Denizens of the Darkness
The secrets of Nethrancor extend into modification of normal undead and the existence of strange otherwise unknown (to the general populace) undead. As always, such secrets are available to undead spellcasters in return for a service. Rituals that turn the caster into an undead can be acquired by individuals that agree to use the ritual to become that type of undead and give fealty to Nethrancor.
BONE MAGE PRESTIGE CLASS
Some necromancers need more than just some skeletons or zombies as fodder to slow down the enemy troops. This modification of a normal skeleton was developed so that necromancers can have their own type of “apprentices” to aid them in all that they do. With the application of the
create bone mage* spell, a skeleton becomes a spellcaster, or an alchemist, or a craftsman, or all three. This spell is said to have been researched by Izarkon Bonecrusher, a necromancer from ancient times, but finds itself in use now across much of the known world.
Hit Die: d12
Requirements
To qualify to become a bone mage, a character must fulfill all the following criteria.
Race: Skeleton (Undead)
Feats: Improved Initiative
Special: Must have been the target of the
create bone mage spell
Alignment: Neutral Evil
Class Skills
The bone mage’s class skills* (and the key ability for each skill) are Concentration (Cha), Craft (any)
(Cha), Knowledge (arcana) (Cha), Spellcraft (Cha)
*All skills that normally use the bone mage’s Intelligence modifier instead use the bone mage’s
Charisma modifier. These undead spellcasters have no Constitution scores and so use their Charisma
modifier for concentration checks.
Skill Points at each level: 2 + Cha modifier (x4 at first level)
Table: The Bone Mage | | | | | | | | | Spells/Day | | |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0th | 1st | 2nd | 3rd | 4th | |
1 | +0 | +0 | +0 | +2 | | 2 | | | | | |
2 | +1 | +0 | +0 | +3 | | 3 | 0* | | | | |
3 | +1 | +1 | +1 | +3 | | 3 | 1 | | | | |
4 | +2 | +1 | +1 | +4 | | 3 | 2 | 0* | | | |
5 | +2 | +1 | +1 | +4 | | 3 | 3 | 1 | | | |
6 | +3 | +2 | +2 | +5 | | 3 | 3 | 2 | | | |
7 | +3 | +2 | +2 | +5 | | 3 | 3 | 2 | 0* | | |
8 | +4 | +2 | +2 | +6 | | 3 | 3 | 3 | 1 | | |
9 | +4 | +3 | +3 | +6 | | 3 | 3 | 3 | 2 | | |
10 | +5 | +3 | +3 | +7 | Unholy Blast | 3 | 3 | 3 | 2 | 0* | |
| | | | | | | | | | | |
*When a bone mage gets 0 spells per day on the above chart, it only gets its bonus spells of that level that it can cast. If it has no bonus spells at that level, it cannot cast any spells of that level yet.
Table: Bone Mage Spells Known | | | | | |
Level | 0th | 1st | 2nd | 3rd | 4th |
1 | 4 | | | | |
2 | 5 | 21 | | | |
3 | 6 | 3 | | | |
4 | 6 | 3 | 21 | | |
5 | 6 | 4 | 3 | | |
6 | 6 | 4 | 3 | | |
7 | 6 | 4 | 4 | 21 | |
8 | 6 | 4 | 4 | 3 | |
9 | 6 | 4 | 4 | 3 | |
10 | 6 | 4 | 4 | 4 | 21 |
1Provided the bone mage has a high enough Charisma to have a bonus spell at this level.
Class Features:
All of the following are class features of the bone mage (BMg).
Weapon and Armor Proficiency: The bone mage gains proficiency in all simple weapons. The bone mage gains no proficiencies in any type of armor or shield. In fact, it loses any proficiencies it might have had in any type of armor or shield.
Spells/Day: The bone mage improves in spellcasting ability, spells known, and number of spells per day as a bard, but chooses its spells from the sorcerer list. Its caster level equals its bone mage level. The saving throw Difficulty Class for its spells is 10 + Charisma modifier + spell level. The bone mage must have a Charisma of at least 10 + the spell level in order to cast a spell. The creator chooses the bone mage’s spells known from among his own spells known. The bone mage's spells are set once chosen; there is no option to trade spells later. The bone mage must use all normal components to cast spells. It is necessary to provide the bone mage with both material and focus components, usually by way of a pouch and belt.
Experience Points: As long as the bone mage gains experience points, the bone mage’s creator suffers a 20% experience point penalty for each encounter in which the bone mage participates. At first level, the bone mage begins gaining experience points like a PC. In order for the bone mage to gain experience points, the creator must give some of his experience points to the bone mage, thus the penalty. Each encounter that the bone mage successfully completes garners it the experience points given up by its creator for that encounter. This reduction in experience points is treated as if the bone mage’s creator had acquired an experience point penalty from uneven classes; and this penalty lasts until the bone mage stops gaining experience points. The bone mage gains no experience points for encounters in which it does not participate. The bone mage stops gaining experience points after it reaches 10th level.
Skills: At first level the bone mage gains skill points as if it were a first level character (2 + Charisma modifier) times four. At every additional level, it gains 2 + Charisma modifier skill points just like normal characters. The creator of the bone mage chooses which skills he wants his bone mage to learn each level. Only skills the creator knows himself can be taught to the bone mage and the bone mage can never have more ranks in any skill than its creator. For purposes of this calculation, the “monster” HD of the skeleton does not count for number of skill points or maximum ranks. The bone mage cannot learn cross-class skills.
