kinem
2013-11-13, 11:42 PM
Edit: I have updated this first post to version #4 with the changes I discuss below.
Skeletal Avatarist (base class)
A skeletal avatarist animates skeletons and can move his consciousness into one, often using it as a means to explore or fight without putting his own body at fairly low risk, and learns to manipulate negative energy as well.
Alignment: Any non-good
Hit die: d6
BAB: Medium (3/4 level, as cleric)
Good saves: Will
Skill points: 4+ Int mod per level
Weapon and armor proficiency: The skeletal avatarist gains proficiency with light and medium armor, with all simple weapons, and with one martial weapon of his choice.
Starting Wealth: 2d6 x 10 gp.
The skeleton master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), and Use Magic Device (Cha).
{table]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Animate skeleton; Skeleton control; Corpsecrafter, Necro mage, Conjure Skeleton, SLA 0
2nd|+1|+0|+0|+3|Skeletal avatar, Usurp Skeleton
3rd|+2|+1|+1|+3|SLA 1
4th|+3|+1|+1|+4|Skeletal telepathy, Negative energy strike 1d6
5th|+3|+1|+1|+4|SLA 2
6th|+4|+2|+2|+5|Eyes of the dead
7th|+5|+2|+2|+5|SLA 3
8th|+6/+1|+2|+2|+6|Distant avatar; Negative energy strike 2d6
9th|+6/+1|+3|+3|+6|SLA 4
10th|+7/+2|+3|+3|+7|Negative energy immunity, Mark for undeath
11th|+8/+3|+3|+3|+7|SLA 5, Planar avatar
12th|+9/+4|+4|+4|+8|Flying minions; Negative energy strike 3d6
13th|+9/+4|+4|+4|+8|SLA 6
14th|+10/+5|+4|+4|+9|Draw from own body; Negative energy healing
15th|+11/+6/+1|+5|+5|+9|SLA 7
16th|+12/+7/+2|+5|+5|+10|Negative energy strike 4d6
17th|+12/+7/+2|+5|+5|+10|SLA 8
18th|+13/+8/+3|+6|+6|+11|Remote avatar transfer
19th|+14/+9/+4|+6|+6|+11|SLA 9
20th|+15/+10/+5|+6|+6|+12|Negative energy strike 5d6, Army of the dead, Avataric retreat
[/table]
Class features:
Animate skeleton (Sp): Up to once per day per SA level, the SA can animate a dead skeleton within 30’ as a standard action; it can have up to 2 HD per SA level; to a max of 20 HD. This is otherwise as per animate dead. He can choose to control the new skeleton, but in that case may lose control of existing ones. He can choose which ones to release from his control, if need be. Uncontrolled skeletons follow their last orders. A skeleton that is killed cannot be re-animated in this way.
Skeleton control (Ex): The SA can control a total HD of skeletons that he has animated using the above class feature equal to twice his SA level. Undead he may have animated by animate dead spells or other means do not count against this limit.
Corpsecrafter: The SA gains this bonus feat at 1st level. It gives the skeletons he animates +2 hp/HD and a +4 enhancement bonus to Strength. If he already has this feat, he can instead choose any feat that has this as a prerequisite.
Necro mage (Ex): If the SA has necromantic spells or abilities from other sources, his caster level for those is increased by his SA level.
Conjure Skeleton (Sp): Once per day, the SA can bring a skeleton to his side, typically a warrior if humanoid, typical for its race if not humanoid, with HD equal to his SA level or less. He must still be able to animate a skeleton that day, and it animates as soon as it appears. He can choose to control the new skeleton, but in that case may lose control of existing ones. The dead skeleton is teleported from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles on the same plane as the SA.
SLA # (Sp): The SA can choose a spell of a level equal to the listed number or less to cast as a spell-like ability which is usable 3/day. He must choose a spell of the divination or necromancy school, from any spell list. The DC is 10 + spell level + his Charisma modifier. Using the SLA is a standard action, but if his SA level is 7 higher than the level at which he acquired or could have acquired the SLA, he can use it as a swift action.
