Cipher Stars
2012-06-05, 04:13 PM
To make this 3.5, simply change the skills to "x4 at first level" and change Perception into Listen/Spot.
The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)
The Necromancer
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Necromancer.jpg (http://browse.deviantart.com/?qh=§ion=&q=Magma+Mage#/d1b2hkb)
^- Click for Artist
“Lo!" cried the demon. "I am here! What dost thou seek of me? Why dost thou disturb my repose? Smite me no more with that dread rod!" He looked at Cabal. "Where's your dread rod?"
"I left it at home," replied Cabal. "Didn't think I really needed it."
"You can't summon me without a dread rod!" said Lucifuge, appalled.
"You're here, aren't you?"
"Well, yes, but under false pretences. You haven't got a goatskin or two vervain crowns or two candles of virgin wax made by a virgin girl and duly blessed. Have you got the stone called Ematille?"
"I don't even know what Ematille is."
Neither did the demon. He dropped the subject and moved on. "Four nails from the coffin of a dead child?"
"Don't be fatuous."
"Half a bottle of brandy?"
"I don't drink brandy."
"It's not for you."
"I have a hip flask," said Cabal, and threw it to him. The demon caught it and took a dram.
"Cheers," said Lucifuge, and threw it back. They regarded each other for a long moment. "This really is a shambles," the demon added finally. "What did you summon me for, anyway?”
― Jonathan L. Howard, The Necromancer (http://www.goodreads.com/book/show/5750628-the-necromancer)
Role:
While many necromancers are recluses, living on the edge of civilization, this is not true for all of them. Necromancers are forced to learn survival tricks from a young age. Many are killed off early in life due to superstitions surrounding them. Many of these superstitions are true however. The common necromancer yearns to fit in with normal society, to find love and to be loved. These are not people who chose to seek dark powers, they are chosen by fate to be born the way they are. Its easy for them to give in to the discrimination and become evil. But most simply hide from themselves. Necromancers are blessed with unique powers that make them excellent controllers and even damage dealers on par with any spellcaster.
Alignment:
Any, usually Chaotic.
Starting Wealth:
3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die
d8
Skill Points
6 + Int
Class Skills
Appraise, Craft, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Any), Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device
Special: The Necromancer chooses at 1st level whether to Use Magic Device as an Oracle or a Sorcerer to determine spell list.
{table=head]{colsp=7}Table: The Necromancer
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Level
1st|
+0|
+2|
+0|
+2| Witchborn, Domains, Path | 1
2nd|
+1|
+3|
+0|
+3| | 1
3rd|
+2|
+3|
+1|
+3| Path | 2
4th|
+3|
+4|
+1|
+4| Path| 2
5th|
+3|
+4|
+1|
+4| Path | 3
6th|
+4|
+5|
+2|
+5| | 3
7th|
+5|
+5|
+2|
+5| Path | 4
8th|
+6/1|
+6|
+2|
+6| Path| 4
9th|
+6/1|
+6|
+3|
+6| Path | 5
10th|
+7/2|
+7|
+3|
+7| Witchborn Noble | 5
11th|
+8/3|
+7|
+3|
+7| Path | 6
12th|
+9/4|
+8|
+4|
+8| Path | 6
13th|
+9/4|
+8|
+4|
+8| Path | 7
14th|
+10/5|
+9|
+4|
+9| | 7
15th|
+11/6/1|
+9|
+5|
+9| Path | 8
16th|
+12/7/2|
+10|
+5|
+10| Path | 8
17th|
+12/7/2|
+10|
+5|
+10| Path | 9
18th|
+13/8/3|
+11|
+6|
+11| | 9
19th|
+14/9/4|
+11|
+6|
+11| Path | 9
20th|
+15/10/5|
+12|
+6|
+12| Path, Witchborn Royal | 9[/table]
Class Features
Weapons and armor:
The Necromancer is proficient with light armors and simple weapons.
Witchborn (Ex)
The Necromancer must be born of a Witch. The exact premises of what qualifies as "a witch" are up to your GM. But generally, any character who's mother (or father) was a literally a Witch (http://www.d20pfsrd.com/classes/base-classes/witch)qualify, as do any Changeling characters, since Hags count.
At first level, the Necromancer gains the ability to see ethereal creatures, though they appear like any other character which can be confusing. As a minor action, the ethereal creature can actively avoid detection as if by the Invisibility spell.
Every three class levels the Necromancer's skin gets tougher, and the Necromancer gains Natural Armor +2 until the Necromancer has a +15 bonus at 18th level, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18.
To someone who does not have this natural armor, the Necromancer's skin feels hard and smooth, like marble, or clean even bone. But to other Necromancers of similar level they feel quite normal.
Domains (Sp)
At first level, a Necromancer chooses two Domains of power which fuel the Necromancer's power.
The Necromancer chooses two of the following:
Chaos, Lust, Darkness, Death, Destruction, Evil, Fire, Memory, Revolution, Curse, Madness, Repose, Void, Ice, and Serpent.
They can be found here (http://www.d20pfsrd.com/classes/core-classes/cleric/domains). Simply replace references to wisdom with charisma and cleric with necromancer.
If a full domain is listed, she also choose one of the Subdomains under it.
The Necromancer gains one extra domain at 10th level, and 20th level.
The Necromancer gains the Granted Powers of the chosen domains, and can cast the domain's granted spells spontaneously when she reaches the appropriate level.
Each spell costs its spell level (3 for a 3rd level spell) to use from a pool of points the Necromancer possesses equal to her class levels x charisma score. if her charisma score is ten or less, she cannot cast these spells.
This casting is considered Spell-Like and never need material components less then 5gp in value.
Recovering these spell points can be done in a few ways:
A ritual in which you sacrifice something pure, taking 5 rounds to perform.
Example pure things, your DM is the final say in what counts as pure in your game:
Gold equal to your level x100
Gems of value equal to your level x10
Virgins, clearly.
Small adorable animals.
8 hours of rest, as normal for other spellcasters.
Sleeping with a Sacred Something (http://www.giantitp.com/forums/showthread.php?t=245201) of 5th level or higher for 20minutes while she performs Restorative Act.
A Necromancer can add to her available by following the normal rules for custom spell creation, she otherwise does not possess a spell list.
Path
Starting at first level and every level indicated on the table, the Necromancer gains a Path ability. These abilities are taken from one of three paths. Unless otherwise noted, Path abilities are at will and a standard action, with DC saves 10+1/2 Necromancer level+Charisma, and a duration of 24 hours. Path abilities are Supernatural.
Available abilities are as follows. The number at the side is the minimum level before it can be acquired as well as the Strain cost.
At 3rd, 7th, 11th, 15th, and 19th levels you can replace one Path you've selected and replace it with a new one you can choose.
Formation
Special: Formation effects exert dominance over organic matter, primarily that of bones. Naturally, creatures that do not have bones are immune to effects that target their nonexistent skeletal system.
These spells do not directly effect undead creatures themselves, but go straight to the bones. As such, any effect requiring a Fortitude save cannot be ignored if the creature would normally be immune to fortitude saves. Instead, they target such creature's will saves.
1:
Ossicles Vibration :
You cause the fragile bones in the ear to jerk and thrash violently. Dealing 1d6 nonlethal damage and deafening them on a failed Fortitude check DC= 10+1/2 class levels + charisma modifier, for a number of rounds equal to your charisma modifier.
Overstrain: Each additional point of strain you take increases the damage by 1d6, Each two strain you take you change one d6 into lethal damage. Each 3 Strain you take you can effect another target.
Bone Shard:
You create a formidable chunk of razor sharp bone matter and launch it psionically towards a target for a ranged touch attack dealing 1d6 piercing damage.
Overstrain: Each additional point of Strain you take, add another 1d6. Each two extra strain you take you may create another crystal that deals half the damage of the original and can effect a separate target.
Bone Growth:
You cause bone matter to form in the 5ft square the target resides in. Reflex save DC= 10+1/2 class levels + charisma modifier or become Entangled for a number of rounds equal to your charisma modifier if they fit within the 5ft.
