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    Ogre in the Playground
     
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    Default Re: Skeletal Avatarist revision [3.5] [PEACH]

    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

    [IMG]Insert pic here[/IMG]

    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 Avataristís 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 60í as a standard action. If the skeleton has HD less than or equal to the SAís level, and it fails a Will save (DC 10 + Ĺ 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 Avataristís 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 donít 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 + Ĺ 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 Avataristís 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.
    Last edited by kinem; 2019-11-24 at 08:21 PM.