Skeletal avatar (Ex): The SA can attune himself to a skeleton that he animated and controls with his SA skeleton control ability, which takes 10 min/HD of the skeleton and requires that he touch the skeleton during this time. He can only be attuned to one skeleton at a time. Once attuned, he can transfer most of his consciousness into the skeleton by touching it as a standard action.
While inhabiting his skeletal avatar in this way, his own body can only take move actions and loses any Dex bonus to AC. While inhabiting the avatar the SA experiences what the avatar does, including the use of its darkvision.
If the skeletal avatar has fewer HD then the SA’s level, add extra d12 HD so that it will have as many HD as his SA level. It has average hp. If necessary, recalculate Fort and Reflex saves for the new HD using the poor save progression. These extra HD don’t count against his control limit, but disappear once he no longer inhabits the avatar. Use the SA’s own BAB, Will save, and skill ranks for the avatar while it’s being inhabited.
In this form he can speak, can use any feats he has other than those that don’t apply to a new body, can use precision-based abilities such as sneak attack, and can cast spells (if he has that ability normally) or use spell-like abilities, which originate at the avatar.
He can transfer his full consciousness back into his own body as a standard action. If the avatar is separated from his body by more than 300’ or on another plane his consciousness instantly returns to his own body. If the avatar is slain while inhabited, he must make a DC 5 Will save to return his consciousness to his own body; if this fails he dies.
If his own body is slain while he inhabits an avatar, the SA becomes stuck in the avatar, and can’t leave it until his body is raised from the dead or the avatar is slain. If he sleeps without returning to his own body, the SA is exhausted the next day, and takes 1d4 Charisma damage that cannot be healed by any means until he returns to his own body.
While the SA is attuned to it, whether inhabiting it or not, the skeleton is immune to attempts to control it by anyone other than the SA, such as by control undead or magic jar spells, and is immune to turning or rebuking.
Usurp skeleton (Sp): Starting at 2nd level, the SA can attempt to take control of a mindless animated skeleton within 60’ as a standard action. If the skeleton has HD less than or equal to the SA’s level, and it fails a Will save (DC 10 + ½ SA level + Charisma modifier) than he takes control of it as if he had animated it. This has no effect on other types of undead, such as zombies or bone creatures. If this puts him over his skeleton control limit for HD, he must choose which ones to release from his control.
Skeletal telepathy (su): Starting at 4th level, the SA can telepathically command his skeletons as a free action once per round. This has a range of 20’ per SA level, measured from either his own body or an avatar he inhabits. The order may be given to any or all skeletons he chooses within range, but they all receive the same order. He can still give spoken commands as a free action, but the telepathy is silent and may be longer range depending on how sound carries.
Negative energy strike (Sp): Starting at 4th level, as a swift action the SA can channel negative energy into a melee attack, including one made with a weapon, whether in his own body or while inhabiting an avatar. Such an attack does 1d6 negative energy damage to living creatures in addition to normal damage. For every four additional SA levels the damage increases by 1d6. As with a touch spell, the SA can hold the charge until he makes a successful attack.
Eyes of the dead (su): Starting at 6th level, at will the SA can see for one round through the eyes of one of the skeletons he controls as a move action. He must be within skeletal-telepathy range but does not need of sight to the skeleton. Unlike inhabiting an avatar, this does not daze him.
Distant avatar (Ex): At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy immunity (ex): At 10th level, the SA becomes immune to negative energy damage.
Mark for undeath (Su): At 10th level, as a standard action the SA can make a touch attack, which can be resisted with a Will save (DC 10 + ½ SA level + his Charisma bonus). If the Will save fails, then when the target dies, on the next round his bones will rise as an animated skeleton under the SA’s control. The normal limit of 20 HD applies. The mark for undeath can be removed with a remove curse spell.
Planar avatar (Ex): At 11th level the SA can remain inhabiting an avatar that is no longer on the same plane as his own body.
Flying minions (su): Starting at 12th level, all winged skeletons under the SA’s control gain the supernatural ability to fly (if they could fly when alive), with the same speed and maneuverability that they had when alive.