Overstrain: each point of extra strain you take adds 5ft to the effect.
Bone Bolt:
You create 2d4 bolts, arrows, or bullets constructed of bone matter, These disappear in Charisma modifier = rounds. There are a variety of uses such as using them normally in a bow, sling or crossbow.
Overstrain: Each extra point of strain you take adds 1d4 to the number of created items. For two points of overstrain, you can also send the conjured bolts flying in a single blast dealing 2 damage per bolt/arrow/bullet.
Lesser Bone Armor:
You cause light bone grown to crust over your skin or armor in parts, adding 1 point of Natural Armor.
Overstrain: Each extra four points of strain you may add an extra 1 point of Natural Armor. for an extra two, you can effect someone else instead of yourself. For an extra four, you can effect yourself and one other.
Bone Claws:
You cause your finger bones to form sharp, jagged claws at the ends of your fingers that deal 1d6 damage and are considered to be natural weapons. Its a painful experiance, you take 1d3 lethal damage in addition to the Strain. But the claws stay until you use this again to remove them (Dealing no strain or more lethal damage)
Overstrain: for 1 point of overstrain, you can instead have a horn which deals 1d8 damage. For two more points you have two horns for 2d4. For two extra strain, you can elongate your claws or horns for 1 extra damage die (maximum of three elongations before they merely become cumbersome). For one point of strain you can add Serrated edges to your claws or horns which add 1 point of damage to all damage die. For two extra strain, you can hook your horns or claws to add +4 to grapple checks.
3:
Swarm of Bone Shards:
You create a 30ft cone of swirling shards of razor sharp bone dealing 3d4 slashing damage to all in the cone for a reflex save DC= 10+1/2 class levels + charisma modifier. for half damage.
Overstrain: Each extra point of strain you take adds 1d4 slashing damage.
Inflict Pain:
You cause a violent growth of jagged bone somewhere inside your foe. While its not large enough to reach deep enough to pierce vital organs, its still painful. On a failed Fortitude check DC= 10+1/2 class levels + charisma modifier for half, the subject takes 1d10 nonlethal damage and a penalty of -4 to attack rolls. (-2 and half damage if save passed)
Overstrain: Increase damage by one die per point of overstrain.
Bone Shield:
You create a static disk of bone matter in the air before you providing partial cover and can block magic missile.
Augment: You can make it Dynamic (Following you) for an extra two points of overstrain.
Skull Ringer:
You cause violent wave of osteokinetic thrust dealing 1d6 bludgeoning damage directly to an opponents skull. No save. always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). You can choose to cause non lethal damage with this ability.
Overstrain: For every 2 additional points of overstrain, this power’s damage increases by 1d6 points. For every 2 additional points of overstrain, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Augment Bone:
You harden your bones to withstand greater force. You gain damage reduction 2/-
For each 3 additional points of overstrain you can increase the DR by 1.
Skull Bombs:
You conjure 1d4 medium sized skulls (comparatively, like a human skull), hard, yet fragile enough to burst and the design and method of their conjuration allow them to burst with force. the 1d4 skulls are launched mentally all at once, or be saved floating around you until you decide to use them. If you save them you can only shoot once at a time but you do gain a +1 intimidate per skull, per size. deal 1d4 damage per level as bludeoning damage, then deal splash to those within 10ft, half damage as slashing damage first five, half that to the last five.
Overstrain: For every 1 point of overstrain, add an extra 1d4 damage, for ever two, add radius, for every three; add a size category. Large: 1d6 die Huge; 1d8 gargantuan 1d10 colossal 1d12 Colossal+: 1d20. For every ten extra points you spend, add an energy type and 1d6 of that energy type. Skulls glow accordingly.
5:
Bone Spear:
You create a long growth of bone that impales your foe. Make a ranged attack for 1d10 damage and on a hit a Fortitude save DC= 10+1/2 class levels + charisma modifier, on a fail they are impaled taking 1 constitution damage a round and are pinned. They can escape the pin with a grapple roll against the fortitude save.
Overstrain: for 5 additional overstrain points, you can cause the spear to be made with many barbs and hooks. Causing Impalement damage to lose 2 constitution and +5 to the fortitude save. For two additional overstrain points, you add 1d10 to the damage.
Sense Bones:
You sense the location of bones around you. Range: Cha mod x10 = feet. This allows you to sense the presence of invisible creatures, creatures behind walls, doors, and behind you.
Overstrain: For an extra two points of strain, You can detect Incorporeal and 5 for Ethereal.
Skeletal Manipulation:
You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.
Snuff out Consciousness:
You cause the bones protecting precious nerves to pinch off. On a fortitude save DC= 10+1/2 class levels + charisma modifier, the subject falls unconscious.
For every two extra points of Strain you take, you may effect another target.
Spike Growth:
You cause many razor sharp spikes of bone to grow from the ground or on walls and ceilings. Any creature passing through takes 1d4 damage piercing damage for each 5ft passed through the area. On a failed Reflex save DC= 10+1/2 class levels + charisma modifier, they reduce their speed by half from damage to the feet and the like.
Overstrain: by spending an extra 5 points of strain, the spikes are dynamic and are always moving, thrusting, and stabbing. Dealing 2d8 piercing and slashing damage instead. For 2 extra points of strain, add a damage die.
Bone Shape:
You can sculpt bone into any shape. While it’s possible to make crude coffers, doors, and so forth with bone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Overstrain: Reduce the chance of moving parts not working by 10 percent for every three extra points of strain. For Six extra points of strain, You can add fine detail.
7:
Antibone Shell:
You create a mental field that repels nonliving bone matter, such as in undead, but not such as in living humans (for example).
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level
Overstrain: For an extra ten points of Strain, You can keep out Living bone as well.
Shard Storm:
You create a storm of hailing formations of crudely spawned fragile skulls. They deal 3d6 bludgeoning damage and 2d6 Slashing damage from the shards of breaking skulls.
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Overstrain: for 4 extra points of overstrain, add 1 full round to the duration.
Wall of Bones:
You create a wall of bones 5ft wide, 5ft high per point of Strain used (including overstrain) +Charisma modifier. Creatures attempting to pass through the wall move at half speed and take 1d6 slashing damage for every 5ft moved through. Bone Wall lasts Charisma modifier = rounds.
Overstrain: for every point of overstrain, add 1d4 damage. For Five points of overstrain, the wall is impassable. and instead must be moved around, or destroyed. Each 5ft section has 40HP, Fast Healing 20 (from the regathering of bone matter), and hardness equal to your charisma modifier x2 (Each point of charisma equaling an inch of thickness) For an extra five Overstrain, the wall is permanent until destroyed..
Graspings Hands:
You cause large skeletal hands to form from the ground that grab and hold foes forcefully.
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell/Power Resistance: No
Each hand's arm is 10ft long, When spawned, it initiates a grapple. Its grapple check modifier is equal to your class level +8. The grasping hands are immune to all types of damage. Any creature that enters the area of the spell is immediately attacked by the hands. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Overstrain: for five extra points of overstrain, Rather then simple hands, you conjure great claws with jagged rough surfaces. Each round a target is grappled they take 1d4 + charisma modifier slashing and piercing damage.damage .
Bone Skin:
Chosen creature, by touch, (including yourself) ignores the first ten points of damage as their skin hardens into stronger then normal bone. They gain DR 10/adamantine. Once the bone skin has prevented a total of 10 points of damage per class level (maximum 150 points), it is discharged.
Overstrain: 3 points; cause a lingering effect that adds fast healing 10 (due to regathering of bone matter, as your skin IS the bone.) This regen 1 heals both HP, and one from maximum prevented damage.
Osteokinesis: (Special strain)
You can effectively control bones. For one casting you can perform a telekinetic maneuver, or telekinetic thrust using bone matter. for only 1 strain you can lightly control bones as the Telekinesis power by a wizard when using prolonged control aka: a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per manifester level (No max) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This power need not be used on non living bone.
