased above 0.</p><p>[/sblock]</p><p><span style="font-size: 12px">Design Notes</span></p><p>[sblock]</p><p>none as of yet</p><p>[/sblock]</p><p><span style="font-size: 12px">Plot hooks</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">none as of yet</li> </ul><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2991816, member: 13966"] Alrighty, I'm back home now so I'll finish up most of the statistical details for osseofexes now. I'll add a few more Osseomancy options later. [SIZE=4]Osseofex, the bone-shapers (By Arkhandus)[/SIZE] [sblock] [SIZE=3]Overview[/SIZE] [sblock] I'll put something here later.... [B]Personality:[/B] Likewise.... [B]Physical Description:[/B] An osseofex looks much like a human from the outside, but their bone structure is actually more advanced and capable of growing at their mental command, and osseofex have slightly sparser muscle tissues. Their internal organs are also spaced just far enough apart as to allow thin bone growths to slide between them to reach the surface. Osseofex often sport various bone spurs, ridges, and plates, but can shed these extra bone growths when desired. Osseofex skin and other tissues regrow quickly after being split by bone growths. [B]Relations:[/B] Likewise.... [B]Alignment:[/B] Likewise.... [B]Example Lands:[/B] Likewise.... [B]Religion:[/B] Likewise.... [B]Language:[/B] Likewise.... [B]Names:[/B] Likewise.... [/sblock] [SIZE=3]Osseofex Racial Traits[/SIZE] [sblock] [list] [*]-2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence; the osseofex are resilient, and can alter their bone structure quickly to increase their body's flexibility, but they have less muscle mass anchored to their bones to allow for ease of bone movement. Osseofex are energetic but somewhat dull-witted and not generally interested in study. [*]Base speed 30 ft. [*]Medium-sized: Osseofex have no bonuses or penalties due to size. [*]Type: Osseofex are Humanoids of the Osseofex subtype. [*]Harshness: Osseofex have a tough time being sociable, respectful, or amicable, so they suffer a -2 racial penalty on Bluff and Diplomacy checks for social interaction. [*]Accelerated Healing: An osseofex's natural healing rate is double that of a human. Even when you are in the midst of strenuous activity, you naturally heal at the same rate a human would during light activity. Furthermore, an osseofex's chance of stabilizing when at negative hit points is 40% rather than 10%. [*]Osseomancy (Ex): Osseofex have the remarkable natural ability to manipulate their bone structure and even cause their bones to grow rapidly in unusual ways, forming bone spurs, shields, armor plates, and more. There are several uses to this ability, but also a few limitations. Osseofex have 10 'osseomancy points' available to them each day, representing the limitations of how much they can force their bones to grow within a 24-hour period. These osseomancy points are replenished once each day after 8 hours of sleep. Each time an Osseomancy ability is activated, the osseofex suffers 1 hit point damage per OP spent for that activation, from the shifting of bones and cutting of flesh involved, even though these cuts mend rapidly. Using Osseomancy is a painful and slightly-harmful process, but osseofex heal quickly so they don't really have to worry about it. The following Osseomancy abilities may be used by any osseofex who has enough OP available: [*][I][B]Bone Plates:[/B][/I] This osseomantic ability grows numerous plates and scales of bone over portions of the character's skin, providing a limited degree of protection. Activating this ability is a standard action, or a full-round action if spending 3 OP, and it provokes attacks of opportunity. Deactivation is a move-equivalent action, which does not provoke attacks of opportunity, and simply causes the bone plates and scales to fall off and crumble into small pieces, while skin mends itself over the former locations of the plates and scales. The plates and scales otherwise crumble and fall off naturally after 8 hours, requiring no action on the osseofex's part, with skin regrowing over those spots of course. The osseofex spends either 1 OP for a +1 natural armor bonus, 2 OP for a +3 natural armor bonus, or 3 OP for a +5 natural armor bonus. The natural armor bonus applies to AC for as long as the Bone Plates ability remains active. The osseofex is considered, for all intents and purposes, to be carrying a medium load as long as