Mortician

The Mortician is typically an evil surgeon who utilizes his knowledge of the body to diabolically create abominations to the natural world. Unlike Clerics and Necromancers, the Mortician relies on his knowledge of science, anatomy, and death to craft and create his zombies. His talents increase over time, allowing him to create stronger, more unique zombies to serve his every need.

Role: The Mortician is a healer who takes action from the back of the party. He creates his undead minions in order to do his fighting for him; in fact, typically, the Mortician prefers to avoid combat when possible, out of fear that combat will damage his beloved abominations. Thus, he suffers from a low Armor Class, low hit points, and low Fortitude and Reflex saves. However, the Mortician can put his knowledge of the body to use and can strike accurately when needed.

Abilities: Having a high Intelligence grants better attacks and to better control their undead. Additionally a high Wisdom allows them to better perform their surgical/healing abilities. Finally, having a high Dexterity allows for a higher AC to cover their inability to use most types of armor, as armor obstructs their ability to perform healing and stitching techniques. High Dexterity and high Constitution will also help with their low Fortitude and Reflex saves.

Alignment: Any evil.

Hit Die: d6

Weapon and Armor Proficiency: A Mortician is proficient with all Simple Weapons, and Light Armor, but not with shields.

Skill Ranks per Level: 2 + Int modifier.

Class Skills: Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Undead), Perception (Wis), Profession (Wis), Sense Motive (Wis)

Bonus Languages: A Mortician may choose bonus languages available to the character because of his race.

Level Base
Attack
Bonus
Fort Ref Will Special
1st+0+0+0+2Surgeon, Gentle Repose, Autopsy, Sneak attack +1d6
2nd+1+0+0+3Command Undead, Mortician’s Touch
3rd+1+1+1+3Animate Dead, Resistance to Energy Drain +1
4th+2+1+1+4Corpsecrafter, Suture 1d8, Sneak attack +2d6
5th+2+1+1+4Speak with Dead, Disguise Undead, Surgical Strike
6th+3+2+2+5Revenance
7th+3+2+2+5Resistance to Enery Drain +2, Sneak attack +3d6
8th+4+2+2+6Suture 2d8
9th+4+3+3+6Raise Dead
10th+5+3+3+7Sneak attack +4d6
11th+5+3+3+7Resistance to Energy Drain +3, Create Undead, Craft Flesh Golem
12th+ 6/+1+4+4+8Suture 3d8
13th+ 6/+1+4+4+8Control Undead
14th+ 7/+2+4+4+9Sneak attack +5d6
15th+ 7/+2+5+5+9Resistance to Energy Drain +4, Create Greater Undead
16th+ 8/+3+5+5+10Suture 4d8
17th+ 8/+3+5+5+10Resurrection
18th+ 9/+4+6+6+11Sneak attack +6d6
19th+ 9/+4+6+6+11Resistance to Energy Drain +5, Euthanize
20th+ 10/+5+ 6+ 6+ 12Suture 5d8, Sneak attack +7d6

Class Features

All of the following are class features of the Mortician.

Surgeon (Ex): The Mortician is an expert, albeit twisted surgeon. All of the surgeon’s spell like abilities that create undead, including Animate Dead, Create Undead and Create Greater Undead, as well as those which heal such as Raise Dead and Resurrection, act as touch spells and require a surgeon’s kit and a focus gem (see the spell like abilities description for gem requirements). These spell like abilities require a little more time than the usual spell like ability due to their surgical nature. The embedding of the focus gem and casting of the spell like ability requires one full round of uninterrupted mental focus.

Gentle Repose (Sp): At first level, A Mortician may cast Gentle Repose a number of times per day equal to his Intelligence modifier + 1.

Autopsy (Ex): At first level, a Mortician gains a +4 circumstance bonus to Heal checks when made to determine the cause of death and time of death of a once-living creature (including Undead). This ability does not extend to plants, incorporeal undead, constructs, or oozes.

Sneak Attack (Ex): The Mortician’s extensive knowledge of anatomy allows her to strike a vital spot for extra damage when he can catch an opponent unable to defend himself effectively from her attack.

The Mortician’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mortician flanks her target. This extra damage is 1d6 at 1st level, and it increases as indicated. Should the mortician score a critical hit with a sneak attack, this extra damage is not multiplied.

