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This article contains new necromancy themed content for the Druid, Monk, Rogue/Unchained Rogue, and the Legendary Wizard! These archetypes focus on expanding the powers and utility of necromancy in a not-purely-evil way, allowing them to be used in a variety of games!


Druid

Mycromancer (Druid Archetype)

The mycomancer has formed a strange connection with nature. Forming a bond with a corpsemold, a plant with both the aspects of rot and death, has permanently altered their connection to the powers of nature, allowing them to create mold zombies and utilize their rot for both protection and offense.

Corpsemold Familiar (Ex): At 1st level, a mycomancer forms a strange bond with a fungus that possesses corpses called a corpsemold. They gain a corpsemold as a familiar and treat their druid level as their effective wizard level for the purpose of this ability. If the corpsemold dies, the mycomancer can grow a new one by paying the normal cost to replace a familiar. The corpsemold treats its effective Hit Dice for its possess corpse ability as equal to the mycomancer’s character level. When their corpsemold possesses a corpse, they can choose to remain in the mycomancer’s square, rather than the corpses, giving control over the mold zombie to the mycomancer. When doing so, the corpsemold does not take any damage if the mold zombie they are possessing is reduced to 0 hit points or fewer.  This otherwise follows the normal restrictions for the corpsemold’s possess corpse ability.

This replaces the druid’s nature bond and spontaneous casting class features.

Empathy with Mold (Ex): At 1st level, a mycomancer can improve the attitude of a plant creature as if using wild empathy. The typical wild plant creature has a starting attitude of indifferent. A mycomancer can also use this ability to influence an animal, but they take a –4 penalty on the check to do so.

This ability modifies the druid’s wild empathy class feature.

Fungal Shape (Su): At 4th level, a mycomancer’s connection to their corpsemold has warped and altered their ability to take on other forms. They gain the ability to turn themself into a Medium undead and back once per day, as the undead anatomy I spell. When doing so, the undead they take the form of appears to be coated in a thick layer of rot, moss, and fungus. They do not detect as an undead creature in this form, and are not treated as an undead creature for the purposes channeled energy, cure spells, and inflict spells. The effect lasts for 1 hour per druid level, or until they change back. Changing form (to an undead creature or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an undead creature the mycomancer is familiar with. The mycomancer can also turn into undead versions of living creatures or the corpses of living creatures they have seen, treating those creatures as mold zombies for this purpose. They cannot mimic the exact appearance of any creature using this ability.

A mycomancer loses their ability to speak while in fungal form, unless the creature they take the shape of could normally speak.

A mycomancer can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a mycomancer can use “fungal shape” at will. As a mycomancer grows in level, this ability allows the mycomancer to take on the form of larger and smaller undead, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a mycomancer can use fungal shape to change into a Large, Small or Tiny undead. When taking the form of an undead, the mycomancer’s fungal shape now functions as undead anatomy II.

At 8th level, a mycomancer can use fungal shape to change into a Huge or Diminutive undead, or a Small or Medium plant creature. When taking the form of undead, a mycomancer’s fungal shape now functions as undead anatomy III. When taking the form of a plant creature, the mycomancer’s fungal shape functions as plant shape I.

At 10th level, a mycomancer can use fungal shape to change into a Large plant creature. When taking the form of a plant, the mycomancer’s fungal shape now functions as plant shape II.

At 12th level, a mycomancer can use fungal shape to change into a Huge plant creature. When taking the form of a plant, the mycomancer’s wild shape now functions as plant shape III.

This replaces the druid’s wild shape class feature.

Resist Decay (Ex): At 4th level, the mycomancer’s body has grown accustomed to the powers of decay and death. They gain a +2 saving throw bonus against death effects, diseases, and poisons. This bonus applies to and is doubled against spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

This replaces the druid’s resist nature’s lure class feature.

Fungal Spores (Ex): At 5th level, the mycomancer has become infected with the spores of their corpsemold familiar. They can use these spores, alongside their druidic magic, to create mold zombies under their control. They gain the ability to spontaneously cast lesser animate dead as a 3rd level spell. When doing so, they may only create zombies, and those zombies are created as mold zombies.

