[Oceanshieldwolf's Toothless Maw] Archetypes and other stuff


Homebrew and House Rules


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Hi all, and welcome to OSW's Toothless Maw - I like flavor and lack crunch.

But I have a great set of foils and friends to help me. :)

Right now I'm enjoying creating archetypes, but I'll probably post all sorts of stuff from time to time.

Shout outs go to Set, Maximillius, SmiloDan and Epic Meepo! You guys are an inspiration.

And to the MultClass Archetypes crew - Bardess, cartmanbeck, Elghinn Lightbringer, Flak, (the long lost) Purplefixer, and Raiderrpg. Thanks for whittling me down and telling me the whys and why nots!

So here's my first archetype - it's a direct ripoff of my Bonewitch archetype that appears in Wayfinder #7 -(thanks go to Elghinn for helping with the mechanics of that archetype and tweaking this one):

Dedicated Ossuarite:

Dedicated Ossuarite

There are those in the druidic community who take a darker path toward the protection of nature’s bounty. Salvaging the castoff dead companions of their fellows, or calling forth the remnants of sacrificial interments, dedicated ossuarites have forsaken some of the more fey-bound and natural abilities for the study of bones and undeath. Taking the view that nature wastes nothing, and that the bones of the dead are freely available for use again, the dedicated ossuarites are often shunned by many of their peers. Wiser druids however, recognise their dedication to the defence of the natural realm, understand their path and promote their function within the circle of life and death.

The following are class abilities of the dedicated ossuarite:

Pragmatic Spellcasting – a dedicated ossuarite holds no ethical or moral obligation toward maintaining a strict code with regard to spellcasting. He may cast spells of any alignment. This ability replaces the druid’s Chaotic, Evil, Good and Lawful Spells restriction.

Skeletal Guardian (Su): At 1st level the dedicated ossuarite may call forth a skeletal companion. This creature is loyal to the dedicated ossuarite and accompanies him on his adventures.
This animal is exactly as described under the druid’s nature bond – animal companion ability option except with the following changes:
The animal companion gains the skeletal template however it retains its intelligence. It has a natural armor bonus based on its size (+0 if tiny, +1 if small, +2 if medium). It gains DR 5/bludgeoning, immunity to cold, claw attacks (if applicable), +2 Dexterity bonus and Improved Initiative as a bonus feat. In addition, upon reaching 3rd level, the dedicated ossuarite’s companion gains the following ability:

Chill aura (Su): The skeletal companion radiates an unearthly cold. Creatures adjacent to the skeletal creature feel a chill radiating from the familiar. Anyone that touches the skeletal companion or strikes it with an unarmed strike or natural weapons takes 1d6 points of cold damage. The dedicated ossuarite is immune to this effect.
Skeletal guardian otherwise functions as and replaces the druid’s nature bond ability, as well as replacing the druid’s Sylvan language ability and woodland stride.

Unlife sense (Su): At 2nd level, the dedicated ossuarite can detect undead at will as a spell-like ability. He also gains a +2 bonus on Knowledge (religion) checks. This ability replaces nature sense and wild empathy.

Unlife resistance (Su): At 4th level the dedicated ossuarite becomes immune to ghoul’s paralysis. He also gains a +4 bonus against fear and mind-affecting effects originating from an undead source. At 8th level he becomes immune to the wraith’s constitution drain. At 12th level he becomes immune to energy drain. This ability replaces resist natures lure and a thousand faces.

Skeletal Shape (Su): At 4th level the dedicated ossuarite may transform into a skeletal aspect and back again once per day, gaining darkvision 60 feet, a +2 bonus to saves against cold-based spells and effects, and a +1 natural armor bonus. Although the dedicated ossuarite has made a conscious step toward undeath, and is thus susceptible to the effects of channelled negative or positive energy, he is nevertheless less easily affected by it than true undead and thus gains a +1 bonus to channel resistance.
The effect lasts for one hour per dedicated ossuarite level or until he changes back. Changing form (to skeleton or back) is a standard action and doesn’t provoke an attack of opportunity.
The dedicated ossuarite can use this ability an additional time per day at 6th level and every two levels after, for a total of eight times at 18th level. At 20th level, a dedicated ossuarite may use skeleton shape at will.

