The ______'s class skills (and the key ability for each skill) are:
1: Skeletal Minion, Ectoplasmic Reinforcement
2: Asha Uses All, Rebuke Death
3: Power Over Undead
4: Lore of Life and Death
5: Voice of the Grave
6: White Necromancy
7: Ectoplasmic Transfer
8: Bonus Meta-Chakra Feat
9: Life-Sense
10: Shield of Asha
A 1st-level Embalmer 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 Embalmer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the Embalmer 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 Embalmer gains levels. The skeleton has a number of Hit Dice equal to the Embalmer's class level x2. Add the Embalmer's class level to the skeleton's natural Defense bonus. Add one-half of the Embalmer's class level to the skeleton's Strength and Dexterity scores.
A Skeletal minion is a form of familiar.
The Embalmer gains +2 resistance to Water, Earth, and Yin damage and -2 to Fire and Yang Damage. She also gains a +2 resistance to all Poison, Disease and Blind effects. This ability affects all allied undead and necromancer classes within a 60 ft. radius centered on the Embalmer.
The Embalmer 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 Embalmer, they gain +1 Chakra per Embalmer Level.
As a standard action, an Embalmer can touch a living creature to heal it for 1d4 hp plus 1 for every Embalmer level she possesses. She can use this ability only on a creature below 0 hp. She can use this ability a number of times per day equal to 3 + her Charisma modifier. for the next 2d4 rounds the creature comes under the effect of the Embalmer's Ectoplasmic Reinforcement (gaining bonuses to Water Resistance, poison, disease and blinding effects and becoming temporarily weak against light chakra.)
Beginning at 3rd level, a Embalmer 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 Embalmer can channel energy a number of times per day equal to 1 + her Charisma modifier, but only to use the Turn 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 Alignment Channel, Elemental Channel, or Selective Channeling. The DC to save against this feat is 10 + her Embalmer level + her Charisma modifier. When she channels energy, all undead are potentially affected, even Forsaken Allies with the exception of her 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.
An Embalmer adds her Wisdom modifier in addition to her Intelligence modifier when making Knowledge (religion) skill checks pertaining to subjects involving death, burial practices, undead, or the afterlife. In addition, an Embalmer adds a bonus equal to her Embalmer level (minimum +1) to all Heal skill and medical jutsu checks.
At 7th level, an Embalmer can transfer some of her life essence to another living creature. As a standard action, when an Embalmer touches a subject, she can sacrifice an amount of her own hp equal to 10 + her Constitution score + her Embalmer level x2. Those hit points are then immediately transferred to the creature touched, for the next 2d6 rounds the creature comes under the effect of the Embalmer's Ectoplasmic Reinforcement (gaining bonuses to Water Resistance,poison,disease and blinding effects and becoming temporarily weak against light chakra.)
These hp heal the subject but cannot raise the subject’s hp higher than its normal hp total.
Beginning at 6th level, any necromancy spell that creates undead loses the evil descriptor when cast by a Embalmer
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 Embalmer’s alignment.
The Embalmer gains no specific control over undead created using white necromancy, although she may ask the undead to provide some service or to otherwise assist her. To make such a request, the Embalmer must make a special Diplomacy check, rolling 1d20 + Embalmer levels x2) + her Charisma modifier.
Mindless undead created through white necromancy initially are indifferent toward the Embalmer, and a flat DC 15 Diplomacy check is required when requesting their assistance. Intelligent undead initially are friendly toward the Embalmer, and a flat DC 15 + the creature’s Charisma modifier is required when requesting their assistance.
An Embalmer must treat any undead created through white necromancy with honor and respect at all times. In most cases, an Embalmer 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 Embalmer for a prolonged period of time as long as the Embalmer pays 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 Embalmer 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, Embalmers 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 Embalmer gains blindsight to a range of Constitution Modifier x 10 ft. for a number of rounds per day equal to his Embalmer 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.
At 10th level, the Embalmer can, as an immediate action, emit an aura that protects against death effects for a number of rounds per day equal to her Embalmer level x2. Its Radis is equal to the Charisma modifier of the embalmer x 10 feet. Living creatures within this area are immune to all death spells, death effects, energy drain, and effects that cause negative levels. This protective aura does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the protected area.
These rounds need not be consecutive.
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]
-----------
Advanced classes use 7
Skill base is 2 + Int per level. [0]
----------
Prestige is likely less [points] then adv