Feats: Just like normal characters, bone mages gain a feat at first level and at every level evenly divisible by 3 (1, 3, 6, and 9). For this purpose, the “monster” HD possessed by the bone mage does not count. This will give the bone mage one extra feat (skeletons have Improved Initiative as their first feat) and the bone mage gains feats as if this/these “monster” HD did not exist. The bone mage can only gain feats that are possessed by its creator. The creator chooses which feats the bone mage learns.
Unholy Blast (Su): At tenth level, the bone mage gains an unholy blast. Once per day, the bone mage can make a ranged touch attack that deals 3d6 unholy damage against an opponent of good alignment. This attack has no effect against a creature that is not good-aligned. A purple ray springs forth from the outstretched hands or other appendage of the bone mage to strike at any target up to medium range (200 ft.). This is a standard action.
Ability Increases
The bone mage will always spend level-gained ability points to improve its Charisma. Because of its extra HD, a bone mage is treated as its total Hit Dice rather than its bone mage level for ability increases, so ability increases come at 3rd, and 7th levels for one-HD skeletons.
Commands
A bone mage can be commanded to do a task until told to stop. For instance, “make Alchemist’s Fire until I return”, or “make long swords for one month.” If supplies to make the ordered item run out, the bone mage will continue to “make” the things, skipping the steps with the missing ingredients.
Control
A bone mage no longer counts for the purpose of the number of undead you can control according to the
animate dead spell. The
create bone mage spell provides the source for control of bone mages. Other than experience points, there is no limit to the number of bone mages you may control.
Item Creation Feats
The bone mage can help the creator make magic items that it has the feat(s) to make; but it can neither do this on its own, nor pay any of the experience point costs for making such items. Such help will decrease the amount of time to make an item by up to 1 day/3 levels of the bone mage (max 3 days at 9th level), but does not affect the cost in gold pieces or experience points. Making a magic item always takes at least one day.
Magic Item Usage
The bone mage can use most magic items. Even potions can be consumed by (and have effect on) the bone mage. The bone mage must otherwise follow all normal rules of magic item activation (e.g. a scroll must be deciphered first, etc.).
Spells
At first level, the bone mage gains some spellcasting ability. A bone mage only casts spells when ordered to do so and then only those spells it was ordered to cast. As such, directing a bone mage to cast spells in combat is a free action each round. Otherwise, it will stand around doing nothing. The bone mage acts on its own initiative number; and if it has not already received orders this round, will delay its action until –10 minus its initiative number, or until it receives an order. Directing a bone mage to attack physically in combat is as normal for skeletons animated by the
animate dead spell.
Example Bone Mages:
Young Adult Red Dragon Skeleton, 10th Level Bone Mage | |
| Huge Undead (Fire) |
Hit Dice: | 19d12 + 10d12 (188 hp) |
Initiative: | +5 |
Speed: | 40 ft. (8 squares) |
Armor Class: | 12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11 |
Base Attack/Grapple: | +14/+32 |
Attack: | Bite +22 melee (2d8+10) |
Full Attack: | Bite +22 melee (2d8+10) and 2 claws +17 melee (2d6+5) and 2 wings +17 melee (1d8+5) and tail slap +17 melee (2d6+15) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Spells, unholy blast 1/day |
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits |
Saves: | Fort +9, Ref +10, Will +15 |
Abilities: | Str 31, Dex 12, Con —, Int —, Wis 10, Cha 16 |
Skills: | Concentration +16, Knowledge (religion) +16, Knowledge (arcana) +16, Spellcraft +16 |
Feats: | Eschew Material, Greater Spell Focus (necromancy), Improved Initiative, Spell Focus (necromancy) |
Environment: | Any |
Organization: | Cohort |
Challenge Rating: | 17 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | — |
Level Adjustment: | — |
Spells/Day: 3/4/4/3; save DC 13 + spell level (*15 + spell level for necromancy spells)
Spells Known:
0th
acid splash, arcane mark, detect magic, mage hand, open/close, read magic
1st
burning hands, cause fear*, feather fall, magic missile
2nd
flaming sphere, scorching ray, scare*, shatter
3rd
displacement, fireball, lightning bolt, ray of exhaustion*
This bone mage is made for combat.
Cloud Giant Skeleton, 3rd Level Bone Mage | |
| Huge Undead |
Hit Dice: | 17d12 + 3d12 (130 hp) |
Initiative: | +6 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 |
Base Attack/Grapple: | +8/+28 |
Attack: | Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12) |
Full Attack: | Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12) |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Spells |
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits |
Saves: | Fort +6, Ref +8, Will +13 |
Abilities: | Str 35, Dex 15, Con —, Int —, Wis 10, Cha 13 |
Skills: | Concentration +1, Craft (weaponsmithing) +7, Knowledge (arcana) +7, Spellcraft +7 |
Feats: | Craft Magic Arms and Armor, Improved Initiative |
Environment: | Temperate mountains |
Organization: | Cohort |
Challenge Rating: | 10 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | By class |
Level Adjustment: | — |
Spells/Day: 3/1; save DC 11 + spell level
Spells Known:
0th
arcane mark, detect magic, mage hand, mending, ray of frost, read magic
1st
mage armor, magic missile, magic weapon
This bone mage is made for assisting in making weapons.