The Necrocrat's 6 character skills are:
Bluff (Cha),
Intimidate (Cha),
Knowledge (Int),
[Energy] Control (Wis),
Ritual Arts(Int),
Primal Arts (Int)
Magic classes tend to have unique abilities of a magical nature and High Control pools.
1: Core: Bone Butler
2: Mag Bauble
3: Cackling Skull
4: Relentless
5: Asha Uses All
6: Bonus Feat
7: Charm of the Undercity
8: Mag Bauble
9: Ghost Gear I
10: Power Slot
11: Necro - Blight
12: Bonus Talent
13: Ghost Gear II
14: Mag Bauble
15: Power Slot
16: Bonus Feat
17: Ghost Gear III
18: Mag Bauble
19: W/S/A Proficiency
20: Exploding Ecto-Skull
With a ritual requiring 8 hours, an Necrocrat can animate a single skeleton or Zombie whose Hit Dice do not exceed her Necropolis level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one Bone Butler at a time but they can still have a skeletal Minion from one of the other Necropolis classes. She can dismiss her companion as a standard action, which destroys it.
The Bone Butler is a non combat servant [That can still defend itself if attacked] with standard statistics except that it has an exact copy of the Necrocrat's skillset for out of combat actions. This means the Bone butler can head into town to go shopping, conduct diplomatic actions, cook meals or anything else the Necrocrat herself may have the skill to do, it can also utilize it's carrying capacity and even equip items.
British accent Optional.
Nei Power: Cackling Skull
School: Genjutsu
Chakra: 12
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one skull
Duration permanent until discharged
Saving Throw" Will negates;
DESCRIPTION
This spell functions as magic mouth, except rather than creating an illusory mouth on any surface, it affects a skull. In addition, when the skull’s magic is triggered, it releases wild and unnerving cackles before speaking its message. All creatures that can hear the cackles must save or become shaken for 1d4 rounds.
Many times the Necrocrat is called in to deal with an undead problem and they have become as untiring as the undead they pursue
At 4th level, a Necrocrat can travel for an extended period of time without rest.
The Necrocrat (and her mount, if she has one) can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, she must attempt a DC 15 Fortitude saving throw. If she fails, he can travel for 8 hours the following day, and she (as well as her mount, if she has one) is fatigued for the following 24 hours. If she succeeds at the saving throw, she can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the Necrocrat has been traveling for more than 8 hours. The Necrocrat does not need to attempt a separate saving throw for her mount. After the Necrocrat rests for 24 hours, the saving throw DC resets to 15.
Asha Uses All - (Passive Ability)
The Necrocrat gains Chakra whenever a Friend or Foe crosses the threshold between this world and the next. Whenever a Creature enters Negative Life within 125 feet of the Necrocrat they gain +1 Chakra per Necrocrat Level, if you already posess Asha Uses All from another necropolis class, gain the ability Asha Uses All and so does <Character name> instead.
Restricted Class ability upgrade
Asha Uses All, And so does <character name>
Double the Area of Effect for Asha uses all from 125 to 250 Feet
Double the Chakra gain from Asha Uses all.
Beginning at 5th level, a Necrocrat may expend 5 control in order to gain +4 to his Charisma based skills for the period, this ability stacks with the Patrician Ability turn on the charm.
At 9th level, the Necrocrat’s armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 13th level, this ability also applies to the Necrocrat’s shield, if using one.At 17th level, this ability also applies to the Necrocrat’s Weapon, be it natural or Manufactured.
The Necrocrat can curse an animal, plant creature, or plot of land, causing it to wither and die.
Effect: Blighting an area takes 1 round, during which time the Necrocrat must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A Necrocrat can affect an area with a radius equal to her Necropolis levels × 15 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:
Necro-Blight — type curse; save Will negates; frequency 1/day; effect 1 Con damage.
Note: An area of land affected by Necro-blight can support plant and animal life that has adapted to the blight.
Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A Necrocrat can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
Nei Power: Exploding Ecto-Skull
School: Ninjutsu
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
A Exploding Ecto-Skull spell generates a searing explosion of Ectoplasm that detonates with a low roar and deals 1d6 points of Ectoplasmic damage per caster level (maximum 10d6) to every creature within the area. Unattended organic objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the Exploding Ecto-Skull is to burst. A glowing green, Medium-sized Skull streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Exploding Ecto-Skull at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an Ship cannon port, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The Exploding Ecto-Skull damages organic objects in the area.If the damage caused to an interposing barrier shatters or breaks through it, the Exploding Ecto-Skull may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.