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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.

rferries
2018-04-24, 12:55 AM
Skeletal Avatarist (Skeletal Avatar? Skeletavatar?)

Insert pic here

Insert quote here.


GAME RULE INFORMATION
Skeletal Avatarists have the following game statistics.

Alignment: Any non-good. (typical anti-necromancy prejudice, bah!)

Hit Die: d8 (why not d12 Hit Dice & poor BAB, like undead?)

Starting Age: As cleric?

Starting Gold: 2d6 x 10 gp (unusual amount?)

Class Skills
The Skeletal Avatarist’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). (looks good, and UMD helps shore up a lot of weaknesses for many classes)

Skill Points at First Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Skeletal Avatarist

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
SLA


1st

+0



+0



+0



+2


Animate skeleton, Corpsecrafter, Necromage, Conjure Skeleton
0th


2nd

+1



+0



+0



+3


Skeletal Avatar
0th


3rd

+2



+1



+1



+3


Negative Energy Strike (1d6)
1st


4th

+3



+1



+1



+4


Skeletal Telepathy
1st


5th

+3



+1



+1



+4


Eyes Of The Dead
2nd


6th

+4



+2



+2



+5


Negative Energy Strike (2d6)
2nd


7th

+5



+2



+2



+5


Usurp Skeleton
3rd


8th

+6/+1



+2



+2



+6


Distant Avatar
3rd


9th

+6/+1



+3



+3



+6


Negative Energy Strike (3d6)
4th


10th

+7/+2



+3



+3



+7


Negative Energy Healing
4th


11th

+8/+3



+3



+3



+7


Greater Skeletons
5th


12th

+9/+4



+4



+4



+8


Negative Energy Strike (4d6)
5th


13th

+9/+4



+4



+4



+8


Planar Avatar
6th


14th

+10/+5



+4



+4



+9


Flying Minions
6th


15th

+11/+6/+1



+5



+5



+9


Negative Energy Strike (5d6)
7th


16th

+12/+7/+2



+5



+5



+10


Army Of The Dead
7th


17th

+12/+7/+2



+5



+5



+10


Mark For Undeath
8th


18th

+13/+8/+3



+6



+6



+11


Negative Energy Strike (6d6)
8th


19th

+14/+9/+4



+6



+6



+11


Remote Avatar Transfer
9th


20th

+15/+10/+5



+6



+6



+12


Avataric Retreat
9th



Class Features
All of the following are class features of the Skeletal Avatarist.

Weapon and Armor Proficiencies
A Skeletal Avatarist is proficient with all simple weapons, with light and medium armour, and with shields (but not tower shields). He is also proficient with the natural weapons of any skeleton he possesses through his Skeletal Avtar ability (see below).

Animate Skeleton (Sp)
Once per day per class level, a Skeletal Avatarist may animate a skeleton within 30 feet as if by animate dead (caster level = class level). He may control up to twice his class level in Hit Dice of skeletons animated in this way (they do not count towards the limit of undead he may command through the actual animate dead spell, the rebuke undead class feature, or similar abilities). If he would exceed this limit he may choose existing skeletons to release from his control; uncontrolled skeletons follow their last orders (if any) and never harm the Skeletal Avatarist but are otherwise independent. A skeleton that is destroyed cannot be re-animated in this way. (from the wording of the ability I wasn't sure if you wanted him to be able to advance a skeleton's HD, e.g. a human warrior skeleton with up to 20 Hit Dice vs a skeletal monster with 20 Hit Dice; I've erred on the side of following animate dead for now. Note this also consolidates Skeleton Control).

Corpsecrafter (Ex)
A Skeletal Avatarist gains CorpsecrafterLibris Mortis (http://dnd.arkalseif.info/feats/libris-mortis-the-book-of-undead--71/corpsecrafter--432/index.html) as a bonus feat at first level, and its benefits apply to skeletons he creates through the Animate Skeleton ability and to himself while he is inhabiting a chosen skeleton (see Skeletal Avatar, below). If he already has Corpsecrafter, he can instead choose any feat that lists that feat as a prerequisite.

