Jasmine Sinecure Bitterleaf

[Ruleset]

Pathfinder: High fantasy, Lvl15, 120k gold + mount + Hat of Disguise, ABP

[Concept]

Everyone makes mistakes but still has much to offer, so why kill them permanently? Once they're defeated and they recognise their paradigm is inferior, Raise Dead them all. Let them live with their level loss, learn, improve and contribute to the future. Everyone deserves a second chance. Initial concept here.

[Appearance]

A small person (probably a halfling, but uncannily similar to a human child) wears a glistening translucent grey spiderweb cocoon onesie with bare feet. From a distance she appears as a child in a nightie. A living wreath adorns her head and shoulders. She carries and wears nothing else. A hunchback figure stands motionless to her side. It wears a bone-white chainmail outfit over bulging, misshapen, blotchy grey physique and leans on a substantial poleaxe. Its thorax sports a cockpit allowing a small operator to ride it as a versatile (if non-conventional) mount, observing the environs through a tinted dome instead of a head. Go figure! a golem with a glass cockpick instead of a head holds a pole-axe and stands in front of a halfling in Elven Chain mail Also in attendance is a dour female High Elf warrior in full plate bearing an enchanted scimitar. This persona's head doesn't entirely seem to be screwed on straight... to the extent it sometimes spins around Exorcist-style during Perception checks or it phases through obstacles such as low-hanging branches, chandeliers, and kick-boxing head-shots. This entity is generally addressed as Hayt or Ghola and responds coldly, soullessly and invariably with unquestioning obedience using the honorific, "Mistress". What makes this visage uncanny is that the facial expression never changes and the lips never move. This Ghola can spontaneously summon an extra-dimensional steed, allowing Jasmine to ride as pillion on a versatile (if non-conventional) mount. a female elf in sparse, dark armour rides a dark horse with glowing blue eyes in barding and wields a forked sword with red energy crackling between its prongs In polite settings, Jasmine's enchanted cuffs disguise her appearance: her Elven chainmail appears as a lace dress; delicate thongs adorn her feet; and the cuffs themselves appear as bangles around the wrists which explain the delicate clinking when she moves (actually caused by the chainmail). Her familiar wreath continues to encircle her head and her hair constantly ripples to the currents of unseen winds, manga-style.

[Background]

Jasmine was booted out of Tealeaf Valley for violating taboos. Sure, nobody approved of Spearmint Tea pulling the legs off critters and torturing them to death with a magnifying lens. Everybody wished he was more like Chai Tea and practised Tai Chi instead. It all boiled down to the fact that seeing the mangled remains of Spearmint's experiments still staggering around infused with otherworldly essence gave Lady Grey the heebie jeebies. Even admitting there are many shades of grey, this case was just cut and dried. She demanded that Jasmine be banished from Tealeaf Valley. Oolong The Really Old objected that dropping Jasmine in hot water for trying to fix Spearmint's victims wasn't the solution. The punishment was too steep. But Lady Grey being all steamed up got Earl Grey hot and bothered — he knew she was only stirring, but he also knew when he'd met his matcha. So Jasmine was out. Ice-Tea escorted her from the gathering, whispering chilling tales of crimes against the community and a substantial body count. As they reached the end of the Camomile track, Mister Tea clarified that he pitied the fool who returned from banishment. As Mister Tea leaves, Jasmine's adventures begin. A thieves' den named The Brotherhood Of Steal observe her, operating under the Fools Rush Inn. Here they train devotees in an obstacle course based in the basement to earn membership. You finish the maze; you win the prize! Applying alongside a promising squad, Jasmine is recruited into The Brotherhood's underground movement as a "medic" for the maze runners under the pseudonym Igor van Buren. Few survive her ministrations. Through a process of trial and error (their trials; her errors) she learns the secret of life! Or near enough. Under cover of thunderstorm, a raid on the county barracks goes horribly wrong; The Brotherhood disperses leaving "Igor" to pick up the pieces. The five biggest and best pieces she hauls back to the Fools Rush Inn, tosses them into one of the large rubber cylindrical moulds for Crafting maze obstacles, pours in a cask of liquid courage to reduce their Hardness and then adds Pritt Sticks until the meaty mass can stand erect. Lightning strikes the clocktower and a falling tree penetrates the basement, skewering her construction and lighting it up with four million vaults. It jerks to life and throbs with forbidden carnal power. As Jasmine peels the rubber off the wrinkly, heaving mass, she ponders an appropriate name and settles on Johnny Five, thankful for the serendipitous short circuit. The streetscape is a mess as she leads Johnny Five through debris and a pair of burning skid marks where apparently a wagon reached eighty-eight miles per hour and spontaneously combusted into thin air. Where those poor souls have gone, they won't need roads. Jasmine dreams of redeeming her name by returning to Tealeaf Valley with a legendary repertoire of tea recipes and exotic saplings, resurrecting her reputation in the eyes of the tea party.

[Summary]

Alignment: Chaotic Good Level: 16 Hit points: 107 (8+4.5*15 + 1*16 (fav) + 1*16 (con)) Race: Halfling Size: Small BAB: +12/+7/+2 +1 (Size) [+4 (dex)] Fort: +17 (10 +1 (con) +1 (racial) +5 (ABP)) Ref: +15 (5 +4 (dex) +1 (racial) +5 (ABP)) Will: +12 (5 +1 (wis) +1 (racial) +5 (ABP)) Init: 4 (Dex) Armour: 27 (10 +3 (armour) +4 (dex) +1 (size) +3 (ABP:natural) +3 (ABP:deflection) +3 (ABP:armour enhancement)) Flat-footed: 23 (-dex) Touch: 18 (-armour/shield/NAC) Combat Manoeuvre Bonus / Defence Base BAB Str Dex Size Misc Total CMB: +12 -3 -1 8 [+20 to tie up] CMD: 10 +12 -3 +4 -1 +2-1 23 Weapon of choice: ×-sword (Small)

[Race]

Halfling Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Alternatives: Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity. Fey Thoughts (1 RP): Select two of the following skills: Perception, Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. Secretive Survivor: Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.

[Class]