As he gains levels, the powers of the skeletal aspect improve:

At 6th level: channel resistance +2, DR 5/bludgeoning.
At 8th level: natural armor bonus improves to +2, cold-based save improves to +4.
At 10th level: gains a claw attack (1d6 damage) and a +2 profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save.
At 12th level: gains cold immunity, a +2 profane bonus to Dexterity and channel resistance increases to +4.
At 16th level: gains +2 profane bonus to strength, lifesense 60 feet, and the profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save increases to +3.
At 20th level: the dedicated ossuarite becomes an animate skeleton, and gains the undead subtype.
This ability replaces wild shape.

Deathly Vigour (Ex): At 8th level the dedicated ossuarite gains a +4 to saves against poisons. This ability replaces venom immunity.

All feedback welcomed and appreciated!

RPG Superstar 2011 Top 8

This seems like a fairly fun archetype.

I'm on the fence about skeletal guardian. It's a pretty big advantage for essentially giving up woodland stride (you're not really losing nature bond, and an additional language option is hardly a class feature) and by letting it keep its intelligence, and thereby its feats and skills, there isn't really any drawback to this.

Maybe you could simply allow the ossuarite to apply the skeleton template to his animal companion when it would otherwise advance (generally 4th or 7th level) and add some caveats about how it can still be affected by your spells as though it were an animal and is allowed saving throws against spells as though it had an intelligence (to save from autosuck spells like command dead).

This would allow them to keep woodland stride and whatnot and also allow you to offer different domain options if they didn't want the animal companion, such as the death and repose domains.

The immunity to a ghoul’s paralysis and a wraith's constitution drain from unlife resistance is way too specific. I'd make it a +4 bonus on saving throws against spells and spell-like abilities of undead that also applies to spells and effects that cause ability damage or drain (and possibly negative levels). Then I'd swap thousand faces for something else.

I think you are reinventing the wheel with skeletal shape. Why not just allow them to take undead forms via the undead anatomy spells from Ultimate Magic? (You simply replace the beast shape options from wild shape with the appropriate undead anatomy spells and cut out the other options, like elemental body and plant shape.)

I don't like deathly vigour; it replaces an ability you wouldn't get for another level (did you mean it to be at 9th?) for a less impressive one. I think venom immunity would fit your concept fine as is.

I might also suggest adding a handful of necromancy spells to their spell list such as animate dead (I suppose a domain could handle that though) and swapping something out in order to give them a modified Skeletal Summoner ability similar to the feat from Ultimate Magic. If it were a latter level ability, you could apply the skeleton or zombie template to any summon nature's ally spells you cast; if it's a lower level ability, make it 3 + Wis times per day.

Cool concept though, I hope these suggestions have been helpful.


Superb feedback! Thanks Laughing Gnome.

* Skeletal guardian: I'm standing firm on this one - it's the central theme to the archetype, but your point about the caveats is excellent. I'm not looking to keep woodland stride nor offer a domain option - this guy is a bonedigger and has a skeletal companion animal - he's not a necromancer (though see below on your necro spell list idea...) :)

* Unlife resistance: I see your point about the specificity of the particular immunities - I like your suggestion. Perhaps I could slide a thousand faces over to swap for the the skeletal guardian...

* Skeletal Shape: I looked at undead anatomy I-IV. Wow they seem OP (except perhaps the duration). I'll look it all over and retweak it for skeletal and medium sized only...

* I think the 8th level was a old-edit to connect to the skeletal shape progression. I could probably do as you say.

* Necromancy spells - combining summon nature's ally with the skeletal summoner feat is a great idea. We initially created the unlife domain for the bone witch, (animate and control dead stuff) but I didn't just want this guy animating/summoning all sorts of undead - he uses the bones and skeletal remnants of the wild - animals etc.

Hey, and thanks again Laughing Gnome - your ideas are making this archetype more rounded, less clunky, and hopefully more robust!


Hey wolf the druid class archtype looks great! Is this thread going to be for homemade archetypes in general?

RPG Superstar 2011 Top 8

I wasn't certain how focused you wanted this archetype, I figured if you expanded it to include dead of any kind (rather than wholly focused on skeletons) it would be more open to customization.

Yeah, undead anatomy would need some serious tweaking if you're adamant about the whole skeleton only theme, but that's mostly just to keep it on par with wild shape. It's a good starting place though. Note that it provides many of the abilities you listed under your skeletal shape ability (darkvision, DR/bludgeoning, natural armor bonuses, natural attacks, resistances, etc.) and if you don't mind them turning into animal skeletons there are a lot combat options available (grab, pounce, trip, etc.), which keeps things diverse and interesting. Personally I wouldn't limit the size, but I would say that they could only take the skeletal forms of animals, magical beasts, and maybe humanoids. How adamant are you about skeletal shape only being your own skeleton?