Necromage (Ex)
A Skeletal Avatarist adds his class level to his caster level for all necromantic spells and spell-like abilities from non-class sources.

Conjure Skeleton (Su)
Once per day, the Skeletal Avatarist can spend a use of his Animate Skeleton ability to conjure a humanoid warrior skeleton, save that he may advance its Hit Dice (to a maximum of his class level). The conjured skeleton follows the normal limits of control as described under the Animate Skeletons ability. At the DM's option, a non-humanoid Skeletal Avatarist might conjure a skeleton of its own race with this ability. The skeleton is conjured from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles per class level on the same plane as the Skeletal Avatarist.

Spell-Like Abilities (Sp)
Three times per day, the Skeletal Avatarist may use any divination or necromancy spell of the indicated level or lower as a spell-like ability (caster level = class level, save DC = 10 + spell level + Charisma modifier). He may mimic spells from any class list in this way; if a spell appears on multiple lists treat it as the wizard/sorcerer, cleric, druid, bard, paladin, or ranger version, in that order.

Skeletal Avatar (Ex)
At 2nd level, the Skeletal Avatarist may transfer part of his consciousness into a skeleton he controls as a full-round action. He must be able to touch the chosen skeleton to use this ability. Treat this as a magic jar effect (caster level = 9 or his class level, whichever is greater) useable once per day, with the following exceptions:

The effect does not require a receptacle. The Skeletal Avatarist's consciousness is split between the two bodies and the chosen skeleton's life-force (or death-force, rather) is simply suppressed.

The Skeletal Avatarist retains control of his own body (in addition to the chosen skeleton) and its senses, but cannot use it to take any actions other than speaking and move actions. His body loses any Dex bonus to AC.

Both the Skeletal Avatarist's original body and the chosen skeleton are immune to any magical attempt to control them (including mind-affecting effects, the magic jar spell, the rebuke undead ability, and so forth).

The Skeletal Avatarist can transfer his full consciousness back into his own body as a standard action. If the Avatar is ever separated from his body by more than 300 feet or ever on different planes his consciousness instantly returns to his own body. If the chosen skeleton is destroyed the Avatar 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 chosen skeleton, the Skeletal Avatarist continues to inhabit the skeleton (and can potentially wait for his body to be raised or resurrected before returning to it, with no level or Constitution loss). If the magic jar effect expires while he is waiting in this way, he dies. (did a bunch of rewriting; can't get undead type at level 2 this way but I may have gone overboard with the changes)

Negative Energy Strike (Su)
Starting at 3rd level, a Skeletal Avatarist's natural weapons (including unarmed attacks) and any weapons he wields deal an additional 1d6 points of negative energy damage. He may make melee touch attacks to deal this damage, in place of any other attack. This damages increases by 1d6 at 6th level, and by an additional 1d6 every three levels thereafter. Undead creatures (including the Skeletal Avatarist himself while inhabiting a chosen skeleton) are healed by this damage, as normal. (allowed ranged weapons as well, removed swift action clause)

Skeletal Telepathy (Su)
Starting at 4th level, the Skeletal Avatarist can issue telepathic commands to skeletons he controls. Treat this as the telepathy special quality (range 20 feet per class level from both the Skeletal Avatar and any chosen skeleton), save that it may be used only to give orders to skeletons he commands. (I highly suggest switching this simply to telepathy at any range, as with dominate person and including the sensory feedback of that spell).

Eyes Of The Dead (Su)
Starting at 5th level, at will the Skeletal Avatarist 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. (as above, I recommend folding this into skeletal telepathy)

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. (I'm not going to touch this yet; I suggest replacing it with rebuke undead (rebuke skeletons?) or otherwise specifying limits on how often it can be used)

Distant Avatar (Su)
At 8th level a Skeletal Avatarist may inhabit a chosen skeleton regardless of the distance between them.