At 7th level, they may spontaneously cast animate dead as a 4th level spell as well, but they may only use it to create mold zombies.

At 11th level, they may spontaneously cast create undead as a 6th level spell, but they may only create corporeal undead normally composed of flesh using the spell (such as ghouls or ghasts). Undead created using this spell are plants instead of their normal types, appearing to be covered in rot, mold, and fungus. When determining their attributes, use the mold zombie template when determining their type, saving throws, and weaknesses. These created undead are not under the mycomancer’s control, and have the normal alignment of undead of their type. If these undead could create spawn, those spawn follow these rules as well.

At 15th level, they may spontaneously cast create greater undead as an 8th level spell, following the above restrictions.

Host of Decay (Ex): At 9th level, the mycomancer has learned to improve the spores that suffuse their body with nature’s energy, allowing them to billow outwards in a cloud of death and decay. By spending one use of their wild shape, they may cause a cloud of spores to billow outwards from them to a radius of 15 feet for 10 minutes. Any time they move, this cloud of spores follows them. Any creature other than the mycomancer, their corpsemold familiar, or mold zombies who begins their turn within the area must make a Fortitude saving throw (DC 10 + 1/2 the mycomancer’s class level + their Wisdom modifier) or take 5d6 points of damage + 1d6 for every 2 class levels beyond 9th, and become sickened until they leave the area and for 1 minute thereafter as spores begin to grow upon their body and rapidly decay their flesh. A successful save halves the damage and negates the sickened condition. This is a disease effect. Any effects that would grant a bonus against diseases apply against this ability, and creatures who are immune to this disease are immune to this ability.

The mycomancer cannot use this ability alongside their wild shape. They cannot activate this ability while using their fungal shape ability, or while polymorphed. If they enter their fungal shape or polymorph themselves, the effects immediately end.

This replaces the druid’s venom immunity class feature.

Immunity to Decay (Ex): At 13th level, the mycomancer gains immunity to disease, poison, and death effects.

This replaces the druid’s a thousand faces class feature.

One with Decay (Ex): At 15th level, the mycomancer’s body is fully consumed by decay and spores, being reborn as a being of mold themselves. The mycomancer’s type changes to plant. They gain low-light vision, immunity to all mind-affecting effects, immunity to paralysis, polymorph, sleep effects, and stunning. They may still use their fungal shape ability to polymorph themselves, despite the immunity granted by this ability. The mycomancer still counts as their base types for the purposes of prerequisites, and they do not lose any of their racial features.

This change to their fundamental nature does not remove their ability to age, but should they die of old age their spores take root in the area where they died, causing them to be reborn as a young adult for their base race after a period of one year. This has no effect on any cause of death besides old age.

This replaces the druid’s timeless body class feature.

Corpsemold

The zombie falls to your blade, and from its corpse squirms a mass of rot and fungus that scurries away into the shadows of the deeper caverns.

Corpsemold CR ¼

XP 100

N Tiny plant

Init +2; Senses low-light vision; Perception +7

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +2, Will +0

Immune plant traits

OFFENSE

Speed 15 ft., climb 15 ft.

Melee slam +0 (1d2–2 plus grab)

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 7, Dex 14, Con 10, Int 11, Wis 10, Cha 5

Base Atk +0; CMB +0; CMD 8 (can’t be tripped)

Feats Skill Focus (perception)

Skills Climb +6, Perception +7, Stealth +14

Languages Necril (cannot speak)

SQ possess corpse

ECOLOGY

Environment caves, jungle and urban

Organization solitary, pair, or horde (3–10)

Treasure none

Corpsemold fungus are a naturally occurring creature that thrive in places of humid refuse, most often deep caverns, urban centers, and deep jungles. These creatures will possess a corpse and then suffuse it with their spores, allowing them to grow a web of fungus within its body that the corpsemold can use to puppet and consume it. Corpsemold are scavengers, hiding amongst the shadows and consuming corpses left behind, but in times of scarcity they will possess a corpse and pilot it in search of prey.