Sacred Necromancer >>> GM ruling <<< Generally, when a spontaneous caster wants to cast a spell: you can select any spell you know, provided you are capable of casting spells of that level or higher. Specifically for the Sacred Necromancer: Your spell list is the necromancy school, and you cannot cast any other spells. You are able to cast any spell you know without preparing it ahead of time. (Always remember that you are limited to only necromancy spells). When picking your zeroth-level spells: For you, these consist of all cantrips and orisons. You are encouraged to choose primarily from the necromancy school. The number of zeroth level spells known is 9. The number of zeroth level spells of the necromancy school is 5. After choosing all 5 necromancy spells at level zero, what do you fill your remaining 4 spells known at that level with? Possible rulings: 1. Fill them with anything you want; it doesn't matter because "you cannot cast any other spells" than necromancy. These spells known are known to you but wasted. This is why you are "encouraged" to choose spells from the necromancy school, because any other spells you choose will occupy a slot but can never be cast. Healing Lore (Ex) turns spells like Secure Shelter into necromancy spells which causes them to appear on your spell list; the Insights feature does not change the school of spells it grants access to. Therefore you cannot cast them. Consequently you cannot use scrolls, staves or other spell completion items to produce the effects of spells that are not necromancy spells because "you cannot cast any other spells" than necromancy. Items like the Ring of Spell Knowledge (the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.) don't provide any benefit since "you cannot cast any other spells" than necromancy even if you know those spells and they have begun to appear on your spell list. Extraordinary abilities like New Arcana via Eldritch Heritage "can add any one spell from the sorcerer/wizard spell list to your list of spells known" but don't change their School and still "you cannot cast any other spells" than necromancy. Furthermore while you may qualify for racial abilities, feats or favoured class bonuses which expand your spells known by allowing you to add a spell from another spell list to your list of spells known on your spell list, you can never cast that spell because "you cannot cast any other spells" than necromancy. Consequently while you may qualify for multiclassing or taking a prestige class that grants spellcasting access to other spell lists, you will add these spells to your spells known but you can never cast these spells because "you cannot cast any other spells" than necromancy and you already have all necromancy spells on your Sacred Necromancer spell list. Additionally, despite gaining the ability at 9th level, you can create flesh golems [provided you] meet all other construction requirements for the golem as normal, these requirements are animate dead, bull's strength, geas/quest, limited wish; three of these spells do not belong to the necromancy school so you can never take advantage of this class feature because "you cannot cast any other spells" than necromancy. It might be possible to perform Independent Research duplicating an existing spell with an unconventional necromantic bent that justifies categorising it under the necromancy school. [2021-06-19 02:56:05] <Jas> https://www.d20pfsrd.com/magic/#TOC-Adding-Spells-to-a-Wizard-s-Spellbo suggests independent spell research "should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched." [2021-06-19 02:57:14] <mainstreet> Jas: Yeah, I'm going to say you have 2 months of time to research [2021-06-19 02:57:24] <Jas> Fantastic, thanks. [2021-06-19 02:57:38] <mainstreet> That is to say, 8 weeks. [2021-06-19 02:58:17] <Jas> I should probably find if Wish is a level 8 spell on any of the spell lists... :-P [2021-06-19 02:58:49] <mainstreet> I'll stop you right there and say spells with an XP cost cannot be researched in this manner. [2021-06-19 02:58:51] <Jas> It was in jest :-p [2021-06-19 02:59:14] <Iethloc> No xp costs in Pathfinder [2021-06-19 02:59:25] <mainstreet> Oh. NVM then. :p [2021-06-19 02:59:32] <Iethloc> Limited Wish is level 7. And limited [2021-06-19 03:00:10] <Jas> Yes, isn't that interesting? I remember in AD&D 2nd Ed you would be awarded XP for researching something new (a spell, or a magic item). In 3.5 you had to pay XP to research something new (ie the opposite). And in PF you pay gold instead. [2021-06-19 03:00:47] <Capn_Ascii> "I wish this Wish spell wasn't limited." "Okay, let me just--hey! Cut that out!" [2021-06-19 03:00:56] <Iethloc> Heheheh [2021-06-19 03:01:10] <Jas> Recursion depth exceeded! Stack overflow. 2. The base default spell list for Sacred Necromancers is: all necromancy spells. You may know spells which are not already on your spell list and which are not of the necromancy school through any feature that specifically allows it. You can cast any spell you know (for which you have an unused spell slot of that level or higher, provided your primary spellcasting ability is sufficient, and you have access to all required components, the ability to speak and gesticulate (if required), are conscious, etc. etc.) Compare this with the wording for Channel Energy: Each calling will specify whether you can channel positive or negative energy and whether you can heal or cause damage with the energy. Despite these limitations when you choose a calling, you are not prevented from learning how to channel and use the energy by other means at later levels (for example, taking the Versatile Chaneller feat grants the ability to additionally Channel energy of the opposite polarity to that which was initially selected). 2021-01-16 06:01:27<Fir> To use a scroll, they either have to be on your spell list or you have to use UMD, I think. 2021-01-16 06:02:17<mainstreet> Fir: Not exactly, anyway. You need the spell on your list, period. 2021-01-16 06:02:20<mainstreet> https://www.d20pfsrd.com/magic-items/scrolls/ 2021-01-16 06:02:21<JasmineT> Fir, yes that's right. That's why I was looking for scrolls with Cure in the name so they would be on my spell list. 2021-01-16 06:03:08<mainstreet> To have any chance of activating a scroll spell, the scroll user must meet the following requirements. 2021-01-16 06:03:08<mainstreet> The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.) 2021-01-16 06:03:08<mainstreet> The user must have the spell on her class list. 2021-01-16 06:03:08<mainstreet> The user must have the requisite ability score. 2021-01-16 06:03:42<JasmineT> https://www.d20pfsrd.com/skills/use-magic-device/ says "Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll." 2021-01-16 06:04:34<JasmineT> I have UMD+24 so I think I should be just about OK there. 2021-01-16 06:05:06<mainstreet> Yeah. 2021-01-16 06:05:17<mainstreet> But, you can still crit fail on a 1 :P 2021-01-16 06:05:24<mainstreet> So just don't roll a 1. 2021-01-16 06:05:40<JasmineT> Boom. Mishap. 2021-01-16 06:06:41<Fir> exploding scrolls 2021-01-16 06:08:30<JasmineT> Interestingly though, https://www.d20pfsrd.com/classes/3rd-party-classes/zombie-sky-press/sacred-necromancer/ says "You cast both arcane and divine spells drawn from all spells of the necromancy school*. Your spell list is the necromancy school, and you cannot cast any other spells." So is the act of putting a foreign spell onto my spell list sufficient for me to be able to cast it? 2021-01-16 06:08:30<JasmineT> Or must I spend gold and time to research a specifically necromantic twist on Protection From Evil as my own custom spell (pretty sure this isn't the sort of thing that happens within a single campaign arc). 2021-01-16 06:09:49<mainstreet> Yeah I think you'd need to research, sorry. 2021-01-16 06:09:55<JasmineT> For the healing ability it specifically mentions transforming them to Necromancy school: "You add all spells with 'cure' in their name (such as cure light wounds) to your spell list and treat them as necromancy spells." 2021-01-16 06:10:18<Rsifi> Alternative: Add "cure" to the name 2021-01-16 06:10:38<JasmineT> So even if I use UMD to act as if Protection From Evil is on my spell list, because it is not Necromancy (it's abjuration in this case) I still can't cast it? 2021-01-16 06:10:42<Fir> Procure Protection from Evil. 2021-01-16 06:10:45<Rsifi> "Secure From Evil" 2021-01-16 06:10:59<Fir> ^ better 2021-01-16 06:11:29<JasmineT> Can anyone else in the party cast the Endure Elements scrolls I just bought or the Protection From Evil ones I am considering? 2021-01-16 06:11:45<mainstreet> JasmineT: I'm going to say that using UMD to cast it is valid, but you'd need to do research to avoid it. 2021-01-16 06:11:59<mainstreet> So, yeah, don't roll a 1 :P 2021-01-16 06:12:39<JasmineT> Ahh, so UMD will let me cast non-Necromantic spells I have a scroll for, but researching my own Necromancy spell will mean I don't need to use UMD every time. Got it. In that case, yes, I will buy scrolls. How many party members? 2021-01-16 06:15:33<mainstreet> Indeed. This is especially salient for me as a player because I almost always play a generalist (and almost always, one with a pet); I value broad skill sets and diverse utility spells. Necromancer is instead a specialist (albeit one with pets) whose focus is all on curses and debuffs and creating minions. There is only one direct damage spell (Psychic Crush) by spell level 5. There is only one spell that requires a reflex save (Banshee Blast) and it's too high level for now; all the rest are Fort, Will or both. For solo adventuring, a necromancer could debuff enemies while minions mob them; in a party setting, I want minions to Aid Another to improve party members' performance, and I want to be able to debuff enemies to improve party members' performance. I don't want minions to steal the spotlight and I don't want to alpha-strike opponents with Psychic Crush if other players enjoy multiple-round combats to show off the combat abilities they have. Standard Operating Procedure will be: 0: If combat is imminent in the next 15 hours, pre-buff with: 1 minute: Shadow Projection, leaving the vacant body safe in the Monster's Passenger's Palanquin Daywalker if you need a (temporary) physical body. 1: Free action: signal familiar to cast 4: Blessing of Fervour to buff allies Free action: Diplomacy skill use to Handle monster to engage a specific opponent in melee. This is guaranteed to succeed since even Pushing is DC 25 and Jas has +30. When it acts, the Monster will charge the specified enemy and make a Swift Intimidate (x1/day) before engaging in melee combat. If others engage the same opponent in melee, it will grant its critical hits to them. Standard action: cast a spell (Glare or Limp Lash, depending on range). 2: Swift action: cast Blood Money to generate a 1500G material component at the cost of 3 Strength (reducing it to 2). Standard action: cast Limited Wish (independently researched) to produce the effects of any lower-level spell. Standard action: cast Mind Over Matter to shift this ability damage/drain to Intelligence if time is of the essence. Three rounds: cast Lesser Restoration (from a wand) in order to restore 1d4 Strength in order to not be paralysed. 3: Standard action: Escape the Bonds of Flesh to finish off dying foes. Daily: cast Daywalker (level 5 slot) on every skeleton / zombie / headless-horseman / mummy / shadow under my control: The monster can be disguised as a human or orc; Hayt can be disguised as a high elf or drow; Gordon can be disguised as a horse or celestial pegasus; Jasmine's shadow can be disguised as a dog or a vulture. This disguises them to not be undead for 24h (but does not give them abilities and movement forms of their assumed form). Channel Energy into the monster's Fauchard and the headless horseman's scimitar Consecrated weapons Do this eight hours prior to the daily spell recharge meditation with whatever slots remain unspent that are high enough. Just before bed should be fine. If the familiar has expended (some of) its spell allotment, top it up ready for use on subsequent days: 1× 4: Blessing of Fervour 2× 6: Mass Cure Moderate Wounds (ranged heal 2d8+16 to 16 creatures within 60) = 16 spell levels The familiar's capacity is CL in spell levels, and the rod only works for spells up to 6th level so at level 18, the familiar will contain 3× 6: Mass Cure Moderate Wounds. This allows Jasmine to cast two spells in a single round (with the familiar healing party members while Jasmine continues the assault). These slots are unavailable for Jasmine to use because they are repeatedly assigned to the familiar. Although the rod only functions ×3/day it would be possible to fill the familiar with 15× 1st level spells if you spent 5 days doing it.