Draw from own body (Su): At 14th level, as an immediate action the SA can transfer hit points from his own body to heal an avatar he is inhabiting. He can transfer any number of hit points up to and including the amount that would kill his body.
Negative energy healing (Ex): At 16th level, negative energy heals the SA as if he were undead. If positive energy would normally heal him it continues to do so as well.
Remote avatar transfer (Su): At 18th level, the SA can inhabit a skeleton he is attuned to as a standard action without having to touch it and regardless of where it is.
Army of the dead (Ex): At 20th level, skeletons of 2 HD or less don’t count against the limit of HD that he can control.
Avataric retreat (Su): At 20th level, if the SA is slain, he can roll a Will save (DC 25). If successful, he is able to move his consciousness into one of his skeletons, inhabiting it as an avatar. The skeleton must be one that he is attuned to or has previously used as an avatar.
Alignment: Any non-good
Hit die: d6
BAB: Medium (3/4 level, as cleric)
Good saves: Will
Skill points: 2+ Int mod per level
Weapon and armor proficiency: The skeletal avatarist gains proficiency with light armor and with all simple weapons.
Starting Wealth: 2d6 x 10 gp.
The skeleton master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), and Use Magic Device (Cha).
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Animate skeleton, skeleton control; Corpsecrafter, Necro mage, Conjure Skeleton
2nd|+1|+0|+0|+3|Skeletal avatar
3rd|+2|+1|+1|+3|Inflict light wounds
4th|+3|+1|+1|+4|Skeletal telepathy
5th|+3|+1|+1|+4|Negative energy strike 1d6
6th|+4|+2|+2|+5|Inflict moderate wounds
7th|+5|+2|+2|+5|Eyes of the dead
8th|+6/+1|+2|+2|+6|Distant avatar
9th|+6/+1|+3|+3|+6|Inflict serious wounds
10th|+7/+2|+3|+3|+7|Negative energy immunity; Negative energy strike 2d6
11th|+8/+3|+3|+3|+7|Planar avatar
12th|+9/+4|+4|+4|+8|Inflict critical wounds
13th|+9/+4|+4|+4|+8|Flying minions
14th|+10/+5|+4|+4|+9|Draw from own body
15th|+11/+6/+1|+5|+5|+9|Inflict moderate wounds, mass; Negative energy strike 3d6
16th|+12/+7/+2|+5|+5|+10|Negative energy healing
17th|+12/+7/+2|+5|+5|+10|Mark for undeath
18th|+13/+8/+3|+6|+6|+11|Inflict serious wounds, mass
19th|+14/+9/+4|+6|+6|+11|Remote avatar transfer
20th|+15/+10/+5|+6|+6|+12|Inflict critical wounds, mass; Negative energy strike 4d6
[/table]
Class features:
Animate skeleton (sp): Up to once per day per SA level, the SA can animate a dead skeleton within 30’ as a standard action; it can have up to one HD less than (2 HD per SA level); to a max of 20 HD. This is otherwise as per animate dead. He controls the new skeleton, but may lose control of existing ones. He can choose which ones to release from his control, if need be. Uncontrolled skeletons follow their last orders. A skeleton that is killed cannot be re-animated in this way.
Skeleton control (ex): The SA can control a total HD of skeletons that he has animated using the above class feature equal to his (SA level x 2) - 1. Undead he may have animated by animate dead spells or other means do not count against this limit.
Corpsecrafter: The SA gains this bonus feat at 1st level. It gives the skeletons he animates +2 hp/HD and a +4 enhancement bonus to Strength. If he already has this feat, he can instead choose any feat that has this as a prerequisite.
Necro mage: If the SA has necromantic spells or abilities from other sources, his caster level for those is increased by his SA level.
Conjure Skeleton (Sp): Once per day, the SA can bring a typical human warrior skeleton to his side. He must still be able to animate a skeleton that day, and the skeleton animates as soon as it appears. The dead skeleton is teleported from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles on the same plane as the SA.
Skeletal avatar (Su): The SA can attune himself to a skeleton that he animated and controls (from whatever source), which takes 10 min/HD of the skeleton and requires that he touch the skeleton during this time. He can only be attuned to one skeleton at a time. Once attuned, he can transfer most of his consciousness into the skeleton by touching it as a standard action.