SPECIAL ABILITIES

Possess Corpse (Ex)

A corpsemold can possess a corpse of a once-living creature of small size or larger that had a number of Hit Dice in life equal to or less than the corpsemold’s Hit Dice (normally 1). Hit dice gained from class levels are ignored by this ability. Possessing a corpse takes a corpsemold 1 hour, afterwhich it is animated using the mold zombie variant zombie template and is fully under the corpsemold’s control. While possessing a corpse, the corpsemold shares its square and is untargetteble and cannot be damaged. If the mold zombie it is possessing is reduced to 0 hit points or fewer, the mold zombie is destroyed and the corpsemold takes any excess damage that would have lowered the corpse zombie below 0 HP. If the corpsemold survives this damage, they appear in the space of the mold zombie’s corpse. The corpsemold can also willingly discard a corpse they are possessing in a process that takes 1 minute. After this minute, the mold zombie is reduced to 0 hit points and is destroyed, and the corpsemold appears in the corpse’s space.

Mold Zombie (CR +0, Variant Zombie)

Often mistaken as undead, these shambling moss and rot covered corpses are actually controlled by a sentient fungal creature.

Creating a Mold Zombie

Mold zombies cannot normally be created, they are normally only brought into existence by a corpsemold possessing a corpse.

Type: A mold zombie is a plant, rather than an undead creature. It gains all of the resistances and immunities associated with plants, rather than those associated with undead. It has a Constitution score of 12.

Saves: Base save bonuses are Fort +1/2 HD + 2, HD, Ref +1/3 HD, and Will +1/3 HD.

Alignment: A mold zombie shares an alignment with its creator.

Special Qualities: A mold zombie does not gain the staggered special quality.

Weaknesses: Unlike other plants, a mold zombie is destroyed if it is reduced to 0 hit points or fewer.

Monk

Guided Soul (Monk archetype)

Some are born to cursed bloodlines, haunted by the spirits of their ancestors at all times. For most, this existence is draining, a life constantly nitpicked by spirits they can do nothing to control or halt. Some learn to embrace their existence, allowing themselves to be guided by their ancestors and to harness their ghostly powers.

Class Skills: A guided soul gains Bluff and Diplomacy as class skills.

This modifies the monk’s class skills.

Armor Proficiency: Guided souls are proficient with light armor. They do not lose the use of their class features when wearing light armor.

This modifies the monk’s armor proficiencies.

Guided by Spirits (Ex): At 1st level, the guided soul has formed a connection with the spirits of their ancestors, causing one to bind itself to them and assist and guide them in their everyday life. When the guided soul first gains this ability, they select a single skill: they treat the selected skill as a class skill, and gain a +2 bonus to it. This bonus increases by +1 at 5th level, and every 4 levels thereafter.

At 8th level, they form a bond with a second ancestor spirit, and at 15th level a third. They select an additional skill for each spirit gained, treating those skills as class skills and gaining the above bonuses to them. The guided soul cannot select the same skill multiple times using this ability.

These spirits share the monk’s space, but do not possess statistics of their own. Only the guided soul, and other creatures who can see ethereal beings, can detect the presence of the guided soul’s ancestor spirits.

This replaces the monk’s unarmed strike class feature.

Spiritual Defense (Ex): At 1st level, the guided soul is protected by their ancestral spirits. They gain a deflection bonus to their armor class equal to their Charisma modifier, to a maximum of their class level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of 5 plus their Charisma modifier at 20th level. This additional increase is not affected by the maximum bonus based on their class level.

This replaces the monk’s AC bonus class feature.

Martial Artist (Ex): At 1st level, the guided soul gains Improved Unarmed Strike as a bonus feat. A guided soul’s attacks may be with fist, elbows, knees, and feet. This means that a guided soul may make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a guided soul striking unarmed. A guided soul may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.

Usually a guided soul’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.

A guided soul’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Spiritual Flurry (Su): When utilizing their flurry of blows, they can replace one of their extra attacks with a touch attack delivered by their ancestral spirit. This touch attack uses the guided soul’s normal reach with their unarmed strikes, uses their Charisma in place of their Strength for its attack roll, and deals 1d6 points of damage + the guided soul’s Charisma modifier on a successful hit. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. At 3rd level, and every 2 levels thereafter, these touch attacks deal an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit.