[Abilities]

Str: 5 (-3) = 7 (-4 points) -2 (race) Dex: 19 (+4) = 13 (3 points) +2 (race) +4 (ABP) TODO: +2 ABP to Dex or Con (with side-effects Init or Concentration +skills) Con: 12 (+1) = 10 (0 points) +2 (ABP) Int: 16 (+3) = 14 (5 points) +2 (ABP) Wis: 13 (+1) = 13 (3 points) Cha: 29 (+9) = 17 (13 points) +2 (race) +6 (ABP) +4 (level 4, level 8, level 12, level 16) Total: (20 points)

[Skills]

Class skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex) Alternatives: Perception (Wis), Use Magic Device (Cha) Ranks per level: 4 + Int mod +2 (favoured class, trait) * 16 levels = 144 total Craft:a 7 1 +3 (prof) +3 (Int) [Tea can come under Alchemy...] Craft:s 7 1 +3 (prof) +3 (Int) Bluff 30 16 +3 (prof) +2 (racial) +9 (Cha) [+5 to appear harmless] (see Feign Injury before casting Possession) Diplo 31 16 +3 (prof) +3 (familiar) +9 (Cha) Disgu 13 1 +3 (prof) +9 (Cha) Heal 13 1 +3 (prof) +1 (Wis) +half level (Healing Lore) Intim 13 1 +3 (prof) +9 (Cha) [+2 in concealment] *Lingui 7 4 +3 (Int) [cross-class] [taken in order to grant Familiar a language] Know:a 11 5 +3 (prof) +3 (Int) *Know:l 8 5 +3 (Int) [cross-class] *Know:n 8 5 +3 (Int) [cross-class] Know:p 11 5 +3 (prof) +3 (Int) Know:r 7 1 +3 (prof) +3 (Int) Perc 26 16 +3 (prof) +2 (racial) +4 (feat) +1 (Wis) [+2 in concealment] *Perfo 10 1 +9 (Cha) [cross-class] *Ride 4 1 +4 (Dex) -1 (armour) [cross-class] SenseM 24 16 +3 (prof) +4 (feat) +1 (Wis) SpellC 22 16 +3 (prof) +3 (Int) Stealth 28 16 +3 (prof) +4 (size) +2 (racial) +4 (Dex) -1 (armour) [+2 in concealment] UseMagD 28 16 +3 (prof) +9 (Cha) Total 144/144 Concentration is no longer a skill. It is now CL +Cha +d20 = 26-45. Casting a spell during Violent Motion (riding a mount engaged in melee combat) requires passing a DC of 15 + spell level = 15-22.

[Languages]

Racial: Common, Halfling Bonus: Sylvan Skill: Necril, Undercommon, Drow Sign Language, Orc (Ex): Interpretive dance Spell: Steal PowerW

[Spellcasting]

