CLASS DETAILS

Alignment: Any nongood.

Hit Die: d6

REQUIREMENTS

To qualify to become a undead master, a character must fulfill all the following criteria.

Skill: Heal 5 ranks, Knowledge (religion) 5 ranks.

Spells: Able to cast animate dead as an arcane spell.

CLASS SKILLS

The undead master’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Points at Each Level: 2 + Int modifier.

Table 3–5: The Undead Master Level BAB Fort

Save Ref

Save Will

Save Special Spells per Day 1st +0 +0 +0 +2 Unholy fortitude, power over undead — 2nd +1 +0 +0 +3 Necrotic magic +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Darkvision +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 Undead armor training +1 +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Unholy fortitude +1 level of existing arcane spellcasting class 6th +3 +2 +2 +5 Undead graft, necrotic touch +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 Unholy fortitude +1 level of existing arcane spellcasting class 8th +4 +2 +2 +6 Undead armor training +2 +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 Undead leadership +1 level of existing arcane spellcasting class 10th +5 +3 +3 +7 Half-dead caster +1 level of existing arcane spellcasting class

Undead Armor Proficiency: Undead masters are considered proficiency with light and medium armors, as well as shields, made from either bone or the hides of intelligent creatures.

Unholy Fortitude (Ex): Starting at 1st level, the undead master may choose to add either her Constitution bonus or her Charisma bonus to the number of new hit points she gains from Undead Master levels.

At 4th level, she gains a bonus to all fortitude saves equal to her charisma modifier.

At 7th level, she become immune to disease and poison.

At 10th level, she can use her Charisma bonus instead of her Constitution bonus for hit points gained from levels in all of her classes.

Power over Undead (Su): At 1st level, she receives Command Undead as a bonus feat. She can channel energy a number of times per day equal to 3 + the highest of her Intelligence, Wisdom, or Charisma bonuses, but only to use the Command Undead feat. She can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 her Undead Master level + the ability score modifier from above. At 10th level, this ability ignores channel resistance.

Necromancer wizards possessing the school ability of the same name do not gain this ability, they instead gain 3 additional uses per day of their own Power Over Undead Ability and may add their Undead Master level to their total Wizard level when calculating the DC of their Power Over Undead ability.

Necrotic magic: At 2nd level the undead master adds all inflict wounds spells to her class’ spell list. She does not gain these spells automatically, but may learn them the normal way her class allows.

Spellcasting Progression: At 2nd level and every level thereafter, the undead master gain new spells as if she had also gained a level in a spellcasting class she belonged to before becoming a Undead Master. She does not, however, gain any other benefits a character of that class would have gained, except for additional spells per day, spells known (if you are a spontaneous spellcaster), and an increased effective level of spellcasting. If she possessed more than one spellcasting class before becoming a Undead Master, she must decide which class to add the new levels to for the purpose of determining spells per day.

Darkvision (Ex): At 3rd level, she gains Darkvision 60 ft.. If she already possessed darkvision from another source, her darkvision range increases by 30 ft. instead.

Undead armor training (Ex): At 4th level, whenever she wears bone armor, ghoul hide, or full plate of the corpse armor, the undead master reduces her armor check penalty by -1, increase her maximum dexterity bonus by +1, and decrease her arcane spell failure by -10%.

At 8th level these bonuses improve to -2, +2, and -20% respectively.

Undead graft (Ex): At 6th level, the undead master gains an arm necrograft for free. This arm is never lost during resurrection attempts and the undead master does not need to roll a will save to keep it.

Necrotic touch (Sp): At 6th level, an undead master gains a number of touch attacks as spell-like abilities based on her undead master level. The DC of these touch attacks are equal to 10 + 1/2 her undead master level + the highest of her Intelligence, Wisdom, or Charisma bonuses.

Touch of fatigue (Sp): She may use touch of fatigue as a spell-like ability at will. If she is a spontanenous caster with touch of fatigue on her spells known list, she can choose to switch it out for another cantrip for free.

Chill touch (Sp): She may use chill touch as a spell-like ability a number of times per day equal to her Undead Master level.

Ghoul touch (Sp): She may use ghoul touch as a spell-like ability once per day for every two Undead Master levels she possesses.

Vampiric touch (Sp): She may use vampiric touch as a spell-like ability once per day for every three Undead Master levels she possesses.

Slaying touch (Sp): She may use slay living as a spell-like ability once per day for every five Undead Master levels she possesses.

Undead leadership(Ex): At 9th level, the undead master gain a monstrous cohort as if she possessed the Vile Leadership feat, except that her cohort must be a creature of the undead type. She also gains a number of followers appropriate for her leadership score, except that these followers must be mindless undead creatures whose hit dice count as their follower level.

Half-dead caster (Ex): At 10th level, she becomes a creature halfway between living and dead. She gains the half-undead subtype, immunity to cold, nonlethal damage, paralysis, and sleep, and DR 5/—.

As a half-undead creature, she is harmed by positive energy and healed by negative energy, she take no penalties from energy-draining effects, though she can still be killed if she accrues more negative levels than she has Hit Dice, and after 24 hours, any negative levels she has gained are removed without any additional saving throws.

Additionally, unintelligent undead do not notice her unless she attacks them first and she receives a +2 bonus on saving throws against mind-affecting effects.

If the undead master is already an undead or half-undead creature, this feature only grants her abilities she did not already possess, and duplicate abilities not stack.