Negative Energy Healing (Su)
At 10th level, negative energy heals a Skeletal Avatarist as though he were an undead creature. If positive energy would normally heal him, it continues to do so as well.

Greater Skeletons (Ex)
11th level, skeletons a Skeletal Avatarist creates (through any method) may have as many as 10 + class level Hit Dice (he ignores the normal 20 Hit Dice limit for creating skeletons from animate dead).

Planar Avatar (Ex)
At 13th level a Skeletal Avatarist can inhabit a chosen skeleton that is no longer on the same plane as his own body.

Flying Minions (Su)
At 14th level, all winged skeletons under the Skeletal Avatarist’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 with a Challenge Rating less than or equal to the Skeletal Avatarist's own CR - 10 don’t count against the limit of Hit Dice that he can can control.

Mark for Undeath (Su)
At 17th level, three times per day as a standard action the Skeletal Avatarist can make a melee touch attack against a creature. Unless the target succeeds on a Will save (DC 10 + ½ class level + Charisma modifier) it immediately dies and rises as a skeleton of its original Hit Dice under the Skeletal Avatarist's control (subject to his normal control limits). (the curse was flavorful but kind of weak for this level)

Remote Avatar Transfer (Ex)
At 19th level, the Skeletal Avatarist can inhabit any skeleton he controls without without having to touch it and regardless of where it is.

Avataric Retreat (Su)
At 20th level, whenever a Skeletal Avatarist is slain (whether in his own body or in a chosen skeleton), his consciousness transfer to any other skeleton under his control. Only soul bind, trap the soul, and similar magic can prevent this.


I originally intended to just edit your post for appearances but ended up injecting some of my own ideas into it, feel free to roll them back. It's still only tier 3 I think, but you can amass a huge army and become effectively indestructible at high levels.

kinem
2018-04-25, 11:11 PM
Thanks, rferries; both the reformat and the comments were helpful.

I like some of the changes you made but not all. Here is my latest take with some clarifications and alterations:


Skeletal Avatarist

Insert pic here

Insert quote here.


GAME RULE INFORMATION
Skeletal Avatarists have the following game statistics.

Alignment: Any non-good.

Hit Die: d8

Starting Age: As cleric

Starting Gold: 5d4 x 10 gp

Class Skills
The Skeletal Avatarist’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).

Skill Points at First Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Skeletal Avatarist

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
SLA


1st

+0



+0



+0



+2


Animate Attuned Skeleton, Corpsecrafter, Necromage, Conjure Skeleton
0th


2nd

+1



+0



+0



+3


Skeletal Avatar
0th


3rd

+2



+1



+1



+3


Negative Energy Strike (1d6)
1st


4th

+3



+1



+1



+4


Skeletal Telepathy
1st


5th

+3



+1



+1



+4


Eyes Of The Dead
2nd


6th

+4



+2



+2



+5


Negative Energy Strike (2d6)
2nd


7th

+5



+2



+2



+5


Usurp Skeleton
3rd


8th

+6/+1



+2



+2



+6


Distant Avatar
3rd


9th

+6/+1



+3



+3



+6


Negative Energy Strike (3d6)
4th


10th

+7/+2



+3



+3



+7


Negative Energy Healing
4th


11th

+8/+3



+3



+3



+7


Greater Skeletons
5th


12th

+9/+4



+4



+4



+8


Negative Energy Strike (4d6)
5th


13th

+9/+4



+4



+4



+8


Planar Avatar
6th


14th

+10/+5



+4



+4



+9


Flying Minions
6th


15th

+11/+6/+1



+5



+5



+9


Negative Energy Strike (5d6)
7th


16th

+12/+7/+2



+5



+5



+10


Army Of The Dead
7th


17th

+12/+7/+2



+5



+5



+10


Mark For Undeath
8th


18th

+13/+8/+3



+6



+6



+11


Negative Energy Strike (6d6)
8th


19th

+14/+9/+4



+6



+6



+11


Remote Avatar Transfer
9th


20th

+15/+10/+5



+6



+6



+12


Avataric Retreat
9th



Class Features
All of the following are class features of the Skeletal Avatarist.