Spell list: all arcane / divine / psychic spells of the Necromancy school, plus spells with "Cure" in the name: Obscure Object, Obscured Script, Obscure Text and Secure Shelter. Each day, you can choose new spells known. For mechanical purposes, each and every spell you cast is considered both arcane and divine in origin no matter the spell: anything that specifically affects either arcane or divine magic affects your magic in full. You are a reservoir and a focus. However, all your spells require discipline and suffer from armor check penalties: this applies to both arcane and divine spells. You can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, if you wear medium armor, heavy armor, or a shield, you incur a chance of arcane spell failure if the spell in question has a somatic component. Elven Chain (non-magical): This extremely light chainmail is made of very fine mithral links. This armour is treated, in all ways, like light armour, including when determining proficiency. The armour has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. A spell caster always has the option to fill a higher-level spell slot with a lower-level spell. You can select any spell you know, provided you are capable of casting spells of that level or higher. Noble Needle: A halfling who uses it while casting Cure Light Wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell. Spell Resistance: To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance. The defender's spell resistance is like an Armour Class against magical attacks. Struck spells are only selected when preparing spells on days when they are specifically desired; otherwise other spells are selected that day. Caster Level can be raised by 1 by expending double slots. DC: 10 + spell-level + Cha [+2 for Necromancy spells] Level Known DC Per-day cantrips and orisons: 9 18 * Detect Magic, Detect Undead, Disrupt Undead, Grasp, Guidance, Jolt, Prestidigitation, Purify Food and Drink, Vacuous VesselW 1st level spells: 5 20+2 6+3 Cure Light WoundsW, Hunter's HowlW, Litany of Weakness, Preserve; Blood Money 2nd level spells: 5 21+2 6+2 Command UndeadW, Deathwine, Gentle Repose, Howling AgonyF, Limp Lash, LipstitchF, Mind Over Matter, Shared SacrificeW† 3rd level spells: 4 22+2 6+2 Accursed GlareW, Animate Dead, Divine Transfer, Steal PowerW 4th level spells: 4 23+2 6+2 Cure Critical WoundsW, Escape the Bonds of FleshF, PossessionW, Shadow Projection 5th level spells: 4 24+2 6+5 Daywalker, Phantom Limb, Psychic CrushWF, 4th: Secure Shelter; Blessing of Fervour 6th level spells: 3 25+2 6+1 Banshee BlastRW, Circle of DeathF, Create Undead, Withdraw Affliction 7th level spells: 2* 26+2 5+1 Create Variant Mummy, DestructionF, Greater Object Possession; Greater Teleport 8th level spells: 1* 27+2 3+1 Create Greater Undead, Death ClutchF†, Mass Cure Critical WoundsW, Orb of the Void Daily slot tracker: *: more can still be learnt at higher levels. 1 58 2 49 3 41 4 33 5 25 6 17 7 10 8 4 Familiar slots: 4 Blessing of Fervour 6 Mass Cure Moderate WoundsW Channel Energy: Negative: 8d6 Positive: 7d6 Uses: AoE heal 8d6 to monster and all undead within 30 as a Standard action AoE heal 7d6 to living creatures within 30 as a Standard action (friend and foe alike without Selective Channelling) Command Undead (Su): Will (DC 10 + 1/2 level + Cha) or enslaved within 30ft, up to a number of HD equalling your level Daily uses: 3+Cha/day
a halfling in chainmail holds a glowing object and looks plaintively up into a rainstorm [Level 1] Hit points: 8 Skill points: 7 +1 (favoured class) Calling: Chirurgeon Connection: You are a master of the macabre, a tinkerer of life, and a scientist at heart. As part of your studies, you have created a monster as a loyal companion and test subject. All such monsters are constructs, created from the body parts of other creatures. Its abilities and statistics are determined by your level and by its construct traits. Insights: these consist of all cantrips and orisons. Feat: Theurgy spend 2 spell slots when casting a spell in order to either: raise Caster Level by 1 convert half the damage dealt by the spell to (un)holy type Bonus Feat: Eschew Materials Bonus Whisper: The Practical Applications of Electricity (Su): 3+Cha per day: heal Monster for 1d6 per level or melee touch attack to deal 1d6 + level/2 electricity damage (Fort DC: 10 + level/2 + Cha) This Whisper is gained prior to gaining the Whisper class feature. Trait: Finding your Kin: make Sacred Necromancer a favoured class (ie, +1 HP or skill point per level); additionally gain +1 HP and skill point per level. Trait: Gifted Adept: +1 CL when casting Animated Dead [Level 2] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy (Su): -1d6 You can channel energy like a cleric although you are more limited than a cleric in how you can use the energy. As a chirurgeon, you can only channel negative energy. Further, you can only use it for healing, not for dealing damage. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (6d6 at 11th). A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. >>> GM ruling <<< Cleric table lists Channel Energy as nd6. Sacred Necromancer table lists Channel Energy as plus-nd6. What is this plus in addition to? Is it saying Sacred Necomancers get this much Channel more than a Cleric of the same level? Or is the plus extraneous and should be ignored completely, so that this specifies how much Channel SaNe's get in total (irrespective of how many a Cleric gets)? It isn't very important since I can use this Channel number of d6s only in order to specifically heal undead (no other use); it isn't likely to unbalance the game either way. If applying for your magical abilities from a deity, then consider Variant Channelling: Undeath; empower healing effect on undead [Level 3] Hit points: 4 Skill points: 7 +1 (favoured class) Whisper: Cadaver Crafter (Su): Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while intelligent undead share your alignment. You can spend construction points as per an animated object of the creature's size. Feat: Command Undead (Su): Will (DC 10 + 1/2 level + Cha) or enslaved within 30ft, up to a number of HD equalling your level In DnD 3.5: a Good cleric could Turn Undead (where they would Flee or Cower) with a Duration of 10 Rounds (ie 1 minute) a Good cleric could Destroy Undead (where their cleric level was twice the undead's HD) with a Duration of Instant (ie forever) an Evil cleric could Rebuke or Bolster Undead (where they would Cower or gain Turn Resistance) with a Duration of 10 Rounds (ie 1 minute) an Evil cleric could Command Undead (where their cleric level was twice the undead's HD) with a Duration of Instant (ie forever) clerics with Domain Powers enabling them to Turn/Rebuke elementals and outsiders had similar options in addition to the normal powers over undead this usage of Command Undead (Su) is the primary means for all necromancers (divine or arcane) to amass a horde of undead minions permanently under their sway In Pathfinder, officials have changed the Duration from Instant to Permanent; the only functional difference between Instant and Permanent is that Permanent is dispellable. ABP: Resistance +1 to all saves [Level 4] Hit points: 5 Skill points: 7 +1 (favoured class) Ability: Cha +1 Channel energy: -2d6 ABP: Armour/Weapon +1 [Level 5] Hit points: 4 Skill points: 7 +1 (favoured class) Feat: Versatile Channeller Level Channel Spell Targets Ratio 5 1d6 2d8+5 single target touched 1:4 6 2d6 3d8+6 single target touched 1:2.8 8 3d6 4d8+8 single target touched 1:2.5 10 4d6 1d8+10 10 targets within 30 1:1 12 5d6 2d8+12 12 targets within 30 1:1.2 14 6d6 3d8+14 14 targets within 30 1:1.3 15* 5d8+15 single target touched 1.3:1 16 7d6 4d8+16 16 targets within 30 1:1.4 18 8d6 4d8+18 18 targets within 30 1:1.3 20 9d6 4d8+20 20 targets within 30 1:1.2 (*Atypical level 15 is contingent on expending 3 of the daily 12 Channel Energy uses) Spellcasting: depends on Healing Lore (Ex) whisper consistently heals more than Channelling allows fine control over who gets healed at level 9 and below requires Touch range at level 16 caps out at Mass Cure Critical Wounds Channelling: depends on Versatile Channeller feat heals all living creatures within 30 radius regardless of friend-or-foe is usable 3+Cha/day; the equivalent of 12 extra spell slots (albeit not maximum level slots) which continue to improve with level does not relegate a Spell Known slot to a Mass Cure spell when those slots are increasingly valuable and scarce at higher levels ABP: Deflection +1 [Level 6] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy: -3d6 / +2d6 ABP: Charisma +2 [Level 7] Hit points: 4 Skill points: 7 +1 (favoured class) Field: Self-Experimentation Whisper: Body Part Grafting Tumour Familiar (Ex): Flowering Lattice Master gains a +3 bonus on Diplomacy checks named Bob after Harold from Fallout or maybe named Groot? Bonus Feat: Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Feat: Spell Focus (Necromancy): +1 DC ABP: Dexterity +2 [Level 8] Hit points: 5 Skill points: 7 +1 (favoured class) Ability: Cha +1 Channel energy: -4d6 / +3d6 ABP: Natural Armour +1; Resistance +2 to all saves; Armour/Weapon +1/+1 Armour +1 to Jasmine Armour +1 to Monster [Level 9] Hit points: 4 Skill points: 7 +1 (favoured class) Bonus Whisper: The Practical Applications of Electricity (Su): At 9th level, you can create flesh golems (or similar golems created from the parts of other creatures) as if you possessed Craft Wondrous Item, Craft Magical Arms and Armor, and Craft Construct. You must meet all other construction requirements for the golem as normal. Feat: Greater Spell Focus (Necromancy): +1 DC ABP: Armour/Weapon +2 Weapon +2 to Monster [Level 10] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy: -5d6 / +4d6 ABP: Deflection +2; Resistance +3 to all saves At this point, ABP wealth by level is 31000G. This is adequate to finance a Scroll of Maximised Awaken Construct for 25825G. Cast this on the Monster, removing the mindless subtype, allowing it to develop skills and feats. [Level 11] Hit points: 4 Skill points: 7 +1 (favoured class) Whisper: Healing Lore (Ex) You add all spells with "cure" in their name to your spell list and treat them as necromancy spells. In addition, you add half your sacred necromancer level to all Heal checks. Note that this includes: Obscure Object, Obscured Script and Secure Shelter. Note that in any other edition, this would not be necessary: in 2nd Ed AD&D: Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful. All healing spells were Necromancy. in 3.*/Pathfinder: Necromancy: Spells that manipulate, create, or destroy life or life force. All cure spells were inexplicably Conjuration. in 4th Ed D&D: Necrotic was nothing but a damage type. in 5th Ed D&D: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Healing spells are back to Necromancy. Feat: Divine Interference As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice an unused spell slot and make the enemy reroll the attack roll. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day. ABP: Charisma +4 Monster: at any level, you can change which abilities the construction points are spent on. Therefore reconfigure the Monster to have the Haunted Construct and Advanced templates. [Level 12] Hit points: 5 Skill points: 7 +1 (favoured class) Ability: Cha +1 Channel energy: -6d6 / +5d6 ABP: Dexterity +4 [Level 13] Hit points: 5 +12 (retroactively) Skill points: 8 +1 (favoured class) +12 (retroactively) Feat: Spirit Ridden Spend an hour to gain HD skill ranks + class skill proficiency in any skill. This duplicates one use of Visualisation of the Mind (a Transmutation spell). ABP: Natural Armour +2; Resistance +4 to all saves Intelligence +2 Constitution +2 Scry on Familiar (Sp) ×1/day Obtain doses of Salt. Obtain a Potion of Cure Serious Wounds (750g, unless Fir can fabricate one). Convert it to +3 CL using Deathwine (duration: 13 hours). Generally untyped bonuses like Deathwine's stack with everything, so buying 10 el-cheapo Cure Light Wounds potions, Deathwining them and drinking all of them in a minute would provide a +10 CL bonus for 500g. That's likely an oversight. That night, use Blood Money to provide a material component: 1d6 damage + 2 Str damage The same round, cast Create Undead: material component of 500g Onyx gem (50g×10HD) provided by Blood Money CL 17 thanks to Salt (+1) and Deathwine (+3) decapitated corpse of High Elf minion is provided from end of last story arc it is tied up firmly by the Monster first: DC 43 to beat with its CMD of 24 (so, possible) Dullahan is created, named Hayt Tleilax 10HD; not initially under any control of its creator; but it is not Evil either. Will +12 vs DC 22: Command UndeadW: 36/day; lasts for 13 days before needing to be reapplied; CL check vs 18 Spell Resistance has a 20% chance of ignoring each casting and a 50% chance of making the save, so 14 of those 36 attempts are likely to land successfully. Will +12 +4 vs DC 24: Command Undead (Su): 11/day; lasts indefinitely but Intelligent Undead attempt to Save against it every day; Spell Resistance does not apply Eventually it will fail to save and come under the caster's control. At which point it is considered Friendly. Diplomacy vs DC 14: Influence Attitude to Helpful whereupon Make Request faces little opposition... such as yield to me and voluntarily fail the next Save so that we can work together as a team, giving you far better freedom and opportunity than if you went rogue Then cast Daywalker to make it look humanoid (complete with a head!). Purchase some capacious chests / trunks in which to stow the lowbie skeletons out of sight or drop them into the Handy Haversack. [Level 14] Hit points: 6 Skill points: 8 +1 (favoured class) Channel energy: -7d6 / +6d6 ABP: Resistance +5 to all saves Armour +2/+2 Weapon +3 to Monster [Level 15] Hit points: 5 Skill points: 8 +1 (favoured class) Field: Thaumaturgy Whisper: Geas (Su) ×1/day Saving Throw: none (This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.) Spell Resistance: no (Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated) Casting Time: Standard Action (Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description).) Feat: Channelled Revival (?Sp?): expend 3× Channel Positive Energy to cast Breath of Life on a (living or dead) creature within 30. The spell has a cast time of a Standard Action and a range of Touch. The feat has a cast time of a Full Round Action and a range of 30. This revival comes into effect just before the beginning of your turn in the round after you began casting the spell and restores life to the target if cast upon a creature that has died within 1 round. It therefore must be cast pre-emptively to successfully revive; if cast after the creature is slain, the attempt to revive comes into effect after the opportunity to do so has already lapsed. This has a prerequisite of 6d6 positive Channel Energy, which was only satisfied at level 14. It's an extremely situational and weak option (3/day be fully occupied for an entire round, healing a character on the off-chance they might be slain during the casting) but with such a restrictive spell list, this is likely the only way to be able to resurrect anyone. Gentle Repose is a Touch-range Standard Action which extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. If the caster can move close enough to cast Gentle Repose and touch the deceased in the same round in which they died, the caster can subsequently spend an entire round activating Channelled Revival and successfully revive them the following round (or later). Casting the spell heals 5d8 +CL (average of 37). If a dead body's hit point total after receiving this healing is still negative but less negative than -Con, the body is resuscitated. However, if a dead body's hit point total after receiving this healing is now positive, they remain dead. It is going to be very difficult to hit that sweet spot between -Con and -1 with such a variable amount. ABP: Charisma +6 Armour +3/+3 Weapon +4 to Monster Independent Research: In accordance with tradition, the names of such spells are prepended with an attribution (eg Bigby's, Melf's, Mordenkainen's, etc.) so in this case they are attributed to Sinecure, the sponsor of the research. Since they have "cure" in the name, Jasmine adds them to the list of Spells Known and treats them as Necromancy spells. 1: Sinecure's Blood Money: costs 1 Str damage per 500GP substituted; this recovers at a rate of 1 per day. 7: Sinecure's Limited Wish: costs 1500GP to cast (which is explicitly 3 Str). [2021-02-20 05:28:22] <mainstreet> "Oh, and you took a while to get here. Celia returned to the Guildhall and immediately conceded, saying she had no interest in leadership, so there will be no duel tomorrow. Grand Sorcerer Volquez asked me to give this to you, Jasmine." Emilia hands Jasmine a scroll. [2021-02-20 05:35:47] <mainstreet> The scroll reads "Ms. Bitterleaf- [2021-02-20 05:35:47] <mainstreet> As you are a spellcaster of arts including the arcane, and have proven your mastery of the arcane arts by defeating one of the Masters of our guild, we would like to offer you membership in the Mages' Guild of Grand Isle, and an immediate passage to the Mastery rank. [2021-02-20 05:35:47] <mainstreet> Acceptance will require your primary home to be on Grand Isle, and come with the duties required of our Masters, but also provides a substantial salary. If you are interested, please see me at the Mages' Guild Tower. [2021-02-20 05:35:47] <mainstreet> --Mariana Volquez, Grand Sorcerer of Grand Isle in the Hydralian Confederacy" [2021-06-19 02:56:05] <Jas> https://www.d20pfsrd.com/magic/#TOC-Adding-Spells-to-a-Wizard-s-Spellbo suggests independent spell research "should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched." [2021-06-19 02:57:14] <mainstreet> Jas: Yeah, I'm going to say you have 2 months of time to research [2021-06-19 02:57:24] <Jas> Fantastic, thanks. [2021-06-19 02:57:38] <mainstreet> That is to say, 8 weeks. [2021-06-19 02:58:17] <Jas> I should probably find if Wish is a level 8 spell on any of the spell lists... :-P [2021-06-19 02:58:49] <mainstreet> I'll stop you right there and say spells with an XP cost cannot be researched in this manner. [2021-06-19 02:58:51] <Jas> It was in jest :-p [2021-06-19 02:59:14] <Iethloc> No xp costs in Pathfinder [2021-06-19 02:59:25] <mainstreet> Oh. NVM then. :p [2021-06-19 02:59:32] <Iethloc> Limited Wish is level 7. And limited Buy Divine Scroll of 4: Blessing of Fervour and teach it to Ring of Spell Knowledge; being a divine spell, this is not subject to the spell list tax arcane spells are. [Level 16] Hit points: 6 Skill points: 8 +1 (favoured class) Ability: Cha +1 Channel energy: -8d6 / +7d6 ABP: Deflection +3; Natural Armour +3; TODO: either DEX+2 or CON+2
[Level n] Feats: Necromancy and Minions: 3rd: Versatile Channeller: channel both Positive and Negative energy: specify Variant Channelling to gain (death: bonus to stabilise; disease: ability healing; forge: construct healing; luck: skill checks; poison: combine this with Limp Lash!; undeath: Empowered healing for undead) 15th: Channelled Revival causes 3× Positive energy touch to heal and resurrect an ally (but requires positive energy instead, of course). Increase channelling DC with Channel Ray; Improved Channel then increase healing by +2d6 7th: Turn Living Will (DC 10 + 1/2 level + Cha) or Flee (1 minute) = DC 24 Undead Master CL +4 for Animate / Command Undead 1st: Craft Poppet: this is exactly what I had in mind when writing the backstory make creepy doll constructs if you can find a way to cast Mending and Make Whole (not Necromancy spells) You are treated as having both Craft Magic Arms and Armour and Craft Wondrous Item for the purpose of fulfilling the prerequisites for Craft Construct. Therefore could take Craft Construct next and burn gold making more minions. Once you have Craft Construct, take: Craft Half-Construct to gain a cohort. Die for Your Master: 1/day tumour makes a Reflex save to sacrifice itself to take damage meant for you if that attack would be lethal. Spellcasting: Spell Specialisation: CL +2 for one spell; update this spell to a better one every two levels Varisian Tattoo: CL+1 for all Necromancy spells Spell School Specialisation: CL+1 for whole school (req. level 15) Spell Penetration Greater Spell Penetration will start to become more important at higher levels. Skill Focus + Eldritch Heritage + Improved grants: New Arcana: can add any one spell from the sorcerer/wizard spell list to your list of spells known. This costs 3 feats. In comparison, Variant Multiclassing would cost 5 feats of which one is a sorcerer bonus feat from a list. Unsanctioned Knowledge: add 1 spell KNOWN at levels 1-4 from the spell lists of bard, cleric, inquisitor, or oracle. The character qualifies by virtue of being able to cast: Bed Of Iron, Litany Of The Red Crusader, and Positive Pulse (all 1st level Paladin spells). However, they do not become part of the Necromancy school, and so despite being known spells and on the character's (Paladin) spell list, they cannot be cast. Prestige classes: Envoy of Balance requires Neutral alignment; full spellcasting progression; fixes Channelling penalty; (probably) halts Monster progression; True Resurrection capstone ability Soul Warden gains (very) few useful spells such as Heal; stacks Channel Energy and spellcasting progression Arcane Savant gains nine exotic spells; no Channel Energy or Monster progression; 9/10 spellcasting progression Evangelist 9/10 progression for all facets of the base class; minor perks; gated boons Exalted full spellcasting progression; gain one Domain's spells as spell-like abilities plus Miracle (Su) Daivrat 9/10 spellcasting progression; one flexible spell selected each day
a halfling wearing fetters and rags has a green plant growing in her hair