A mortician can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mortician must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mortician cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Ranged attacks do not count as sneak attacks for the Mortician.

Command Undead (Su): Starting at 2nd level, A Mortician may cast Command Undead a number of times per day equal to his Intelligence modifier + 1. The Difficulty Class for a saving throw against a Command Undead is 10 + the spell level + the Mortician’s Intelligence modifier.

Mortician’s Touch (Su): Starting at 2nd level, a Mortician has the ability to cast a single touch attack spell as spell-like ability a number of times per day equal to his Intelligence modifier + 1. The Mortician may choose to change the specific touch attack spell at every fourth level after this (at the 6th level, 10th level, 14th level, 18th level, etc.), but once declared, the Mortician’s Touch only has the power to deliver the touch spell declared until four levels later. The Necromantic touch attack spells must come from the table provided (see Mortician’s Touch spell list below).

Even if the spell isn’t described as a touch spell, Mortician’s Touch requires that the spell’s range be modified to act as a touch spell only. Casting times are unchanged. The spell may only target the creature touched. The Save DC and Caster level for these spells are determined by the Mortician’s Intelligence modifier. The Difficulty Class for a saving throw against a Mortician’s Touch is 10 + the spell level + the Mortician’s Intelligence modifier.

2nd-5thInflict Moderate Wounds, Chill Touch, Curse Water, Hide from Undead, Ghoul Touch, Touch of Idiocy, False Life, Frigid Touch, Unshakable Chill
6th-9thInflict Critical Wounds, Contagion, Vampiric Touch, Bestow Curse, Halt Undead, Calcific Touch, Poison
10th-13thUnholy Blight, Flesh to Stone, Eyebite
14th-17thInsanity, Harm
18th and GreaterUnholy Aura, Finger of Death

Animate Dead (Sp): Starting at third level, A Mortician can cast Animate Dead as a spell-like ability a number of times per day equal to his Intelligence modifier + 1. As a spell like ability, there are no vocal, somatic or material components required. However, due to the nature of the mortician’s machinations, he must also embed an onyx gem worth at least 25 gp per Hit Die of the undead within the corpse. The material acts as a focus for the energies which animate the corpse. When the undead is destroyed, the gem is also destroyed.

Suture (Ex): Starting At 4th level, a Mortician gains the ability to surgically heal both the living and the undead. This ability requires 1 minute of uninterrupted concentration and a successful heal check (DC 14 + the subject’s hit dice). On a successful check, the Mortician can heal 1d8 plus his Intelligence modifier in hit points to the subject. He must have his surgical tools to do this, or else he takes a -5 penalty on the check. The healing increases to 2d8 at 8th level, 3d8 at 12th, 4d8 at 16th, and finally 5d8 at 20th. He can do this a number of times per day equal to half his class level plus his Wisdom modifier.

Resistance to Energy Drain (Su): Starting at third level, A Mortician gains a bonus on saves against the Energy Drain attack of undead, this bonus starts at +1 and increase by one at every fourth level.

Corpsecrafter (Ex): Beginning at 4th level, each undead a Mortician raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Speak with Dead (Sp): Starting at 5nd level, a Mortician can cast Speak with Dead as a spell-like ability a number of times per day equal to his Intelligence modifier + 1. The Difficulty Class for a saving throw against Speak with Dead is 10 + the spell level + the Mortician’s Intelligence modifier.

Disguise Undead (Sp): At 5th level, a Mortician may use the Disguise Other spell as a spell-like ability a number of times per day equal to his Intelligence modifier + 1 upon any undead creature. In addition, the undead that has been disguised cannot be detected by means of Detect Undead. The Difficulty Class for a saving throw against Disguise Undead is 10 + the spell level + the Mortician’s Intelligence modifier.

Surgical Strike (Ex): At 5th level, a Mortician may add his Intelligence bonus (if any) to attack rolls and damage rolls when attacking with a melee weapon that does piercing damage.