For full strain as normal (7), You can increase the bones mass or decrease the bones mass by 50%, either turning a skeleton into a toothpick, or into a fully filled out (with bone matter) human form (+5 disguise to disguise as human with tools or facemasks, combine with combine with boneshape + fine detail for +20 disguise, add some prestidigitation or make up and you've got yourself a hidden bone minion). Either way you add 10 or remove 10 hardness.
full strain (7) you can increase or decrease the bones Size by 50%, adding a size category or removing one.
Overstrain: For five points of over strain you can infuse bone matter with elemental energies by manipulating its molecular construction to be almost magically in tune with its element, this provides resistance 5 to that energy type for non offensive items, or +1d6 energy damage of chosen type. For every five more you add the effect again. For every two strain you add increase your effective manifester level by one. and five to feet per round.
9:
Puppeteer of Bones;
You seize control of another's skeletal frame. On a fortitude save DC= 10+1/2 class levels + charisma modifier the targets skeletal structure is yours to command. Doing so requires a movement equivalent action on your turn to manipulate one or more creatures commanded this way. Or, you can keep them held fast as a swift action. However, Stilled, Silent, and material less spells and powers can still be used by the subjects against you. You can't make them do any mental actions, only physical. Such as making them attack a teammate.
Overstrain: For an extra 1 point of strain per commanded frame, You shift control over to your subconscious will. Controlling commanded skeletal frames as a free action instead.
Kill the Brain:
You pinch off precious nerves in the targets spinal Column, preventing logical though. on a failed fortitude save DC= 10+1/2 class levels + charisma modifier the targets Int, and Charisma drop to one. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the KtB.
Fuse Bone:
You fuse all the targets bones and joints into one solid mass. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, the target becomes helpless. On a successful save, target instead takes 4 points of dexterity drain and speed is halved until healed.
For an extra strain equal to the effects preexisting strain cost, you can also use Bones Betrayal, Kill the Brain, and Snuff out Consciousness at the same time.
Bone Armor:
You create a set of bone armor that crusts over what ever your wearing. The bone adds a bonus to AC the equivalent of Plate armor, made of stronger then normal bone. You get a +6 armor bonus.
Overstrain: +2 Strain: Add spikes that deal 1d4 extra damage with grapples, unarmed attacks, or when DM sees fit when contact should occur.
+9 Strain: Double armor bonus.
Create Skeletons:
You create up to Charisma modifier worth of medium sized skeletons that can use what ever equipment is lying about. For every two Medium sized skeletons you could create, you can instead create one large. for every two large, one huge, and so on.
They are NOT considered undead, rather, they are considered Constructs.
Overstrain: For every five points of strain, you can add 1/2 your charisma modifier again to created Skeletons. For every ten extra points of Overstrain, You the skeletons you create are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.
11:
Bone Spire:
You create a large razor sharp spike of bone to attack the foe from below. They make a reflex save DC= 10+1/2 class levels + charisma modifier, or be impaled for 4d6 piercing damage and lose 1 constitution a round until they free themselves or are freed. For the subject to free itself they must make a strength check DC= 10+1/2 class levels + charisma modifier +5 If someone else does it the DC= 10+1/2 class levels + charisma modifier - 5
On a successful save, they take 2d6 damage and get a nice gash loosing a single 1 con of ability damage.
The spire is 5ft high, If the spire would impale the victim into a ceiling you add +5 to the STR check required to break free. (as they literally must break themselves free now) and add an additional 1d6 bludgeoning damage.
Overstrain: for 5 extra strain, You add hooks and barbs, adding +5 to the STR check.
For 4 extra strain, you increase the spires size, adding 2 to the reflex save and increasing the height by 5ft.
For 10 extra strain, you can create a number of spires equal to your charisma modifier within Charisma modifier x10ft. a maximum of two spires can physically hit one target and does not double its save, only adds +5 to the STR check.
Control Bone: (special Strain cost)
No save, You manipulate nonliving bone as you wish. Adding size or lowering size by up to 50%, adding spikes (as seen in bone armor), Increasing its density (DR 5/-) Alter its physical properties (Color change, Resistances to certain energy types (Max 5) For each point you add or reduce to something you take 1 strain. (50% size change would be 5 strain) You can also manipulate it as if by Telekinetic Thrust, Maneuver, ect for listed strain as normal.
Bone's Betrayal:
Victims bones sprout with many sharp jagged growths. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, The subject dies as vital organs are pierced. On a success, their bones are simply now sharp, jagged, and very rough. They take 1d4 damage every time they take a physical action such as attacking, moving, Or when they are attacked, forced to move. In addition, they take a -3 penalty to Con, Str, and Dex (Multiple Bone Betrayals don't stack.)
No overstrain.
Speed of Thought:
You take control of your own bones, you gain speed equal to your charisma modifier x5, and gain a partial action each round. However you take an additional 1d4 damage per hit you take due to the dangerous nature of this control.
Overstrain: extra 1 strain, add an extra five feet per extra point of strain. Every 2 extra strain you take you get a levitation effect for 1ft per total strain spent (thus ignoring effects such as grease, hover over water, ice, ect.
For an extra 10 points of strain, your speed is changed to Fly speed (perfect)
13:
Decerebrate:
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude DC= 10+1/2 class levels + charisma modifier negates
Power/Spell Resistance: Yes
With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.
Repulsion:
Creatures, as long as their anatomy consists of bone, simply cannot approach within Charisma mod x10 /2 ft of you. No save, Spell/Power resistance applies. lasts Charisma mod = rounds.
Overstrain: For every 2 additional Strain, Add 5 for overcoming Resistances. For every 1, add five feet range.
15:
Osteoprosthetics:
You can attach working bone replicas of a subjects limbs somewhere onto their body, or replacing a missing limb. The bone attaches itself to the subjects nervous system and is considered living bone. Arm has hardness 15, and 60hp,
Overstrain: For an additional two, the limb can be made with natural weapons such as Claws appropriate for the size. For an extra two on top of that, it can be made a size larger. For five extra points of overstrain, you can create a working eye. Strategic use of Eye Osteoprosthetics grant 360 vision. For another extra two, the eye can be made with Low light vision, for another five, the eye can be made with Darkvision.
Osteotransmutation:
You transform Wood, Metal, Stone, or Flesh into Bone. Or bone into the above. This can potentially change a victim of petrification back to normal, Or a victim into a statue of Bone which you can control with other Osteokinetic abilities. Unlike most Osteokinetic abilities, this is a will save. DC= 10+1/2 class levels + charisma modifier. No effect on a succeeded save.
17:
Osteotranslocation:
Your control over bone matter is so fine, You can propel It, and what it may be attached to (in the case of living bone) Across space. This is in effect a Teleportation spell used as a standard action, with Class levels as caster level, and Spell level Nine.
You can use a move equivalent action with Osteotranslocation to move a number of creatures equal to your half your HD Cha mod x10 ft of teleportation with no save. This can't effect creatures of equal or higher HD then yourself. Target location must be visible.
If you move yourself or a willing target, this can function as the Teleport without Error spell, however every participant takes nonlethal damage equal to their total HP -1, leaving them barely conscious and are Nauseated for 1d4 rounds. Creatures immune to critical hits and/or nonlethal damage are immune to the side effects of teleporting.
19:
Detonate Bone:
You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they have less HD then your own. If they have more equal, detonation does not occur. They instead take half the usual detonation damage and constitution damage equal to half your HD as their bones are fractured, splintered, and generally very damaged, they are considered Nauseated, and knocked prone until they are healed of the constitution damage.
If they have up to 5 more HD then you do, this deals half the usual detonation damage, and constitution damage equal to one fourth their HD, and they are considered to be under the effects of a Slow spell.
If they have 6 or more HD then you do, up to 10, this only causes hairline fractures to riddle their skeletal structure and they are considered sickened. 11 or more HD and this does nothing. Detonate Bone can not be used on a target more then once. Needless to say, if they have equal or more HD, the detonation is contained and there is no area damage around them.