[Wealth]

+120000 Allowance for level 15 using ABP -25825 Scroll of Maximised Awaken Construct; effectively a 9th level spell when prepared by a 17th level Shaman -850 Spider-Silk Bodysuit for Jasmine -5150 Elven Chain for Monster -200 Sleeves of Many Garments -50 Iron Eye amulet to grant the monster +6 to its Intimidate roll within an hour. -150 Consecrated weapon on monster's fauchard adds - 3d6 (Will negates) to the first successful hit with the weapon within 24h -150 Consecrated weapon on headless horseman's scimitar - adds 3d6 (Will negates) to the first successful hit with the weapon within 24h -1000 Independent Research of Sinecure's Blood Money -7000 Independent Research of Sinecure's Limited Wish -24000 Ring of Spell Knowledge -700 divine scroll of Blessing of Fervour -54000 Metamagic Rod of Familiar Spell -750 Wand of Lesser Restoration to reverse the ability damage imposed by casting Blood Money; activation takes 3 rounds! -50 gems to add Construction Points to Monster at 2 HD -75 Ioun torch as the monster's headlight -14 Fauchard -10 Smoked Goggles ie sunglasses -1 indiscriminate quantities of Tea (at 2cp per dose... it's not worth micromanaging)... far cheaper than a Perpetual Teapot that only boils tea once per day -5 Travelling kettle... 5g seems pretty "steep"! free Mistletoe, used by Nature Clerics as a Holy Symbol. Sacred Necromancers are a reservoir and a focus. As such, you do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. However if ever Jasmine needs to protest her innocence and deny being a necromancer, channelling positive energy via Mistletoe could tip the balance. 20 remaining [Gratis] 1800 Hat of Disguise - look like a local Mount 20000 Portable Hole - extra-dimensional space like a really large Rope Trick 7250 Bottle of Air - breathe in airless places like a Portable Hole [Debt] -8000 Ring of Mind Shielding (financed by Fir) [Loot] Bracelet of Teleportation: 3 switches between Red, Green, Blue encode for 27 potential locations; the device casts Teleport to the specified location (if any). Current codes known include: Toblor Zalmuran Zepereth

[Expenses]

TODO: buy Quarterstaff of Entwined Serpents for 5050g This is a +1 Quarterstaff simple weapon, not a Staff magic item. It grants Eschew Materials (already a Bonus Feat of the Sacred Necromancer) and at-will casting of Magic Missile with Caster Level 3 (not the wielder's CL; that only applies to Staff magic items). So that's 7HP auto-hit ranged damage per round to creatures only. Hardly world shattering. But for a modest investment, equip all undead minions with one each. Then spend a Standard Action to command, Don't cross the streams! to release a full salvo from your force-archers (Magic Missile is Force damage; I'm sure there's a Star Wars reference in there somewhere but with the necromantic theme all I could come up with was Ghostbusters.) TONOTDO: Undead Controlling is useless! TONOTDO: 50g for a Winged Fetish to grant +6 to the first save called for by an Undead attack within an hour.

[Encumbrance]

2 Small Spider-Silk Bodysuit 2 Total Carrying capacity of a Small biped with Strength 5: 0-12 Light load 13-25 Medium load 26-37 Heavy load Carrying capacity of a Small biped with effective Strength 2 (as a result of casting Blood Money): 0-4 Light load 5-9 Medium load 10-15 Heavy load Encumbrance of Monster: 20 Medium mithral chainmail 10 Medium Fauchard 5 Heward's handy haversack 30 Female Halfling: Jasmine [2] Jasmine's load ?? Portable Hole, Bottle of Air, etc. 67 Total Carrying capacity of a Medium biped with Strength 30: 0-532 Light load 533-1064 Medium load 1065-1600 Heavy load
a flowery wreath on timber decking

[Familiar]

Flowering Lattice is draped across the shoulders as a stole or over the hair as a hood. It attracts attention and initiates conversation the same way that walking an unusual pet at the park would. This provides a bonus to Diplomacy. Call it "Bob" after the tree which the mutant/zombie Harold from Fallout nurtures. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. For the purpose of effects related to number of Hit Dice, use the master's character level. The familiar has half the master's total hit points. Use the master's base attack bonus. For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Neutral Diminutive plant Low-light vision Speed: 5, climb: 5 HD/HP: 16/53 (as master/half master) [fast-healing 5] BAB: +12/+7 (as master) +4 (Size) +1 (Dex) AC: 23 (10 + 1 (Dex) + 4 (Size) +8 (Natural)) SR: 21 (master +5) Fort: +9 (10 (as master) -1 (Con)) Ref: +6 (5 (as master) +1 (Dex)) [improved evasion] Will: +6 (5 (as master) +1 (Wis)) Str: 1 Dex: 13 Con: 9 Int: 13 (from Familiar advancement) Wis: 12 Cha: 8 Low-light vision Immunity to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); paralysis, poison, polymorph, sleep effects, and stunning. Share Spells: The master may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. Deliver Touch Spells (Su): If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". Speak with Master (Ex): A familiar and the master can communicate verbally as if they were using a common language. Speak with Animals of Its Kind (Ex): A familiar can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the Intelligence of the conversing creatures. Spell Resistance (Ex): A familiar gains spell resistance equal to the master's level + 5. Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Bountiful Fruits (Ex): Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry. Craft:a 2 1 +1 (Int) [cross-class] Craft:s 2 1 +1 (Int) [cross-class] Bluff 15 16 -1 (Cha) [cross-class] Diplo 15 16 -1 (Cha) [cross-class] Lingui 5 4 +1 (Int) [cross-class; Whenever you put a rank into this skill, you learn to speak and read a new language: Common, Draconic, Elven, Vegepygmy] Know:a 6 5 +1 (Int) [cross-class] Know:l 6 5 +1 (Int) [cross-class] Know:n 6 5 +1 (Int) [cross-class] Know:p 6 5 +1 (Int) [cross-class] Know:r 2 1 +1 (Int) [cross-class] Perc 24 16 +3 (prof) +4 (feat) +1 (Wis) Perform 0 1 -1 (Cha) [cross-class] Ride 2 1 +1 (Dex) [cross-class] SenseM 19 16 +2 (feat) +1 (Wis) [cross-class] SpellC 17 16 +1 (Int) [cross-class] Stealth 32 16 +3 (prof) +12 (size) +1 (Dex) UseMagD 15 16 -1 (Cha) [cross-class] Languages: Common, Sylvan (spoken by plant creatures), Elven, and Speak With Master (Ex): Interpretive dance Perhaps this familiar can tell everyone "I am woot!" in different tones of voice. Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A Diminutive creature's natural attacks deal 1hp by default.
a young female halfling squats staring into a toolbox beside an imposing and ornate golem in a drab workshop

[Monster Companion]

