kinem
2018-04-23, 08:07 PM
Skeletal Avatarist (base class) Revised; see old thread (http://www.giantitp.com/forums/showthread.php?314416-Skeletal-Avatarist-3-5-PEACH&p=16419912)
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 much risk, and learns to manipulate negative energy as well.
Alignment: Any non-good
Hit die: d8
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, 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), Spellcraft (Int), and Use Magic Device (Cha).
Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|SLA 0, Animate skeleton, Skeleton control, Corpsecrafter, Necro mage, Conjure Skeleton
2nd|+1|+0|+0|+3|SLA 0, Skeletal avatar
3rd|+2|+1|+1|+3|SLA 1, Negative energy strike 1d6
4th|+3|+1|+1|+4|SLA 1, Skeletal telepathy
5th|+3|+1|+1|+4|SLA 2, Eyes of the dead
6th|+4|+2|+2|+5|SLA 2, Negative energy strike 2d6
7th|+5|+2|+2|+5|SLA 3, Usurp Skeleton
8th|+6|+2|+2|+6|SLA 3, Distant avatar
9th|+6|+3|+3|+6|SLA 4, Negative energy strike 3d6
10th|+7|+3|+3|+7|SLA 4, Negative energy healing
11th|+8|+3|+3|+7|SLA 5, Greater skeletons
12th|+9|+4|+4|+8|SLA 5, Negative energy strike 4d6
13th|+9|+4|+4|+8|SLA 6, Planar avatar
14th|+10|+4|+4|+9|SLA 6, Flying minions
15th|+11|+5|+5|+9|SLA 7, Negative energy strike 5d6
16th|+12|+5|+5|+10|SLA 7, Army of the dead
17th|+12|+5|+5|+10|SLA 8, Mark for undeath
18th|+13|+6|+6|+11|SLA 8, Negative energy strike 6d6
19th|+14|+6|+6|+11|SLA 9, Remote avatar transfer
20th|+15|+6|+6|+12|SLA 9, Avataric retreat
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 an animate dead spell-like ability 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 chooses what kind to attempt to conjure. 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 classes' spell list. The DC is 10 + spell level + his Charisma modifier. Using the SLA is a standard action.
Skeletal avatar (Ex): Starting at 2nd level, the SA can attune himself to a skeleton that he animated and controls with his SA skeleton control ability, which takes 1 full round and requires that he touch the skeleton during this 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 continues to inhabit the avatar. If his body is raised from the dead then his consciouness can return to his body.
While the SA is inhabiting an avatar 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.
Negative energy strike (Su): Starting at 3rd level, as a swift action the SA can build up a charge of negative energy at will. The energy can be discharged via a touch attack or channelled 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 - or heals an undead creature by that amount. For every three additional SA levels the damage increases by 1d6. The SA can hold the charge until he makes a successful attack, or can dissipate it as a free action. The SA can't build up another charge while still holding a previous one.
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.
Eyes of the dead (su): Starting at 5th 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.
Usurp skeleton (Sp): Starting at 7th 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, which can be the new one.
Distant avatar (Ex): At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy healing (Ex): At 10th 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.
Greater skeletons (Ex): At 11th level the HD limit for a skeleton, normally 20 HD, changes to 10 HD + SA level. This applies to skeletons the SA animates by any method.
Planar avatar (Ex): At 13th 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 14th 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.
Army of the dead (Ex): At 16th level, skeletons of 2 HD or less don’t count against the limit of HD that the SA can control.
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 if his HD was below the limit. The mark for undeath can be removed with a remove curse spell or the SA can remove it with a touch as a standard action. If the new skeleton puts the SA over his skeleton control HD limit, he must choose which ones to release from his control, which can be the new one.
The SA can mark himself for undeath. If he does, then when his body dies, the next round his skeleton rises as a skeletal avatar that he inhabits.
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.
Avataric retreat (Su): At 20th level, if the SA or the avatar he is inhabiting is slain, if he makes the DC 5 Will save he is able to move his consciousness into one of his attuned skeletons, inhabiting it as an avatar.
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 much risk, and learns to manipulate negative energy as well.
Alignment: Any non-good
Hit die: d8
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, 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), Spellcraft (Int), and Use Magic Device (Cha).
Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|SLA 0, Animate skeleton, Skeleton control, Corpsecrafter, Necro mage, Conjure Skeleton
2nd|+1|+0|+0|+3|SLA 0, Skeletal avatar
3rd|+2|+1|+1|+3|SLA 1, Negative energy strike 1d6
4th|+3|+1|+1|+4|SLA 1, Skeletal telepathy
5th|+3|+1|+1|+4|SLA 2, Eyes of the dead
6th|+4|+2|+2|+5|SLA 2, Negative energy strike 2d6
7th|+5|+2|+2|+5|SLA 3, Usurp Skeleton
8th|+6|+2|+2|+6|SLA 3, Distant avatar
9th|+6|+3|+3|+6|SLA 4, Negative energy strike 3d6
10th|+7|+3|+3|+7|SLA 4, Negative energy healing
11th|+8|+3|+3|+7|SLA 5, Greater skeletons
12th|+9|+4|+4|+8|SLA 5, Negative energy strike 4d6
13th|+9|+4|+4|+8|SLA 6, Planar avatar
14th|+10|+4|+4|+9|SLA 6, Flying minions
15th|+11|+5|+5|+9|SLA 7, Negative energy strike 5d6
16th|+12|+5|+5|+10|SLA 7, Army of the dead
17th|+12|+5|+5|+10|SLA 8, Mark for undeath
18th|+13|+6|+6|+11|SLA 8, Negative energy strike 6d6
19th|+14|+6|+6|+11|SLA 9, Remote avatar transfer
20th|+15|+6|+6|+12|SLA 9, Avataric retreat
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 an animate dead spell-like ability 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 chooses what kind to attempt to conjure. 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 classes' spell list. The DC is 10 + spell level + his Charisma modifier. Using the SLA is a standard action.
Skeletal avatar (Ex): Starting at 2nd level, the SA can attune himself to a skeleton that he animated and controls with his SA skeleton control ability, which takes 1 full round and requires that he touch the skeleton during this 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 continues to inhabit the avatar. If his body is raised from the dead then his consciouness can return to his body.
While the SA is inhabiting an avatar 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.
Negative energy strike (Su): Starting at 3rd level, as a swift action the SA can build up a charge of negative energy at will. The energy can be discharged via a touch attack or channelled 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 - or heals an undead creature by that amount. For every three additional SA levels the damage increases by 1d6. The SA can hold the charge until he makes a successful attack, or can dissipate it as a free action. The SA can't build up another charge while still holding a previous one.
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.
Eyes of the dead (su): Starting at 5th 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.
Usurp skeleton (Sp): Starting at 7th 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, which can be the new one.
Distant avatar (Ex): At 8th level there is no longer a range limit for the SA to inhabit an avatar.
Negative energy healing (Ex): At 10th 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.
Greater skeletons (Ex): At 11th level the HD limit for a skeleton, normally 20 HD, changes to 10 HD + SA level. This applies to skeletons the SA animates by any method.
Planar avatar (Ex): At 13th 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 14th 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.
Army of the dead (Ex): At 16th level, skeletons of 2 HD or less don’t count against the limit of HD that the SA can control.
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 if his HD was below the limit. The mark for undeath can be removed with a remove curse spell or the SA can remove it with a touch as a standard action. If the new skeleton puts the SA over his skeleton control HD limit, he must choose which ones to release from his control, which can be the new one.
The SA can mark himself for undeath. If he does, then when his body dies, the next round his skeleton rises as a skeletal avatar that he inhabits.
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.
Avataric retreat (Su): At 20th level, if the SA or the avatar he is inhabiting is slain, if he makes the DC 5 Will save he is able to move his consciousness into one of his attuned skeletons, inhabiting it as an avatar.