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Spinal Architect
A feared, elite warrior whose secret knowledge of anatomy and its crafts give them unique and powerful abilities.

The spinal architects originated in the Demonic orders of Hell, where cruel fiends who specialized in combat, torture, and craftwork began studying the physical forms of their enemies and learning the weaknesses of those forms, as well as how to take the bodies of defeated foes and create monuments to victory or craft strange and terrible weapons. After the Cataclysm of Sundering, the demonic spinal architects taught their trade and expertise to those new mortal kin that would learn it. Others studied the ways of the spinal architects and taught themselves.

Now, the number of spinal architects is unknown but growing. They are still rare, but their name and abilities are known to many, and inspire fear in most. Some are reclusive and twisted, many serve as effective bounty hunters, and a few work together in mysterious warrior cabals.

Requirements:
• Base Attack Bonus: +6
• Skills: Craft (any) 5 ranks, Knowledge (Anatomy) 2 ranks
• Feat: Exploit Vitals
• Special: Access to spinal architecture knowledge from a book, set of scrolls, or willing spinal architect.

Hit Die: d10

Class Skills: The spinal architect's class skills (and the key ability for each skill) are: Craft (Any) (Int), Intimidate (Cha), Jump (Str), Knowledge (Anatomy) (Int), and Spot (Wis).

Skill Points at Each Level: 0 + Intelligence modifier

Class Features:
Weapon and armor proficiencies: Spinal architects are proficient in all simple and martial weapons, and light, medium, and heavy armor.

Analyze anatomical weakness (Ex)
: A spinal architect uses his knowledge of skeletal, muscular, and other internal anatomical systems to advantage in battle. As a free action once per round, a spinal architect may use this ability against a target that the architect has been fighting in melee for at least one round, if the creature's physical anatomy is a member of or similar to these groups: animal, beast, humanoid, or insect. For example, undead and constructs cannot be targeted . If the architect's Knowledge (Anatomy) skill total (without a d20 roll) is equal to or greater than the hit dice of the target, then the architect's current melee weapon's critical threat range is increased by 1 against the target for that encounter.

Anatomical study: When a character gains any level of the spinal architect class, the character gains 3 skill points that must be applied to Knowledge (Anatomy) or Craft (Bonework), divided in any manner. This includes the first level of this class (unused skill points are lost.) In addition, when attaining this prestige class, a character may convert all skill ranks placed in another single Craft skill into Craft (Bonework). Craft (Bonework) is used for crafting or repairing simple trinkets or tools from bone, or monuments and buildings when working with other bonework crafters. Special applications of this skill are learned at later levels of this class.

Break bone (Ex): Beginning at second level, the spinal architect may use their skills and knowledge to break the bones of opponents in battle, causing great pain and suffering. When a critical threat is scored, instead of rolling a critical hit attack roll, the spinal architect may choose instead to break an opponent's bone. The opponent may make a Fortitude saving throw to resist this against DC 10 + the spinal architect's class level + the spinal architect's strength bonus. Failure results in one or more broken bones in the opponent's body, applying a -4 penalty to Strength and Dexterity; in addition, the spinal architect causes standard damage with his successful attack (but no critical hit damage.) A spinal architect may affect a creature only once per 24 hours with this ability.

Craft masterwork bone arrow or dagger: The spinal architect may make use of crafting skills to create arrowheads and daggers of bone that make use of the most efficient creature bones shaped to perfection. The number of arrowheads and daggers created are limited by the amount of material, the skill of the architect, and the time available. The skeleton of a tiny creature can be used to create 2 arrowheads or one dagger, a small creature for 6 arrowheads or 3 daggers, medium creatures 12 arrowheads or 6 daggers, large 20 arrowheads or 10 daggers, doubling for each higher size category. Four arrowheads or two daggers can be crafted in one hour of uninterrupted work. Treat each arrow and dagger created as a masterwork weapon. An architect may spend as many hours in one day working successfully at crafting bone arrowheads or daggers equal to the number they beat a DC of 15 with a Craft (Bonework) skill check, up to 8. Alternatively, the architect may create more crude weapons with a DC 15 roll, resulting in non-masterwork arrowheads or daggers.

Metal-graft skeleton (Ex): At third level, the spinal architect's research and intuition has unlocked a secret ritual: binding steel magically to the architect's skeleton, toughening the warrior with a metal frame. This ritual can be done only once and is performed any time after the third level is achieved. The ritual requires one week of uninterrupted time, a private location, an amount of steel equal to 20% of the architect's weight, and 500 earth shards in other materials. When completed, the spinal architect now weighs 20% more, gains a permanent Armor Class bonus of +2, receives a +4 bonus to saving throws against attacks that would break or damage bones, receives a -5 penalty to Swimming skill checks, and causes lethal damage in unarmed combat instead of non-lethal damage.