Overstrain: for each additional point of strain, you add 1d12 damage.
By spending ten points of overstrain, you can detonate yourself to deal 1d12 damage per HD you have, + a number of d12s equal to your charisma score. You cannot be resurrected with anything less then a Wish or Miracle spell.
Affliction
Special: Afflictions are raw manifestations of ill will, hatred, loathing, or sorrow.
If you channel those emotions in with your Afflictions, they gain +2 DC, and you can add overstrain equal two twice your class levels instead of half. To channel these emotions, you must actually possess them against the target. If the GM feels the target has sufficiently wronged you, he can inform you that it has the condition: Cursemarked.
Afflictions, unless otherwise specified, cannot be used on a target more then once per day, even if it failed to take hold.
An Affliction is automatically replaced by its more powerful version when it becomes available.
1:
Amplify Damage I: You cause the target to take more damage then normal. On a failed will save, the target takes 2 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by two points.
Dim Senses I: You cause the targets vision to dim, reducing its Perception by 5 and giving it a 10% miss chance.
Weaken I: You inflict two points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse I: You confuse the target, reducing its attack rolls by 2, reflex by 2, and halving its dodge bonus to AC.
Misfortune I: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result.
Antiward I: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 11 or higher.
3:
Amplify Damage II: You cause the target to take more damage then normal. On a failed will save, the target takes 4 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by four points.
Dim Senses II: You cause the targets vision to dim, reducing its Perception by 7 and giving it a 20% miss chance.
Weaken II: You inflict three points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse II: You confuse the target, reducing its attack rolls by 3, reflex by 3, and reducing its dodge bonus to AC by 75%.
Misfortune II: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -2.
Antiward II: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 13 or higher.
5:
Amplify Damage III: You cause the target to take more damage then normal. On a failed will save, the target takes 6 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by six points.
Dim Senses III: You cause the targets vision to dim, reducing its Perception by 9 and giving it a 30% miss chance.
Weaken III: You inflict four points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse III: You confuse the target, reducing its attack rolls by 4, reflex save by 4, and removing its dodge bonus to AC.
Misfortune III: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -5.
Antiward III: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 15 or higher.
7:
Amplify Damage IV: You cause the target to take more damage then normal. On a failed will save, the target takes 8 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 8 points.
Dim Senses IV: You cause the targets vision to dim, reducing its Perception by 12 and giving it a 40% miss chance.
Weaken IV: You inflict 5 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse IV: You confuse the target, reducing its attack rolls by 5, reflex save by 5, and removes its Dodge bonus to AC, instead leaving it with a -2 dodge penalty.
Misfortune IV: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -8.
Antiward IV: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 18 or higher.
9:
Amplify Damage V: You cause the target to take more damage then normal. On a failed will save, the target takes 10 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 10 points.
Dim Senses V: You cause the targets vision to dim, reducing its Perception by 15 and giving it a 50% miss chance.
Weaken V: You inflict 6 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse V: You confuse the target, reducing its attack rolls by 8, reflex save by 8, and removes its Dodge bonus to AC, instead leaving it with a -4 dodge penalty.
Misfortune V: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -10.
Antiward V: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 20 on their roll.
11:
Amplify Damage VI: You cause the target to take more damage then normal. On a failed will save, the target takes 12 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 12 points.
Dim Senses VI: You cause the targets vision to dim, reducing its Perception by 18 and giving it a 60% miss chance.
Weaken VI: You inflict 7 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VI: You confuse the target, reducing its attack rolls by 10, reflex save by 10, and removes its Dodge bonus to AC, instead leaving it with a -6 dodge penalty.
Misfortune VI: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell.
13:
Amplify Damage VII: You cause the target to take more damage then normal. On a failed will save, the target takes 15 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 15 points.
Dim Senses VII: You cause the targets vision to dim, reducing its Perception by 20 and giving it a 70% miss chance.
Weaken VII: You inflict 8 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VII: You confuse the target, reducing its attack rolls by 12, reflex save by 12, and removes its Dodge bonus to AC, instead leaving it with a -8 dodge penalty.
Misfortune VII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell. It takes a Miracle or similar spell to break the effect unless the Necromancer ends the effect.
15:
Amplify Damage VIII: You cause the target to take more damage then normal. On a failed will save, the target takes 18 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 18 points.
Dim Senses VIII: You cause the targets vision to dim, reducing its Perception by 25 and giving it a 80% miss chance.
Weaken VIII: You inflict 10 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VIII: You confuse the target, reducing its attack rolls by 15, reflex save by 15, and removes its Dodge bonus to AC, instead leaving it with a -10 dodge penalty.
Misfortune VIII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -15.
Deathhex: Usable only if you've just received a hit that sets you at less then 0 HP. Before you die or fall unconscious dying, you release a dark curse as an immediate action. The Deathhex curses the target for life. Whenever they make any roll, they must roll twice and take the worst result. When ever they are targeted with a beneficial spell, the caster must make a will save DC 20 or receive arcane feedback inflicting 1d12 damage per spell level of the spell they attempted, and the beneficial spell is not cast. Deathhex can only be ended by bringing the Necromancer back to life, or direct deity intervention (As by traveling to its plane and asking it, or so on. Not by a Miracle spell).
17:
Amplify Damage IX: You cause the target to take more damage then normal. On a failed will save, the target takes 20 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 20 points.
Dim Senses IX: You cause the targets vision to dim, reducing its Perception by 35 and giving it a 90% miss chance.
Weaken IX: You inflict 12 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse IX: You confuse the target, reducing its attack rolls by 18, reflex save by 18, and removes its Dodge bonus to AC, instead leaving it with a -14 dodge penalty.
Misfortune IX: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on one, and a 15 or higher on the next.
Chained Fate I: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to your class levels. Such as one equal leveled creature, or two creatures half your level.
19:
Amplify Damage X: You cause the target to take more damage then normal. On a failed will save, the target takes 25 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 25 points.
Dim Senses X: You cause the targets vision to dim into nonexistence, reducing its Perception by 50 and giving it a 100% miss chance.
Weaken X: You inflict 15 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse X: You confuse the target, reducing its attack rolls by 20, reflex save by 20, and removes its Dodge bonus to AC, instead leaving it with a -16 dodge penalty.
Misfortune X: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on both rolls.
Chained Fate II: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to twice your class levels. Such as one equal leveled creature, or two creatures half your level. But no one can have more HD then you have class levels.
Conjuration
Special: At the appropriate levels, for appropriate abilities, a Conjuration automatically upgrades to its most powerful form you can take for your level, but you can still cast it as an earlier stage if you wish.
Summon effects last for a number of rounds equal to your charisma modifier + 1/2 class levels.
Raise effects last until they are killed. You can only control a number of Raised creatures until their combined HD equals twice your class levels. If it would exceed that, the Raised creature replaces the most damage raised creature you currently possess.
Golem effects can only have one golem active at any one time.
Conjuration Path is in the following post.
Witchborn Noble (Ex):
The witches blood that runs through the Necromancer is empowered. The Necromancer's heritage burns within her and the dark arts penetrate deeper to form a stronger connection as she grows in power.
Every three class levels the Witchborn Noble possesses, she gains Fast Healing 2 to a maximum of Fast Healing 15 at level 18, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18. At level 20, this turns into Regeneration.
In addition, she gains the Scent ability.
Whats more, she gains the at will ability to change the way she looks. This functions similarly to Disguise Self, but as a Polymorph effect.
Witchborn Royal (Ex):
The Necromancer takes on her final transformation. The witches blood within her is in its own right a powerful magical artifact now.
The Necromancer gains a Damage Reduction of 15/-.
Her blood can be used to replace any material component and can lower XP costs by 25%, to do so she deals 1d4 points of damage to herself. If she uses this 4 times in a row, she takes 1 point of constitution damage.
If her blood is spilled in large amounts (1/2hp), the blood can coat a single person into provide them with her 15 Regeneration. It can bring back the dead, but not if they've been dead for over 6 minutes.
