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View Full Version : Undead Classes and PrCs [PEACH]



Satyrus
2010-11-13, 11:14 PM
I'm hoping to continue to expand this as time goes on but for now here are the Bone Shifter, Lich of Souls and Servant-Lord. A base class and two prestige classes respectively.

The Bone Shifter probably needs some balance and mechanics work as I was unsure exaclty how to go about making shifting into new types of forms advantageous independent of size.

The Lich of Souls was going to an entry into a previous PrC contest but I wasn't able to finish it on time. I will be unleashing it on my PCs soon so any comments would be much appreciated!

The Servant-Lord needs some more defining abilities I think and maybe a name change.

And any ideas for new undead classes would be great! I'm thinking of doing a variation of the ranger for undead or a ghoul that hunts it's food very very effectively.

Bone ShifterBone Shifter

http://www.robalexander.com/images/concept_art/creatures/bone_demon_ca.jpg

In my bones the building blocks of all creatures can be found

The skeleton is generally considered one of the weakest forms of undead being brittle and mindless but they are also one of the most varied in form because they come from the bodies of all kinds of creatures. Undead are considered by many to be perversions of nature but the Bone Shifter takes that perversion to an entirely new level taking advantage of the shared ancestry of all animals to assume more powerful forms.

Abilities: The abilities of the Bone Shifter are so dependent on the form they are currently in that the main stat they should be concerned with it charisma which increased their hit points once Unholy Toughness kicks in at third level.

Role: As a Bone Shifter your role is that of a front-line combatant, tearing through enemies with various forms and augmenting combat ability.

Background: Bone Shifter’s are skeletons granted intelligence by twisted casters or wandering and vengeful souls. They are rare, being poorly understood since only a small fraction of awakened skeletons gain the ability to shapeshift.

Organization: Bone Shifters are not organized into any cohesive organizations, they are usually created individually but occasionally two or more may be created by a single awaken spell and work together in the future. The fact that they are undead usually pushes the living away from working with them.

Alignment: Bone Shifters, as undead, are inherently evil (my personal take) but it depends upon the spirit that takes hold in them whether they fall on the law or chaos side of the scale or somewhere in-between.

Races: Literally every race with a skeleton is a potential member of this class but they must first of course be a skeleton. For some reason skeletons of sentient races seem to be more likely to gain the power of shapeshifting perhaps because more intelligent spirits are attracted to familiar forms.

Religion: For a Bone Shifter their very existence has a good chance of being to serve some evil deity but whether this continues or is denied once they gain sentience is anyone’s guess.

Other Classes: Among those that tolerate an undead as an ally fighters and other melee combatants find them very useful. Clerics generally view them as beings that should be under their thumb but as long as their goals do not conflict their isn’t much of an issue. Arcane spellcasters are generally divided in opinion about Bone Shifter’s finding their abilities curious but ill-used in simple applications to combat.

Becoming a Bone Shifter
The change from a subservient animated corpse to a Bone Shifter can happen in two way, either the skeleton is awakened by some mage that implants a cursed soul into it or more rarely a particularly powerful soul wandering about fuses with a skeleton and grants it the ability to act of its own will.

Entry Requirements:
Be a skeleton (MM 225-227)

Class Skills
The Bone Shifter’s class skills are, Concentration (Con), Craft (Int), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis) and Swim(Str).

Skills Points at Each Level: 2 + intelligence modifier

Hit Dice: d12

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+2|+0|Greater Awakening, Shapeshift(Small/Medium), Form(animal/humanoid)
2|+2|+0|+3|+0|Tough Bones +1, Lifesense
3|+3|+1|+3|+1|Augment 1/encounter, Unholy Toughness
4|+4|+1|+4|+1|Form(magical beast/monstrous humanoid)
5|+5|+1|+4|+1|Tough Bones +2, Augment 2/encounter
6|+6/+1|+2|+5|+2| Shapeshift(Tiny/Large)
7|+7/+2|+2|+5|+2| Form(giant), Augment 3/encounter
8|+8/+3|+2|+6|+2|Tough Bones +3
9|+9/+4|+3|+6|+3|Augment 4/encounter
10|+10/+5|+3|+7|+3| Form(aberration)
11|+11/+6/+1|+3|+7|+3|Shapeshift(Huge), Tough Bones +4, Augment 5/encounter
12|+12/+7/+2|+4|+8|+4|
13|+13/+8/+3|+4|+8|+4|Form(dragon), Augment 6/encounter
14|+14/+9/+4|+4|+9|+4|Tough Bones +5
15|+15/+10/+5|+5|+9|+5|Augment 7/encounter
16|+16/+11/+6/+1|+5|+10|+5|Shapeshift(Gargantuan)
17|+17/+12/+7/+2|+5|+10|+5|Tough Bones +6, Augment 8/encounter
18|+18/+13/+8/+3|+6|+11|+6|
19|+19/+14/+9/+4|+6|+11|+6|Augment 9/encounter
20|+20/+15/+10/+5|+6|+12|+6|Shapeshift(Colossal), Tough Bones +7
[/table]

Weapon Proficiencies: A bone shifter is proficient with simple weapons but not with armor or shields.

Greater Awakening: Whether by pure chance or some peculiar arcane fluke a Bone Shifter has been granted intelligence and self-awareness greater than undead normally awakened. A Bone Shifter is affected as if by the Awaken Undead (LM) spell except that their intelligence score is not limited by the average of their base creature. In addition a Bone Shifter has this same process applied to their charisma score and then gains 2 additional points to spend amongst intelligence, wisdom and charisma. Finally, instead of the usual +2 against turning from the Awaken Undead spell the Bone Shifter gets a +4 bonus against turning attempts.

Shapeshift(Su): At first level a Bone Shifter is able to change at will into skeletal version of any animal or humanoid whose size category is determined by their Form ability detailed below. Shapeshifting is a swift action that provokes an attack of opportunity and the Bone Shifter may switch between forms without first reverting to their original form. When shapeshifted a Bone Shifter takes on the physical ability scores (Str and Dex) of the creature but retain their own saves, base attack bonus, hit points and class abilities. A Bone Shifter may only take a form that would have a number of HD less than or equal to the Bone Shifter’s. Items held are dropped if the Bone Shifter’s new form is unable to carry them and any worn items either fall off are destroyed during shapeshifting depending on the size and form change of the shapeshift. If a Bone Shifter has access to spells they may only cast spells with somatic components if their form has fine manipulation with a skeleton, as opposed to soft tentacles, but they do retain the ability to speak in all forms. The Bone Shifter may remain in a particular form indefinitely. When shapeshifting the Bone Shifter gains extraordinary abilities of the base creature that improve their melee or ranged attacks such as a bullette's lunge ability but does not gain any supernatural abilities or feats the base creatures would have had. At 6th level a Bone Shifter may shift to a tiny or large creature, at 11th to huge, at 16th to gargantuan and finally at 20th level to colossal size.