At 8th level, and again at 15th level, the guided soul can replace their second and third additional attacks granted by flurry of blows with touch attacks delivered by their second and third ancestral spirits. They suffer the normal penalties to hit for those additional attacks.

This modifies the monk’s flurry of blows class feature.

Projected Spirits (Su): At 4th level, the guided soul can use their ancestor spirits to interact with the world around them. The guided soul can interact with unattended objects out to a range of their natural reach + 10 feet. This can allow them to pick up and hold items at any place within this range (but noth wield them), move objects to areas within this range, open doors, pull levers, etc. Additionally, the guided soul uses the higher of their Charisma and Strength when determining their carrying capacity. At 6th level, and every 2 levels thereafter, the maximum range of this ability increases by 5 feet.

This replaces the monk’s slow fall class feature.

Ki Pool (Su): A guided soul uses their Charisma in place of their Wisdom when determining their ki pool.

This modifies the monk’s ki pool class feature.

Possessing Spirit (Su): At 4th level, the guided soul’s connection with their ancestral spirit has grown, allowing that spirit to exist outside of the monk's space as long as they are possessing a corpse or object. The ancestor spirit cannot speak while possessing an object or corpse, and they follow the guided soul’s commands. If the guided soul is unable to give the spirit commands, they defend the guided soul to the best of their abilities. Because these objects and undead are being animated by intelligent spirits, they can be ordered to perform complex tasks. They are treated as having Intelligence, Wisdom, and Charisma scores equal to the guided soul’s, rather than their normal mental ability scores. They are immune to damage or penalties to these ability scores. If the guided soul suffers damage or penalty to one of these scores, the animated corpses and objects suffer this penalty as well. If the possessed corpse or object is destroyed, the spirit is unharmed and automatically returns to the guided soul. If the guided soul is killed, the ancestor spirits are removed from any corpses or objects they are possessing.

By spending 2 ki points as a standard action, the guided soul can allow one of their ancestral spirits to possess a single corpse within 30 feet of them, animating it as the lesser animate dead spell, save that there are no material components required when using this ability. While one of their ancestor spirits is animating a corpse in this way, the number of touch attacks the guided soul may make as part of their flurry of blows is reduced by 1 (to a minimum of 0), and they do not gain the bonuses from their guided by spirits ability to the skill associated with that spirit. An ancestral spirit cannot possess a corpse with more Hit Dice than the guided soul’s class level +1. These possessed corpses do not count against the number of undead the guided soul may control using animate dead, if they have the ability to do so. The undead created through the use of this ability share the guided soul’s alignment. Unlike a normal undead creature, the effects of this ability are suppressed by an antimagic field, automatically dismissing the effect and returning the spirit to the guided soul. These created undead also share the guided soul’s alignment.

The guided soul can end this ability early as a standard action, causing their spirit to leave the possessed corpse or object. This does not destroy a corpse, but causes it to stop being animated. If that corpse is later reanimated, it is reanimated with as many hit points as it had when this ability ended.

At 7th level, this ability improves, functioning as animate dead instead. When animating a zombie using this ability, they can choose to animate as a fast zombie. When animating a skeleton, they can choose to animate as a bloody skeleton. The guided soul can animate other variant forms of zombies and skeletons using this ability, but they must meet the normal prerequisites for doing so.

At 10th level, the guided soul can have their ancestral spirit possess a single Large or smaller object within 30 feet of them, as animate objects, by spending 2 ki pointa as a standard action. This ability has no maximum duration, persisting until the object is destroyed or the ancestor spirit leaves it.

At 16th level, the ancestral spirit can possess a single Gargantuan or smaller object instead.

This replaces the monk’s ki strike ability.

Upon the Shoulders of the Past (Su): At 5th level, the guided soul can be carried by the spirits of their ancestors. This functions as the levitate spell as a continuous effect. At 9th level, the distance that they may move using this ability is increased to 40 feet per move action, and the guided soul can move themselves in any direction (not just up or down). At 12th level, the guided soul instead gains a fly speed of 60 feet with perfect maneuverability.