Whats more, she gains the ability to change her form at will. This functions like Alter Self.
The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)
The Necromancer
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Necromancer.jpg (http://browse.deviantart.com/?qh=§ion=&q=Magma+Mage#/d1b2hkb)
^- Click for Artist
“Lo!" cried the demon. "I am here! What dost thou seek of me? Why dost thou disturb my repose? Smite me no more with that dread rod!" He looked at Cabal. "Where's your dread rod?"
"I left it at home," replied Cabal. "Didn't think I really needed it."
"You can't summon me without a dread rod!" said Lucifuge, appalled.
"You're here, aren't you?"
"Well, yes, but under false pretences. You haven't got a goatskin or two vervain crowns or two candles of virgin wax made by a virgin girl and duly blessed. Have you got the stone called Ematille?"
"I don't even know what Ematille is."
Neither did the demon. He dropped the subject and moved on. "Four nails from the coffin of a dead child?"
"Don't be fatuous."
"Half a bottle of brandy?"
"I don't drink brandy."
"It's not for you."
"I have a hip flask," said Cabal, and threw it to him. The demon caught it and took a dram.
"Cheers," said Lucifuge, and threw it back. They regarded each other for a long moment. "This really is a shambles," the demon added finally. "What did you summon me for, anyway?”
― Jonathan L. Howard, The Necromancer (http://www.goodreads.com/book/show/5750628-the-necromancer)
Role:
While many necromancers are recluses, living on the edge of civilization, this is not true for all of them. Necromancers are forced to learn survival tricks from a young age. Many are killed off early in life due to superstitions surrounding them. Many of these superstitions are true however. The common necromancer yearns to fit in with normal society, to find love and to be loved. These are not people who chose to seek dark powers, they are chosen by fate to be born the way they are. Its easy for them to give in to the discrimination and become evil. But most simply hide from themselves. Necromancers are blessed with unique powers that make them excellent controllers and even damage dealers on par with any spellcaster.
Alignment:
Any, usually Chaotic.
Starting Wealth:
3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die
d8
Skill Points
6 + Int
Class Skills
Appraise, Craft, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Any), Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device
Special: The Necromancer chooses at 1st level whether to Use Magic Device as an Oracle or a Sorcerer to determine spell list.
{table=head]{colsp=7}Table: The Necromancer
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Level
1st|
+0|
+2|
+0|
+2| Witchborn, Domains, Path | 1
2nd|
+1|
+3|
+0|
+3| | 1
3rd|
+2|
+3|
+1|
+3| Path | 2
4th|
+3|
+4|
+1|
+4| Path| 2
5th|
+3|
+4|
+1|
+4| Path | 3
6th|
+4|
+5|
+2|
+5| | 3
7th|
+5|
+5|
+2|
+5| Path | 4
8th|
+6/1|
+6|
+2|
+6| Path| 4
9th|
+6/1|
+6|
+3|
+6| Path | 5
10th|
+7/2|
+7|
+3|
+7| Witchborn Noble | 5
11th|
+8/3|
+7|
+3|
+7| Path | 6
12th|
+9/4|
+8|
+4|
+8| Path | 6
13th|
+9/4|
+8|
+4|
+8| Path | 7
14th|
+10/5|
+9|
+4|
+9| | 7
15th|
+11/6/1|
+9|
+5|
+9| Path | 8
16th|
+12/7/2|
+10|
+5|
+10| Path | 8
17th|
+12/7/2|
+10|
+5|
+10| Path | 9
18th|
+13/8/3|
+11|
+6|
+11| | 9
19th|
+14/9/4|
+11|
+6|
+11| Path | 9
20th|
+15/10/5|
+12|
+6|
+12| Path, Witchborn Royal | 9[/table]
Class Features
Weapons and armor:
The Necromancer is proficient with light armors and simple weapons.
Witchborn (Ex)
The Necromancer must be born of a Witch. The exact premises of what qualifies as "a witch" are up to your GM. But generally, any character who's mother (or father) was a literally a Witch (http://www.d20pfsrd.com/classes/base-classes/witch)qualify, as do any Changeling characters, since Hags count.
At first level, the Necromancer gains the ability to see ethereal creatures, though they appear like any other character which can be confusing. As a minor action, the ethereal creature can actively avoid detection as if by the Invisibility spell.
Every three class levels the Necromancer's skin gets tougher, and the Necromancer gains Natural Armor +2 until the Necromancer has a +15 bonus at 18th level, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18.
To someone who does not have this natural armor, the Necromancer's skin feels hard and smooth, like marble, or clean even bone. But to other Necromancers of similar level they feel quite normal.
Domains (Sp)
At first level, a Necromancer chooses two Domains of power which fuel the Necromancer's power.
The Necromancer chooses two of the following:
Chaos, Lust, Darkness, Death, Destruction, Evil, Fire, Memory, Revolution, Curse, Madness, Repose, Void, Ice, and Serpent.
They can be found here (http://www.d20pfsrd.com/classes/core-classes/cleric/domains). Simply replace references to wisdom with charisma and cleric with necromancer.
If a full domain is listed, she also choose one of the Subdomains under it.
The Necromancer gains one extra domain at 10th level, and 20th level.
The Necromancer gains the Granted Powers of the chosen domains, and can cast the domain's granted spells spontaneously when she reaches the appropriate level.
Each spell costs its spell level (3 for a 3rd level spell) to use from a pool of points the Necromancer possesses equal to her class levels x charisma score. if her charisma score is ten or less, she cannot cast these spells.
This casting is considered Spell-Like and never need material components less then 5gp in value.
Recovering these spell points can be done in a few ways:
A ritual in which you sacrifice something pure, taking 5 rounds to perform.
Example pure things, your DM is the final say in what counts as pure in your game:
Gold equal to your level x100
Gems of value equal to your level x10
Virgins, clearly.
Small adorable animals.
8 hours of rest, as normal for other spellcasters.
Sleeping with a Sacred Something (http://www.giantitp.com/forums/showthread.php?t=245201) of 5th level or higher for 20minutes while she performs Restorative Act.
A Necromancer can add to her available by following the normal rules for custom spell creation, she otherwise does not possess a spell list.
Path
Starting at first level and every level indicated on the table, the Necromancer gains a Path ability. These abilities are taken from one of three paths. Unless otherwise noted, Path abilities are at will and a standard action, with DC saves 10+1/2 Necromancer level+Charisma, and a duration of 24 hours. Path abilities are Supernatural.
Available abilities are as follows. The number at the side is the minimum level before it can be acquired as well as the Strain cost.
At 3rd, 7th, 11th, 15th, and 19th levels you can replace one Path you've selected and replace it with a new one you can choose.
Formation
Special: Formation effects exert dominance over organic matter, primarily that of bones. Naturally, creatures that do not have bones are immune to effects that target their nonexistent skeletal system.
These spells do not directly effect undead creatures themselves, but go straight to the bones. As such, any effect requiring a Fortitude save cannot be ignored if the creature would normally be immune to fortitude saves. Instead, they target such creature's will saves.
1:
Ossicles Vibration :
You cause the fragile bones in the ear to jerk and thrash violently. Dealing 1d6 nonlethal damage and deafening them on a failed Fortitude check DC= 10+1/2 class levels + charisma modifier, for a number of rounds equal to your charisma modifier.
Overstrain: Each additional point of strain you take increases the damage by 1d6, Each two strain you take you change one d6 into lethal damage. Each 3 Strain you take you can effect another target.
Bone Shard:
You create a formidable chunk of razor sharp bone matter and launch it psionically towards a target for a ranged touch attack dealing 1d6 piercing damage.
Overstrain: Each additional point of Strain you take, add another 1d6. Each two extra strain you take you may create another crystal that deals half the damage of the original and can effect a separate target.
Bone Growth:
You cause bone matter to form in the 5ft square the target resides in. Reflex save DC= 10+1/2 class levels + charisma modifier or become Entangled for a number of rounds equal to your charisma modifier if they fit within the 5ft.