Name: Johnny Five Quote: Life! Don't talk to me about life. Brain the size of a planet and they ask me to make a cup of tea. Call that job satisfaction? I don't. Chaotic Good Medium Construct (Undead traits) Char level: Lvl 1 Lvl 3 Lvl 7 Lvl 10 Lvl 11 Lvl 12 Lvl 13 Lvl 15 Lvl 16 Templ Total Speed 20 40 40 50 60 60 / Burrow, Fly (Poor) Hardn 5 0 0 NAC 2 3 9 10 11 13 +2 15 HD/HP 2/11 4/22 8/44 11/61 12/66 13/72 14/77 16/88 17/93 +17×Cha (+20 for Medium +10 as if Small) = 17/188 BAB 2 2 4 8/3 11/6/1 12/7/2 13/8/3 14/9/4 16/11/6 17/12/7/2 (+10 Str) [when taking a full-attack action, not with Natural Weapons] [-3 (Combat Expertise); -4 (Fighting Defensively)] SR 7 9 13 16 17 18 19 21 22 22 Fort - (+Cha) N/A+5 Ref 0 4 (+2) 5 (+2) +7 Will 0 4 (+3) 5 (+3) +8 Str 18 (+1) 3 (+1) 4 5 (+1) +4 30 (+10) Dex 9 (+1) +4 14 (+2) Con - - (-) Int - 18 +4+4 26 (+8) Wis 12 +4 16 (+3) Cha 1 +12 +4+4 21 (+5) Init: +2 (Dex) Armour: 37 (10 +6 (armour) +2 (Dex) +15 (NAC) +3 (ABP:armour)) +1 deflection (Haunted) [+3 (Combat Expertise); +2 (Fighting Defensively)] Flat-footed: 35 (-dex) Touch: 13 (-armour/shield/NAC) Monstrous healing: The Practical Applications of Electricity (Su): 3+Cha/day heal 16d6 as a Standard action Channel energy (Su): 3+Cha/day AoE heal 8d6 to monster and all undead within 30 as a Standard action Jolt: ∞/day heal 1d3÷2 as a Standard action Drawback: Umbral Masking: each time someone looks at the Monster's shadow, it looks like a shadow cast by a different one of the five brigands from whom it was constructed. Trait: Omen: Intimidate is a class skill with a +1 trait bonus; make a demoralise attempt as a Swift action once per day. Low-light vision and Darkvision 60 feet. Immunity to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning; any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Proficient with no armor. Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Constructs do not have any class skills, regardless of their Intelligence scores. Link (Ex): You can handle your monster as a free action or push it as a move action, even if you don't have any ranks in the Diplomacy skill. Share Spells (Ex): You may cast a spell with a target of "you" on your monster (as a ranged touch spell) instead of on yourself. You may cast a spell on your monster even if the spell normally doesn't affect constructs. If the target of a spell is yourself (the Target line of the spell description includes "You"), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells. Shock Therapy (Su): A magical attack that deals electricity damage heals the monster of 1 point of damage for every 2 points of damage the attack would otherwise deal. Spell Resistance (Su): The monster gains SR equal to 5 plus its HD. Spells cast by you are not affected by this SR. Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%. Infused Soul (Su): This allows the haunted construct to apply its Charisma modifier as a bonus on Fortitude saves, and it gains a number of bonus hit points per Hit Die equal to its Charisma bonus. A haunted construct is healed by negative energy and harmed by positive energy as if it were an undead creature. It reacts to magical and supernatural effects, such as detect undead and searing light, as if it were an undead creature. Channel Resistance: +4 Construction Points: you may spend construction points on your monster, granting it special abilities (as per animated objects). These points are cumulative, and at any level, you can change which abilities the construction points are spent on. CR CP Option -2 Cadaver Crafter (Su): allows you to spend construction points as per an animated object of the creature's size which is 2 for Medium. You may not apply the following abilities: metal or stone. You may only have one such crafted corpse in existence at a time. -1 Composite Construction (Ex): The construct is made of multiple materials. Reduce its hardness by 5. Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness. (ie Hardness 5 becomes 0) -1 -2 Delicate Construction (Ex): The construct is considered one size smaller for determining hp. (ie 20 bonus HP for medium becomes 10 bonus HP as if it were only small) -1 The Practical Applications of Electricity (Su): At 9th level, you can create flesh golems (or similar golems created from the parts of other creatures). Constructs that have a chance of going berserk receive -1 CR adjustment to their calculated price if control can be reestablished (like a flesh golem) -1 Haunted (Ex): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead. +1 Haunted Construct acquired template: A haunted construct is infused with the soul of a creature who died nearby. (Alignment is overruled by the Sacred Necromancer's Cadaver Crafter feature; and I don't want the Special Attacks... I only want to be able to cast Necromancy spells on the Monster, and this template enables that.) +1 Advanced simple template. -1×4 Construction Points: At 4th level and every 4 levels thereafter, you may spend construction points on your monster. You may not select the metal or stone abilities. +1 Improved Attack (Ex) [melee]: All the Animated Object's melee attacks do damage as though it were one size category larger. +1 Augmented Critical (Ex): Increase the threat range for the Animated Object's melee attacks by 1 or the threat multiplier by 1. +1 Sentinel (Ex): The object is designed to be especially observant. It gains a +8 bonus to Perception. +1 Passenger's Palanquin (Ex): [Reduced] A detachable compartment holds one Small creature. This compartment provides the passenger full cover and protection from line-of-effect effects. It has the same hardness as the construct and 20 hp. +1×4 Faster (Ex): One of the object's movement modes increases by +10 ft. (ie Speed 20ft becomes Speed 60ft) +1 Additional Movement (Ex): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. (ie Speed 60ft gains Burrow 60ft) +1 Additional Movement (Ex): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. (ie Speed 60ft gains Fly 60ft) 0 0 Total >>> GM ruling <<< drop the base creature's useless 2× Slam natural attacks for a 2× 1 CP refund spend this on more speed Skills: 2 + Int (8) per level = 10 * 17 HD Acrob 19 17 +2 (Dex) [cross-class] [+12 to Jump] Craft:a 25 17 +8 (Int) [cross-class] (when this Nutrimatic Crafts Tea, it never produces something almost, but not quite, entirely unlike tea) [Tea can come under Alchemy...] Craft:s 25 17 +8 (Int) [cross-class] (heal thyself!) DisDev 19 17 +2 (Dex) [cross-class] [+2 masterwork tools] Fly 18 17 +3 (prof) -4 (Poor manoeuvrability) +2 (Dex) Intimi 36 17 +3 (prof) +5 (Cha) +10 (Str) +1 (trait) [+6 +circumstance bonus for being a Burrowing flesh golem?] DC=10+HD+Wis Know:e 9 1 +8 (Int) [cross-class] (engineering) Know:n 15 7 +8 (Int) [cross-class] Know:p 9 1 +8 (Int) [cross-class] Know:r 15 7 +8 (Int) [cross-class] Percep 28 17 +3 (Wis) +8 (construction) [cross-class] Ride 1 1 +2 (Dex) -2 (armour) [cross-class] Stealth 17 17 +2 (Dex) -2 (armour) [cross-class] Surviva 20 17 +3 (Wis) [cross-class] [Track is no longer a Feat] Total: 170/170 Languages: An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct's Intelligence bonus (if any). So that's 9 of its master's languages without (the monster) needing to spend a skill point. Feats (7): 1: Armour Proficiency: light 2: Exotic Weapon proficiency: Fauchard 5: Improved Critical: Fauchard 8: Combat Expertise: AC+5 10: Butterfly's Sting 13: Intimidating Prowess 16: Improved Flight Feats are gained according to the Monster progression table; not standard advancement. They are not evenly distributed, being granted after 1, 3, 3, 2, 3, 3, 2, 3 levels. A Full Attack can be performed defensively (-4AB; +2AC) and can accommodate a five-foot-step. Fauchard Base ImpAtt AugCrit ImpCrit Str ABP Total Attack Bonus HD +10 +4 31/26/21/16 [-5 (Combat Expertise); -4 (Fighting Defensively)] Damage d10 2d8 +10×1.5 +4 2d8 +19 [Will save or else +3d6 once per combat] Threat Range 18-20 15-20 15-20 Threat Multi x2 x3 x3 Since a weapon with Reach cannot attack adjacent foes, the Monster will need to take one hand off the Fauchard (a free action), make one Slam attack, return that hand to the Fauchard and remove the other hand, make a second Slam attack, and hold the Fauchard once more. Adjacent foes is about the only reason to retain the base Slams rather than trying to remove them for a refund on construction points. Slam Base ImpAtt AugCrit ImpCrit Str ABP Total Attack Bonus HD +10 27/27 Damage 1d6/1d6 1d8/1d8 +10/+10 1d8+10/1d8+10 Threat Multi x2 x3 x3 It seems that a medium construct's Slams are expected to be d4 each. Combat Manoeuvre Bonus / Defence Base BAB Str Dex Size Misc Total CMB HD +10 27 [+ABP if using Fauchard; +20 to tie up] CMD 10 HD +10 +2 +1-2 46 > <mainstreet> so, first off > <mainstreet> You have +2 armor attunement and +2 weapon attunement at level 11 > <mainstreet> You just... get those. So it's like you're wearing +2 armor and have a +2 weapon > <mainstreet> Now, ignore the whole bit at the bottom of this page on how special abilities work. We're not doing that, it's dumb and underpowers things. > <mainstreet> Instead, if you want special abilities on your weapons/armor, get a masterwork, then pay for the abilities like you would normally. > <Jasmine__> Ah, so, if ABP grants us +2 at level 11, our options are a dagger +2, or pay 2000g for a Keen dagger +2. But *not* pay 0g for a Keen dagger +1. > <mainstreet> In my rules, yes. > <mainstreet> The "official" ABP says pay 2000g for a keen +1, or pay 0 for a +2, which is stupid > <Jasmine__> OK. Fantastic. Thanks. Weapon Pricing by Bonus
an armoured ogre bedecked in skull talismans wears an armoured saddle on the shoulders upon which a witch rides, wielding a bone dagger in one hand and a staff in the other while a raven flies overhead; the rider has hexamastia which is common in many mammals

