Conditional: +2 Knowledge checks vs Constructs/Devils/Demons/Fey, +2 Knowledge checks in Pillars of the Sun/Grand Lodge, +2 Survival in Pillars of Sun, +2 Intimidate vs. Fey/Goblins or +1 vs. Troglodytes, +3 Knowledge 1x/scenario
Racial Traits:
Shadow Resistance (+2 ST vs. Shadow effects), Lurker (+2 Perception/Stealth), Darkvision 60 feet, Light & Dark (Swift action to be treated as undead for 1 minute for purposes of negative/positive energy), Dissolution's Child (Invisiblity for 1 round/level 1/day)
Traits:
Greater Adept of the Society (+1 Cantrip preparation), Omen (+1 to Intimidate, may swift action to intimidate 1/day)
Spell Focus (Necromancy, Bonus Feat)
Skeletal Summoner (Add Human Skeleton and Skeletal Champion to SM list, may add skeletal template to a summoned monster 1/day)
Antagonize (May use Diplomacy or Intimidate to provoke hostility. See Link for detailed information)
Greater Spell Focus Necromancy
Quicken Spell (Bonus Feat)
Mage's Tattoo (+1 CL of Necromancy Spells, Touch of Fatigue 3x/day)
Planned Spontaneity (Designate 3 spell slots, may prepare 2 spells in each one and cast either)
Time Stutter (Bonus Feat/Arcane Discovery; May use Time Stop with a 1 round duration 1/day)
Bouncing Spell (+1 to Spell Level, can redirect a spell that targets a creature with no effect on save to another in range)
Class Features:
Sin Specialist (Gluttony, cannot use Abjuration or Enchantment spells, can prepare 2 specialized school slots per level)
Arcane School (Necromancy/Undead Subschool)
Command Undead (As per feat, 3+INT/day)
Grave Touch (Touch creature to make Shaken for 1/2 level rounds; repeat to fright x 1 rnd if <HD than level. 3+INT/day)
Lifesense (Blindsense 10 feet for 10 rounds/day, can only detect
living and undead creatures)
Arcane Bond (Amulet of Spell Mastery)
Nonmagical Inventory:
Silk Rope 50 feet
Ink, pen, paper
Waterskin
Bedroll
Mess Kit
Masterwork Puppeteer's Kit
Adventurer's Sash (*indicates item in Sash)
Magical Inventory:
Handy Haversack
Headband of Vast Intellect +2
Buffering Cap
Amulet of Spell Mastery
Heavy Load Belt
Spellguard Bracers
Ring of Mind-Shielding
Jaunt Boots
Eyes of the Eagle
Wand of Burning Hands (CL 3, 4 charges)
Wand of Repair Undead (49 charges)
Wand of Magic Missile (43 charges)
Wand of Mage Armor (37 charges)
Wand of Infernal Healing (50 charges)
Potion of Endure Elements (#2)
Pearl of Power (Level 1, #2 pearls
Lesser Metamagic Rod of Reach (2/3 uses per day remaining)
Crook of Cilhurdeen (Magic staff with 7/10 charges, Major Image (1 charge), Shadow Conjuration (2 charges), Shadow Evocation (3 charges). Can expend charges to add +10%/charge to the shadow spells reality up to +50%, does not increase casting time)
Black Crystal (Magic Jar Foci)
Onyx Gems (Component for Animate Dead, #2 gems worth 225GP/9HD, #1 gem worth 275 GP/11 HD, #1 gem worth 350 GP/14 HD, #1 gem worth 550/22 HD)
Spellbook
Journeyman Book of Rul Thaven (With Preparation Ritual, ^ indicates spell from this book for preparation ritual)
Solstice Scar C, Solstice Scar B, Solstice Scar A, What Sleeps In Stone, The Flesh Collector, Emerald Spire: Tomb of Yarrix, Emerald Spire: Magma Vaults, Emerald Spire: Spire Axis, Fortress of the Nail, Realm of the Fellnight Queen, Beacon Below, The Paths We Choose, Emerald Spire: Clockwork Maze, Day of the Demon, Emerald Spire: Godhome, Emerald Spire: Splinterden, Emerald Spire: The Cellars, Emerald Spire: Tower Ruins, The Confirmation