Overstrain: each point of extra strain you take adds 5ft to the effect.
Bone Bolt:
You create 2d4 bolts, arrows, or bullets constructed of bone matter, These disappear in Charisma modifier = rounds. There are a variety of uses such as using them normally in a bow, sling or crossbow.
Overstrain: Each extra point of strain you take adds 1d4 to the number of created items. For two points of overstrain, you can also send the conjured bolts flying in a single blast dealing 2 damage per bolt/arrow/bullet.
Lesser Bone Armor:
You cause light bone grown to crust over your skin or armor in parts, adding 1 point of Natural Armor.
Overstrain: Each extra four points of strain you may add an extra 1 point of Natural Armor. for an extra two, you can effect someone else instead of yourself. For an extra four, you can effect yourself and one other.
Bone Claws:
You cause your finger bones to form sharp, jagged claws at the ends of your fingers that deal 1d6 damage and are considered to be natural weapons. Its a painful experiance, you take 1d3 lethal damage in addition to the Strain. But the claws stay until you use this again to remove them (Dealing no strain or more lethal damage)
Overstrain: for 1 point of overstrain, you can instead have a horn which deals 1d8 damage. For two more points you have two horns for 2d4. For two extra strain, you can elongate your claws or horns for 1 extra damage die (maximum of three elongations before they merely become cumbersome). For one point of strain you can add Serrated edges to your claws or horns which add 1 point of damage to all damage die. For two extra strain, you can hook your horns or claws to add +4 to grapple checks.
3:
Swarm of Bone Shards:
You create a 30ft cone of swirling shards of razor sharp bone dealing 3d4 slashing damage to all in the cone for a reflex save DC= 10+1/2 class levels + charisma modifier. for half damage.
Overstrain: Each extra point of strain you take adds 1d4 slashing damage.
Inflict Pain:
You cause a violent growth of jagged bone somewhere inside your foe. While its not large enough to reach deep enough to pierce vital organs, its still painful. On a failed Fortitude check DC= 10+1/2 class levels + charisma modifier for half, the subject takes 1d10 nonlethal damage and a penalty of -4 to attack rolls. (-2 and half damage if save passed)
Overstrain: Increase damage by one die per point of overstrain.
Bone Shield:
You create a static disk of bone matter in the air before you providing partial cover and can block magic missile.
Augment: You can make it Dynamic (Following you) for an extra two points of overstrain.
Skull Ringer:
You cause violent wave of osteokinetic thrust dealing 1d6 bludgeoning damage directly to an opponents skull. No save. always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). You can choose to cause non lethal damage with this ability.
Overstrain: For every 2 additional points of overstrain, this power’s damage increases by 1d6 points. For every 2 additional points of overstrain, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Augment Bone:
You harden your bones to withstand greater force. You gain damage reduction 2/-
For each 3 additional points of overstrain you can increase the DR by 1.
Skull Bombs:
You conjure 1d4 medium sized skulls (comparatively, like a human skull), hard, yet fragile enough to burst and the design and method of their conjuration allow them to burst with force. the 1d4 skulls are launched mentally all at once, or be saved floating around you until you decide to use them. If you save them you can only shoot once at a time but you do gain a +1 intimidate per skull, per size. deal 1d4 damage per level as bludeoning damage, then deal splash to those within 10ft, half damage as slashing damage first five, half that to the last five.
Overstrain: For every 1 point of overstrain, add an extra 1d4 damage, for ever two, add radius, for every three; add a size category. Large: 1d6 die Huge; 1d8 gargantuan 1d10 colossal 1d12 Colossal+: 1d20. For every ten extra points you spend, add an energy type and 1d6 of that energy type. Skulls glow accordingly.
5:
Bone Spear:
You create a long growth of bone that impales your foe. Make a ranged attack for 1d10 damage and on a hit a Fortitude save DC= 10+1/2 class levels + charisma modifier, on a fail they are impaled taking 1 constitution damage a round and are pinned. They can escape the pin with a grapple roll against the fortitude save.
Overstrain: for 5 additional overstrain points, you can cause the spear to be made with many barbs and hooks. Causing Impalement damage to lose 2 constitution and +5 to the fortitude save. For two additional overstrain points, you add 1d10 to the damage.
Sense Bones:
You sense the location of bones around you. Range: Cha mod x10 = feet. This allows you to sense the presence of invisible creatures, creatures behind walls, doors, and behind you.
Overstrain: For an extra two points of strain, You can detect Incorporeal and 5 for Ethereal.
Skeletal Manipulation:
You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.
Snuff out Consciousness:
You cause the bones protecting precious nerves to pinch off. On a fortitude save DC= 10+1/2 class levels + charisma modifier, the subject falls unconscious.
For every two extra points of Strain you take, you may effect another target.
Spike Growth:
You cause many razor sharp spikes of bone to grow from the ground or on walls and ceilings. Any creature passing through takes 1d4 damage piercing damage for each 5ft passed through the area. On a failed Reflex save DC= 10+1/2 class levels + charisma modifier, they reduce their speed by half from damage to the feet and the like.
Overstrain: by spending an extra 5 points of strain, the spikes are dynamic and are always moving, thrusting, and stabbing. Dealing 2d8 piercing and slashing damage instead. For 2 extra points of strain, add a damage die.
Bone Shape:
You can sculpt bone into any shape. While it’s possible to make crude coffers, doors, and so forth with bone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Overstrain: Reduce the chance of moving parts not working by 10 percent for every three extra points of strain. For Six extra points of strain, You can add fine detail.
7:
Antibone Shell:
You create a mental field that repels nonliving bone matter, such as in undead, but not such as in living humans (for example).
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level
Overstrain: For an extra ten points of Strain, You can keep out Living bone as well.
Shard Storm:
You create a storm of hailing formations of crudely spawned fragile skulls. They deal 3d6 bludgeoning damage and 2d6 Slashing damage from the shards of breaking skulls.
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Overstrain: for 4 extra points of overstrain, add 1 full round to the duration.
Wall of Bones:
You create a wall of bones 5ft wide, 5ft high per point of Strain used (including overstrain) +Charisma modifier. Creatures attempting to pass through the wall move at half speed and take 1d6 slashing damage for every 5ft moved through. Bone Wall lasts Charisma modifier = rounds.
Overstrain: for every point of overstrain, add 1d4 damage. For Five points of overstrain, the wall is impassable. and instead must be moved around, or destroyed. Each 5ft section has 40HP, Fast Healing 20 (from the regathering of bone matter), and hardness equal to your charisma modifier x2 (Each point of charisma equaling an inch of thickness) For an extra five Overstrain, the wall is permanent until destroyed..
Graspings Hands:
You cause large skeletal hands to form from the ground that grab and hold foes forcefully.
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell/Power Resistance: No
Each hand's arm is 10ft long, When spawned, it initiates a grapple. Its grapple check modifier is equal to your class level +8. The grasping hands are immune to all types of damage. Any creature that enters the area of the spell is immediately attacked by the hands. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Overstrain: for five extra points of overstrain, Rather then simple hands, you conjure great claws with jagged rough surfaces. Each round a target is grappled they take 1d4 + charisma modifier slashing and piercing damage.damage .
Bone Skin:
Chosen creature, by touch, (including yourself) ignores the first ten points of damage as their skin hardens into stronger then normal bone. They gain DR 10/adamantine. Once the bone skin has prevented a total of 10 points of damage per class level (maximum 150 points), it is discharged.
Overstrain: 3 points; cause a lingering effect that adds fast healing 10 (due to regathering of bone matter, as your skin IS the bone.) This regen 1 heals both HP, and one from maximum prevented damage.
Osteokinesis: (Special strain)
You can effectively control bones. For one casting you can perform a telekinetic maneuver, or telekinetic thrust using bone matter. for only 1 strain you can lightly control bones as the Telekinesis power by a wizard when using prolonged control aka: a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per manifester level (No max) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This power need not be used on non living bone.
