Old Bonewright
The Necromancer's Handbook
Wielding a specialized form of the necromantic arts, bonewrights twist and warp the bones of corpses or even their own bodies into weapons and tools that they use to win the day. Although many find their practices distasteful, few can deny their effectiveness.

Bone Equipment (Su) At 1st level, a bonewright gains Death as a bonus sphere.

Instead of summoning equipment on its own, the bonewright sculpts weapons and armor from bodies - those of the dead or his own.

Instead of summoning equipment, a bonewright must reshape a body within reach - any corpse able to be raised as a skeleton or zombie is suitable to this purpose, or a corporeal undead the bonewright or a willing ally reanimated and controls. If he reshapes an undead he spent a spell point to reanimate within the past hour, summoning the equipment does not cost a spell point.

If he does not have a corpse available, he must spend 1d4 hit points plus 1d4 per point of enhancement bonus to reshape his own bones to fit their new purpose - growing his bones and breaking them off to become the required equipment. This damage cannot be reduced or redirected.

Bone weapons and equipment that a bonewright makes are supernaturally hard and count as being made from steel, with none of the normal disadvantages of bone.

At 20th level, the bonewright no longer needs to spend a spell point to summon equipment.

This modifies summon equipment and infinite arsenal.

Arsenal Trick A bonewright can choose any of the following arsenal tricks in addition to those normally available to the armorist. The saving throw for any arsenal trick is equal to 10 + 1/2 your class level + your casting ability modifier. All arsenal tricks presented here are supernatural abilities.

Some arsenal tricks (marked with an “*”) modify the attack action and are considered special attack actions. Only one such arsenal trick can be applied to any given attack action. Abilities like Vital Strike may modify the attack as normal.

Bone to Pick
Bone equipment weapons you create are especially harmful to creatures of the same type as the body used to create it (humanoids and outsiders must also share a subtype, as the ranger favored enemy class feature); bone equipment weapons you create gain a +3 bonus to damage rolls against such creatures. This damage increases to +6 at 10th level. Equipment you create from your own bones uses your type and subtypes.

Bound to Marrow
Your bone equipment grafts itself into its wielder, granting a +4 bonus to CMD against disarm and sunder. In addition, your bone equipment can be used while grappled (even 1-handed and two-handed weapons). The wielder can still choose to drop or remove the equipment as normal.

Brittle Bones
Opponents you strike with bone equipment weapon become battered until the end of your next turn.

Battered (condition) Heavy blows have left a creature with this condition vulnerable to further attacks, imposing a -2 penalty to the creature’s CMD and preventing them from taking attacks of opportunity provoked by a creature performing a combat maneuver. Some talents have different effects or activation times against battered creatures. The battered condition can be removed by taking the total defense action, or through the restore ability of the Life sphere (see Spheres of Power), the lesser restoration spell, or similar effects. When inflicting the battered condition on a target that is already battered, the rounds stack when determining duration.

Contorting Strike*
You can attempt a melee or ranged attack against an opponent as a special attack action. If successful, you may spend a spell point to force your opponent to make a Fortitude save or have their skeletal structure reformed into bone armor for 1 minute. This armor functions as a broken chain shirt in all ways (+2 AC, maximum Dex bonus +4, -4 armor check penalty, 20% arcane spell failure chance) and causes their armor to disappear until the end of the equipment’s duration as normal. Your opponent can spend a standard action to gain a new Fortitude save.

Marrow Mending
While adjacent to a corpse, you can spend a move action and a spell point to absorb the corpse’s skeleton, collapsing and destroying the body. If you do, you heal 1d8 hit points per class level. Healing in excess of your maximum hit points from this ability is converted into temporary hit points (to a maximum of your class level) that last for 1 hour.

Shattering Blows
Opponents you hit with a bone equipment weapon suffer a -2 penalty to their Fortitude save for 1 minute. At 10th level, this penalty increases to -4. This penalty does not stack with itself.

Snap Limb*
You can attempt a melee or ranged attack against an opponent as a special attack action. If successful, you may spend a spell point to choose one of the following conditions; on a failed Fortitude save, the target suffers the chosen effect. Each condition can be ended by a successful Heal skill check (DC 10 + your base attack bonus) or through the application of any magical healing, fast healing, or regeneration.

  • The foe is knocked prone and has all forms of movement speed halved for 1 round per class level. The foe cannot take 5-foot steps during this duration. If the creature is flying, it must make a Fly skill check (DC 10 + your base attack bonus) or begin to fall, as the Aerial Trip feat.
  • The foe drops all held items in one limb of your choice. The foe cannot use that limb for attacking, holding or interacting with items for 1 round per class level - it cannot use natural attacks from the limb, wield weapons in that limb, use a two-handed weapon (unless it has more than two working arms), etc.

Spineless Foes*
You can attempt a melee or ranged attack against an opponent as a special attack action. If successful, you may spend a spell point to force your opponent to make a Fortitude save or suffer a -4 penalty to attack and damage rolls against you for 1 minute. Each time the creature successfully attacks you, reduce the penalty by 1. The penalty to attack and damage rolls increases by 1 at 5th level and every 5 levels thereafter (to a maximum of -8 at 20th level). This does not stack with itself.

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