Form(Su): As the Bone Shifter gains more experience they learn to expand the form into which they can shapeshift to mirror the more bizarre or extraordinary creatures that exist in the multiverse. At 1st level a Bone Shifter may take the skeletal form of a humanoid or animal, at 4th level that of monstrous humanoids and magical beasts, at 7th level that of a giant, at 10th level that of a aberration, and at 13th level that of a dragon. The size of the form is limited by their shapeshift ability.

Tough Bones(Ex): As they grow the Bone Shifter begins to strengthen their bodies to withstand blows. Starting at 2nd level a Bone Shifter gains a natural armor that stacks with the normal natural armor given by a skeleton’s size. This bonus is +1 at 2nd level and increases by 1 every three levels to a maximum of +7 at 20th level.

Lifesense: At 3rd level the Bone Shifter gains a level of understanding of the living and gains the Lifesense feat (LM 28) as a bonus feat.

Augment(Su): A Bone Shifter quickly begins to learn that they need not be limited strictly to forms of life when changing form exaggerating some ability. Beginning at 3rd level a Bone Shifter may use the augment ability 1/encounter as a swift action gaining an additional use per encounter every other level to a maximum of 9/encounter at 19th level. Augments last an entire encounter or until they are dismissed. This ability does not provoke an attack of opportunity and dismissing an augment is a swift action that does not take one of the uses of the augment ability for the encounter. A bone shifter may add a number of augments to a form equal to their 1+size categories above small. Augments must be reapplied to each form and shifting form dismisses all augments currently active. Most of the augments may be applied in tangent but there are exceptions which are noted below.

Bone Wing: the bone skin augment grants the Bone Shifter the ability to fly by growing a thin sheet of bone where wings would have naturally been in life and but maneuverability is clumsy and flight comes at the cost of hollowing some bones reducing the Tough Bones class ability bonus by half. This augment may not be used in conjunction with the carapace augment.

Carapace: the carapace augment grows thick plates of bone all around Bone Shifter’s body making blows less effective. The Bone Shifter gains damage reduction 2/good and they may use an additional use of augment on following rounds to add an additional 2 points of damage reduction. However, the extra weight and less than streamlined form take their toll and for each 2 points of damage reduction the Bone Shifter has their movement speed reduced by 5ft. but cannot be reduced below 0. If multiple carapaces are active they may all be shed or reabsorbed as a single action. This augment may not be used in conjunction with the bone wing or swift augment.

Swift: the swift augment strengthens the limbs used for locomotion or lengthens them to improve speed. Creatures that would have a natural climb, swim or burrow speed gain a +10 movement bonus to that speed. This augment may not be used in conjunction with carapace.

Strengthen: the strengthen augment is a favorite choice of many Bone Shifters. Thickening their limbs and other key area the Bone Shifter gains a +2 bonus to their strength score.

Skill: the skill augment is widely adaptable in form granting a +5 profane bonus to a particular physical skill (those that depend on Str and Dex). For example, a skill augment to swim would take the form of bone flippers and a more streamlined body. This augment can be applied multiple times, each time to a different skill.

Terrify: the terrify augment is a specialized version of the skill augment for intimidate. Growing expansive horns, spines, fangs or other such nasty things the Bone Shifter can take on a nightmarish tone above and beyond the fact that they are undead. This grants a +5 bonus to intimidate, stacking with the skill augment, and allows an intimidate check with a melee attack against the targets will save. The attack need not hit to initiate the intimidate check and a failed save causes the target to be shaken for 1d4+1 rounds. If the check beats the opponents save by 10 they are frightened and if they Bone Shifter beats the opponents roll by 20 the target is panicked. This check may be made for each attack in a round separately.

Sharpen: the sharpen augment refines the natural weaponry of a form making it even deadlier. The sharpen augment is applied to a natural weapon that does slashing or piercing damage. That natural weapon is treated as having the keen property. This augment may be applied multiple times, each time to a different natural weapon.

Pocket: the pocket augment creates a space, usually in the rib cage, for objects or creatures to be stored in. A Bone Shifter may place a weight into this pocket equivalent to the light load carrying capacity of their current form. In addition, the Bone Shifter may trap a living creature of one size category smaller than them, 2 creatures two size categories small, 4 that are three size categories smaller and so on. The pocket closes them off, save for a small breathing hole and has a hardness of 10 and 7 hp, breaking the pocket causes 2d6 damage to the Bone Shifter. If the Bone Shifter has an opponent pinned the following round they may attempt trap the opponent in their pocket.

Natural Attack: the natural attack augment grants an extra limb or makes a simple tail into a spiked weapon. The Bone Shifter gains an additional natural attack, treated as a secondary attack, that deals 1d6+str modifier damage. This augment may be added multiple times but no more than four.

Spiked: the spiked augment creates small hooked projections over the Bone Shifter’s body making them deadly in close combat. Any creature that hits the Bone Shifter with a natural attack they take 1d6 piercing damage, this damage increases to 1d10 per round when in a grapple. When used in conjunction with Pocket the Bone Shifter may choose whether to use the spike augment within the pocket and if they choose to do so any creature within the pouch takes 1d10 piercing damage per round.

Unholy Toughness(Ex): Starting at 3rd level the Bone Shifter applies his charisma modifier if any to his HD.

Bone shifter: Evolution gone wrong as a skeleton uses common ancestry to change form more easily than other shapeshifters.

Lich of SoulsLich of Souls

http://paizo.com/image/content/PathfinderChronicles/PZO9208-Ghul.jpg

I was dead once before, now I live again in you. At least, for a time…

Of all the creatures that inspire terror few are more terrible than the undead. Shambling mockeries of life and among those undead the name of lich is more terrible as they chose such an existence willingly in the unchecked pursuit of their arcane arts. But such liches are by nature insecure of their false life and a few have discovered the ability to do away with a material container for their soul and instead slip into a living host unaware of their presence as they regenerate to rise once more.

