jdrich
2006-02-13, 09:38 PM
The Necropharmacant
Some necromancers destroy life energy. Others restore it.
Hit Die
d4.
Requirements
To qualify to become a necropharmacant, a character must fulfill all the following criteria.
Alignment
Any non-evil
Skills
Heal 4 ranks
Feats
Spell Focus [Necromancy]
Spells
Able to cast False Life as an arcane spell.
Special
The character must have been reduced to negative hit points and revived by healing magic at least three times.
Class Skills
The necropharmacant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge [Arcana] (Int), Knowledge [Religion] (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All the following are Class Features of the necropharmacant prestige class.
Weapon and Armor Proficiency
Necropharmacants gain no proficiency with any weapon or armor.
Spells per Day
At second, fourth, and fifth level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of necropharmacant to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a necropharmacant, he must decide to which class he adds each level of necropharmacant for the purpose of determining spells per day.
Diehard
At first level, the necropharmacant gets the diehard feat for free, even if he doesn’t meet the prerequisites.
Necrophilial Attrition
At first level, the necropharmacant gets a +4 competence bonus to his Will saves against targeted spells that deal negative energy. He also subconsciously and automatically attempts a saving throw against spells of the Healing subschool.
At third level, the necropharmacant automatically makes any Will saving throw against targeted spells that deal negative energy and saving throws against spells of the Healing subschool.
Necropharmacy
At first level, add the spells Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Lesser Restoration to the necropharmacant’s spell list.
Whenever the necropharmacant attempts to cast a spell of the healing subschool, the target of the spell subconsciously and automatically attempts a saving throw against the spell.
At third level, add the spells Delay Poison, Neutralize Poison, Remove Paralysis, and Restoration to the necropharmacant’s spell list.
At fifth level, add the spells Heal, Raise Dead, Regenerate, Remove Blindness/Deafness*, Remove Disease*, and Greater Restoration* to the necropharmacant’s spell list.
All spells are of the levels listed for the Cleric class, unless otherwise noted.
* Note: Marked for possible deletion?
Necromantic Healing
The necropharmacant casts all spells of the Healing subschool as spells of the Necromancy school instead of the Conjuration school. This applies to feats such as Spell Focus as well as uses of the Spellcraft skill and spell effects that detect magical auras.
Spontaneous Necropharmacy
At third level, a necropharmacant learns to channel stored spell energy into healing spells that the necropharmacant did not prepare ahead of time. The necropharmacant can "lose" any prepared spell in order to cast any spell of the Healing subschool that he knows of the same spell level or lower.
In doing so, he takes 1d8 negative energy damage per level of the spell, with a will save against the spell save DC for half. This effect counts as a targeted spell effect that deals negative energy for the purposes of the Necrophilial Attrition ability.
[hr]
Well? Comments, questions, suggestions, all that.
Some necromancers destroy life energy. Others restore it.
Hit Die
d4.
Requirements
To qualify to become a necropharmacant, a character must fulfill all the following criteria.
Alignment
Any non-evil
Skills
Heal 4 ranks
Feats
Spell Focus [Necromancy]
Spells
Able to cast False Life as an arcane spell.
Special
The character must have been reduced to negative hit points and revived by healing magic at least three times.
Class Skills
The necropharmacant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge [Arcana] (Int), Knowledge [Religion] (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All the following are Class Features of the necropharmacant prestige class.
Weapon and Armor Proficiency
Necropharmacants gain no proficiency with any weapon or armor.
Spells per Day
At second, fourth, and fifth level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of necropharmacant to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a necropharmacant, he must decide to which class he adds each level of necropharmacant for the purpose of determining spells per day.
Diehard
At first level, the necropharmacant gets the diehard feat for free, even if he doesn’t meet the prerequisites.
Necrophilial Attrition
At first level, the necropharmacant gets a +4 competence bonus to his Will saves against targeted spells that deal negative energy. He also subconsciously and automatically attempts a saving throw against spells of the Healing subschool.
At third level, the necropharmacant automatically makes any Will saving throw against targeted spells that deal negative energy and saving throws against spells of the Healing subschool.
Necropharmacy
At first level, add the spells Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Lesser Restoration to the necropharmacant’s spell list.
Whenever the necropharmacant attempts to cast a spell of the healing subschool, the target of the spell subconsciously and automatically attempts a saving throw against the spell.
At third level, add the spells Delay Poison, Neutralize Poison, Remove Paralysis, and Restoration to the necropharmacant’s spell list.
At fifth level, add the spells Heal, Raise Dead, Regenerate, Remove Blindness/Deafness*, Remove Disease*, and Greater Restoration* to the necropharmacant’s spell list.
All spells are of the levels listed for the Cleric class, unless otherwise noted.
* Note: Marked for possible deletion?
Necromantic Healing
The necropharmacant casts all spells of the Healing subschool as spells of the Necromancy school instead of the Conjuration school. This applies to feats such as Spell Focus as well as uses of the Spellcraft skill and spell effects that detect magical auras.
Spontaneous Necropharmacy
At third level, a necropharmacant learns to channel stored spell energy into healing spells that the necropharmacant did not prepare ahead of time. The necropharmacant can "lose" any prepared spell in order to cast any spell of the Healing subschool that he knows of the same spell level or lower.
In doing so, he takes 1d8 negative energy damage per level of the spell, with a will save against the spell save DC for half. This effect counts as a targeted spell effect that deals negative energy for the purposes of the Necrophilial Attrition ability.
[hr]
Well? Comments, questions, suggestions, all that.