For full strain as normal (7), You can increase the bones mass or decrease the bones mass by 50%, either turning a skeleton into a toothpick, or into a fully filled out (with bone matter) human form (+5 disguise to disguise as human with tools or facemasks, combine with combine with boneshape + fine detail for +20 disguise, add some prestidigitation or make up and you've got yourself a hidden bone minion). Either way you add 10 or remove 10 hardness.
full strain (7) you can increase or decrease the bones Size by 50%, adding a size category or removing one.
Overstrain: For five points of over strain you can infuse bone matter with elemental energies by manipulating its molecular construction to be almost magically in tune with its element, this provides resistance 5 to that energy type for non offensive items, or +1d6 energy damage of chosen type. For every five more you add the effect again. For every two strain you add increase your effective manifester level by one. and five to feet per round.
9:
Puppeteer of Bones;
You seize control of another's skeletal frame. On a fortitude save DC= 10+1/2 class levels + charisma modifier the targets skeletal structure is yours to command. Doing so requires a movement equivalent action on your turn to manipulate one or more creatures commanded this way. Or, you can keep them held fast as a swift action. However, Stilled, Silent, and material less spells and powers can still be used by the subjects against you. You can't make them do any mental actions, only physical. Such as making them attack a teammate.
Overstrain: For an extra 1 point of strain per commanded frame, You shift control over to your subconscious will. Controlling commanded skeletal frames as a free action instead.
Kill the Brain:
You pinch off precious nerves in the targets spinal Column, preventing logical though. on a failed fortitude save DC= 10+1/2 class levels + charisma modifier the targets Int, and Charisma drop to one. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the KtB.
Fuse Bone:
You fuse all the targets bones and joints into one solid mass. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, the target becomes helpless. On a successful save, target instead takes 4 points of dexterity drain and speed is halved until healed.
For an extra strain equal to the effects preexisting strain cost, you can also use Bones Betrayal, Kill the Brain, and Snuff out Consciousness at the same time.
Bone Armor:
You create a set of bone armor that crusts over what ever your wearing. The bone adds a bonus to AC the equivalent of Plate armor, made of stronger then normal bone. You get a +6 armor bonus.
Overstrain: +2 Strain: Add spikes that deal 1d4 extra damage with grapples, unarmed attacks, or when DM sees fit when contact should occur.
+9 Strain: Double armor bonus.
Create Skeletons:
You create up to Charisma modifier worth of medium sized skeletons that can use what ever equipment is lying about. For every two Medium sized skeletons you could create, you can instead create one large. for every two large, one huge, and so on.
They are NOT considered undead, rather, they are considered Constructs.
Overstrain: For every five points of strain, you can add 1/2 your charisma modifier again to created Skeletons. For every ten extra points of Overstrain, You the skeletons you create are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.
11:
Bone Spire:
You create a large razor sharp spike of bone to attack the foe from below. They make a reflex save DC= 10+1/2 class levels + charisma modifier, or be impaled for 4d6 piercing damage and lose 1 constitution a round until they free themselves or are freed. For the subject to free itself they must make a strength check DC= 10+1/2 class levels + charisma modifier +5 If someone else does it the DC= 10+1/2 class levels + charisma modifier - 5
On a successful save, they take 2d6 damage and get a nice gash loosing a single 1 con of ability damage.
The spire is 5ft high, If the spire would impale the victim into a ceiling you add +5 to the STR check required to break free. (as they literally must break themselves free now) and add an additional 1d6 bludgeoning damage.
Overstrain: for 5 extra strain, You add hooks and barbs, adding +5 to the STR check.
For 4 extra strain, you increase the spires size, adding 2 to the reflex save and increasing the height by 5ft.
For 10 extra strain, you can create a number of spires equal to your charisma modifier within Charisma modifier x10ft. a maximum of two spires can physically hit one target and does not double its save, only adds +5 to the STR check.
Control Bone: (special Strain cost)
No save, You manipulate nonliving bone as you wish. Adding size or lowering size by up to 50%, adding spikes (as seen in bone armor), Increasing its density (DR 5/-) Alter its physical properties (Color change, Resistances to certain energy types (Max 5) For each point you add or reduce to something you take 1 strain. (50% size change would be 5 strain) You can also manipulate it as if by Telekinetic Thrust, Maneuver, ect for listed strain as normal.
Bone's Betrayal:
Victims bones sprout with many sharp jagged growths. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, The subject dies as vital organs are pierced. On a success, their bones are simply now sharp, jagged, and very rough. They take 1d4 damage every time they take a physical action such as attacking, moving, Or when they are attacked, forced to move. In addition, they take a -3 penalty to Con, Str, and Dex (Multiple Bone Betrayals don't stack.)
No overstrain.
Speed of Thought:
You take control of your own bones, you gain speed equal to your charisma modifier x5, and gain a partial action each round. However you take an additional 1d4 damage per hit you take due to the dangerous nature of this control.
Overstrain: extra 1 strain, add an extra five feet per extra point of strain. Every 2 extra strain you take you get a levitation effect for 1ft per total strain spent (thus ignoring effects such as grease, hover over water, ice, ect.
For an extra 10 points of strain, your speed is changed to Fly speed (perfect)
13:
Decerebrate:
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude DC= 10+1/2 class levels + charisma modifier negates
Power/Spell Resistance: Yes
With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.
Repulsion:
Creatures, as long as their anatomy consists of bone, simply cannot approach within Charisma mod x10 /2 ft of you. No save, Spell/Power resistance applies. lasts Charisma mod = rounds.
Overstrain: For every 2 additional Strain, Add 5 for overcoming Resistances. For every 1, add five feet range.
15:
Osteoprosthetics:
You can attach working bone replicas of a subjects limbs somewhere onto their body, or replacing a missing limb. The bone attaches itself to the subjects nervous system and is considered living bone. Arm has hardness 15, and 60hp,
Overstrain: For an additional two, the limb can be made with natural weapons such as Claws appropriate for the size. For an extra two on top of that, it can be made a size larger. For five extra points of overstrain, you can create a working eye. Strategic use of Eye Osteoprosthetics grant 360 vision. For another extra two, the eye can be made with Low light vision, for another five, the eye can be made with Darkvision.
Osteotransmutation:
You transform Wood, Metal, Stone, or Flesh into Bone. Or bone into the above. This can potentially change a victim of petrification back to normal, Or a victim into a statue of Bone which you can control with other Osteokinetic abilities. Unlike most Osteokinetic abilities, this is a will save. DC= 10+1/2 class levels + charisma modifier. No effect on a succeeded save.
17:
Osteotranslocation:
Your control over bone matter is so fine, You can propel It, and what it may be attached to (in the case of living bone) Across space. This is in effect a Teleportation spell used as a standard action, with Class levels as caster level, and Spell level Nine.
You can use a move equivalent action with Osteotranslocation to move a number of creatures equal to your half your HD Cha mod x10 ft of teleportation with no save. This can't effect creatures of equal or higher HD then yourself. Target location must be visible.
If you move yourself or a willing target, this can function as the Teleport without Error spell, however every participant takes nonlethal damage equal to their total HP -1, leaving them barely conscious and are Nauseated for 1d4 rounds. Creatures immune to critical hits and/or nonlethal damage are immune to the side effects of teleporting.
19:
Detonate Bone:
You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they have less HD then your own. If they have more equal, detonation does not occur. They instead take half the usual detonation damage and constitution damage equal to half your HD as their bones are fractured, splintered, and generally very damaged, they are considered Nauseated, and knocked prone until they are healed of the constitution damage.
If they have up to 5 more HD then you do, this deals half the usual detonation damage, and constitution damage equal to one fourth their HD, and they are considered to be under the effects of a Slow spell.
If they have 6 or more HD then you do, up to 10, this only causes hairline fractures to riddle their skeletal structure and they are considered sickened. 11 or more HD and this does nothing. Detonate Bone can not be used on a target more then once. Needless to say, if they have equal or more HD, the detonation is contained and there is no area damage around them.
Overstrain: for each additional point of strain, you add 1d12 damage.