Becoming a Lich of Souls
The process of becoming a Lich of Souls is discovered through persistent research and very rarely from a fellow lich, but ultimately it is paranoia that leads to this path.

Entry Requirements
: Have the lich template detailed on page 166 of the Monster Manual

Class Skills
The Lich of Soul’s class skills are, Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Religion), Spellcraft (Int), and Use Magic Device (Cha).

Skills Points at Each Level: 2 + intelligence modifier

Hit Dice: d12

{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+0|+0|+2|Spirit Cyst| -
2|+1|+0|+0|+3|Energy Backlash|+1 level of existing arcane class
3|+1|+1|+1|+3|Influence|+1 level of existing arcane class
4|+2|+1|+1|+4|Corruption|+1 level of existing arcane class
5|+2|+1|+1|+4|Fickle Soul|+1 level of existing arcane class[/table]

Weapon Proficiencies: A Lich of Souls gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At every level except first, a Lich of Souls gains new spells per day (and spells known if applicable) as if they had also gained a level in an arcane spellcasting class to which they belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If they had more than one arcane spellcasting class before becoming a Lich of Souls, they must decide to which class to add each level for the purpose of determining spells per day and spells known.

Spirit Cyst(Su): At first level the Lich of Souls gains the knowledge they have been seeking, the ability to inhabit bodies instead of relying on a simple phylactery to continue their existence. Upon gaining their first level in this prestige class the Lich of Souls phylactery becomes a masterwork item but otherwise has no function and shows as being mundane under magical scrutiny. When a Lich of Souls body is destroyed they immediately assume a spirit form that is undetectable except with the use of a true seeing spell. In this form the lich may move with a perfect fly speed of 60ft. but cannot manipulate physical objects or use any abilities or spells unless they are require no components. As a standard action the Lich of Souls may attempt to invade the body and soul of an intelligent living creature whose square is adjacent to the lich’s own. The Lich of Souls may remain in this form for a number of minutes equal to their class level after which if they haven’t occupied an intelligent being they are destroyed. The target receives a will save DC (10 + ½ levels + Int mod), whether they save or fail they are unaware of the results. Good clerics, paladins, knights and other similar classes receive a +2 divine bonus on their will saves against this invasion. If the target succeeds their will save the lich may not attempt to enter that creature again until they lose another physical body but if the target fails the lich’s soul takes residence within the targets in something akin to a cyst.
In this cyst form a lich regenerates or can remain dormant for an indefinite amount of time. The lich may only passively observe the outside world through the senses of their host, can read surface thoughts and may communicate telepathically with the host if they wish. However, communicating or trying to delve deeper into the hosts mind runs the risk of the host becoming aware of their presence. While in this cyst form the Lich of Souls may not leave the host voluntarily nor may they be forced out except by an exorcism performed by a cleric whose caster level is equal to or greater than the Lich’s own or upon the death of the host where a Lich of Souls is freed once more to seek a new host and restart their regeneration cycle.
When the Lich of Souls regenerates within the host negative energy accumulates near the target in an aura. At the start of each day of regeneration the host takes 3d6 points of negative energy damage plus an additional d6 for each day the generation has gone on, they receives a fortitude save DC (10 + ½ levels + Int mod) for half damage.
After the allotted amount of time has passed a Lich of Souls may regenerate within 30ft. of the host at any time they wish. The host continues to take the same amount of negative energy damage as they did on the final day of regeneration and if they die the Lich of Souls must find a new host to inhabit.
When the Lich of Souls does choose to manifest in physical form again they have two choices on how to do so. The first choice is to simply reform within 30ft. and damage the former host as the negative energy pulls your soul from its body. They host takes 10d6 negative energy damage and 2d4 Wisdom damage but receives a fortitude save DC (10 + ½ levels + Int mod) for half damage and to negate the wisdom damage. The second choice is for the Lich of Souls to try and reform while still with the host thus killing them instantly. This path can only be used if the host has HD less than or equal to the Lich of Souls and they still receive a Will save DC (10 + ½ levels + Int mod) to force the Lich of souls to form in an adjacent square but still take 5d6 points of negative energy damage.

Energy Backlash(Su): As the lich grows in power and understanding of his new abilities they are able to better control the rate of regeneration but it comes at an even heftier cost to the host when accelerated. Beginning at 2nd level a Lich of Souls may choose to reduce the number of days they take to regenerate by their levels of Lich of Souls/2. This must be declared before the roll is made for regeneration time. Once this accelerated regeneration begins every day the host takes 1 point of constitution damage per day due to the high level of negative energy being amassed by the lich within them as well as suffering from a random disease even if they are normally immune. This damage can be cured by spells such as restoration but spells such as Remove Disease do nothing. The disease can be cured as normal once the Lich of Souls has departed the body.

Influence(Su): At 3rd level the Lich of Souls can directly take control of a few actions of its host and force them to take actions that they normally would not. A number of times per day equal to their intelligence modifier a Lich of Souls may attempt to force their will on the host and control their body for a short time. Before the start of the host’s turn they receive a will save DC (10 + ½ levels + Int mod), a save gives a vague feeling of uneasiness to the host but a failed attempt allows the Lich of Souls to control the actions of their host for the round and can use their own abilities, such as spells (as long as they have any required material components), but not their paralyzing touch ability which is part of their lich body. The host is aware of the actions being taken by their body but are not automatically aware that a lich within them is controlling them, though it should be a clue that something is wrong. If the Lich of Souls attempts to carry out a suicidal action such as jumping off a cliff the host receives a second will save immediately to retake control. This ability must be used while the host is conscious.

Corruption: At 4th level a Lich of Souls finds great pleasure in inhabiting the bodies of the pure and destroying them from within. Good Clerics, Paladins, Knights and similar characters no longer receive a +2 against the Lich of Souls spirit cyst ability and in addition when a Lich of Souls successfully inhabits their body he gains additional uses of the Influence ability equal to his level.

Fickle Soul: At 5th level a Lich of Souls masters ultimate ability to survive forever. They now have two minutes/level in spirit form before they are destroyed and more importantly they may now voluntarily leave a host to seek another, returning to the former host prompts another save for the Spirit Cyst ability.