@Vero - thanks for the support! :)

Yeah, it'll mostly be new archetypes that don't fit the whole "multi class archetype" field I'm working on with the MCA crew..
I've got a lot of stuff in the ideas vault, mostly equipment and artifacts/relics, a few creatures and spells. But I'm concentrating mostly on archetypes for the moment...


@The Leaping Gnome. (gaaah, I wrote Laughing Gnome at least twice!?!?... I blame David Bowie's rendition of the song for that)

Yep, you'll find I'm less open to customization with certain archetypes, and totally in favor of them (in that they are totally about choices) for others. This is definitely one of the more specific theme archetypes. :) Having said that....

Great point on skeletal shape diversity/animal shapes. Thinking about it more, I don't see why not. AND it would help distinguish it more from the Bonewitch! (Wayfinder #7 plug again folks. Check it out!)

So I'm a bit stumped on how to combine undead anatomy and beast shape (with your caveat of magical beasts, animals and humanoids) and keep it in line with the simple approach I had already.... Gimme a few days and I'll the a stab at mixing skeleton summoner feat with summon nature's ally for summoning spells (see below), and undead anatomy with beast shape...

I'm thinking of giving the Dedicated Ossuarite an ability or a bonus feat called Bonecaller - basically reads like this (feat and ability version below) :

Bonecaller:

(FEAT)Prerequisite: dedicated ossuarite druid archetype.

Benefit:When you use the spells summon nature's ally I-IV, you summon a skeletal version(s) of the creatures on that spell list (adding the skelton template to that creature). You also add "human skeleton" to the list of creatures you can summon with summon nature's ally I. (/FEAT)

OR

(ABILITY) The dedicated ossuarite adds the skeleton template to any summon nature's ally spells he casts. He also adds "human skeleton" to the list of creatures for summon nature's ally. This replaces the ability.....(/ABILITY)

I'm thinking one trade which might help for the OP of the bone caller ability/feat and the undead/beast shape might be a diminished spell list (which makes sense given the "dedicated" name) focusing on a tighter theme of spells than the vanilla druid....


Okay, here's the tweak to Skeletal Shape that combines undead anatomy and wild shape, thanks to Elghinn Lightbringer. I'll post the revised Dedicated Ossuarite soon!

Skeletal Shape (Su): This is similar to the druid’s wild shape ability, except that at 4th level the dedicated ossuarite can turn into a skeletal aspect of himself and back again once per day. He cannot change into an animal. While in this form, the dedicated ossuarite gains darkvision 60 feet, a +2 bonus to saves against cold-based spells and effects, and a +1 natural armor bonus. The effect lasts for one hour per dedicated ossuarite level or until he changes back. Changing form (to skeleton or back) is a standard action and doesn’t provoke an attack of opportunity.

At 6th level, a dedicated ossuarite’s skeletal aspect gains channel resistance +2 and DR 5/bludgeoning. He can also use skeletal shape to change into a Small animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape functions as undead anatomy I.

At 8th level, a dedicated ossuarite’s skeletal aspect’s natural armor bonus improves to +2, and his cold-based save improves to +4. A dedicated ossuarite can also use skeletal shape to change into a Medium animal skeleton. He cannot change into an elemental or a plant creature. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape continues to function as undead anatomy I.

At 10th level, a dedicated ossuarite skeletal aspect gains a claw attack (1d6 damage), and a +2 profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save. He can also use skeletal shape to change into a Large or Tiny animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape now functions as undead anatomy II.

At 12th level, a dedicated ossuarite’s skeletal aspect gains cold immunity, a +2 profane bonus to Dexterity, and his channel resistance increases to +4. He can also use skeletal shape to change into a Huge animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape now functions as undead anatomy III.

At 16th level, a dedicated ossuarite’s skeletal aspect gains a +2 profane bonus to Strength, lifesense 60 feet, and his profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save increases to +3.

At 20th level, a dedicated ossuarite permanently changes into his skeletal aspect, becoming an animate skeleton and gaining the undead subtype. He may continue to use his skeletal shape ability to change into animal skeleton. This ability otherwise functions as and replaces wild shape.


