A durable necromantic warrior and tactician who channels negative energy and summons skeletal warriors.

Art by Maciej Kuciara
Art by Maciej Kuciara

Hit die

d10

Alignment

Any nongood.

Skill points

2 + Int

Class Features

All of the following are class features of the bone warden.

Weapon and Armor Proficiency: Bone wardens are proficient with all simple weapons. They are proficient with light and medium armor but not with shields.

Necrotic Signets: Bone wardens channel power from the negative energy plane through specially attuned signets that they adorn themselves with. A signet is a simple disk of metal or wood etched with a strange symbol using acids and colored pigments. Creating a signet takes 1 hour and uses up magical materials that cost 20 gp. You can only benefit from a number of signets equal to one-half your class level (minimum 1) plus your Charisma modifier (if positive), even if you are carrying more. A signet loses its potency and becomes worthless after 24 hours away from your presence.
You expend your signets to activate many of your bone warden class abilities. You can usually only use each signet once per encounter, since each signet regains its power (and can be expended again) only after you have not used any signets for 5 minutes.

Reconstitute Bone (Su): As a standard action, a bone warden can create a skeleton by manipulating and combining minute fragments of bone, flesh, and necromantic energy from the surrounding area. The skeleton appears at the beginning of your next turn in a designated space within Close (25 ft. + 5 ft/2 levels) range and acts immediately. It remains present for a number of rounds equal to your class level. Reconstituted skeletons created through this ability are medium, humanoid, have 2 Hit Dice, a Natural Armor Bonus of +2, and Turn Resistance equal to your Charisma modifier. You can have 1 skeleton created through this ability per 3 class levels (2 at 3rd level, 3 at 6th level, 4 at 9th level, and a maximum of 5 at 12th level). As you gain levels, skeletons created through this ability gain bonus HD, natural armor, and Strength. Reconstitute bone is treated as a necromancy spell for purposes of feats that apply to undead created by necromancy spells (such as Corpsecrafter and its related feats).

Undead Empathy: A bone warden gains Undead Empathy as a bonus feat.

Blighting Conduit (Su): Beginning at 2nd level, you can expend a signet as a standard action to channel a burst of necrotic power through yourself. All creatures within 10 feet of you take 1d4 points of negative energy damage and are marked with a temporary attunement to the negative energy plane for 1 minute. A successful Will save (DC 10 + 1/2 class level + Cha modifier) reduces damage by half and marks the creature for only 1 round. Undead creatures are healed by this damage as normal and are not marked. When you use this ability, you may choose to affect yourself (for instance, if you are undead or have the Tomb-Tainted Soul feat), but you are never marked. Undead you create through your reconstitute bone and spiritwarp abilities gain a +1 profane bonus on attack rolls against marked creatures.
The damage from this ability increases by 1d4 and the profane bonus increases by +1 for every four levels you attain beyond 2nd (2d4 and +2 at 6th level, 3d4 and +3 at 10th level, 4d4 and +4 at 14th level, and 5d4 and +5 at 18th level).

Mettle (Ex): At 3rd level and higher, you can resist magical and unusual attacks with great willpower or fortitude. If you makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. You do not gain the benefit of Mettle if you are unconscious or asleep.

Necrotic Attunement (Su): Starting at 4th level, you can choose to imbue yourself with powerful dormant energy. You can choose a different attunement by spending 10 minutes meditating after 8 hours of rest. You can activate this power until the start of your next turn by expending 1 signet as a free action. The bonus damage from necrotic attunement applies to any weapon attack you make that deals damage while it is activated.
At 9th level, attacks affected by necrotic attunement are treated as evil-aligned for the purpose of overcoming damage reduction.
At 14th level, you can choose to share the effect of your active necrotic attunement until the start of your next turn with any or all undead allies within 30 feet.
At 19th level, your necrotic attunement is considered to be constantly active and you no longer need to expend signets to activate it. You must still expend a signet as a free action to share the effect with undead allies until the start of your next turn.
Attunement
Effect
Bonepyre Strike
While active, you deal extra fire damage equal to your Charisma modifier (if positive). This extra damage is doubled against undead.
Profane Strike
While active, you add your Charisma modifier (if positive) as a bonus on damage rolls (in addition to any Strength bonus) against any living target. This bonus damage is doubled against deathless and good outsiders.
Uttercold Strike
While active, you deal extra damage equal to your Charisma modifier (if positive). Half of this damage is cold damage, and the other half is negative energy damage. A creature who takes this extra damage must make a Fortitude save (DC 10 + 1/2 class level + Cha modifier) or be Fatigued for 1 round.
Vampiric Strike
While active, you apply your Charisma modifier (if positive) as a bonus on damage rolls (in addition to any Strength bonus). You are healed for this bonus damage.

Swift Reconstitution (Ex): Starting at 4th level, you can activate reconstitute bone as a swift action 1/day. When you use this ability, the skeleton you create appears immediately and can act during your turn. You can activate reconstitute bone as a swift action an additional time for every 4 levels gained after 4th (2/day at 8th level, 3/day at 12th level, etc...).