Playing a Lich of Souls
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

LICH OF SOULDS IN THE WORLD
We figured the lich had cursed Kali when she got sick after we’d killed it but a week later the cursed thing reappeared, Kali was killed along with everyone else. I managed to kill it again, hopefully that’s the last of ‘em.

A lich of souls is first and foremost an abomination to all life. Feared, with good reason, and hunted by powerful advocates of good. The Lich of Souls are tenacious though and with their powers some enjoy taking up residence in the body of a powerful mortal to further their goals.

Daily Life: The daily life of a Lich of Souls is usually filled with study, ancient texts, forgotten spellbooks, chemical mixtures usually in a well-hidden refuge from prying eyes. Other Lich’s of Souls may attend to their daily lives in the body of another being, awaiting the opportunity to rise again or working with the mortal in a kind of symbiotic relationship.

Notables: Perhaps the most well-known lich of souls was the man known in life as Emperor Aldreg who conquered half-a-dozen countries and created one of the most powerful and efficient states of his era. When death drew near he refused to give in and transformed himself into a lich. Though his rule had been approved by the ruling class in his life they soon turned against him, with even his own family turning against him. He was destroyed and Aldreg’s son took the throne with a lighter hand. When he too grew old Aldreg’s grandson took the throne and almost immediately executed his father and many of the top nobles. Many compared his rule to that of his grandfather, and rightfully so as only a few days after his coronation the grandson was found dead and Aldreg once again sat in his throne.
Rebellions occurred once more but Aldreg was more than ready this time and even on the occasions where he was destroyed it took only a week or so for him to reappear. People fled the city until at last the whole city was deserted. Though he has not been seen since that time some still claim his spirit haunts the city waiting to take the throne once more.

Organizations: Lich of Souls are very rarely part of an organization unless they are at the top of it. When this is true the Lich of Souls acts as spiritual focus for a group of necromancers or spellcasters hoping to become liches themselves. The Lich of Souls will often have itself voluntarily destroyed in order to inhabit a follower who can then infiltrate somewhere the lich himself could not. Very rarely a group of Lich of Souls may come together for a common purpose such as gathering information from their individual networks.

NPC Reaction
Unless the NPC in question is an undead themselves or a necromancer their immediate reaction will be one of horror, and likely fear. Liches are one of the most terrifying of undead not only because of their fearsome spellcasting abilities but because they chose the path willingly. Hostility is the action the bold and foolish take while others are much more likely to flee or hide.

LICH OF SOULS IN THE GAME
A lich of souls is a persistent and dangerous opponent that player’s must constantly fear will return. Often the destruction of a lich of souls is only the beginning of the confrontation with the beast and player’s must constantly be on the lookout for liches dwelling within even themselves.

Adaptation: Instead of studying the process that allows a lich to discard his phylactery a group of liches may have long ago have lost their phylacteries but refused to die even then. Alternatively, lich of souls may spontaneously arise from evil spellcasters that just refuse to rest in peace.
Encounters: Player’s are likely to encounter a lich of souls in areas where connections to the negative energy plane are strong and undead abound. Ancient ruins of collapsed civilizations are also prime candidate for an encounter with its last “living” inhabitant, such as Aldred above. By the nature of a lich of souls defeat will almost certainly lead to another encounter in a short time.

Lich of Souls: A lich who's decided having a physical phylactery is far too risky, better to hide in the bodies of living beings when needed.

Servant-LordServant Lord

http://images.epilogue.net/users/banu/Mad_mummy.jpg

Once I was commanded but now I command.

Negative energy is the source of power that allows undead to exist. It is dangerous and traitorous power to the living and those who use it to command undead must be careful not concentrate too much negative energy or they risk the strengthening of their undead minions in ways they did not expect. Some undead even find that they can take advantage of the negative energy’s link to slowly take their masters position and take command.

Becoming a Servant-Lord
One becomes a Servant-Lord by a combination of anger and chance. The presence of a strong negative energy bond with the creature that controls them is necessary to take this path but without the drive to seize upon the opportunity it wouldn’t matter.

Entry Requirements
Type: Be an intelligent undead
Special: Be under the control of another being

Class Skills
The Servant-Lord’s class skills are, Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Forgery (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion), Sense Motive (Wis) and Spellcraft (Int).

Skills Points at Each Level: 4 + intelligence modifier

Hit Dice: d12

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Energy Thread, Hidden Potential, Rebuke Undead
2|+1|+0|+0|+3|Denial, Blasphemous Touch
3|+2|+1|+1|+3|Life Drain 5, Disrupt
4|+3|+1|+1|+4|Turn Resistance, Spell Snare (1st)
5|+3|+1|+1|+4|Energy Rope, Override
6|+4|+2|+2|+5|Life Drain 10, Sever(self)
7|+5|+2|+2|+5|Sever(others), Spell Snare (2nd)
8|+6/+1|+2|+2|+6|Undead Mastery, Desecrate(30ft.)
9|+6/+1|+3|+3|+6|Life Drain 15, Spell Snare (3rd)
10|+7/+2|+3|+3|+7|Energy Leash, Reflecting Rebuke
[/table]

Weapon Proficiencies: A Servant-Lord gains no weapon or armor proficiencies.

Energy Thread(Su): At 1st level a Servant-Lord begins to become aware of the intangible thread of negative energy that ties him to his master and forces his coercion. At the beginning the thread serves only to allow the master’s total control and does not allow the Servant-Lord to disobey commands or to attempt to harm the master. However, this does not mean that the Servant-Lord must carry them out in the most efficient or obviously intended way so long as he accomplishes the task. This thread is the source of the Servant Lord’s advancement and having it severed, usually by the master’s death means that they can no longer advance along this path.

Hidden Potential(Su): With plans of taking over it behooves the Servant-Lord to hide their budding power. Starting at first level all current and future HD gained from this class do not count against the HD limit of your master. In addition, a Servant-Lord may attempt to rebuke undead under the control of his master without severing his master’s own control of them. Undead under this dual control will always follow the orders of the master if the Servant-Lord’s are contradictory but otherwise they will follow orders given by the Servant-Lord.

Rebuke Undead(Su): Becoming more aware of the link of negative energy and becoming familiar with how it is used to control the Servant-Lord allows him to do the same in turn. At 1st level the Servant-Lord may rebuke undead as a cleric whose level is equal to his levels of Servant-Lord plus ½ his remaining HD. If the Servant-Lord has levels in a class that grants the Rebuke undead ability the levels stack for determining effective cleric level.