Alright here’s the latest version of the Dedicated Ossuarite:

Dedicated Ossuarite:

Dedicated Ossuarite
There are those in the druidic community who take a darker path toward the protection of nature’s bounty. Salvaging the castoff dead companions of their fellows, or calling forth the remnants of sacrificial interments, dedicated ossuarites have forsaken some of the more fey-bound and natural abilities for the study of bones and undeath. Taking the view that nature wastes nothing, and that the bones of the dead are freely available for use again, the dedicated ossuarites are often shunned by many of their peers. Wiser druids however, recognise their dedication to the defence of the natural realm, understand their path and promote their function within the circle of life and death.
The following are class abilities of the dedicated ossuarite:

Pragmatic Spellcasting – a dedicated ossuarite holds no ethical or moral obligation toward maintaining a strict code with regard to spellcasting. He may cast spells of any alignment. Additionally the dedicated ossuarite gains the following feat at 1st level:

Bonecaller:
Prerequisite: dedicated ossuarite druid archetype.
Benefit: When you use the spells summon nature's ally I-IV, you summon a skeletal version(s) of the creatures on that spell list (adding the skeleton template to that creature). You also add "human skeleton" to the list of creatures you can summon with summon nature's ally I.
This ability replaces the druid’s Chaotic, Evil, Good and Lawful Spells restriction.

Skeletal Guardian (Su): At 1st level the dedicated ossuarite may call forth a skeletal companion. This creature is loyal to the dedicated ossuarite and accompanies him on his adventures.
This animal is exactly as described under the druid’s nature bond – animal companion ability option except with the following changes:
The animal companion gains the skeletal template however it retains its intelligence. It has a natural armor bonus based on its size (+0 if tiny, +1 if small, +2 if medium). It gains DR 5/bludgeoning, immunity to cold, claw attacks (if applicable), +2 Dexterity bonus and Improved Initiative as a bonus feat. In addition, upon reaching 3rd level, the dedicated ossuarite’s companion gains the following ability:

Chill aura (Su): The skeletal companion radiates an unearthly cold. Creatures adjacent to the skeletal creature feel a chill radiating from the familiar. Anyone that touches the skeletal companion or strikes it with an unarmed strike or natural weapons takes 1d6 points of cold damage. The dedicated ossuarite is immune to this effect.
Skeletal guardian otherwise functions as and replaces the druid’s nature bond ability, as well as replacing the druid’s Sylvan language ability and woodland stride.

Unlife sense (Su): At 2nd level, the dedicated ossuarite can detect undead at will as a spell-like ability. He also gains a +2 bonus on Knowledge (religion) checks. This ability replaces nature sense and wild empathy.

Skeletal Shape (Su): This is similar to the druid’s wild shape ability, except that at 4th level the dedicated ossuarite can turn into a skeletal aspect of himself and back again once per day. He cannot change into an animal. While in this form, the dedicated ossuarite gains darkvision 60 feet, a +2 bonus to saves against cold-based spells and effects, and a +1 natural armor bonus. The effect lasts for one hour per dedicated ossuarite level or until he changes back. Changing form (to skeleton or back) is a standard action and doesn’t provoke an attack of opportunity.

At 6th level, a dedicated ossuarite’s skeletal aspect gains channel resistance +2 and DR 5/bludgeoning. He can also use skeletal shape to change into a Small animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape functions as undead anatomy I.

At 8th level, a dedicated ossuarite’s skeletal aspect’s natural armor bonus improves to +2, and his cold-based save improves to +4. A dedicated ossuarite can also use skeletal shape to change into a Medium animal skeleton. He cannot change into an elemental or a plant creature. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape continues to function as undead anatomy I.

At 10th level, a dedicated ossuarite skeletal aspect gains a claw attack (1d6 damage), and a +2 profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save. He can also use skeletal shape to change into a Large or Tiny animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape now functions as undead anatomy II.

At 12th level, a dedicated ossuarite’s skeletal aspect gains cold immunity, a +2 profane bonus to Dexterity, and his channel resistance increases to +4. He can also use skeletal shape to change into a Huge animal skeleton. When taking the form of an animal skeleton, a dedicated ossuarite’s skeletal shape now functions as undead anatomy III.

At 16th level, a dedicated ossuarite’s skeletal aspect gains a +2 profane bonus to Strength, lifesense 60 feet, and his profane bonus to saves against paralysis, poison, sleep, stun and any effects that require a Fortitude save increases to +3.

At 20th level, a dedicated ossuarite permanently changes into his skeletal aspect, becoming an animate skeleton and gaining the undead subtype. He may continue to use his skeletal shape ability to change into animal skeleton. This ability otherwise functions as and replaces wild shape.