While inhabiting his skeletal avatar in this way, his own body is dazed and can only take move actions and loses any Dex bonus to AC. While inhabiting the avatar the SA experiences what the avatar does, including the use of its darkvision.
If the skeletal avatar has fewer HD then the SA’s level, add extra d12 HD so that it will have as many HD as his SA level. It has average hp. If necessary, recalculate Fort and Reflex saves for the new HD using the poor save progression. These extra HD don’t count against his control limit, but disappear once he no longer inhabits the avatar. Use the SA’s own BAB, Will save, and skill ranks for the avatar while it’s being inhabited.
In this form he can speak, can use any feats he has other than those that don’t apply to a new body, can use precision-based abilities such as sneak attack, and can cast spells (if he has that ability normally) or use spell-like abilities, which originate at the avatar.
He can transfer his full consciousness back into his own body as a standard action. If the avatar is separated from his body by more than 300’ or on another plane his consciousness instantly returns to his own body. If the avatar is slain while inhabited, he must make a DC 5 Will save to return his consciousness to his own body; if this fails he dies.
If his own body is slain while he inhabits an avatar, the SA becomes stuck in the avatar, and can’t leave it until his body is raised from the dead or the avatar is slain. If he sleeps without returning to his own body, the SA is exhausted the next day, and takes 1d4 Charisma damage that cannot be healed by any means until he returns to his own body.
While the SA is attuned to it, whether inhabiting it or not, the skeleton is immune to attempts to control it by anyone other than the SA, such as by control undead or magic jar spells, and is immune to turning or rebuking.
Inflict wounds (Sp): Starting at 3rd level, the SA can use inflict wounds spell-like abilities, as a standard action, a number of times per day equal to his SA level, choosing from any inflict wounds ability listed for his level or lower. The caster level is his SA level and the DC is 10 + ½ SA level + his Charisma bonus.
Skeletal telepathy (su): Starting at 4th level, the SA can mentally give orders to any skeletons he controls as a move equivalent action. This has a range of 20’ per SA level. The order may be given to any or all skeletons he chooses within range, but they all receive the same order. He can still give spoken commands as a free action, but the telepathy is silent and may be longer range depending on how sound carries.
Negative energy strike (Sp): Starting at 5th level, as a swift action the SA can channel negative energy into a melee attack, including one made with a weapon, whether in his own body or while inhabiting an avatar. Such an attack does 1d6 negative energy damage to living creatures in addition to normal damage. For every five additional SA levels the damage increases by 1d6.
Eyes of the dead (su): Starting at 7th level, at will the SA can see for one round through the eyes of one of the skeletons he controls as a move action. He must be within skeletal-telepathy range and have line of sight to the skeleton, either from his own body or while inhabiting an avatar. Unlike inhabiting an avatar, this does not daze him.
Distant avatar: At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy immunity (ex): At 10th level, the SA becomes immune to negative energy damage.
Planar avatar: At 11th level the SA can remain inhabiting an avatar that is no longer on the same plane as his own body.
Flying minions (su): Starting at 13th level, all winged skeletons under the SA’s control gain the supernatural ability to fly (if they could fly when alive), with the same speed and maneuverability that they had when alive.
Draw from own body (Su): At 14th level, as an immediate action the SA can transfer hit points from his own body to heal an avatar he is inhabiting. He can transfer any number of hit points up to and including the amount that would kill his body.
Negative energy healing (Ex): At 16th level, negative energy heals the SA as if he were undead. If positive energy would normally heal him it continues to do so as well.
Mark for undeath (Su): At 17th level, as a standard action the SA can make a touch attack, which can be resisted with a Will save (DC 10 + ½ SA level + his Charisma bonus). If the Will save fails, then when the target dies, on the next round his bones will rise as an animated skeleton under the SA’s control. The normal limit of 20 HD applies. The mark for undeath can be removed with a remove curse spell.
Remote avatar transfer (Su): At 19th level, the SA can inhabit a skeleton he is attuned to as a standard action without having to touch it and regardless of where it is.