Denial(Su): At 2nd level a Servant-Lord is beginning to slip from the total control of his master. The Servant-Lord may ignore commands his master gives a number of times per day equal to 3 + cha mod for a number of rounds equal to his levels of Servant-Lord.

Blasphemous Touch(Su): With the growth of the negative energy thread the Servant-Lord is becoming an ever-potent store of negative energy. Beginning at 2nd level a Servat-Lord may add 1d4+2/levels of Servant-Lord negative energy damage to melee attacks, except with reach weapons.

Life Drain(Su): As the bond grows stronger, even though the Servant-Lord may not be able to totally deny his master’s control he can use the bond to suck some of his master’s lifeforce into himself. At 3rd level a Servant-Lord permanently gains 5 HP and his master permanently loses 5 HP. At 6th level the Servant-Lord gains another 10 HP and at 9th level he gains an additional 15 HP. At level 9 this is a total net gain of 30 HP for the Servant-Lord and a 30 HP permanent loss for the Servant-Lords master.

Disrupt(Su): With the ability to control some of his own actions and control other undead the Servant-Lord begins to be able to override the actions of his master over other undead as well. Beginning at 3rd level a number of times per day equal to 3 + cha mod any time the master gives a command to an undead that is also under the command of the Servant-Lord he may negate the command as an immediate action. The master may not issue the same general command, such as attack, for 24 hours.

Turn Resistance: As the bond of the negative energy grows stronger so too does the Servant Lord’s body as an undead. At 4th level the Servant-Lord gains a +4 against turning attempts.

Spell Snare(Sp): Not satisfied with taking just the physical essence of his master the Servant Lord soon learns some of the magical tricks that reside in his mind as well. Beginning at 4th level a Servant-Lord may learn one 1st-level spell (arcane or divine) that his master knows and cast it as a spell-like ability 3/day. They learn one additional spell their master knows at each level. At 7th level the Servant-Lord may choose to learn 2nd level spells and at 9th level 3rd level spells. The Servant-Lords effective caster level is his level of Servant-Lord and the spells are charisma-based. If the Servant-Lord has classes in spellcasting classes, his levels of Servant Lord stack for determining his caster level serperately for divine and arcane.

Energy Rope(Su): At 5th level a Servant-Lord is well on their way to overtaking their master and shaking free of their command. The negative energy thread that connects the Servant-Lord to his master has grown much stronger, though only the Servant-Lord is normally aware of this. The Servant-Lord may now read the surface thoughts of his master at will even if normally immune to mind-effecting abilities.

Override(Su): Having a much firmer grasp on his bond with his master and his own minions the Servant-Lord can exert greater influence over his minions than the master sometimes. Starting at 5th-level the Servant-Lord may choose up to ½ his HD worth of undead under both his and the master’s command as the targets of this ability. Whenever the master and Servant-Lord give contradicting orders to these designated undead they will follow the Servant-Lord’s orders.

Sever(Su): At 6th level the Servant-Lord takes a great leap forward in his own freedom. The Servant-Lord may choose to ignore any commands of his master but still cannot take any directly hostile actions against his master, this is permanent. At 7th level the Servant-Lord is able to extend this capacity, for a limited time, to undead under both his and the master’s control. He may do this a number of time equal to his charisma modifier each day and the effects last for a number of hours equal to the levels of Servant-Lord.

Undead Mastery: As time goes on and the Servant-Lord’s bond of negative energy with both his master and minions increases he can control more undead than most practiced necromancers. A Servant Lord of 8th level or higher may command twice his level + cha mod HD of undead at any one time.

Desecrate(Sp): The Servant-Lord now contains enough negative energy within and around him that it manifests itself as a tangible evil. Beginning at 8th level the Servant-Lord is now the center of a desecrate spell with a 30ft. radius with a caster level equal to his levels of Servant-Lord.

Energy Leash(Su): Finally, after a long wait and a veiled existence the Servant-Lord achieves his goal of overtaking his master. He may now act directly against his master and even attack him. Using the negative energy bond that has slowly grown the Servant-Lord may attempt to take control of his lord at any time as a free action. This prompts a one-time will save DC (10 + ½ HD + cha mod), success by the target severs the connection but causes a great flux of negative energy into the master doing 10d6 negaitve energy damage. If the target fails his will save he becomes a slave to the Servant-Lord and is treated as if he were a rebuked undead. The former master’s HD do not count against the Servant-Lords HD limit for controlling undead.

Reflecting Rebuke(Su): Having once thrown off the shackles of servitude the Servant-Lord by understanding how he was controlled the Servant-Lord is not only able to avoid being controlled but turn it back on his opponents even if they are not undead. Whenever the Servant-Lord is targeted by a rebuke undead/control undead or similar effect that would place him under the control of another creature it automatically fails. In addition the Servant-Lord may expend one of his daily uses of Rebuke Undead as an immediate action to turn the effect back on his enemies. When doing this the identical ability, including caster/cleric level, is immediately used on the creature that originally used the ability and they are treated as an undead for that instance. Creatures “rebuked” in such a way are under the control of the Servant-Lord though their HD still count against his total limit.

Playing a Servant-Lord
This class is tricky to play as your character is under another’s control especially at lower levels. However, that’s the fun of it you as you progress you must find a balance between staying alive and keeping your master from realizing what’s happening.
Combat: In battle there is no clear choice for the Servant Lord as it depends entirely on what type of undead they are, though the Blasphemous Touch and extra HP from Life Drain make you a more formidable melee opponent than most of your undead brethren.
Advancement: As the Servant-Lord grows in power he gains the ability to act against his master in a variety of ways. Trying to figure out a way to prematurely end your master’s life whether by guile, unfortunate “accidents”, or by non-action are all favorite pastimes of the Servant-Lord. In contrast, a Servant-Lord that has lost their master may seek a new one out to continue his career until he gains immunity to control.
Resources: What resources might a member of this PrC be able to draw on..

SERVANT-LORDS IN THE WORLD
”So strange, why does that vampire disobey me?

A Servant-Lord is an undead that seeks to cast off the slavery forced on him by evil clerics and necromancers and assume their role himself. He is a hidden power within a larger group of undead and often overlooked as a possible root of the problem.

Daily Life: The daily life of a Servant-Lord is usually filled with loathing and fantasies of strangling, decaptitating, devouring and otherwise killing their master. Forced mundane tasks or dangerous combat are all too common and only serve to feed the Servant-Lord’s drive to replace their master.

