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This is the fourth free preview for the pale theologian, this time  focusing on a preview of the classes feats, magic items, and spells! You can check  out the free preview of  the base class here and patrons can check out the full class in an early-access format here!

Feats

Grant Control

Control over your undead is easily granted to others, binding the energy to their soul rather than yours.

Prerequisites: Ability to create and control mindless undead.

Benefit: As a standard action you can touch a creature and transfer control over any number of mindless undead you control to that creature. These undead count against that creature’s limit of undead they can control using animate dead (or similar abilities, such as the Death sphere’s reanimate ability), and you cannot transfer control to a creature if the transferred undead would put them above this cap. You cannot transfer control of an undead whose total Hit Dice is more than twice the recipient's caster level with their ability to create and control undead. If the touched creature does not have the ability to create and control mindless undead themselves, they may only control a maximum of four Hit Dice of undead, none of which can have more than 2 Hit Dice.

Transferred undead follow the new creature's commands, not yours, and no longer count against the number of Hit Dice of undead you can control.

Manipulate Deathly Intellect

You can manipulate the intellect of the undead you create, allowing you to render an intelligent undead you create feral and wild and imbue mindless undead with a measure of thought.

Prerequisites: Ability to create undead creatures, character level 5

Benefit: Whenever you create a mindless undead creature, you can choose to give it a measure of Intellect. It gains an Intelligence score of 1, can understand (but not speak) one language you know, and gains 1 skill rank per Hit Die. An undead creature’s class skills are Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. At character level 11, you can choose to increase its Intelligence score to 2. You still treat these undead as mindless undead when determining if you can control them.

Alternatively, when you create an intelligent undead creature you can choose to cripple its intellect, reducing its Intelligence score to 3. It loses skill ranks as normal for having lower Intelligence, and loses the ability to speak (but not understand) its languages. At 11th level, and again at 17th level, you can choose to reduce their Intelligence score by an additional 1.

Unaligned Undead

You have learned to quell the evil energies of mindless undead you create.

Prerequisites: Animate dead or other ability to create mindless undead, character level 9

Benefit: When you create a mindless undead creature, you can choose to create them with an alignment of true neutral. If these undead are released from your command they have a starting attitude of Indifferent to all creatures, but defend themselves if attacked. Unaligned undead still give off an aura of evil and are detected as such by the detect evil spell and other abilities that detect evil-aligned creatures.

Unaligned mindless undead often seek out the professions and family members they left behind in life. Though their skills remain non-existent, if they are managed properly they can be used as assistants in many tasks. Unaligned undead are often used as laborers or soldiers in societies where their creation is common.

Magic Items

Ring of Pale Fortification

Aura faint necromancy (healing); CL 5th; Slot ring; Price 10,000 gp; Wight —

Two entwined bands of silver form this ring, one brilliant and polished the other a tarnished black.

Wearing this ring allows you to tap into the powers of the pale to ward yourself from danger and to infuse your body with restorative magic. This ring holds 2 theology points that restore each night at midnight.

As one as there is at least one theology point stored within the ring, you gain a bonus on saving throws against death effects, disease, and poison equal to the number of theology points the ring holds.

As a swift action, you may spend 1 theology point to heal yourself for 3d8+5 points of damage. This healing is formed of pale energies, able to heal both living and undead creatures.

If you already have a pool of theology points this ring can also be used to store your theology points, up to a maximum of 2. These points are stored until they are spent or until you remove the ring. These stored points are in addition to those the ring normally holds, and can be used normally while they are stored. Resting to restore your theology points has no effect on those stored within the ring, allowing stored theology points to be carried over to the next day.

Construction Requirements

Forge Ring, cure serious wounds, inflict serious wounds; Special creator must be able to use theology points; Cost 5,000 gp.

Spells

Aura of Dread

School necromancy [emotion]; Level cleric/oracle 6, psychic 6, spiritualist 6, warpriest 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range person

Area 20-ft.-radius emanation centered on you

Duration 10 minute/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Casting this spell causes you to radiate an aura of lingering dread that removes even the most willful creatures' resistance to fear effects. Each of your enemies who enter the area must make a Will saving throw; if they fail, they lose any immunity to fear effects they possess as well as any bonuses to saving throws against fear effects they possess until they leave the area of the aura. If a creature is also immune to mind-affecting effects, this benefit does not apply to fear effects while affected by this spell. A successful save suppresses this effect. If a creature leaves the area and enters it again they must make a new save against its effect.

Aura of dread can be made permanent with a permanency spell by you of 13th level or higher at a cost of 15,000 gp.

Dread

School necromancy [emotion]; Level antipaladin 2, cleric/oracle 3, inquisitor 3, mesmerist 3, shaman 3, spiritualist 3, warpriest 3

CASTING

Casting Time 1 swift action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Your magic imposes a lingering sense of dread in the target creature, shattering the willpower of even the most willful of foes. If the target fails their saving throw, they any immunity to fear effects they possess as well as any bonuses to saving throws against fear effects they possess for the duration of this spell. If the target is also immune to mind-affecting effects, this benefit does not apply to fear effects while affected by this spell.


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