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Memory necromancers, also known as mnemomancers, borrow the knowledge and power of the dead who have not yet been judged or ferried. Your thralls often appear closer to phantoms, shades, or other resemblances of a soul persisting.
Grave spell Memento Mori
Thrall Enhancement:
Your thralls whisper with a susurrous symphony of memory. As long as you have a thrall adjacent to an ally, you count as having prepared to Aid them on any skill check.
Like the great requiem dragons whose lairs float along the River of Souls, you strive for a diplomatic answer whenever possible and your dirge harmonizes with other souls. When speaking of life and death, you can use Undead Lore in place of Diplomacy to Make an Impression or a Request, even if there is no undead present. If you are an expert in Diplomacy, you gain a +1 circumstance bonus to these checks; if you are a master in Diplomacy, this increases to +2, and +3 if you are legendary.
Calling on your dirge, you can use Undead Lore in place of Performance to Perform. When you do, the Perform action gains the magical trait, and you can center the performance on any thrall.
You know well the duty to shepherd souls on the Material plane and to their destinations beyond, when the time is right. You learn the life's requiem grave cantrip. In addition, you and your thralls can make any of your Strikes nonlethal without taking a -2 penalty.
Prerequisites memory grim fascination
From working with souls, you have learned the memories of suffering and of perseverance. Whenever you are affected by a spell, you gain a +2 status bonus to your next save to a magical effect for 1 round. After you are targeted with a Strike, you gain a +2 status bonus to AC against the next Strike targeting you for 1 round.
In addition, whenever you destroy a thrall, a memory of its frailty afflicts an adjacent creature. Choose a damage type; that creature gains weakness 1 to the chosen damage type for 1 round.
Range 60 feet, Targets 1 of your thralls
You destroy a thrall, transforming them into a bridge or a dam to the River of Souls. Choose a creature or corpse adjacent to the thrall. If that creature was dying, it stabilizes and loses the dying condition, though it remains unconscious at 0 Hit Points. If that corpse died in the last ten minutes, you choose which plane their soul will eventually be shepherded to, after it faces judgment.
Range 30 feet, Targets 1 of your thralls
Defense Reflex; Duration varies
You have a thrall begin the steps of the danse macabre, reminding all who partake of what will happen after their death. A creature within 15 feet of the target thrall becomes caught up in the steps. The thrall is destroyed, and the creature must attempt a Reflex saving throw.
Critical Success The creature is unaffected.
Success The creature becomes distracted. It takes a –2 status penalty to Perception and Will saves until the start of your next turn.
Failure As a success, and the creature finds itself caught in the dance and can't use reactions until the start of your next turn.
Critical Failure As a failure, but the duration of both effects is until the end of your next turn.
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