Skeletal Avatarist (base class)
A skeletal avatarist animates skeletons and can move his consciousness into one, often using it as a means to explore or fight without putting his own body at fairly low risk, and learns to manipulate negative energy as well.
Alignment: Any non-good
Hit die: d6
BAB: Medium (3/4 level, as cleric)
Good saves: Will
Skill points: 4+ Int mod per level
Weapon and armor proficiency: The skeletal avatarist gains proficiency with light and medium armor, with all simple weapons, and with one martial weapon of his choice.
Starting Wealth: 2d6 x 10 gp.
The skeleton master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), and Use Magic Device (Cha).
{table]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Animate skeleton; Skeleton control; Corpsecrafter, Necro mage, Conjure Skeleton, SLA 0
2nd|+1|+0|+0|+3|Skeletal avatar, Usurp Skeleton
3rd|+2|+1|+1|+3|SLA 1
4th|+3|+1|+1|+4|Skeletal telepathy, Negative energy strike 1d6
5th|+3|+1|+1|+4|SLA 2
6th|+4|+2|+2|+5|Eyes of the dead
7th|+5|+2|+2|+5|SLA 3
8th|+6/+1|+2|+2|+6|Distant avatar; Negative energy strike 2d6
9th|+6/+1|+3|+3|+6|SLA 4
10th|+7/+2|+3|+3|+7|Negative energy immunity, Mark for undeath
11th|+8/+3|+3|+3|+7|SLA 5, Planar avatar
12th|+9/+4|+4|+4|+8|Flying minions; Negative energy strike 3d6
13th|+9/+4|+4|+4|+8|SLA 6
14th|+10/+5|+4|+4|+9|Draw from own body; Negative energy healing
15th|+11/+6/+1|+5|+5|+9|SLA 7
16th|+12/+7/+2|+5|+5|+10|Negative energy strike 4d6
17th|+12/+7/+2|+5|+5|+10|SLA 8
18th|+13/+8/+3|+6|+6|+11|Remote avatar transfer
19th|+14/+9/+4|+6|+6|+11|SLA 9
20th|+15/+10/+5|+6|+6|+12|Negative energy strike 5d6, Army of the dead, Avataric retreat
[/table]
Class features:
Animate skeleton (Sp): Up to once per day per SA level, the SA can animate a dead skeleton within 30’ as a standard action; it can have up to 2 HD per SA level; to a max of 20 HD. This is otherwise as per animate dead. He can choose to control the new skeleton, but in that case may lose control of existing ones. He can choose which ones to release from his control, if need be. Uncontrolled skeletons follow their last orders. A skeleton that is killed cannot be re-animated in this way.
Skeleton control (Ex): The SA can control a total HD of skeletons that he has animated using the above class feature equal to twice his SA level. Undead he may have animated by animate dead spells or other means do not count against this limit.
Corpsecrafter: The SA gains this bonus feat at 1st level. It gives the skeletons he animates +2 hp/HD and a +4 enhancement bonus to Strength. If he already has this feat, he can instead choose any feat that has this as a prerequisite.
Necro mage (Ex): If the SA has necromantic spells or abilities from other sources, his caster level for those is increased by his SA level.
Conjure Skeleton (Sp): Once per day, the SA can bring a skeleton to his side, typically a warrior if humanoid, typical for its race if not humanoid, with HD equal to his SA level or less. He must still be able to animate a skeleton that day, and it animates as soon as it appears. He can choose to control the new skeleton, but in that case may lose control of existing ones. The dead skeleton is teleported from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles on the same plane as the SA.
SLA # (Sp): The SA can choose a spell of a level equal to the listed number or less to cast as a spell-like ability which is usable 3/day. He must choose a spell of the divination or necromancy school, from any spell list. The DC is 10 + spell level + his Charisma modifier. Using the SLA is a standard action, but if his SA level is 7 higher than the level at which he acquired or could have acquired the SLA, he can use it as a swift action.