This replaces the monk’s high jump and abundant step class features.

Rogue and Unchained Rogue

Spectre (Rogue and Unchained Rogue Archetype)

Whether from a curse, arcane ritual, or accidental experiment, the spectre has learned to take on the form of their namesake, an incorporeal being who can pass through walls. Unlike a wraith, who specializes heavily on their powers, a spectre uses their ghostly powers to enhance their skills as a rogue, learning to deal precision blows to their foes using their spectral essence rather than learning to possess creatures and objects.

Spectre Form (Su): At 2nd level, the spectre has learned to tap into their ghostly state for a number of rounds per day equal to their class level plus their Charisma modifier, granting them the incorporeal subtype, with the following modifications:

  • The spectre takes half damage from non-magic weapons.
  • The spectre cannot make weapon or natural weapon attacks while in spectre form unless they use a weapon with the ghost touch special ability.
  • Effects originating from corporeal sources that do not deal damage have a 20% chance to fail against the spectre instead of the normal 50%. Force effect are not subject to this failure chance.
  • The spectre retains all worn equipment not exceeding their maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields.
  • The spectre uses normal movement speeds (treat moving through solid objects as ground movement).
  • When not on or in a solid or liquid, the spectre falls slowly and may glide, moving with a speed of 30 feet with maneuverability (perfect), but falling 1 foot for every 5 feet traveled (unless possessing a fly speed).

Activating this ability is a move action and ending it is a free action. They may not activate this ability if carrying a load greater than their maximum load. Should the spectre become corporeal while in a solid object, they are immediately shunted to the nearest empty space, taking 1d6 untyped damage per 5 feet traveled.

While in spectre form, the spectre can make a melee touch attack in place of any melee weapon attacks they could normally make. This touch attack deals damage equal to their sneak attack dice, and counts as a sneak attack for the purposes of abilities that alter or trigger on a successful sneak attack. The damage dealt by this touch attack manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction.

This replaces the rogue’s and unchained rogue’s evasion class feature, and their rogue talent gained at 2nd level. A spectre cannot select the improved evasion advanced rogue talent unless they possess the evasion ability from another source.

Specter Form Mastery: At 20th level, the spectre may remain in spectre form for any number of rounds in a day. If they have selected the extra spectre form or lingering form rogue talents, they may immediately retrain them into different rogue talents of their choice.

This replaces the rogue’s and unchained rogue’s master strike class feature.

Spectre Rogue Talents

The following rogue talents are available to a spectre:


Extra Spectre Form

Benefit: The spectre can use their spectre form ability an additional 4 rounds each day.

Special: This rogue talent can be selected multiple times.


Spectral Glide (Su)

Prerequisites: Rogue 8

Benefit: The spectre gains a fly speed equal to their base speed with perfect maneuverability while in spectre form.


Improved Spectral Glide (Su)

Prerequisites: Rogue 12, advanced talents, spectral glide

Benefit: The spectre gains the benefit of their fly speed granted by spectral glide even when not in their spectre form, forever the maneuverability is decreased to average while outside of spectre form.


Lingering Form

Benefit: When the spectre ends their spectre form as a free action, they can instead choose for it to persist an additional 2 rounds. These rounds do not count against their daily uses of spectre form.


Share Spectre Form (Su)

Benefit: The spectre may touch a willing creature as a standard action, granting them the benefits of their spectre form and any rogue talents that modify it (such as spectral glide, or lingering form). The affected creature deals 1d6 damage with their touch attacks while in spectre form.

Either the affected creature or the spectre may end this effect as a free action. The touched creature expends rounds of spectre form from the spectre’s daily pool of rounds. The spectre can have multiple creatures affected by this ability at a time, but each spends their own rounds from the spectre’s pool of uses each round.


Quick Form

Prerequisites: Rogue 6

Benefit: The spectre can enter their spectre form as either a move or swift action.