[Evil Dead: the Army of Darkness]

Level Source max HD total HD current HD casts/day duration forms [NB: values are stale and were correct at level 11] Su Command Undead (Su) 15 15 0 12 instant permanent any including intelligent 1 Animate Skeleton None 1 creature 0 creature 51 instant 1 Skeleton, no special HD limit (Template limits only Animate Dead to 20 HD); does not count toward control limit 1 Animate Undead ... ... - 51 15 rnd ... 2 Command Undead * * 3×10 43 15 days * 2 Raise Lesser Undead 5 5 0 43 instant skeleton, zombie, counts toward control limit 2 Animate Ghoul std 1 creature 0 creature 43 instant small to large Ghoul or Ghast, counts toward control limit 3 Animate Dead 32 64 0 35 instant skeleton, zombie, bloody skeleton and burning skeleton, Beheaded, Exoskeleton, Zombie handservant 4 Animate Dead, Improved 30 60 0 27 instant giblets become individual Small Zombies that fly; arms of spellcasters gain 1/day (Sp) of last spell cast 4 Flesh Puppet Horde " " 0 27 permanent zombies disguised as living creatures until they attack; must remain within 210ft 4 Escape the FleshF 32 1 creature 0 creature 27 instant if minor damage takes target to -10, rise as a skeleton for no costly material component 5 Animate Skeleton†F None 1 creature 0 creature 19 15 rnd minor Negative/Con dmg; if target dies, briefly serves as a skeleton 6 Create Undead CL-1 - 0 12 - no control granted 7 Create Variant Mummy CL-1 - 0 5 - no control granted 7 Control Undead 30 30 0 5 15 mins 8 Create Greater Undead CL-1 - 0 X - no control granted 9 Raise Undead Host Create (Greater) Undead presents a menu whose recipes are unlocked by Caster Level which can be raised via circumstances: CL +1 Theurgy: the Sacred Necromancer's spells are all Arcane and Divine, so expending two slots instead of one raises the CL by 1. CL +1 Anointing Oil: 25g for harmless Divine spells with Range: Touch CL +1 Salt: 5s for Necromancy spells CL +1-3 Deathwine: expend a Cure Potion for a CL boost to Necromancy spells: 50g for +1; 300g for +2; 750g for +3 CL +1 Æther: 20g (and a Fort DC 16 to avoid catching a disease: addiction); also requires a "caster check" (not a recognised phenomenon) to cast spells. Sadly, Undead Genies don't retain the ability to cast Wish. [Shadow Projection]scraggly spatter of strands form a humanoid silhouette * is not Evil due to the Chirurgeon class feature * creates a Small shadow due to being cast by a Small halfling (this is due to the spell description's listed changes not including "this changes your size to Medium"; cf Shadow Body which says "Your size doesn't change." Even though we all know sufficient light sources can prevent an object having a shadow, and a sunset causes an object to cast a shadow far larger than itself.) * type becomes Undead (incorporeal): ** no Str: use Dex bonus for melee attack rolls (+11/+6/+1 +1 (size) +2 (dex) = +14/+9/+4) ** no Con: use Cha bonus for Fort saves (9 +9 (cha) +1 (racial) +5 (ABP) = 24) ** gain Darkvision 60 ** healed by Negative energy ** immune to: *** ability damage to Str (non-ability), Con (non-ability) and Dex *** ability drain *** bleed *** death effects *** disease *** energy drain *** exhaustion *** falling damage *** fatigue *** grapple *** mind-affecting effects *** non-lethal damage *** non-magical attack forms *** paralysis *** poison *** sleep *** stunning *** trip *** any effect requiring a Fort save (unless it works on objects or is harmless) ** take only half damage from: *** spells, (Sp) and (Su) *** magically enchanted weapons ** take full damage from: *** incorporeal creatures *** Force effects *** Channel Energy (ie Turn Undead) class feature (but has Channel Resistance: +2) * fly 40 (Good) and can move at full speed, navigating with an innate sense of direction even if unable to see (eg when passing through solid objects) * melee attacks deal 1d6 Str damage ** incorporeal touch attacks pass through NAC, armour and shields but are affected by deflection and Force effects * natural AC set to zero; deflection bonus equal to Cha mod (AC: 30; FF: 27; Touch: 22) * racial +2 to Stealth changes to +4 in dim light; -4 in bright light ** movement is silent and cannot be detected by Perception * can speak (Common), gesticulate and has Eschew Materials - therefore can cast spells in Shadow form * as a spell with Range: Personal, this can be cast on the Familiar and Monster using Share Spells (Ex)
[Hayt Tleilax]a female elf in sparse, dark armour rides a dark horse with glowing blue eyes in barding and wields a forked sword with red energy crackling between its prongs This minion is a Dullahan: Cost: 500G Alignment: Chaotic Good, not Evil Intelligence: 10 Hit dice / points: 10 / 85 Blindsight 60 ft Frightful presence: 30 ft; activated as Free action; Will DC 19 or creatures of < 10HD frightened for 5d6 rounds Channel resistance: +4 Spell resistance: 18 Fast healing: 5 Cold, Keen, scimitar: +14/+9 (1d6+6/15-20 +1d6 cold) [ie 2d6+6, or 3d6+6 on a critical hit] [Will save or else +3d6 once per combat] Death's Calling (Su): 1/day Fort 22 or 1d6 rounds staggered; 24h all critical threats confirm automatically; stabilisation checks fail automatically Summon Mount (Su): speed 50 Although this specimen doesn't have magical Full Plate +1, it does use a shield, so its AC is as per stat-block for simplicity.
[David's arms]two arms from a Lego(R) man Cost: 250G+ each Align: Chaotic Good, not Evil Type: Zombie (small) Align: CG Int: as David (at least 13) HD/HP: as David (at least 10/48; no Con score, but +HD) AB/AC: as David/12 (size; natural AC; Dex?) Fort: as zombie (HD/3; no Con score) Refx: as David (base and Dex bonus) Will: as zombie (HD/2+2; no Wis bonus) Move: fly 30 (poor) Conc: Concentration (DC 18) with CL +Int +d20 Attack: Lightning BoltR 10d6 ×1/day each; DC as David. Weak: Staggered: only one Move or Standard action per round Flying creatures must Move half their speed (or more) every round to avoid needing to make a skill check. Flying creatures have Fly as a class skill (+3 proficiency if they have skill ranks in that skill). A zombie chunk has no skill ranks so its Fly skill checks are made with a +Dex +Size -Manœuvrability = +?+2-8 modifier. A Fly skill check at DC 15 to Hover means a Staggered zombie does not waste its only action on mandatory movement, allowing it to spend it on a Standard Action such as casting its Spell-like Ability. p(d20+Dex-6 ≥ 15) = p(d20+Dex ≥ 21) so unless David had a natural Dex of 12+, it is impossible for these flying zombie arms to ever use their daily Spell-like Ability on their own. They likely need to be mounted on something (in torpedo tubes built into the monster!) [2021-02-20 02:53:15] <mainstreet> The devil attempts to follow Jasmine and attack her with its claws. [2021-02-20 02:53:50] <mainstreet> Unfortunately for the devil, it doesn't really manage to even find Jasmine's location. [2021-02-20 02:56:56] <mainstreet> The wizard tries to find Jasmine's general direction and sends a Lightning Bolt that way. [2021-02-20 02:57:14] <mainstreet> He has no better luck at this, and the bolt hits harmlessly off the back wall.
[Gordon]golden coloured Anubis style Jaffan power armour from Stargate This minion is a Pharaonic guardian crafted from the corpse of a Gorgon: Cost: 750G Align: Chaotic Good, not Lawful Evil Type: Incorporeal mummy (large) Intelligence: 13 Hit dice / points: 15 / 142 Telepathy 100 Judging Gaze (Su): mind-reading gaze attack within 30 Insightful Strike (Ex): +4 to Hit previous targets of Judging Gaze (Su) Soul-Rending Wings (Su): every 1d4 rounds, 2× 30-ft line inflict 1d4 Negative Levels (Ref 22 neg) Guardian Sword and Shield (Su): full attack: +19/+19/+14/+9 (2d6+8/17-20) attack: +19 (6d6+8/17-20)