Skeletal avatar (Ex): The SA can attune himself to a skeleton that he animated and controls with his SA skeleton control ability, which takes 10 min/HD of the skeleton and requires that he touch the skeleton during this time. He can only be attuned to one skeleton at a time. Once attuned, he can transfer most of his consciousness into the skeleton by touching it as a standard action.
While inhabiting his skeletal avatar in this way, his own body can only take move actions and loses any Dex bonus to AC. While inhabiting the avatar the SA experiences what the avatar does, including the use of its darkvision.
If the skeletal avatar has fewer HD then the SA’s level, add extra d12 HD so that it will have as many HD as his SA level. It has average hp. If necessary, recalculate Fort and Reflex saves for the new HD using the poor save progression. These extra HD don’t count against his control limit, but disappear once he no longer inhabits the avatar. Use the SA’s own BAB, Will save, and skill ranks for the avatar while it’s being inhabited.
In this form he can speak, can use any feats he has other than those that don’t apply to a new body, can use precision-based abilities such as sneak attack, and can cast spells (if he has that ability normally) or use spell-like abilities, which originate at the avatar.
He can transfer his full consciousness back into his own body as a standard action. If the avatar is separated from his body by more than 300’ or on another plane his consciousness instantly returns to his own body. If the avatar is slain while inhabited, he must make a DC 5 Will save to return his consciousness to his own body; if this fails he dies.
If his own body is slain while he inhabits an avatar, the SA becomes stuck in the avatar, and can’t leave it until his body is raised from the dead or the avatar is slain. If he sleeps without returning to his own body, the SA is exhausted the next day, and takes 1d4 Charisma damage that cannot be healed by any means until he returns to his own body.
While the SA is attuned to it, whether inhabiting it or not, the skeleton is immune to attempts to control it by anyone other than the SA, such as by control undead or magic jar spells, and is immune to turning or rebuking.
Usurp skeleton (Sp): Starting at 2nd level, the SA can attempt to take control of a mindless animated skeleton within 60’ as a standard action. If the skeleton has HD less than or equal to the SA’s level, and it fails a Will save (DC 10 + ½ SA level + Charisma modifier) than he takes control of it as if he had animated it. This has no effect on other types of undead, such as zombies or bone creatures. If this puts him over his skeleton control limit for HD, he must choose which ones to release from his control.
Skeletal telepathy (su): Starting at 4th level, the SA can telepathically command his skeletons as a free action once per round. This has a range of 20’ per SA level, measured from either his own body or an avatar he inhabits. The order may be given to any or all skeletons he chooses within range, but they all receive the same order. He can still give spoken commands as a free action, but the telepathy is silent and may be longer range depending on how sound carries.
Negative energy strike (Sp): Starting at 4th level, as a swift action the SA can channel negative energy into a melee attack, including one made with a weapon, whether in his own body or while inhabiting an avatar. Such an attack does 1d6 negative energy damage to living creatures in addition to normal damage. For every four additional SA levels the damage increases by 1d6. As with a touch spell, the SA can hold the charge until he makes a successful attack.
Eyes of the dead (su): Starting at 6th level, at will the SA can see for one round through the eyes of one of the skeletons he controls as a move action. He must be within skeletal-telepathy range but does not need of sight to the skeleton. Unlike inhabiting an avatar, this does not daze him.
Distant avatar (Ex): At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy immunity (ex): At 10th level, the SA becomes immune to negative energy damage.
Mark for undeath (Su): At 10th level, as a standard action the SA can make a touch attack, which can be resisted with a Will save (DC 10 + ½ SA level + his Charisma bonus). If the Will save fails, then when the target dies, on the next round his bones will rise as an animated skeleton under the SA’s control. The normal limit of 20 HD applies. The mark for undeath can be removed with a remove curse spell.
Planar avatar (Ex): At 11th level the SA can remain inhabiting an avatar that is no longer on the same plane as his own body.
Flying minions (su): Starting at 12th level, all winged skeletons under the SA’s control gain the supernatural ability to fly (if they could fly when alive), with the same speed and maneuverability that they had when alive.
Draw from own body (Su): At 14th level, as an immediate action the SA can transfer hit points from his own body to heal an avatar he is inhabiting. He can transfer any number of hit points up to and including the amount that would kill his body.
