The ______'s class skills (and the key ability for each skill) are:
1: Skeletal Minion
2: Asha Uses All
3: Power Over Undead
4: The Shadow of Death
5: Voice of the Grave, Death Warded
6: Grasp of the Dead
7: White Necromancy
8: Bonus Combat Feat
9: Life-Sense
10: Death is not the End, The Face of Death
A 1st-level Bone Knight using this variant can create a undead minion (a humanoid Squire skeleton).
Obtaining this minion takes 24 hours and uses up magical materials that cost 10000 ECUs
This creature is a loyal servant that follows the Bone Knight's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the Bone Knight suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the Bone Knight gains levels. The skeleton has a number of Hit Dice equal to the Bone Knight's class level x2. Add the Bone Knight's class level to the skeleton's natural Defense bonus. Add one-half of the Bone Knight's class level to the skeleton's Strength and Dexterity scores.
A Skeletal minion is a form of familiar.
The Bone Knight 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 Bone Knight they gain +1 Chakra per Bone Knight Level.
Beginning at 3rd level, a Bone Knight receives Turn Undead as a bonus feat.
He is treated as having the channel energy class ability, but only for purposes of using this feat.
A Bone Knight can channel energy a number of times per day equal to 1 + his Charisma modifier, but only to use the Turn Undead feat. He 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 Alignment Channel, Elemental Channel, or Selective Channeling. The DC to save against this feat is 10 + his Bone Knight level + his Charisma modifier. When he channels energy, all undead are potentially affected, even Forsaken Allies with the exception of his Skeletal minion, however this does not protect the minion from turning attempts from other sources. At 10th level, undead cannot add their channel resistance to the save against this ability.
Beginning at 4th level, the mere presence of the Bone Knight can inspire fear in his enemies.
All enemies within 30 feet that have less HD than the Bone Knight must make a Will save (DC 10 + Bone Knight's level + Charisma modifier). Enemies that fail this save become shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + Bone Knight's Charisma modifier, at which time a new save is made. A creature that makes a successful will save is immune to the Bone Knight's Shadow of Death for 24 hours.
At 5th level, a Bone Knight can speak with dead, as the spell, for a number of rounds per day equal to his Bone Knight level x2. These rounds need not be consecutive.
At 5th level, a Bone Knight receives a morale bonus equal to his Bone Knight level on all saves against death spells and death effects.
He is granted a save to negate such effects even if one is not normally allowed.
At 6th level, a Bone Knight can summon a swarm of skeletal arms to burst from the ground to rip and tear at his foes. The skeletal arms erupt from the ground in a 30-ft.-radius burst and must appear from a solid surface. Any enemy in this area takes 1d6 hp slashing damage per each Bone Knight level x2 (maximum 15d6 hp damage). The Bone Knight may center this ability anywhere within 60 ft.
Those caught in the area receive a Reflex save to take only half damage (DC 10 + Bone Knight's level + Charisma modifier). Those who fail the save are unable to move for 1 round. The skeletal arms disappear after 1 round. A Bone Knight can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level.
Beginning at 7th level, any necromancy spell that creates undead loses the evil descriptor when cast by a Bone Knight
Such spells no longer cost Double Mana rule of that level (as noted under evil necromancy spells). Mindless undead resulting from white necromancy are of neutral alignment. The alignment of intelligent undead exactly matches the Bone Knight’s alignment.
The Bone Knight gains no specific control over undead created using white necromancy, although he may ask the undead to provide some service or to otherwise assist him. To make such a request, the Bone Knight must make a special Diplomacy check, rolling 1d20 + Bone Knight levels x2) + his Charisma modifier.
Mindless undead created through white necromancy initially are indifferent toward the Bone Knight, and a flat DC 15 Diplomacy check is required when requesting their assistance. Intelligent undead initially are friendly toward the Bone Knight, and a flat DC 15 + the creature’s Charisma modifier is required when requesting their assistance.
A Bone Knight must treat any undead created through white necromancy with honor and respect at all times. In most cases, a Bone Knight should agree to release the undead once the requested service or task has been completed. Intelligent undead created through white necromancy might agree to follow the Bone Knightfor a prolonged period of time as long as the Bone Knightpays the Chakra summoning cost to maintain them. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own.
A Bone Knight who fails to properly respect any undead he creates suffers a -10 to Diplomacy and similar skill checks when making new requests of that undead, subject to the GM’s discretion, Bone Knights can still create undead the 'evil way' however this is usually reserved for murders and other criminals as a form of punishment by necromancer society.
At 9th level, a Bone Knight gains blindsight to a range of Constitution Modifier x 10 ft. for a number of rounds per day equal to his Bone Knight level x2, but it detects only living creatures and undead creatures.
This sight also tells him whether a creature is living or undead. Constructs and other creatures neither living nor undead cannot be seen with this ability.
These rounds need not be consecutive.
When a friendly undead is destroyed or a Allied Necropolis Class falls into Negative life, it drains 2d4 Health from all adjacent enemy units within 30 feet to instantly revive itself (with the amount of Health drained). Each Allied unit is raised only once per combat, this effect consumes 5 chakra from the Bone Knight every time it activates, if the chakra is not available the ability fails to trigger and the ally dies normally.
Each time an enemy dies, all surviving enemies are confronted with a vision of their own death. All enemies remaining must make a Will save (DC 15 + Bone Knight's level + Charisma modifier). Enemies that fail this save become shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 2d4 + Bone Knight's Charisma modifier, this ability still functions even if the enemy has become immune to The Shadow of Death.
Restricted Class Feat:
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.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv