kinem
2019-11-28, 02:05 PM
Here is the latest revision of my Skeletal Avatarist homebrew class (old version here (http://www.giantitp.com/forums/showsinglepost.php?p=23024295&postcount=3)), and a new related class, the Necroblade.
Skeletal Avatarist
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
Bonus Feat (LM)
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, 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 except as otherwise noted.
If the Skeletal Avatarist's class level exceeds the skeleton's Hit Dice, increase the Hit Dice to equal the class level. Add one-half the amount of the HD increase to the skeleton's Strength and Dexterity scores; round up a remainder of 1/2. Increase the skeleton's Natural Armor bonus to half of its HD (minimum +2 Natural Armor). If the SA's class level increases, adjust these numbers to match his current class level. The skeleton also gets +2 Turn Resistance.
He may control up to two such skeletons, and they are consided to be his Attuned Skeletons. If he can command undead animated via the actual animate dead spell or similar means, the Attuned Skeletons count as double their actual Hit Dice towards the limit of undead that he can control. (Two Attuned Skeletons therefore are equivalent to the normal limit of 4 HD/level.) If he animates more skeletons than he can control he must choose existing skeletons to release from his control; uncontrolled skeletons follow their last orders (if any). 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 Attuned 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 conjure a humanoid warrior skeleton, which is treated the same as if animated by the Animate Attuned Skeleton 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 similarly to a magic jar effect with exceptions given below. Thus, you keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The skeleton retains its Strength, Dexterity, hit points, natural abilities, and automatic abilities.
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. The Will save is made without benefit of spells or effects that target either the Avatar or his own body, so is normally just his base Will save + unadjusted Wisdom bonus + any effects of feats such as Iron Will.
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 is a free action, can be used while inhabiting a Skeletal Avatar, and can be used on a number of attacks per day up 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 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 turn skeletons that he controls by other means into Attuned Skeletons.
Distant Avatar (Ex)
At 8th level the Skeletal Avatarist may continue to inhabit an Avatar regardless of the distance from his body. If the Avatar is destroyed while more than 300' from his body, he must make a DC 5 Will save and a DC 10 Will save to return his consciousness to his own body; if either fails he dies.
Bonus Feat (LM)
At 10th level, the Skeletal Avatarist gains a bonus feat, which must be one of the feats described in Libris Mortis for which he meets the prerequisites.
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, during animation he can advance the Hit Dice of any skeleton up to his class level, and it gains the bonuses to Natural Armor, Strength, and Dexterity as if it were an Attuned Skeleton. If he uses a material component during the animation (such as in casting the actual spell), this does not increase the required cost.
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. He can choose to return his consciousness to his own body instead. If the Avatar is destroyed while on another plane, he must make three Will saves at DCs of 5, 10, and 20 to return his consciousness to his own body; if any are failed he dies.
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. He must still have some means of animating the skeletons, since they are not Attuned Skeletons.
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 one of the Skeletal Avatarist’s Attuned Skeletons 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 either of his Attuned Skeletons an Avatar 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 either of his Attuned Skeletons, inhabiting it as an Avatar with no time limit. Only soul bind, trap the soul, and similar magic can prevent this.
Sample Character: Halfling Skeletal Avatarist 8 (https://www.myth-weavers.com/sheet.html#id=2066660)
Skeletal Avatarist
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
Bonus Feat (LM)
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, 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 except as otherwise noted.
If the Skeletal Avatarist's class level exceeds the skeleton's Hit Dice, increase the Hit Dice to equal the class level. Add one-half the amount of the HD increase to the skeleton's Strength and Dexterity scores; round up a remainder of 1/2. Increase the skeleton's Natural Armor bonus to half of its HD (minimum +2 Natural Armor). If the SA's class level increases, adjust these numbers to match his current class level. The skeleton also gets +2 Turn Resistance.
He may control up to two such skeletons, and they are consided to be his Attuned Skeletons. If he can command undead animated via the actual animate dead spell or similar means, the Attuned Skeletons count as double their actual Hit Dice towards the limit of undead that he can control. (Two Attuned Skeletons therefore are equivalent to the normal limit of 4 HD/level.) If he animates more skeletons than he can control he must choose existing skeletons to release from his control; uncontrolled skeletons follow their last orders (if any). 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 Attuned 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 conjure a humanoid warrior skeleton, which is treated the same as if animated by the Animate Attuned Skeleton 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 similarly to a magic jar effect with exceptions given below. Thus, you keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The skeleton retains its Strength, Dexterity, hit points, natural abilities, and automatic abilities.
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. The Will save is made without benefit of spells or effects that target either the Avatar or his own body, so is normally just his base Will save + unadjusted Wisdom bonus + any effects of feats such as Iron Will.
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 is a free action, can be used while inhabiting a Skeletal Avatar, and can be used on a number of attacks per day up 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 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 turn skeletons that he controls by other means into Attuned Skeletons.
Distant Avatar (Ex)
At 8th level the Skeletal Avatarist may continue to inhabit an Avatar regardless of the distance from his body. If the Avatar is destroyed while more than 300' from his body, he must make a DC 5 Will save and a DC 10 Will save to return his consciousness to his own body; if either fails he dies.
Bonus Feat (LM)
At 10th level, the Skeletal Avatarist gains a bonus feat, which must be one of the feats described in Libris Mortis for which he meets the prerequisites.
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, during animation he can advance the Hit Dice of any skeleton up to his class level, and it gains the bonuses to Natural Armor, Strength, and Dexterity as if it were an Attuned Skeleton. If he uses a material component during the animation (such as in casting the actual spell), this does not increase the required cost.
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. He can choose to return his consciousness to his own body instead. If the Avatar is destroyed while on another plane, he must make three Will saves at DCs of 5, 10, and 20 to return his consciousness to his own body; if any are failed he dies.
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. He must still have some means of animating the skeletons, since they are not Attuned Skeletons.
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 one of the Skeletal Avatarist’s Attuned Skeletons 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 either of his Attuned Skeletons an Avatar 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 either of his Attuned Skeletons, inhabiting it as an Avatar with no time limit. Only soul bind, trap the soul, and similar magic can prevent this.
Sample Character: Halfling Skeletal Avatarist 8 (https://www.myth-weavers.com/sheet.html#id=2066660)