this ability is granting +3 or +4 AC, or a heavy load as long as this ability is granting +5 AC. Each time you suffer 10 or more damage at once, reduce the AC bonus from this ability by 1 point; if this reduces the AC bonus to 0, this ability is simply deactivated as a result, with no cost in actions on your part. [*][I]Bone Spurs:[/I] This osseomantic ability grows various bony spurs, blades, and plates around one or both hands of the osseofex, and around one or both lower arms as appropriate. Upon activation, the osseofex chooses whether both hands (and lower arms, as appropriate), or just one, will be covered in bony spurs and such; this choice does not affect the cost of this ability in OP, nor the activation and deactivation times. The Bone Spurs are relatively small and isolated to the hand (or hands) if spending 1 OP, or several inches long and protruding from the lower arm (or arms) as well if spending 2 OP, or nearly a foot long and protruding from both the hand and lower arm (or hands and arms) if spending 3 OP. Bone Spurs do not interfere with normal hand use. Activating this ability is a standard action, or a free action if spending 1 OP, and it provokes attacks of opportunity. This ability only may be activated once per round. Deactivation is a move-equivalent action, which does not provoke attacks of opportunity, and simply causes the bony blades and such to fall off and crumble into small pieces, while skin mends itself over the former locations of the spurs, blades, and tiny plates. After 8 hours, the Bone Spurs deactivate naturally and automatically, not requiring any action on the osseofex's part. As long as the Bone Spurs are active, they provide the following benefits. The osseofex is considered to be wearing normal gauntlets for the duration, firstly. Secondly, the osseofex's unarmed strikes deal greater base damage for the duration; 1d4 damage if 1 OP was spent, 1d6 damage if 2 OP were spent, or 1d8 if 3 OP were spent; adjust this damage as appropriate if the osseofex has been somehow altered to a different size category besides Medium; this does not stack with other increases to base unarmed damage dice. Thirdly, the same damage increase applies to grapple damage, and the osseofex may deal normal damage with grapple attacks at no penalty, and the osseofex does not provoke attacks of opportunity for initiating or entering a grapple. Fourthly, the osseofex gains a +1 racial bonus on Climb checks if he or she spent 1 OP on Bone Spurs, increased to +2 if 2 OP were spent, or increased to +3 if 3 OP were spent. Lastly, the osseofex gains a natural claw attack with each hand covered by the Bone Spurs; if both hands are covered, this allows for two claw attacks as a full-attack action. The osseofex is considered proficient in his or her Bone Spur claw attacks. These claws deal slashing and piercing damage, of the same amount as the unarmed damage granted by Bone Spurs. The osseofex applies his or her full Strength modifier to damage with each claw. [*][I]Bone Weapon:[/I] This osseomantic ability causes a single arm bone or leg bone to grow an unusual spur outwards, extending and expanding in shape until it acquires the appropriate general size and shape of a weapon, at which point it detaches from the arm or leg. The osseofex may grab hold of this Bone Weapon immediately as a free action, with one or both hands, or allow it to drop. This ability costs 1 OP if creating a light weapon, an arrow, a bolt, or a sling bullet. It costs 2 OP instead if creating a one-handed weapon, or 3 OP instead if creating a two-handed weapon. This ability cannot be used to create weapons larger than that. Activating this ability is a standard action, or a full-round action if spending more than 1 OP, and it provokes attacks of opportunity. However, activation is a mere free action if creating an arrow, bolt, or sling bullet, and does not provoke attacks of opportunity in that case; only one arrow, bolt, or sling bullet may be produced in this manner each round. There is no deactivation for this ability; the Bone Weapon simply remains useable until it is broken, crumbled, or otherwise destroyed. This Bone Weapon crumbles naturally to bits and pieces after 4 hours, if not otherwise destroyed. An osseofex chooses which kind of weapon to grow when activating this ability, but his or her choices are somewhat limited. It must be a simple, martial, or exotic weapon the osseofex knows of and is