Unlife resistance (Su): At 4th level the dedicated ossuarite gains a +2 bonus on saving throws against spells and spell-like abilities of undead and to spells and effects that cause ability damage or drain. At 8th level he becomes immune to ghoul’s paralyisis. At 10th level the bonus increases to +4 and the dedicated ossuarite is no longer affected by the wraith’s constitution drain. At 12th level he becomes immune to energy drain and any ability that imparts negative levels that has an undead origin. This ability replaces resist natures lure and a thousand faces.

Deathly Vigour (Ex): At 8th level the dedicated ossuarite gains a +4 to saves against poisons. This ability replaces venom immunity.


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By permission of my MCA Crew colleague, OSW, I am posting this New Race, tweaked by using of the Advanced Player's Guide.

HALF-MINOTAUR:

The first half-minotaurs were the results of the magically joining of a minotaur with a human. Created many centuries ago as slaves to a powerful and evil sorcerer, the half-minotaurs have multiplied, and thrived in remote mountain range, even creating a small nation of their kind among the native stones. Because of this magical union of human and minotaur, half-minotaurs are less powerful, but more clever and rational than their brutal, erratic cousins, making them fearsome foes indeed. They have a highly developed culture based upon their militant nature. Warriors hold the most prominent positions in their society, while priests and arcane specllcasters also hold positions of high standing. The half-minotaurs are a nation of strong-willed warriors with a reputation of being great military tacticians, metalsmiths, and respectable arms dealers throughout the region.

Physical Description: Half-minotuars possess the large, powerful physiques of their kin, but are smaller in stature, standing about 7 feet tall. They have the characteristic bovine heads and great horns of the race, a lust for battle, but are far more intelligent and disciplined than normal minotaurs. Their fur ranges in color from black, dark brown, tan, and gray, to light brown, rust, and white. Their eyes are typically brown, though blue or green do occasionally occur. Half-minotaurs favor sturdy clothes of simple design.

Society: Half-minotaurs construct vast cities of stone with near impenetrable defenses; high walls, tall towers, and such. They are ruled by their leader, the Horned Emperor, with an assembly of clan lords called the High Council who serve as both the war and political council. Individual clan lords speak for their clans and function as military officers during times of war. Half-minotaurs are trained from youth to wield a weapon with devastating effect. As warriors they display strength, discipline, and place their personal honor and the honor of their clans above all things, save the good of the empire. Warriors are held in greater esteem, for they live by the sword, and daily put their lives on the line to protect them.

Relations: Half-minotaurs are loyal, honor bound, and readily fight to defend the freedom of their people. They have an affinity for war, but unlike other races they refer to use their military might in defense of their way of life. Half-minotaurs prefer the company of humans and dwarves, for they share many of the same characteristics with these two races. They respect the strength of half-orcs, and their ability to survive in the face of ongoing challenges, while halflings and gnomes are viewed with grudging acceptance for their cleverness and stealth. Elves and half-elves are but weak and fragile creatures in their eyes, and are required to prove themselves as worthy foes or allies. Above all else, half-minotaurs abhor creatures of the lower planes, including those tainted by their blood, and will outright seek to destroy them.

Alignment and Religion: Half-minotaurs tend to be lawful neutral. However, due to their history, they possess a deep seeded hatred for demons and their ilk, and will often seek their destruction at every turn. Therefore, they seldom associate with dark powers or dabble in fell magic, preferring the path of the sorcerer or warmage to that of the warlock if one is drawn to the arcane arts. The people hold religious leaders in high regard. Those who gravitate to a life of piety typically worship deities of war, strength, honor, discipline, and justice.

Adventurers: Militant by nature, most half-minotaurs are warriors, favoring heavy blades or axes, plate armor, and heavy metal shields of superior quality, often crafted by their own metalworkers. Due to their militant lifestyle, most half-minotuars are stern, rigid, and obstinate, and tend to lack a sense of humor. However, there are fiercely loyal to friends, family, and their people, and deem such dependability as a necessary component in upholding their code of personal honor. Since they stringently adhere to this code, they detest slavery of any kind, and will gives their lives to uphold the freedom of anyone, friend or foe. Half-minotaurs prefer classes that exude strength, discipline, and honor. Such classes include the fighter and cavalier, while those that focus on battle magic favor the sorcerer or magus.

Male Names: Arak, Gornath, Harothir, Kauthak, Kolkan, Korr, Oruin, Orinoru, Therak, Valoroc, Vraxis.

Female Names: Anarm, Elaural, Iaranol, Imokaul, Kauren, Melanet, Nangala, Tilgal, Vandula.

Half-Minotaur Racial Traits (Advanced 16 RP)
Type: Monstrous humanoid.