Craft spinal blade or bow (Su): Beginning at level 4, the spinal architect's skill at bonework crafting is such that the spine of a slain creature may be fashioned into a grotesque sword-like weapon or bow. The spine's blood vessels and nervous system must be preserved and the vertebrae intact. For the sword, ribs are broken to nubs and cut to sharp edges, often augmented with razor-like metal blades. The bow is fastened with sinew and tendon to create a bowstring. Alone, these weapons function ineffectively, working more as horrific keepsakes than armament. However, in the hands of a spinal architect, the veins and nerves of the architect break through the flesh of his hands and join with the weapons, bringing them to terrible life. Arming or disarming the weapon is a move-equivalent action that causes 1d4 damage (note that the bow attaches only to the bracing hand and not the arming hand.) The architect is always proficient with the weapon and is treated as having the feats Weapon Focus, Weapon Specialization, and Improved Critical with the weapon, if the character meets the requirements for taking those feats.

Spinal blade: masterwork one-handed exotic melee weapon. Dmg (m): 2d4, Crit 19-20/x2, Type: slashing.
Spinal bow: masterwork exotic ranged weapon. Strength rating: +4. Dmg (m): 1d8, Crit: x3, Type: piercing.

Creating the spinal weapon requires the intact spine of a medium-sized creature (smaller or larger spines may be used; this modifies the crafting and final stats of the weapon; consult the DM) and 500 earth shards in extra material, and seven days of work. At the end of this time, a Craft (Bonework) skill roll is made against DC 20. Failure means the roll must be re-made 24 hours later as more work is required; only two failures may result in this extension, and the next failure means the work is lost. Success means the weapon is completed and ready.

Once created, the spinal architect may engage in a ritual to enchant the weapon. This may be done twice per weapon, and each time it is successful, the weapon gains a +1 enhancement if its enhancement is equal to +1 or less already. This ritual costs 1000 earth shards times the new total bonus target in material and requires one day of uninterrupted work, and the character must sacrifice 100 experience points per 1000 earth shards in materials. A Craft (Bonework) skill roll against DC 20 must be successfully made or the costs are lost and the enchantment attempt fails.

Additionally, the spinal weapon may be enchanted by normal use of the Craft Magic Arms and Armor feat.

Crush or sever limb (Ex): The spinal architect's knowledge of skeletal and muscular systems results in an unparalleled ability to exploit weak points of anatomy to sever the limbs of opponents with grisly frequency, or to at least crush the limb into jelly and dust. If the architect has analyzed the anatomical weakness of a melee opponent (one round has passed in fighting a legal target), during the rest of the encounter against that target, the architect may declare that a melee attack roll will be made targeting a specific limb. The limb must be one foot or longer, so normal humanoid arms and legs would qualify, and the attack roll is made with a -4 penalty due to the precision necessary for the strike. If a critical threat is scored, the spinal architect may choose instead to crush or sever the opponent's limb (the architect may still use the break bone ability instead, or try for the critical hit as usual.) The opponent may make a Fortitude saving throw to resist this against DC 10 + the spinal architect's class level + the spinal architect's strength bonus. Failure means the limb is severed if the material protecting the limb is of hardness equal to or less than the strength bonus of the architect, otherwise it is crushed, shattering bone and tenderizing muscle into pudding. If no critical threat is scored or  the saving throw succeeds, normal damage is still done.

A severed or crushed limb is useless and requires a heal spell to restore if crushed or regenerate if severed. Anything held in a crushed or severed arm is dropped, and an arcane spellcaster that attempts a spell with a somatic component receives a 50% failure penalty. A crushed or severed leg reduces a creature's movement by 50%, induces a -4 penalty to Reflex saving throws and negates a creature's Dexterity bonus to Armor Class. A spinal architect may crush or sever the limb of a creature only once per 24 hours with this ability.

Class
Level

Base Attack
Bonus

Fortitude
Save

Reflex
Save

Will
Save

Special

1

+1

+2

+0

+0

 Analyze anatomical weakness, Anatomical study

2

+2

+3

+0

+0

 Break bone, Craft masterwork bone arrow or dagger

3

+3

+3

+1

+1

 Metal-graft skeleton

4

+4

+4

+1

+1

 Craft spinal blade or bow

5

+5

+4

+1

+1

 Crush or sever limb