Notables: In the current day the most notorious Servant-Lord is called Blacktouch. Once a mindless ghoul Blacktooth was awakened by his master to better serve him but the master, his name long-forgotten, was too greedy and gathered too many undead about him. Slowly Blacktooth began to overtake his master’s horde without his knowledge until after some decades Blacktooth deposed him and took his place. Now the intelligent ghoul manages his undead horde in the deep south slowly overtaking outposts of civilization.

Organizations: Very rarely do two Servant-Lord’s allow coexistence. Their goals are domination, with themselves and nobody else at the top. This has lead unsurprisingly to a complete lack of any cohesive organization.

NPC Reaction
Unless the NPC in question is an undead themselves they will likely immediately attempt to slay or otherwise destroy the Servant-Lord without even realizing what they are looking at. If a necromancer runs up against one they will most likely be in for a rude awakening if they underestimate them and especially if they attempt to control the Servant-Lord.

SERVANT LORDS IN THE GAME
A Servant Lord is a hidden danger in the world, is the necromancer really the one in control of the horde or is he just the figurehead now the true leader hidden within the undead ranks. They add another layer to the often straightforward necromancer villain and force players to keep on their toes about what to expect from an undead.

Adaptation: The undead need not necessarily start as intelligent, it would be simple to provide an awakening-type effect as part of the class’s exposure to negative energy if giving this class to things like ghouls or skeletons is appealing.

Encounters: Player’s are most likely to encounter Servant-Lords in the lairs of necromancers or evil clerics that keep undead as servants and bodyguards. Otherwise the Servant-Lords themselves may have their own power-base if they are strong enough.

Servant-Lord: Thought that ghoul was acting out a little when you told it to go attack those high-level adventurers? Nope it's just plotting to enslave you and take your place.

Chainsaw Hobbit
2010-11-13, 11:34 PM
Those are great, I wish I could provide help with balance and mechanics (I'm pretty rusty in 3.5).

How about a PrC for the White focusing on archery and arcane magic.

monkman
2010-11-13, 11:42 PM
Shapeshift(Su): At first level a Bone Shifter is able to change at will into skeletal version of any animal or humanoid whose size category is determined by their Form ability detailed below. Shapeshifting is a swift action that provokes an attack of opportunity and the Bone Shifter may switch between forms without first reverting to their original form. When shapeshifted a Bone Shifter takes on the physical ability scores (Str and Dex) of the creature but retain their own saves, base attack bonus, hit points and class abilities. A Bone Shifter may only take a form that would have a number of HD less than or equal to the Bone Shifter’s. Items held are dropped if the Bone Shifter’s new form is unable to carry them and any worn items either fall off are destroyed during shapeshifting depending on the size and form change of the shapeshift. If a Bone Shifter has access to spells they may only cast spells with somatic components if their form has fine manipulation with a skeleton, as opposed to soft tentacles, but they do retain the ability to speak in all forms. The Bone Shifter may remain in a particular form indefinitely. At 6th level a Bone Shifter may shift to a tiny or large creature, at 11th to huge, at 16th to gargantuan and finally at 20th level to colossal size.
Do they get the Sla, the Dr,the SR and all the other special abilityies?


Augment(Su): A Bone Shifter quickly begins to learn that they need not be limited strictly to forms of life when changing form exaggerating some ability. Beginning at 3rd level a Bone Shifter may use the augment ability 1/encounter as a swift action gaining an additional use per encounter every other level to a maximum of 9/encounter at 19th level. This ability does not provoke an attack of opportunity and dismissing an augment is a swift action that does not take one of the uses of the augment ability for the encounter. A bone shifter may add a number of augments to a form equal to their 1+size categories above small. Augments must be reapplied to each form and shifting form dismisses all augments currently active. Most of the augments may be applied in tangent but there are exceptions which are noted below
How long does this last?

Bone Wing: the bone skin augment grants the Bone Shifter the ability to fly by growing a thin sheet of bone where wings would have naturally been in life and but maneuverability is clumsy and flight comes at the cost of hollowing some bones reducing the Tough Bones class ability bonus by half. This augment may not be used in conjunction with the carapace augment.
What is the fly speed and why would it reduce the tough bones ability by 2 when the carpace dosen't?


Carapace: the carapace augment grows thick plates of bone all around Bone Shifter’s body making blows less effective. The Bone Shifter gains damage reduction 2/good and they may use an additional use of augment on following rounds to add an additional 2 points of damage reduction. However, the extra weight and less than streamlined form take their toll and for each 2 points of damage reduction the Bone Shifter has their movement speed reduced by 5ft. but cannot be reduced below 0. If multiple carapaces are active they may all be shed or reabsorbed as a single action. This augment may not be used in conjunction with the bone wing or swift augment
Why should it be 2 good? Maybe the spirt isnt evil. what's the minimun speed for the creature? is it 5ft or 1ft?


Swift: the swift augment strengthens the limbs used for locomotion or lengthens them to improve speed. This augment grants a +10 movement speed, climb speed, swim speed or burrow speed. This augment may not be used in conjunction with carapace.What happens if it has no swim/burrow/climb speed?


Strengthen: the strengthen augment is a favorite choice of many Bone Shifters. Thickening their limbs and other key area the Bone Shifter gains a +2bonus to their strength score.
nothing wrong but higher levels it not that tempting, a +2 bonus isnt that nice.


Skill: the skill augment is widely adaptable in form granting a +5 profane bonus to a particular physical skill. For example, a skill augment to swim would take the form of bone flippers and a more streamlined body. This augment can be applied multiple times, each time to a different skill.
What can be consider a physical skill?? is it anything that uses str?


Terrify: the terrify augment is a specialized version of the skill augment for intimidate. Growing expansive horns, spines, fangs or other such nasty things the Bone Shifter can take on a nightmarish tone above and beyond the fact that they are undead. This grants a +5 bonus to intimidate, stacking with the skill augment, and allows an intimidate check with a melee attack against the targets will save. The attack need not hit to initiate the intimidate check and a failed save causes the target to be shaken for 1d4+1 rounds. If the check beats the opponents save by 10 they are frightened and if they Bone Shifter beats the opponents roll by 20 the target is panicked. This check may be made for each attack in a round separately.
make it have a fear aura instead, that is kinda complicated for nothing.