Weapon and Armor Proficiencies
A Skeletal Avatarist is proficient with all simple weapons, with light and medium armour, and with shields (but not tower shields). He is also proficient with the natural weapons of any skeleton he possesses through his Skeletal Avatar ability (see below).

Animate Attuned Skeleton (Sp)
Once per day per class level, a Skeletal Avatarist may animate a dead skeleton, of a creature which had a number of Hit Dice less than or equal to his Skeletal Avatarist level, within 30 feet as if by animate dead. Upon animation he can increase the Hit Dice of the skeleton raising it to a maximum total less than or equal to his class level, and it gains an untyped bonus to Strength equal to the number of Hit Dice which it increased by. He may control up to twice his class level in Hit Dice of skeletons animated in this way, and they are consided to be his Attuned Skeletons. (They do not count towards the limit of undead he may command through the actual animate dead spell, the rebuke undead class feature, or similar abilities). If he would exceed this limit he may choose existing skeletons to release from his control; uncontrolled skeletons follow their last orders (if any) and never harm the Skeletal Avatarist but are otherwise independent. A skeleton that is destroyed cannot be re-animated in this way.

Corpsecrafter (Ex)
A Skeletal Avatarist gains Corpsecrafter (Libris Mortis) as a bonus feat at first level, giving undead he animates a +4 enhancement bonus to Strength and +2 hp/HD, and its benefits apply to skeletons he creates through the Animate Skeleton ability or otherwise. If he already has Corpsecrafter, he can instead choose any feat that lists that feat as a prerequisite.

Necromage (Ex)
A Skeletal Avatarist adds his class level to his caster level for all necromantic spells and spell-like abilities from non-class sources.

Conjure Skeleton (Sp)
Once per day, the Skeletal Avatarist can spend a use of his Animate Attuned Skeleton ability to conjure a humanoid warrior skeleton, and may advance its Hit Dice (to a maximum of his class level). The conjured skeleton follows the normal limits of control as described under the Animate Attuned Skeletons ability. At the DM's option, a non-humanoid Skeletal Avatarist might conjure a skeleton of its own race with this ability. The skeleton is conjured from its grave or a battlefield site, with no equipment. This ability only works if there are appropriate skeletons within 100 miles per class level on the same plane as the Skeletal Avatarist.

Spell-Like Abilities (Sp)
At each level from 1 through 20, the Skeletal Avatarist gains a new spell-like ability which can be used up to 3 times per day. The Skeletal Avatarist may choose any Divination or Necromancy spell of the indicated level or lower as the spell-like ability (caster level = class level, save DC = 10 + spell level + Charisma modifier). Once chosen, a spell-like ability can not be changed. He may mimic spells from any class list in this way.

Skeletal Avatar (Ex)
At 2nd level, as a full-round action, the Skeletal Avatarist may transfer part of his consciousness into an Attuned Skeleton he controls, inhabiting it to control it directly. He must touch the chosen skeleton to use this ability. The ability can be used for up to 1 hour per day per class level; these must be spent in 1 hour increments but they need not be consecutive.

Treat this as a magic jar effect with the following exceptions:

The effect does not require a receptacle. The Skeletal Avatarist's consciousness is split between the two bodies and he can use his spell-like abilities which originate at the inhabited skeleton.

The Skeletal Avatarist retains control of his own body (in addition to the chosen skeleton) and its senses, but cannot use it to take any actions other than speaking and move actions. His body loses any Dex bonus to AC.

While inhabited the Skeletal Avatar is immune to Turn or Rebuke effects.