Negative energy healing (Ex): At 16th level, negative energy heals the SA as if he were undead. If positive energy would normally heal him it continues to do so as well.
Remote avatar transfer (Su): At 18th level, the SA can inhabit a skeleton he is attuned to as a standard action without having to touch it and regardless of where it is.
Army of the dead (Ex): At 20th level, skeletons of 2 HD or less don’t count against the limit of HD that he can control.
Avataric retreat (Su): At 20th level, if the SA is slain, he can roll a Will save (DC 25). If successful, he is able to move his consciousness into one of his skeletons, inhabiting it as an avatar. The skeleton must be one that he is attuned to or has previously used as an avatar.
Alignment: Any non-good
Hit die: d6
BAB: Medium (3/4 level, as cleric)
Good saves: Will
Skill points: 2+ Int mod per level
Weapon and armor proficiency: The skeletal avatarist gains proficiency with light armor and with all simple weapons.
Starting Wealth: 2d6 x 10 gp.
The skeleton master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), and Use Magic Device (Cha).
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Animate skeleton, skeleton control; Corpsecrafter, Necro mage, Conjure Skeleton
2nd|+1|+0|+0|+3|Skeletal avatar
3rd|+2|+1|+1|+3|Inflict light wounds
4th|+3|+1|+1|+4|Skeletal telepathy
5th|+3|+1|+1|+4|Negative energy strike 1d6
6th|+4|+2|+2|+5|Inflict moderate wounds
7th|+5|+2|+2|+5|Eyes of the dead
8th|+6/+1|+2|+2|+6|Distant avatar
9th|+6/+1|+3|+3|+6|Inflict serious wounds
10th|+7/+2|+3|+3|+7|Negative energy immunity; Negative energy strike 2d6
11th|+8/+3|+3|+3|+7|Planar avatar
12th|+9/+4|+4|+4|+8|Inflict critical wounds
13th|+9/+4|+4|+4|+8|Flying minions
14th|+10/+5|+4|+4|+9|Draw from own body
15th|+11/+6/+1|+5|+5|+9|Inflict moderate wounds, mass; Negative energy strike 3d6
16th|+12/+7/+2|+5|+5|+10|Negative energy healing
17th|+12/+7/+2|+5|+5|+10|Mark for undeath
18th|+13/+8/+3|+6|+6|+11|Inflict serious wounds, mass
19th|+14/+9/+4|+6|+6|+11|Remote avatar transfer
20th|+15/+10/+5|+6|+6|+12|Inflict critical wounds, mass; Negative energy strike 4d6
[/table]
Class features:
Animate skeleton (sp): Up to once per day per SA level, the SA can animate a dead skeleton within 30’ as a standard action; it can have up to one HD less than (2 HD per SA level); to a max of 20 HD. This is otherwise as per animate dead. He controls the new skeleton, but may lose control of existing ones. He can choose which ones to release from his control, if need be. Uncontrolled skeletons follow their last orders. A skeleton that is killed cannot be re-animated in this way.
Skeleton control (ex): The SA can control a total HD of skeletons that he has animated using the above class feature equal to his (SA level x 2) - 1. Undead he may have animated by animate dead spells or other means do not count against this limit.
Corpsecrafter: The SA gains this bonus feat at 1st level. It gives the skeletons he animates +2 hp/HD and a +4 enhancement bonus to Strength. If he already has this feat, he can instead choose any feat that has this as a prerequisite.
Necro mage: If the SA has necromantic spells or abilities from other sources, his caster level for those is increased by his SA level.
Conjure Skeleton (Sp): Once per day, the SA can bring a typical human warrior skeleton to his side. He must still be able to animate a skeleton that day, and the skeleton animates as soon as it appears. The dead skeleton is teleported from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles on the same plane as the SA.
Skeletal avatar (Su): The SA can attune himself to a skeleton that he animated and controls (from whatever source), which takes 10 min/HD of the skeleton and requires that he touch the skeleton during this time. He can only be attuned to one skeleton at a time. Once attuned, he can transfer most of his consciousness into the skeleton by touching it as a standard action.