Sharpen: the sharpen augment refines the natural weaponry of a form making it even deadlier. The sharpen augment is applied to a natural weapon that does slashing or piercing damage. That natural weapon is treated as having the keen property. This augment may be applied multiple times, each time to a different natural weapon.
say that it can ONLY be appilied to a natural weapon that dosent slashing or piercing.


Pocket: the pocket augment creates a space, usually in the rib cage, for objects or creatures to be stored in. A Bone Shifter may place a weight into this pocket equivalent to the light load carrying capacity of their current form. In addition, the Bone Shifter may trap a living creature of one size category smaller than them, 2 creatures two size categories small, 4 that are three size categories smaller and so on. The pocket closes them off, save for a small breathing hole and has a hardness of 15. If the Bone Shifter has an opponent pinned the following round they may attempt to trap the opponent in their pocket.Would a creature be able to attack iniside? wouldnt they be able to make a str check to break free? Hoe much would it damage if it pocket broke?When you try to trap an enemy,Is it a grapple check?


Natural Attack: the natural attack augment grants an extra limb or makes a simple tail into a spiked weapon. The Bone Shifter gains an additional natural attack per round that deals 1d6+str modifier damage. This augment may be added multiple times but no more than four.
Is it a secondary attack?


Spiked: the spiked augment creates small hooked projections over the Bone Shifter’s body making them deadly in close combat. Any creature that hits the Bone Shifter with a natural attack they take 1d6 piercing damage, this damage increases to 1d10 per round when in a grapple.Would this still damage(1d10) with someone inside your pocket?

Satyrus
2010-11-14, 07:42 PM
Those are great, I wish I could provide help with balance and mechanics (I'm pretty rusty in 3.5).

How about a PrC for the White focusing on archery and arcane magic.

Glad they look interesting, that's always my first concern. I like to make a distinction between mechanics and crunch. Mechanics does not really require a thorough understanding of the rules, instead it looks for possible unique uses that could be abused or things that are more roleplay influenced. The crunch is all about the numbers and how it matches up numerically to other classes. I'm a lot better at the first one I think.

For a PrC of wights I'm not too familiar with them but seeing as most undead are close range one focused more on combat at a distance could be fun. I'll think about it and see what pops into my head.

Shapeshift
Do they get the Sla, the Dr,the SR and all the other special abilityies?

I meant it to be based on the skeleton rules in the MM which if I read it correctly grants extraordinary abilities (barring flight and such things) that improve combat. Such as the bullettes lunge ability. I should probably state that more explicitly though. The granting of other things like SR, DR, Supernatural abilities was in the back of my mind because I wasn't sure if the different forms would really be more useful at higher levels.

Augment
How long does this last?
I had meant for it to be indefinite but I should probably just make it the length of the encounter so it doesn't get too confusing out of combat.

Bone Wing
What is the fly speed and why would it reduce the tough bones ability by 2 when the carpace dosen't?
Hmm I'm not sure about the fly speed, 50ft. maybe? It reduces the tough bones ability because in order to fly they must be light and since they are only bones they must reduce their bone density and to some extent the bone's strength. Carapace is just piling on more layers of bones and so the inherent strength of the bones is the same. I need to reword some of these abilities I wrote this whole thing up in a few hours yesterday without much proofing.

Carapace
Why should it be 2 good? Maybe the spirt isnt evil. what's the minimun speed for the creature? is it 5ft or 1ft?

The reasoning behind DR 2/good is my personal assumption that undead are inherently evil, which I noted in the alignment section. Even if that isn't strictly true undead are powered by negative energy which is opposed to postive/good divine energy. So it seemed natural to me for it to overridden by good. Having said all that I'm open to other suggestions as well. Minimum speed is 0, at that point their basically in a shell.

Swift
What happens if it has no swim/burrow/climb speed?

I added that part in at the very end. It was meant to cover creatures with those forms of movement so they didn't miss out. It is not meant to grant a land speed bonus to a dolphin for example.

Strengthen
nothing wrong but higher levels it not that tempting, a +2 bonus isnt that nice.

I did think of that but I wasn't sure how to scale it so that it would be balanced at all levels. It's one saving grace is that it's an untyped bonus and therefore stacks with everything else. Maybe being able to use it multiple times dependent on the Bone Shifter's HD?

Skill
What can be consider a physical skill?? is it anything that uses str?

Anything that uses strength or dexterity, con would usually be considered too but since there's only a single skill that relies on it and as an undead they do not have a con score it's not an issue.

Terrify
make it have a fear aura instead, that is kinda complicated for nothing.

I thought it was overcomplicated too but for some reason an aura did not cross my mind, good call. I still want it to scale though so that it does different levels of fear effects to differing opponents. If the Bone Shifter has twice as many or more HD as the target they are panicked, if the Bone Shifter has equal or more HD they target is frightened, if the Bone Shifter has less HD target is shaken and if the Bone Shifter has less than half the HD the target is immune. Would require a will save on the targets part, still kind of complicated, and how big should the aura be 10ft? 30ft?

Pocket
Would a creature be able to attack iniside? wouldnt they be able to make a str check to break free? Hoe much would it damage if it pocket broke?When you try to trap an enemy,Is it a grapple check?

Yes to the attacking, that's why I gave the pocket a hardness, though the number is completely made up. I need to look at the hardness of materials again. A strength check might be possible but I have no idea what I would make the DC. If broken the Bone Shifter takes 2d6 damage? I don't think it should be a lot. Trapping an opponent was meant to be a grapple check the round following a successful pin yes.

Natural Attack
Is it a secondary attack?

Had to look up exacly what the distinction of for a secondary attack was :smalltongue: Yes it is a secondary attack, I suspect that this class would be taking most of it's feats from the MM such as multiattack.

Spiked
Would this still damage(1d10) with someone inside your pocket?

Hmm, didn't think of that. I'm gonna say it's the Bone Shifter's call whether they want to put spikes inside the pocket or not. And if they do then yes they would be doing 1d10 per round.


Thanks for the help so far! It's much appreciated :smallbiggrin:

Surgo
2010-11-14, 07:57 PM
Lich of Souls is pretty neat. Do you mind if I upload it to my wiki (see signature)?

Satyrus
2010-11-14, 08:15 PM
Sure I'd be happy so see it somewhere else, just please link it back to here.

