Liberi Gothica: Boneweaver
Herein are the rules for the Boneweaver class for Liberi Gothica. The Boneweaver is a combatant, and an artist. She can craft any weapon or object to suit her needs, fight toe to toe with the greatest of paladins, break any obstacles in her path, and then make a house out of it. All she needs is a few bones to get things started.
She chooses one ability to start with: Body of Bone, Boneshaping, or Osteokinesis.
Osteokinesis
Osteokinesis: You can use your own bones for various effects.
When you take Osteokinesis, you can choose any one of the following spells to start with:
Knucklebones: You can fire the knuckles from your fingers as an attack. This can target anything within 30 feet, and it takes an action and 1 life to fire one knuckle. On a hit, you deal 1d4 damage. The bones regenerate by the end of the round, but you do not regain lost Life.
Knucklebones Progression: 2 XP: Rapid Fire: You may fire an extra knuckle with an attack action. All bones fired in one action are against the same target, and you lose 1 Life per bone fired. You roll your attacks separately for each bone. You may only fire one extra knuckle per level of Rapid Fire you have. Each time you take Rapid Fire, it costs 1 more XP.
2 XP: Farther: The maximum range of your Knucklebones improves by 10 feet.
4 XP: Bone Lance: You may instead fire an arm or leg bone. This deals 3 Life to you, and deals 3d6 damage on a hit. You can not Rapid Fire a Bone Lance.
Exoskeleton: You harden your skin into Bone, granting yourself 1 Damage Resistance. It takes an action to activate this ability, and you pay 1 Vitality per round to maintain it.
Exoskeleton Progression: 4 XP: Extended 1: Your Exoskeleton costs 1 Vitality per [Toughness score] rounds to maintain. 7 XP: Extended 2: Your Exoskeleton costs 1 Vitality per minute to maintain. Requires Extended 1. 10 XP: Extended 3: Your Exoskeleton costs 1 Vitality per [Toughness score] minutes to maintain. Requires Extended 2. 6 XP: Toughen: The Damage Resistance provided by your Exoskeleton improves by 1. Each time you take this progression, it costs 2 more XP.
Bone Graft: You can restore lost limbs with skeletal replacements. This is not limited to yourself - you can replace some one else's missing limb with a bone graft. A bone graft works just as well as the old limb did, and has 6 life and damage resistance 2. The Bone Graft provides a +1 bonus to Intimidate checks, but a -1 Penalty to Persuade checks. These bonuses and penalties do not apply if the arm is somehow hidden. It costs 6 Vitality and a 1 hour ritual to make a Bone Graft.
You do not lose life if you use Knucklebones or Spinal Tap with your graft.
Bone Graft Progression: 5 XP: Bone shield: By spending an additional 4 Vitality while creating an arm Bone Graft, you can add a hardened plate of bone. This graft can only be applied to a replacement arm or hand. The graft provides a +1 bonus to active Defense, but imposes a -1 penalty to Swim, Reflexes, and Climb checks.
5 XP: Bonesaw: By spending an additional 4 Vitality while creating an arm Bone Graft, you can add a serrated edge to the lower part of the arm. This grants you an attack for 1d6+1 damage on a hit, and you cannot be disarmed of the Bonesaw. However, this reduces the overall integrity of the arm, reducing its Damage Resistance to 1.
5 XP: Tireless: By spending an additional 4 Vitality while creating a leg Bone Graft, you can make the leg tireless. The target gets a +2 bonus to Endure checks related to sprinting, navigating rough terrain, or walking extended distances.
8 XP: Mutable: Your Bone Graft can be altered via Boneshaping.
5 XP: Excessive Grafting: You can graft extra limbs on to yourself and others. An extra arm, a bone tail, or a pair of massive, skeletal wings [can't fly with them] - the sky is the limit. An extra limb costs 4 more Vitality to graft than normal. Requires Mutable.
Spinal Tap: You can pull your bones out of your body for various benefits. Each ability lasts as long as you would like it to, but you cannot heal the Life damage caused by Spinal Tap while the ability that caused the Life damage is active. Dismissing any of these effects can be done at any time during your turn, and does not cost an action. You can have each of these abilities active simultaneously.
As an action, you can cause a sharp bony growth to extend from your arm. This deals 3 Life to you. This growth can be used for melee attacks, and you cannot be disarmed of it. It deals 1d6+1 damage on a hit. Alternatively, such a growth can be used as a shield, giving a +2 bonus to Active defense.
As an action, you can cause sharp or flattened ridges to sprout from your limbs/body. This costs 2 Life, and grants you a +2 bonus to either Climb, Grapple, Intimidate, or Swim. The skill the bonus applies to is chosen when you activate the ability.
As an action, you can cause your entire body to erupt in spiky, bony protrusions. This costs 8 Life, and deals 2d6 damage to any creature grappling you or adjacent to you when you activate the ability. If you grapple a creature while covered in spikes like this, you automatically deal 1d6 damage per round to the grappled opponent. Any creature attacking you with unarmed attacks takes 1d4 damage if they hit you. The bones form a sort of armor, as well, with a +2 passive defense bonus.
Spinal Tap Progression: 3 XP: Increased Density: Attacks made by your Spinal Tap deal +1 damage. Each time you take Increased Density, it costs 1 more XP.
1 XP: Efficient Design: The bonus on skills improves by 1. Each time you take Efficient Design, it costs 1 more XP.
Osteokinesis costs 6 XP to learn.
Osteokinesis Progression: 4 XP: Learning: Learn another Spell.