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— The Sepulcher Liturgy —

Mal'zaran

Human  ·  Oracle 3  ·  Medium  ·  N  ·  20 ft
Mal'zaran, gaunt human necromancer-oracle portrait
Hit Points
27
of 27  ·  L1: 8+2+1 · L2: 5+2+1 · L3: 5+2+1
20
Touch 11
Flat-foot 19
Armor / Shield / Dex +7 / +2 / +1
Fortitude +3 1 base + 2 Con
Reflex +2 1 base + 1 Dex
Will +4 3 base + 1 Wis · +1 Indomitable Faith
Intimidate
+10
tap to roll
Initiative +7
BAB +2
CMB +2
CMD 13
Speed 20 ft

Attacks & Melee

Weapon To Hit Damage Crit Notes
Ossuary +1 morningstar · one-handed · B or P
++3
dmg1d8+1
×20/×2
BAB +2 · Str +0 · +1 enhancement to hit & damage
☠ Death's Touch Bones revelation · melee touch · 7/day
touch+2
neg1d6
×20/×2
Negative energy · ignores armor · 1d6 per 2 oracle lvls · heals undead instead
Bones Mystery Oracle 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 Touch 7/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 Servitude 7/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: Haunted Oracle 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 Casting Cha 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.
Conditions tick what's active
Shaken Sickened Fatigued Dazzled Flat-Footed Prone Grappled Entangled

Ability Scores

STR
10
+0
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
12
+1
CHA
18
+4

Skills 5 ranks / level  ·  ★ class skill

SkillAblRkTotal
BluffCha+4
DiplomacyCha+4
DisguiseCha+4
HealWis3+7
IntimidateCha3+10
Know. (history)Int+0
Know. (planes)Int+0
SkillAblRkTotal
Know. (religion)Int3+6
PerceptionWis+1
Sense MotiveWis3+7
SpellcraftInt3+6
StealthDex−4
Craft (alchemy)Int+0

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.

Class & Racial

  • Bones Mystery (Oracle 1) — see Page 1. Bonus spells & death-themed revelations.
  • Oracle's Curse: Haunted (Oracle 1) — see Page 1. Slowed item retrieval; later grants mage hand, ghost sound, and more.
  • Revelation: Death's Touch (Oracle 1) — see Page 1. 1d6 negative-energy melee touch, 7/day.
  • Revelation: Undead Servitude (Oracle 3) — see Page 1. Free Command Undead; command undead 7/day.
  • Orisons (Oracle 1) — Cast 0-level spells at will, never expended.
  • Mystery Spells (Bones)cause fear added to spells known at Lv 2; grows each even level.
  • Bonus Feat (Human) — the extra 1st-level feat (Combat Casting).
  • Skilled (Human) — +1 skill rank per level (folded into the 5/level above).
  • Weapon & Armor Proficiency — simple weapons, light & medium armor, shields (no tower). Morningstar & breastplate covered, no spell failure beyond armor.
Levelling roadmapLv 1: Bones mystery · Haunted curse · Death's Touch · feats Spell Focus (Necro) + Combat Casting · Lv 3: Undead Servitude (→ Command Undead) · feat Improved Initiative · Lv 4: 2nd-level spells · Bones false life · +1 Cha → 19. · Lv 5: Haunted adds mage hand + ghost sound · feat: Extra Revelation (Voice of the Grave) or Spell Penetration. · Lv 6: 3rd-level spells · Bones animate dead — the necromancer raises a host. · Lv 7: Revelation: Soul Siphon (ranged negative level) or Spirit Walk · feat. · Lv 8: 4th-level spells · Bones fear · +1 Cha → 20. · Lv 9: feat: Spell Penetration or Quick Channel. · Cloak of Resistance +1 (shore up Fort/Ref) and a Headband of Cha +2 are the priority magic-item goals.

Spells Known spontaneous · Cha 18 · 1st-level 6/day

Orisons (0-level · at will)

  • Bleed — reopen a dying creature's wounds.
  • Detect Magic — read auras.
  • Guidance — +1 to one roll.
  • Read Magic — decipher scrolls & glyphs.
  • Stabilize — halt a creature's dying — or choose not to.

1st Level (6/day · DC 15, necro DC 16)

  • Cause Fear (Bones bonus — free) — one creature flees, Will negates. Necromancy → DC 16.
  • Cure Light Wounds — 1d8+4 healed, or harm undead.
  • Command — one-word compulsion: approach, drop, fall, flee, halt.
  • Inflict Light Wounds — 1d8+4 negative-energy touch; heals your bound undead.

Gear & Equipment Lv 3 · two enchanted pieces (DM-awarded) above the 3,000 gp baseline

Worn & Wielded

ItemQtyCostWtNotes
+1 Breastplate11,350 gp30 lb+7 armor · max Dex +3 · ACP −3 · medium → speed 20 ft
Heavy steel shield120 gp15 lb+2 shield · ACP −2
Ossuary (+1 morningstar)12,308 gp6 lb1d8+1 · ×2 · B or P · +1 enhancement to hit & damage
Funerary vestments1free starting outfit · worn over the plate
Bone holy symbol11 gpcarved vertebra · divine focus

Adventuring Kit

Backpack12 gp2 lb
Bedroll11 sp5 lb
Belt pouch22 gp1 lb
Spell component pouch15 gp2 lbmaterial components
Flint & steel11 gp
Hemp rope, 50 ft11 gp10 lb
Torches101 sp10 lb1 hr each, 20 ft bright
Trail rations73.5 gp7 lb
Waterskin11 gp4 lb
Grave candles55 spblack tallow · ritual light
Chalk & grave dirt2 sp1 lbmark wards & circles

Reliquary & Consumables

ItemQtyCostWtNotes
Wand of Cure Light Wounds1750 gp50 charges · on your spell list, no UMD needed · 1d8+1 each
Potion of Cure Light Wounds3150 gp1d8+1 each · emergency self-heal
Scroll of False Life1150 gpcast early at Lv 4 · 1d10+1 temp HP
Scroll of Protection from Good250 gp+2 AC/saves vs good · ward the rites
Holy water250 gp2 lb2d4 vs undead — for foes you have not bound

Enchanted gear (awarded): +1 breastplate (1,350) · Ossuary, +1 morningstar (2,308). Cash spent: heavy steel shield (20) · Wand of CLW (750) · consumables & kit (~545) ≈ 1,315 gp. ~13 gp remains.

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.

Notes

— built for the brotherhood —