Satyrus
2010-11-19, 10:44 PM
Posted up another class the Servant-Lord (taking name suggestions). I also feel that the Energy Thread and Rope abilities could use something.

"I want to break free
I want to break free
I want to break free from your lies
Youre so self satisfied I don't need you"

-John Deacon, future Servant-Lord

Milo v3
2010-12-15, 03:06 AM
Like Surgo I was wondering if I could place one of these classes on DND wiki. Except I wonder if I could transcribe the "Bone Shifter". Obviously I would give you full credit.

flabort
2010-12-15, 10:18 PM
I'd Like to know where you got that art.
The Lich of Souls art is pretty generic, but I'm really wondering about the other two.

Satyrus
2011-01-14, 10:17 PM
This is what happens when I disappear over winter break. Glad to see something in response to these at least.


Like Surgo I was wondering if I could place one of these classes on DND wiki. Except I wonder if I could transcribe the "Bone Shifter". Obviously I would give you full credit.

Certainly! Just please provide me with a link so I can see if anybody has comments over there.


I'd Like to know where you got that art.
The Lich of Souls art is pretty generic, but I'm really wondering about the other two.

Here are links to each of the pictures Bone Shifter (http://www.robalexander.com/concept_bone-demon.html)

Servant-Lord (http://www.elfwood.com/~banu/The-Undead-Priest.2559115.html)

Re'ozul
2011-02-20, 02:45 PM
I have a question:

The Boneshifter specifies that you take on (Ex) abilities that help in combat.
Regeneration helps in combat, and Trolls have it as (Ex) (as an example), so you only take non-lethal and are undead...
I know you probably mean useful in direct combat-interaction. Though I have to admit I don't know a better wording really.

Also, tough bones should be +7 at 20th level. You repeat +5 at 17th.

Satyrus
2011-02-20, 10:54 PM
Thanks for the feedback. I've fixed the tough bones progression don't know how I missed that.

The Extraordinary abilities was taken from the "creating a skeleton" in the monster manual. I've reworded it to almost exactly what it says in the MM now.

The Boneshifter only gains extraordinary abilities that increase their melee or ranged capabilities. So in the example you gave they would not receive regeneration from taking on a troll form. However, they do gain the tail spike attack of a manticore which is an additional ranged attack.

Not coincidentally I tested the class on my players over the past two weeks. They were 6th level and attacked by a level 7 Boneshifter that took on a mantiocre form and attacked from on high and a level 11 Boneshifter that took the form of a shark (yes I am aware that sharks do not actually have ossified bone).

Since there were NPC clerics to back them up the flying one was dealt with fairly but could have easily dealt out some major damage if I had played it out fully. The shark swallowed one of the characters, rather than just biting which would have almost certainly one-shotted them, and trapped it in the pocket augment.

The level 11 got away with almost no damage, mostly because it was underwater. It was unsurprisingly much more powerful in sheer damage than the party and will be reappearing later along with the Lich of Souls that the party is just about to face for the first time.

Overall, they were moderately powerful but I feel they could use some permanent unique abilities outside of just doing more damage to help.

One of the players also though it might be better condensed into a 10-level prestige class, any thoughts?

Re'ozul
2011-02-22, 12:49 PM
I am currently in the process of making a Boneshifter Gestalt charcater. (way too powerful as I combine it with a class that does extra damage on hit, The ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297&highlight=Ebon+Initiate))

I noticed an opportunity:

What happens if your own HD are enough to advance the creature you are imitating?
Reason for this was that I am currently looking for things with as much strenght as possible and found the dire bear (Str 31) who advances with 17HD. So if you are a lvl 17 Boneshifter, could you shift into a Huge Dire Bear instead of a large one, further boosting your strenght? You are still observing the limit of maximum HD but are doing it in your favour.
Also ... Twelve headed hydra ... yeah.

EDIT: Also, before I forget. In the beginning, do you retain the abilities of a skeleton? Do you still have DR5/bludgeoning and cold immunity and such?

Further Edit: Isn't Unholy Toughness usually an (Ex) ability? Wouldn't the SU mean you automatically lose a bunch of HP when enetering an AMF?

Satyrus
2011-02-23, 01:21 AM
Are you going to be using the boneshifter/ebon initiate gestalt in a game? I'd be curious to see how it turns out.

On to the actual questions and possible opportunities...

I hadn't thought about advancing HD of animals when I created the class but yes if the Boneshifter has enough HD to advance a creatures size they can take on that form. In your example, a huge skeletal dire bear with Str 35.

That case isn't too much of a problem I don't think, especially considering at that level of bonus you are likely either going to almost certainly hit a target or certainly miss a target. You're talking min +29 to hit, which doesn't sound all that crazy now that I think about it.

Hydras...darn things. I was thinking that the boneshifter would have to burn a feat on multiattack or something to use the other heads but no it says right in the description that it they can attack with all heads normally :smallannoyed:
The saving grace there is that the Boneshifter does not receive fast healing at least and no regrowing heads when they're chopped off either. Other than that, ya hydras would be a major oppurtunity to deal lots and lots of damage.

Maybe I should add in a Augment for controlling multiple heads or body parts (in place of burning a feat). A mid-level Boneshifter could then theoretically maintain 5 heads but it would take 5 rounds to get them all up. Hmm...

You do retain the skeleton features, including 5/bludgeoning since you are still a skeleton at all times.

For the Unholy Toughness yes it should be (Ex), that was my mistake. Going to fix now.

Re'ozul
2011-02-23, 01:33 AM
Yep going to use it (if I get in) ina lvl18 gestalt game:

I actually just finished crunch, and well optimized for huge strenghtness:
I present Bonehoarder (http://www.myth-weavers.com/sheetview.php?sheetid=277282)

Re'ozul
2011-02-23, 10:57 AM
I just noticed, the Boneshifter has no real turn resistance. He might get the +2 from awaken undead, but thats it.

Satyrus
2011-02-23, 02:29 PM
Hmm, good point on the turn resistance.

I think I'll add something for further turn resistance, including immunity to the normal instant destruction rules for turning.

Get to that a little later today.

Satyrus
2011-02-24, 06:37 PM
Awaken Undead normally gives a +2 against turning attempts. I've bumped it up to +4 for the Bone Shifter included in the Greater Awakening ability at level 1. I thought about granting further bonuses at higher levels but since the chance of being instantly destroyed is much higher at low levels the bonus is flat and more useful at low levels.