Special: This rogue talent can be selected a second time at 12th level, allowing them to enter their spectre form as an immediate action, or as a free action on their turn.


Hidden Spectre (Su)

Prerequisites: Advanced talents

Benefit: The spectre can hide even while being observed while they are in their spectre form.


Legendary Wizard

The pale; a metaphysical force that embodies life, death, and the soul. Pale Mages have dedicated their life to the study of this force, mastering the school of necromancy in an attempt to master life and death itself.

Pale Mage (Legendary Wizard Archetype)

Schooled Necromancer: The pale mage must select the necromancy school as the school they specialize in. They use their Intelligence modifier in place of their Charisma modifier when determining the abilities of their feats, when meeting prerequisites to improve these feats, and when making opposed Charisma checks against undead affected by Command Undead.

This modifies the legendary wizard’s arcane school class feature.

Pale Bond (Su): Rather than forming a bond with a specific magical item as a focus, the pale magic forms a bond with the magic of the pale itself. The pale mage does not need a specific item to cast their spells, and they are healed by both positive and negative energy. If an effect would both positively effect a living creature and negatively effect an undead creature (or vice versa) they benefit and suffer from both effects, unless the effect is caused by positive or negative energy, in which case they would only gain the positive benefit.

This replaces the legendary wizard’s arcane bond, bonded advancement, bonded inspiration, and bonded union class features.

Pale Magic: The pale mage adds the following spells to their spell list, treating them as wizard spells of the specified level. When using these spells, they are treated as necromancy spells rather than spells of their normal school: cure light wounds (1st), inflict light wounds (1st), cure moderate wounds (2nd), inflict moderate wounds (2nd), lesser animate dead (2nd), lesser restoration (2nd), animate dead (3rd), cure serious wounds (3rd), inflict serious wounds (3rd), cure critical wounds (4th), inflict critical wounds (4th), restoration (4th), mass cure light wounds (5th), mass inflict light wounds (5th), raise dead (5th), harm (6th), heal (6th), mass cure moderate wounds (6th), mass inflict moderate wounds (6th), greater restoration (7th), mass cure serious wounds (7th), mass inflict serious wounds (7th), resurrection (7th), mass cure critical wounds (8th), mass inflict critical wounds (8th), mass heal (9th), true resurrection (9th).

For spells that aren’t normally on the wizard’s spell list, the pale mage must either learn the spell through leveling up, by copying the spell into their spellbook from a scroll, or by copying it from another pale mage’s spellbook.

This modifies the legendary wizard’s spells class feature.

Pale Advancement (Su): At 5th level, the pale mage’s bond grows in strength, causing undead to view them as one of their own. Mindless undead always have a starting attitude of Indifferent to the pale mage, and will only attack if provoked or ordered to by a spellcaster that controls them. Intelligent undead have their starting attitude increased to indifferent if their attitude would normally start at hostile or unfriendly. Intelligent undead are usually curious of the pale mage, rather than outright hostile, but some intelligent undead may still attack the pale mage without cause.

Improved Schooling: At 9th level, the pale mage gains either Command Undead or Turn Undead as a bonus feat, whichever they chose not to select as part of the necromancy school, and may use channel energy with these feats an additional 2 times per day. If the pale mage already has both of these feats, they may select another feat that has channel energy as a prerequisite as their bonus feat granted by this ability. They must meet the other prerequisites of this feat as normal.

This replaces the legendary wizard’s opposition breakthrough class feature.

Pale Inspiration: At 11th level, whenever the pale mage successfully identifies an undead creature using Knowledge (religion), they immediately learn whether the undead is being controlled by magic or not. Additionally, when the pale mage uses Command Undead against an undead creature under another caster’s control, they may make a caster level check with a +5 bonus against a DC equal to 11 + the controller’s caster level. If they succeed and the target is a mindless undead, they break that caster’s control of the undead in addition to the normal effects of Command Undead.

Pale Union (Ex): At 17th level, the pale mage’s bond with the magics of the pale forms a complete union with their mind, fundamentally altering their thoughts. They become immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), fear effects, sleep effects, and stunning.




OGL and Legal will be proved with part 2.

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