While inhabiting his skeletal avatar in this way, his own body is dazed and can only take move actions and loses any Dex bonus to AC. While inhabiting the avatar the SA experiences what the avatar does, including the use of its darkvision.
If the skeletal avatar has fewer HD then the SA’s level, add extra d12 HD so that it will have as many HD as his SA level. It has average hp. If necessary, recalculate Fort and Reflex saves for the new HD using the poor save progression. These extra HD don’t count against his control limit, but disappear once he no longer inhabits the avatar. Use the SA’s own BAB, Will save, and skill ranks for the avatar while it’s being inhabited.
In this form he can speak, can use any feats he has other than those that don’t apply to a new body, can use precision-based abilities such as sneak attack, and can cast spells (if he has that ability normally) or use spell-like abilities, which originate at the avatar.
He can transfer his full consciousness back into his own body as a standard action. If the avatar is separated from his body by more than 300’ or on another plane his consciousness instantly returns to his own body. If the avatar is slain while inhabited, he must make a DC 5 Will save to return his consciousness to his own body; if this fails he dies.
If his own body is slain while he inhabits an avatar, the SA becomes stuck in the avatar, and can’t leave it until his body is raised from the dead or the avatar is slain. If he sleeps without returning to his own body, the SA is exhausted the next day, and takes 1d4 Charisma damage that cannot be healed by any means until he returns to his own body.
While the SA is attuned to it, whether inhabiting it or not, the skeleton is immune to attempts to control it by anyone other than the SA, such as by control undead or magic jar spells, and is immune to turning or rebuking.
Inflict wounds (Sp): Starting at 3rd level, the SA can use inflict wounds spell-like abilities, as a standard action, a number of times per day equal to his SA level, choosing from any inflict wounds ability listed for his level or lower. The caster level is his SA level and the DC is 10 + ½ SA level + his Charisma bonus.
Skeletal telepathy (su): Starting at 4th level, the SA can mentally give orders to any skeletons he controls as a move equivalent action. This has a range of 20’ per SA level. The order may be given to any or all skeletons he chooses within range, but they all receive the same order. He can still give spoken commands as a free action, but the telepathy is silent and may be longer range depending on how sound carries.
Negative energy strike (Sp): Starting at 5th level, as a swift action the SA can channel negative energy into a melee attack, including one made with a weapon, whether in his own body or while inhabiting an avatar. Such an attack does 1d6 negative energy damage to living creatures in addition to normal damage. For every five additional SA levels the damage increases by 1d6.
Eyes of the dead (su): Starting at 7th level, at will the SA can see for one round through the eyes of one of the skeletons he controls as a move action. He must be within skeletal-telepathy range and have line of sight to the skeleton, either from his own body or while inhabiting an avatar. Unlike inhabiting an avatar, this does not daze him.
Distant avatar: At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy immunity (ex): At 10th level, the SA becomes immune to negative energy damage.
Planar avatar: At 11th level the SA can remain inhabiting an avatar that is no longer on the same plane as his own body.
Flying minions (su): Starting at 13th level, all winged skeletons under the SA’s control gain the supernatural ability to fly (if they could fly when alive), with the same speed and maneuverability that they had when alive.
Draw from own body (Su): At 14th level, as an immediate action the SA can transfer hit points from his own body to heal an avatar he is inhabiting. He can transfer any number of hit points up to and including the amount that would kill his body.
Negative energy healing (Ex): At 16th level, negative energy heals the SA as if he were undead. If positive energy would normally heal him it continues to do so as well.
Mark for undeath (Su): At 17th level, as a standard action the SA can make a touch attack, which can be resisted with a Will save (DC 10 + ½ SA level + his Charisma bonus). If the Will save fails, then when the target dies, on the next round his bones will rise as an animated skeleton under the SA’s control. The normal limit of 20 HD applies. The mark for undeath can be removed with a remove curse spell.
Remote avatar transfer (Su): At 19th level, the SA can inhabit a skeleton he is attuned to as a standard action without having to touch it and regardless of where it is.