proficient in. This ability cannot produce shields, shield spikes, or armor spikes. Only a weapon that lacks moving parts may be created through this ability, such as a sword or mace, but not any kind of flail, gauntlet, glove, cestus, bow, crossbow, artillery piece, firearm, sling, whip, chain, net, bola, or similar weapon. The exception is that a longbow or shortbow, but not composite versions thereof, may be created by this ability, but such a bow lacks a string, so the osseofex must add a normal bowstring themselves in order to use these bows for firing arrows. In any case, the Bone Weapon is of a normal, appropriate size for the osseofex to wield, though nothing inherantly prevents other creatures from taking the Bone Weapon and wielding it themselves. Arrows for bows, bolts for crossbows, and bullets for slings may be created in this manner, but they are of a size appropriate to bows, crossbows, or slings normally wieldable by the osseofex, and the osseofex does not need to be proficient in these weapons for purposes of creating this ammunition, unlike other weapons. The Bone Weapon is a normal version of the chosen weapon or ammunition type, not masterwork, and due to its material and rough craftsmanship the Bone Weapon suffers a -1 penalty on attack rolls and damage. Also, if creating a bow, the range increment is reduced by 10 feet. Bone Weapons effectively have the same hardness and hit points as wooden weapons of the same general size and shape. [*]Automatic Language: Common. Bonus Languages: Any, except for restricted languages. [*]Favored Class: An osseofex's favored class is fighter. [/list] [/sblock] [SIZE=3]Racial Paragon Class[/SIZE] [sblock] look into the link! [url]http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame[/url] [/sblock] [SIZE=3]Racial Feats[/SIZE] [sblock] [SIZE=2]Improved Osseofex Healing (Special)[/SIZE] You have advanced your natural healing ability. [B]Prerequisites:[/B] Osseofex race, Con 15+. [B]Benefit:[/B] You gain fast healing 1 as an extraordinary ability. This does not replace your natural healing rate, however. This ability only heals up to 1 hit point per character level per day. Once it has healed you of that much damage on any given day, it ceases functioning for the rest of the day. However, separate from this, you naturally heal 1 additional point of temporary ability damage each day. Also, you gain a +1 racial bonus on saving throws against disease. [SIZE=2]Greater Osseofex Healing (Special)[/SIZE] Your efforts have greatly improved your already-impressive natural healing rate. [B]Prerequisites:[/B] Osseofex race, Con 17+, base Fortitude save +3 or higher, Improved Osseofex Healing, Great Fortitude. [B]Benefit:[/B] Your fast healing from the Improved Osseofex Healing feat improves to fast healing 2, and your limit on the total amount of fast healing per day is doubled. Furthermore, your racial bonus on saving throws against disease improves to +3. [SIZE=2]Superior Osseofex Healing (Special)[/SIZE] Your racial healing capabilities have improved to their maximum, due to your focused efforts in that regard. [B]Prerequisites:[/B] Osseofex race, Con 19+, base Fortitude save +5 or higher, Improved Osseofex Healing, Greater Osseofex Healing, Great Fortitude, Toughness. [B]Benefit:[/B] Your fast healing from the Improved Osseofex Healing feat improves to fast healing 3, and your limit on the total amount of fast healing per day is tripled. This overrides the fast healing benefits of Greater Osseofex Healing. However, you now have the ability to control your fast healing to an extent, allowing you to activate or deactivate your fast healing ability as a free action at the end of your turn. This does not affect your limit on fast healing each day, but it does allow you to decide when your body will mend itself quickly and when it will allow natural healing to take its course, in effect. However, any time you are reduced to 0 hit points or fewer, your fast healing ability automatically activates if you are still alive at that time. You cannot deactivate your fast healing while at 0 hit points or fewer; it will remain active on its own until either it reaches its limit or your current hit points are increased above 0. [/sblock] [SIZE=3]Design Notes[/SIZE] [sblock] none as of yet [/sblock] [SIZE=3]Plot hooks[/SIZE] [sblock] [list] [*]none as of yet [/list] [/sblock] [/sblock] [/QUOTE]
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