By spending ten points of overstrain, you can detonate yourself to deal 1d12 damage per HD you have, + a number of d12s equal to your charisma score. You cannot be resurrected with anything less then a Wish or Miracle spell.
Affliction
Special: Afflictions are raw manifestations of ill will, hatred, loathing, or sorrow.
If you channel those emotions in with your Afflictions, they gain +2 DC, and you can add overstrain equal two twice your class levels instead of half. To channel these emotions, you must actually possess them against the target. If the GM feels the target has sufficiently wronged you, he can inform you that it has the condition: Cursemarked.
Afflictions, unless otherwise specified, cannot be used on a target more then once per day, even if it failed to take hold.
An Affliction is automatically replaced by its more powerful version when it becomes available.
1:
Amplify Damage I: You cause the target to take more damage then normal. On a failed will save, the target takes 2 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by two points.
Dim Senses I: You cause the targets vision to dim, reducing its Perception by 5 and giving it a 10% miss chance.
Weaken I: You inflict two points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse I: You confuse the target, reducing its attack rolls by 2, reflex by 2, and halving its dodge bonus to AC.
Misfortune I: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result.
Antiward I: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 11 or higher.
3:
Amplify Damage II: You cause the target to take more damage then normal. On a failed will save, the target takes 4 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by four points.
Dim Senses II: You cause the targets vision to dim, reducing its Perception by 7 and giving it a 20% miss chance.
Weaken II: You inflict three points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse II: You confuse the target, reducing its attack rolls by 3, reflex by 3, and reducing its dodge bonus to AC by 75%.
Misfortune II: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -2.
Antiward II: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 13 or higher.
5:
Amplify Damage III: You cause the target to take more damage then normal. On a failed will save, the target takes 6 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by six points.
Dim Senses III: You cause the targets vision to dim, reducing its Perception by 9 and giving it a 30% miss chance.
Weaken III: You inflict four points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse III: You confuse the target, reducing its attack rolls by 4, reflex save by 4, and removing its dodge bonus to AC.
Misfortune III: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -5.
Antiward III: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 15 or higher.
7:
Amplify Damage IV: You cause the target to take more damage then normal. On a failed will save, the target takes 8 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 8 points.
Dim Senses IV: You cause the targets vision to dim, reducing its Perception by 12 and giving it a 40% miss chance.
Weaken IV: You inflict 5 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse IV: You confuse the target, reducing its attack rolls by 5, reflex save by 5, and removes its Dodge bonus to AC, instead leaving it with a -2 dodge penalty.
Misfortune IV: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -8.
Antiward IV: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 18 or higher.
9:
Amplify Damage V: You cause the target to take more damage then normal. On a failed will save, the target takes 10 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 10 points.
Dim Senses V: You cause the targets vision to dim, reducing its Perception by 15 and giving it a 50% miss chance.
Weaken V: You inflict 6 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse V: You confuse the target, reducing its attack rolls by 8, reflex save by 8, and removes its Dodge bonus to AC, instead leaving it with a -4 dodge penalty.
Misfortune V: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -10.
Antiward V: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 20 on their roll.
11:
Amplify Damage VI: You cause the target to take more damage then normal. On a failed will save, the target takes 12 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 12 points.
Dim Senses VI: You cause the targets vision to dim, reducing its Perception by 18 and giving it a 60% miss chance.
Weaken VI: You inflict 7 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VI: You confuse the target, reducing its attack rolls by 10, reflex save by 10, and removes its Dodge bonus to AC, instead leaving it with a -6 dodge penalty.
Misfortune VI: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell.
13:
Amplify Damage VII: You cause the target to take more damage then normal. On a failed will save, the target takes 15 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 15 points.
Dim Senses VII: You cause the targets vision to dim, reducing its Perception by 20 and giving it a 70% miss chance.
Weaken VII: You inflict 8 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VII: You confuse the target, reducing its attack rolls by 12, reflex save by 12, and removes its Dodge bonus to AC, instead leaving it with a -8 dodge penalty.
Misfortune VII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell. It takes a Miracle or similar spell to break the effect unless the Necromancer ends the effect.
15:
Amplify Damage VIII: You cause the target to take more damage then normal. On a failed will save, the target takes 18 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 18 points.
Dim Senses VIII: You cause the targets vision to dim, reducing its Perception by 25 and giving it a 80% miss chance.
Weaken VIII: You inflict 10 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse VIII: You confuse the target, reducing its attack rolls by 15, reflex save by 15, and removes its Dodge bonus to AC, instead leaving it with a -10 dodge penalty.
Misfortune VIII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -15.
Deathhex: Usable only if you've just received a hit that sets you at less then 0 HP. Before you die or fall unconscious dying, you release a dark curse as an immediate action. The Deathhex curses the target for life. Whenever they make any roll, they must roll twice and take the worst result. When ever they are targeted with a beneficial spell, the caster must make a will save DC 20 or receive arcane feedback inflicting 1d12 damage per spell level of the spell they attempted, and the beneficial spell is not cast. Deathhex can only be ended by bringing the Necromancer back to life, or direct deity intervention (As by traveling to its plane and asking it, or so on. Not by a Miracle spell).
17:
Amplify Damage IX: You cause the target to take more damage then normal. On a failed will save, the target takes 20 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 20 points.
Dim Senses IX: You cause the targets vision to dim, reducing its Perception by 35 and giving it a 90% miss chance.
Weaken IX: You inflict 12 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse IX: You confuse the target, reducing its attack rolls by 18, reflex save by 18, and removes its Dodge bonus to AC, instead leaving it with a -14 dodge penalty.
Misfortune IX: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on one, and a 15 or higher on the next.
Chained Fate I: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to your class levels. Such as one equal leveled creature, or two creatures half your level.
19:
Amplify Damage X: You cause the target to take more damage then normal. On a failed will save, the target takes 25 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 25 points.
Dim Senses X: You cause the targets vision to dim into nonexistence, reducing its Perception by 50 and giving it a 100% miss chance.
Weaken X: You inflict 15 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
Confuse X: You confuse the target, reducing its attack rolls by 20, reflex save by 20, and removes its Dodge bonus to AC, instead leaving it with a -16 dodge penalty.
Misfortune X: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on both rolls.
Chained Fate II: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to twice your class levels. Such as one equal leveled creature, or two creatures half your level. But no one can have more HD then you have class levels.
Conjuration
Special: At the appropriate levels, for appropriate abilities, a Conjuration automatically upgrades to its most powerful form you can take for your level, but you can still cast it as an earlier stage if you wish.
Summon effects last for a number of rounds equal to your charisma modifier + 1/2 class levels.
Raise effects last until they are killed. You can only control a number of Raised creatures until their combined HD equals twice your class levels. If it would exceed that, the Raised creature replaces the most damage raised creature you currently possess.
Golem effects can only have one golem active at any one time.
Conjuration Path is in the following post.
Witchborn Noble (Ex):
The witches blood that runs through the Necromancer is empowered. The Necromancer's heritage burns within her and the dark arts penetrate deeper to form a stronger connection as she grows in power.
Every three class levels the Witchborn Noble possesses, she gains Fast Healing 2 to a maximum of Fast Healing 15 at level 18, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18. At level 20, this turns into Regeneration.
In addition, she gains the Scent ability.
Whats more, she gains the at will ability to change the way she looks. This functions similarly to Disguise Self, but as a Polymorph effect.
Witchborn Royal (Ex):
The Necromancer takes on her final transformation. The witches blood within her is in its own right a powerful magical artifact now.
The Necromancer gains a Damage Reduction of 15/-.
Her blood can be used to replace any material component and can lower XP costs by 25%, to do so she deals 1d4 points of damage to herself. If she uses this 4 times in a row, she takes 1 point of constitution damage.
If her blood is spilled in large amounts (1/2hp), the blood can coat a single person into provide them with her 15 Regeneration. It can bring back the dead, but not if they've been dead for over 6 minutes.
Whats more, she gains the ability to change her form at will. This functions like Alter Self.