Additionally, the Mortician has the ability to do critical hits to corporeal Undead within the critical hit range of the weapon he is wielding. If the Mortician has Sneak Attack from another class or from a racial bonus, he may do Sneak Attack damage to corporeal Undead when the rules of Sneak Attack apply. The Mortician does not get any of these bonuses against constructs, oozes, plants, or incorporeal creatures. This bonus does not work when the Mortician is using a weapon that does not deal piercing damage, and does not work when the weapon is wielded in his off-hand.

Revenance (Sp): Starting At 6th level, once per day as a spell-like ability requiring a full round action a Mortician can temporarily revive a recently slain ally. The target can have been dead for up to 1 round/caster level. The ally functions as if a raise dead spell had been cast upon him, except that he does not lose a level and has half of his normal hit points.
He is alive (not undead) for the duration of the spell and can be healed normally, but dies after 1 round for every two levels of Mortician. While the subject is under this spell like ability, he is not affected by resurrection or raise dead. The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed him.

Raise Dead (Sp): Starting At 9th level, a Mortician can cast Raise Dead as a spell like ability once per day. As a spell like ability, there are no vocal, somatic or material components required. However, due to the nature of the mortician’s power, he must also embed a diamond worth 5,000 gp within the corpse. The material acts as a focus for the energies which the soul of the deceased enters. Once the soul is restored, the diamond is destroyed and dissolves into the body.

Create Undead (Sp): Starting at 11th level, a Mortician can cast Create Undead as a spell-like ability once per day. As a spell like ability, there are no vocal, somatic or material components required. However, due to the nature of the mortician’s machinations, he must also embed an onyx gem worth at least 50 gp per Hit Die of the undead within the corpse. The material acts as a focus for the energies which animate the corpse. When the undead is destroyed, the gem is also destroyed.

Craft Flesh Golem (Ex): Starting at 11th level, a Mortician can craft an undead cohort in the form of a Flesh Golem, a hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples. The pieces of a flesh golem must come from normal humanoid corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. The Mortician must also embed an onyx gem worth at least 10,000 gp within the corpses. The time required to craft the Flesh Golem is 1 hour per body used plus 1 hour for assembly and infusion of power through the embedded gem.

A Flesh Golem cohort operates under the rules of the Leadership feat, and if the Mortician were to take the Leadership feat then the Flesh Golem counts as the Mortician’s loyal cohort.

Note: The market price of a golem with more than 7 Hit Dice is increased by 5,000 gp for each additional Hit Die, and increases by an additional 50,000 gp if the golem’s size increases.

Control Undead (Sp): Starting At 13th level, a Mortician can cast Control Undead as a spell like ability once per day. The Difficulty Class for a saving throw against Control Undead is 10 + the spell level + the Mortician’s Intelligence modifier.

Create Greater Undead (Sp): Starting At 15th level, a Mortician can cast Create Greater Undead as a spell like ability once per day. As a spell like ability, there are no vocal, somatic or material components required. However, due to the nature of the mortician’s machinations, he must also embed an onyx gem worth at least 50 gp per Hit Die of the undead within the corpse. The material acts as a focus for the energies which animate the corpse. When the undead is destroyed, the gem is also destroyed.

Resurrection (Sp): Starting at 17th level, a Mortician can cast Resurrection as a spell like ability once per day. As a spell like ability, there are no vocal, somatic or material components required. However, due to the nature of the mortician’s power, he must also embed a diamond worth 10,000 gp within the corpse. The material acts as a focus for the energies which the soul of the deceased enters. Once the soul is restored, the diamond is destroyed and dissolves into the body.

Euthanize (Ex): A Mortician has reached the peak in his knowledge of the body when he learns how to successfully kill or paralyze his target in one blow.

If a Mortician studies his victim for 3 rounds and then makes a sneak attack that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (Mortician’s choice). While studying the victim, the Mortician can undertake other non-attack actions so long as his attention stays focused on the target. If the victim of such an attack fails a Fortitude save (DC 15 + Half the Mortician’s class level (rounded up) + the Mortician’s Intelligence modifier) against the kill effect, he dies.

If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Mortician. If the victim’s saving throw succeeds, Euthanize has no effect, and the attack is carried out as normal. Once the Mortician has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a Euthanize attack is attempted and fails (the victim makes her save) or if the Mortician does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another Euthanasia.
A mortician can use the Euthanize attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to Euthanize attacks.

Mortician

Paths of Vengeance NukaPunk