Zachary Budd 122's page

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So part of the text of Animate Dead reads:

Animate Dead:
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

The Spirit Guide Oracle Archetype grants the Wandering Spirit feature as the Shaman class feature, and gains the spirit's spells as spells known for the day; the Bones spirit grants Animate Dead as a 3rd level spell.

My question is: do undead created with Animate Dead from the Bones spirit remain under your control when you don't have the Bones spirit?


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quirthanon wrote:
This FAQ should cover that.

Much obliged!


So the text of the shell reads:

Antilife Shell:
School abjuration; Level cleric 6, druid 6
Components V, S, DF
Casting Time 1 round
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

My question is, if a Huge size cleric - let's say a huge lich - were to cast the spell, would the 10ft emanation be centered on its central square, or would it start from the outside of the creature?

It seems that if the answer is the former, then the lich is only getting about 2.5ft of antilife shell coverage, which doesn't really seem like it would be useful, while if it's the latter, then the spell is working as intended


Kevin Willis wrote:

This post first appeared in the PFS forums but is really a general rules question so I'm flagging it for movement there.

I point that out because of what I'm about to say is particularly PFS relevant. Having played an Evangelist I'm confident in saying that Evangelist is not a big power boost until Evangelist 9. Some deities have decent 2nd boons but for most it's just "meh, good flavor." Now, the third boon and 10th level power are almost always very good, but you won't get those until character level 14/15.

So what happens if you add in the Chernasado Warden? You get the Warden abilities (one level later) and get the Evangelist powers (one level later). In your example an 11th level character would effectively count as a Brawler 7/Chernasado Warden 5/Evangelist 5. Which isn't that great. Granted, if you get up to character level 16, you'll have the capstones of both Prestige Classes as well as being a 10th level Brawler. But that's at 16.

That's a long-winded way of saying there is no "rules correct" answer yet but I'm of the opinion that in normal (1-11) PFS play it isn't an overpowering option.

Yeah, this isn't me trying to cheese or powergame, but more like I want to make a really silly build. It's quite unoptimized; I'm not casting spells, I'm not constantly sneak attacking, at worst I'm doing combat maneuvers with bigger hands (Lead Blades SLA)


Sebastian Hirsch wrote:

A: When asking a question like this, it really helps to provide the relevant rules in some sort of spoiler, so others don't have to go the additional resources page and look in which AP volume the class is.

B: There was already a discussion of the Aligned Class feature of the Evangelist can advance a prestige class, as far as I am aware that issue has not been resolved one way or the other.

So I really would not touch the combination, until you get some sort of clarification.

Duly noted on both accounts; thank you!


The Chernasardo Warden prestige class was recently brought to my attention as another class with the Aligned Class feature first seen by the Evangelist, which allows the character to advance a previously taken class's features (bloodlines, spells, sneak attack, etc).

My question is this: is it legal for a player to take both prestige classes and use one to advance the other with the same feature, and then the second class to advance the character's base class?

For example: Ted takes 5 levels of Brawler and enters the Chernasardo Warden PrC at level 6. At level 7, he enters the Evangelist PrC, and at level 8, Aligned Class triggers for the first time. He chooses Cher. Warden as his aligned class and advances it, which brings Cher. Warden to its second level features, which includes Aligned Class. Ted then chooses Brawler as the aligned class of the Warden and advances its class features.

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