Spiritwarp (Su): At 5th level and higher, you can attempt to transform a slain creature’s spirit into a Shadow under your control. Whenever a creature dies within 100 feet, you can expend a signet as a free action to attempt a Diplomacy check (DC 15 + slain creature's HD). If the check succeeds, a Shadow appears in the slain creature's space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don't share a language), even attacking its former allies if you command it to. The shadow remains present for a number of rounds equal to your Charisma modifier plus the slain creature's HD (or until you are slain, whichever comes first). While the shadow is present, the corpse can't be returned to life by any means. You can't have more than one shadow present simultaneously with this ability. If you create a second shadow while your first shadow is still present, you can choose which one remains (the other disappears, its soul freed from your control). A creature created through this ability is identical to a normal creature of its type in all ways except that it does not possess the Create Spawn ability. Spiritwarp is treated as a necromancy spell for purposes of feats that apply to undead created by necromancy spells (such as Corpsecrafter and its related feats).
At 10th level, you transform the spirit into a Greater Shadow instead.
At 15th level, greater shadows created through spiritwarp are Immune to Turning and Rebuking.

Dread Seizure (Su): Starting at 7th level, you can expend a signet as part of using your reconstitute bone ability to target a creature instead of a location. The skeleton appears immediately and forms wrapped around the target creature, holding on tightly and weighing it down. A successful Reflex save (DC 10 + 1/2 class level + Cha modifier) causes the skeleton to appear in a square adjacent to the target creature instead. An attached skeleton automatically deals claw damage each round it remains attached, but cannot make attacks and loses its Dexterity bonus to AC. An attached skeleton can be struck with a weapon or grappled normally, and can be removed with a successful pin. The target creature is Entangled while a skeleton is attached, but can free itself with a successful Escape Artist check (DC 10 + 1/2 class level + Cha modifier) or burst free with a Strength check (DC 14 + 1/2 class level + Cha modifier). Both are standard actions.

Spellwarp (Su): At 12th level and higher, if you you make a successful Fortitude or Will save against a spell, spell-like ability, or supernatural ability (or psionic equivalent), you can expend a signet as an immediate action to summon a greater shadow using the thwarted energy. The greater shadow appears adjacent to you at the beginning of your next turn and remains present for a number of rounds equal to your Charisma modifier plus the spell level of the spell or ability you saved against (or until you are slain, whichever comes first). It is otherwise the same as those summoned using your spiritwarp ability. You can have multiple greater shadows created simultaneously through this ability.

Essence Feed (Su): Starting at 17th level, you can expend a signet as a standard action to make a melee touch attack that afflicts a living creature with life-suppressing energy from the negative energy plane. The touched creature gains 2d4 negative levels that last for 1 hour. A successful Fortitude save (DC 10 + 1/2 class level + Cha modifier) halves the number of negative levels, but a creature marked by your blighting conduit ability takes a -4 profane penalty on its save. You gain 5 temporary hit points for each negative level you bestow with this ability, which last for 1 hour. Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from this ability don't last long enough to do so.
If a creature dies while affected by these negative levels, a skeleton forms in its space at the beginning of your next turn as though created with your reconstitute bone ability.


Level
BAB
Fort
Ref
Will
Special
Max Skeletons
Bonus HD
Nat. Armor Adj.
Strength Adj.
1
+0
+2
+0
+2
Reconstitute Bone, Undead Empathy
1
+0
+0
+0
2
+1
+3
+0
+3
Blighting Conduit 1d4/+1
1
+0
+0
+0
3
+2
+3
+1
+3
Mettle
2
+2
+2
+1
4
+3
+4
+1
+4
Necrotic Attunement, Swift Reconstitution 1/day
2
+2
+2
+1
5
+3
+4
+1
+4
Spiritwarp
2
+2
+2
+1
6
+4
+5
+2
+5
Blighting Conduit 2d4/+2
3
+4
+3
+2
7
+5
+5
+2
+5
Dread Seizure
3
+4
+3
+2
8
+6/+1
+6
+2
+6
Swift Reconstitution 2/day
3
+4
+3
+2
9
+6/+1
+6
+3
+6
Necrotic Attunement (Evil)
4
+6
+4
+3
10
+7/+2
+7
+3
+7
Blighting Conduit 3d4/+3, Spiritwarp (Greater Shadow)
4
+6
+4
+3
11
+8/+3
+7
+3
+7

4
+6
+4
+3
12
+9/+4
+8
+4
+8
Spellwarp, Swift Reconstitution 3/day
5
+8
+5
+4
13
+9/+4
+8
+4
+8

5
+8
+5
+4
14
+10/+5
+9
+4
+9
Blighting Conduit 4d4/+4, Necrotic Attunement (Share with Undead)
5
+8
+5
+4
15
+11/+6/+1
+9
+5
+9
Spiritwarp (Immune to Turning/Rebuking)
5
+10
+6
+5
16
+12/+7/+2
+10
+5
+10
Swift Reconstitution 4/day
5
+10
+6
+5
17
+12/+7/+2
+10
+5
+10
Essence Feed
5
+12
+7
+6
18
+13/+8/+3
+11
+6
+11
Blighting Conduit 5d4/+5
5
+12
+7
+6
19
+14/+9/+4
+11
+6
+11
Necrotic Attunement (Constant)
5
+14
+8
+7
20
+15/+10/+5
+12
+6
+12
Swift Reconstitution 5/day
5
+14
+8
+7
Class Skills: Bluff, Craft, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (religion), Listen, Move Silently, Profession, Search, Spot.


Related Bone Warden Feats: