Negative energy · ignores armor · 1d6 per 2 oracle lvls · heals undead instead
Bones MysteryOracle 1
Master of death, the void, and the unquiet dead. Grants bonus spells known as you level:
cause fear (2) → false life (4) → animate dead (6) → fear (8) → slay living (10).
Mystery skills: Bluff, Disguise, Heal, Intimidate, Spellcraft.
Death's Touch7/day · standard
Melee touch attack dealing 1d6 negative energy per two oracle levels (1d6 at Lv 3). Against undead it heals the same amount. Str-independent — your reliable damage. Uses: 3 + Cha mod.
Undead Servitude7/day · command
Gain Command Undead as a bonus feat. Channel-like burst (3 + Cha mod/day) to command nearby undead, bending skeletons, zombies, and worse to your will. The necromancer's signature.
Oracle's Curse: HauntedOracle 1
Restless spirits cling to you. Retrieving a stored item is a move action; items dropped or handed off land 10 ft away. In return the dead whisper power:
mage hand & ghost sound at Lv 5, levitate & minor image at 10, telekinesis at 15 — added to spells known.
Divine CastingCha 18 · spontaneous
Orisons at will · 1st-level: 6/day (5 base + 1 Cha). 2nd-level spells unlock at Lv 4.
Save DC = 10 + spell lvl + 4 Cha (+1 more on necromancy via Spell Focus).
cause fear DC 16. See Page 2 for spells known.
Trained-only skills omitted unless ranked. +3 class-skill bonus applies at 1st rank. Bones mystery adds Bluff, Disguise, Intimidate & Spellcraft as class skills. Stealth includes −5 armor check penalty.
Feats & Traits
Spell Focus (Necromancy)(Lv 1 feat) — +1 to the save DC of your necromancy spells (cause fear, later fear, slay living). Does not affect the Command Undead feat's DC.
Combat Casting(human bonus feat) — +4 on concentration checks to cast defensively or while grappled. You stand in the front line in armor — this keeps spells landing.
Command Undead(bonus feat — Undead Servitude) — Granted free by the revelation; lets you bend undead to your will. Do not spend a feat slot on it.
Improved Initiative(Lv 3 feat) — +4 on initiative checks. Act before the corpse-pile rises against you.
Reactionary(combat trait) — +2 trait bonus on initiative checks. Stacks with Improved Init for a +7 total.
Indomitable Faith(faith trait) — +1 trait bonus on all Will saves, the oracle's strongest save made stronger.
The Wand of Cure Light Wounds is the single best 750 gp a Bones oracle spends — out-of-combat healing without burning your few spell slots. Save toward a Cloak of Resistance +1 and a Headband of Cha +2 next.
PP
0
GP
13
SP
1
CP
0
Light
≤ 33 lb
Medium
34–66 lb
Heavy
67–100 lb
Str 10 → light load ≤ 33 lb. Worn plate + shield + morningstar ≈ 51 lb (Medium). Armor already caps speed at 20 ft, so the load band costs nothing extra.
The Oracle
Gaunt, grey-skinned, and unhurried — Mal'zaran moves like a man who has already seen how every story ends. He did not choose the mystery of bones; it chose him, the way a draft chooses an open door. The dead crowd close around him, whispering, tugging at his belongings, and he has stopped finding it unpleasant. To him undeath is not a sin but a season — the long, patient winter after the harvest.
"The dead keep no secrets from me. The living should be so honest."
Some would call him a heretic. He would call them short-sighted. Use the Bio space below to lock down origin, which power answers his oracle's call (a death god? the Boneyard itself? no one knows), the night the spirits first spoke, and what he means to raise.