The Skeletal Avatarist can transfer his full consciousness back into his own body as a standard action. If the Avatarist is ever separated from his body by more than 300 feet or ever on different planes his consciousness instantly returns to his own body. If the Avatar is destroyed the Avatarist 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 chosen skeleton, the Skeletal Avatarist continues to inhabit the skeleton (and can potentially wait for his body to be raised or resurrected before returning to it, with no level or Constitution loss). If the time limit expires while he is waiting in this way, he dies.

Negative Energy Strike (Su)
Starting at 3rd level, a Skeletal Avatarist's natural weapons (including unarmed attacks) and any melee weapons he wields can deal an additional 1d6 points of negative energy damage. He may make melee touch attacks to deal this damage, in place of any other attack. This damages increases by 1d6 at 6th level, and by an additional 1d6 every three levels thereafter. Undead creatures are instead healed by this amount of damage. This ability can be used while inhabiting a Skeletal Avatar, and can be used a number of times per day equal to 2 x class level.

Skeletal Telepathy (Su)
Starting at 4th level, the Skeletal Avatarist can issue telepathic commands to any skeletons he controls. Treat this as the telepathy special quality (range 20 feet per class level from both the Skeletal Avatarist and an inhabited Avatar if any), save that it may be used only to give orders to skeletons he commands.

Eyes Of The Dead (Su)
Starting at 5th level, at will the Skeletal Avatarist 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 as an Attuned Skeleton. This has no effect on other types of undead, such as zombies or bone creatures. If this puts him over his Attuned Skeleton control limit for HD, he must choose which ones to release from his control, which can be the new one. He can use this ability to remove appropriate skeletons that he controls by other means from their existing type of control and bring them into his Attuned Skeletons pool instead.

Distant Avatar (Su)
At 8th level the Skeletal Avatarist may continue to inhabit an Avatar regardless of the distance from his body.

Negative Energy Healing (Su)
At 10th level, negative energy heals a Skeletal Avatarist as though he were an undead creature. If positive energy would normally heal him, it continues to do so as well.

Greater Skeletons (Ex)
At 11th level, if the Skeletal Avatarist has the Animate Dead spell-like ability or can cast the spell or reproduce it with a magical item, the skeletons he animates using it may have as many Hit Dice as twice his class level (he ignores the normal 20 Hit Dice limit for creating skeletons with animate dead). As usual, these skeletons are not in his Attuned Skeletons pool.

Planar Avatar (Ex)
At 13th level a Skeletal Avatarist can continue to inhabit an Avatar that is no longer on the same plane as his own body.

Flying Minions (Su)
At 14th level, all winged skeletons under the Skeletal Avatarist’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 4 HD or less don’t count against the limit of Hit Dice that he can can control in his Attuned Skeletons pool.

Mark for undeath (Sp)
At 17th level, as a standard action up to three times per day the Skeletal Avatarist can make a touch attack, which can be resisted with a Will save (DC 10 + ½ class level + Charisma bonus). If the Will save fails, then when the target dies, on the next round his bones will rise as an animated skeleton, which will be in the Skeletal Avatarist’s Attuned Skeletons pool (and under his control) if the HD is less than or equal to his class level. The mark for undeath can be removed with a remove curse spell or the Skeletal Avatarist can remove it with a touch as a standard action. If the new skeleton puts the Skeletal Avatarist over his skeleton control HD limit, he must choose which ones to release from his control, which can be the new one.

The Skeletal Avatarist 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 with no time limit, and with Hit Dice increased to his class level as if he had used Animate Attuned Skeleton.

Remote Avatar Transfer (Ex)
At 19th level, the Skeletal Avatarist can inhabit any skeleton in his Attuned Skeletons pool as an Avatar without without having to touch it and regardless of where it is.

Avataric Retreat (Su)
At 20th level, whenever a Skeletal Avatarist's own body is slain, he can choose for his consciousness to immediately transfer to any skeleton in his Attuned Skeletons pool, inhabiting it as an Avatar with no time limit. Only soul bind, trap the soul, and similar magic can prevent this.