Ability Score Racial Traits: Half-minotaurs are physically strong and tough, but their minotaur heritage hinders their intelligence. They gain +4 Strength, +2 Constitution, and –2 Intelligence.

Medium: Half-minotaurs are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Half-minotaurs have a base speed of 30 feet.

Darkvision: Half-minotaurs can see in the dark up to 60 feet.

Gore: Half-minotaurs may gore with their horns inflicting 1d4 points of damage + half Strength modifier.

Powerful Charge: Half-minotaurs may charge an enemy for 2d4 points + 1 1/2 its Strength modifier.

Militant Mind: Half-minotaurs receive a +2 racial bonus to Intimidate skill checks.

Natural Armor: Half-minotaurs have tough hide which provides a +1 natural armor bonus.

Weapon Familiarity: Half-minotaurs are proficient with greataxes and greatswords, and treat any weapon with the word “minotaur” in its name as a martial weapon.

Languages: Half-minotaurs begin play speaking Common and Giant. Half-minotaurs with high Intelligence scores can choose any of the following: Draconic, Dwarven, Gnoll, Goblin, and Orc.

This race is also the inspiration for the Horned Skyguard Racial Archetype found on OSW's other thread.


I like the feel of the Dedicated Ossuarite, very nice. I would suggest looking at the back-story of Necromancer from Diablo II, very much like this and into the "Circle of Life" and balance. One issue is the Chill Aura of the skeletal companion: it's rather strong at that level but won't hold up very well in later levels (Cold Resistance 5 would ruin it), perhaps if it leveled with Ossuarite? or if the creature could add 1/2 your level to the damage? or (since the archetype isn't based around cold but death) maybe change the damage to Negative Energy (with the exception that it provides no healing to undead, you could work it up to be necrotic rotting energy).

Really liked it! looking forward to more.


Thanks TK! Good point on the Chill aura. I think leveling with the ossuarite is a great idea. I'll look it over.


I like this druid archetype. I do, however, feel it would make more sense if they were zombies (closer to their natural living state) rather than skeletons. That said, I sooo prefer skeletons.

The class in some ways seems more powerful than a base druid. At first level you get an extra feat, and don't get the restriction of a normal druid. Admittedly it's not very significant, but it is there.


Glad you liked it kahoshi!

With regard to the flavour, I've gotta stick to my guns on skeletons here - the dedicated ossuarite is a bony-archetype through and through - ossuaries are depositories of bones, often appearing as interments of sacrificial victims or as other religious deposits. Also, it's a not very subtle rip-off of the Bonewitch that appears in Wayfinder #7...

However, now I'm thinking a sense of humus would be a cool twist on this. Mix in one part yellow musk creeper, two parts russet mold, a pinch of oldskool rot grub, some zombie-animal summoning and a hint of eau de Shambling Mound and you have a Rotting Humusite... Hmmm. I'll get back to you on this one.

As to the mechanics, yes you are right. Both a less-restricted spell-casting ability and the Bonecaller feat are slightly OP compared to a vanilla druid. However, an archetype is more than a sum of its individual parts - in this case look at a couple of points:

*The DO's poison resistance (+4 at 8th, +6 at 10th and +7 at 16th) is weaker than the vanilla druid. Not much weaker, but there it is.

*Unlife resistance replaces both resist nature's lure and a thousand faces. Not sure about the balancing there, but both the mrchanics, and the basis of the campaign (fey- or undead-heavy) make this a either nerfed or OP.

*On that last note, obe really has to look at the flavour here, and I think that's where flavour can sometimes punch above crunch's weight. Do you really want to eventually turn into a skeleton and only be able to summon skeleton animals? There's a lot of social, ethical and logistical challenges associated with that choice. And the extra feat and pragmatic spellcasting are the corollary benefit for making that choice and the dedication or bargain for power.

* Having said all that, the sensing undead but unnerves me a bit. Seems just, oh, I dunno, completely freakingly OP. But that's just me, and I created it (with help from Elghinn).

So. Perhaps I'll revisit this one and progress both the familiar's chill aura and the undead sensing...

Yours in joyous and unrepentant undead-druid fandom,

OSW


In class so I don't have my pathfinder in front of me, couldn't compare the abilities directly. Really though, in all things is very hard to balance something until its thrown into the real world.

As for flavor over crunch... I agree with you, but then mention the character optimization forums certain RPG boards have. Those are forums of people who WILL ignore flavor just to play with a 1% increase in over all performance.

Silly imo, but reality none-the-less.

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