Jergmo
2009-07-07, 09:04 PM
I couldn't figure out how to do that fancy stat block for PrC stuff, so I'm copy/pasting a wordpad. Please bear with me.
Master Necromancer
Necromancers are spellcasters whose magics manipulate the power of death. In calling upon this power, necromancers risk being consumed by it--until eventually they join the ranks of the undead.
Hit Die: d4
Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks.
Spells: Ability to cast 3rd-level arcane spells. Necromancy cannot be a forbidden school.
Class Skills
The necromancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Wis), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Hide(Dex), Intimidate(Cha), Move Silently(Dex), and Spellcraft (Int).
Skill Points: 3 + Int Modifier.
Class Features
All of the following are class features of the necromancer prestige class.
Weapon and Armor Proficiency: Necromancers gain no proficiency with weapons or armor.
Spells per Day: When a new necromancer level is gained, the character gains new spells per day as if he had also gained al evel in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a necromancer, he must decide which class he adds the new level for purposes of determining spells per day.
The Master Necromancer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Control Undead +1 level
2nd +1 +0 +0 +3 Animate Dead +1 level
3rd +1 +1 +1 +3 Touch of Death +1 level
4th +2 +1 +1 +4 Imp. Ghoul Touch +1 level
5th +2 +1 +1 +4 Skeletal Minion +1 level
6th +3 +2 +2 +5 Create undead +1 level
7th +3 +2 +2 +5 +1 level
8th +4 +2 +2 +5 Undying +1 level
9th +4 +3 +3 +6 Create undead 2/day +1 level
10th +5 +3 +3 +7 Create greater undead +1 level
Control Undead: A necromancer may rebuke or command undead as if she were a cleric of the same level.
Animate Dead (Sp): This is a spell-like ability that functions like the spell of the same name. The necromancer may use this ability a number of times per day to his necromancer levels divided by two. He casts animate dead as a sorcerer equal to his necromancer class level.
Touch of Death (Sp): Beginning at 3rd level, a necromancer can channel negative energy directly by burning a spell slot. Using this power channels damaging energies through the caster into a melee touch attack, inflicting 1d8 damage per level of the spell slot. Thus, a 3rd-level spell slot can be converted into a 3d8 touch of death. This is a supernatural ability.
Create Undead (Sp): At 6th level, the necromancer can create more powerful undead minions.
It is cast as a sorcerer equal to the necromancer's class level. At 6th level, a necromancer can use this ability once per day, and upon reaching 9th level he may use it twice per day.
Improved Ghoul Touch (Su): Starting at 4th level, a necromancer may paralyze an opponent with a melee touch attack unless a successful Fortitude save is made (DC is equal to 15 plus the necromancer's Charisma modifier, if any). The paralysis lasts 3d4 rounds. This is a supernatural ability and can be used three times per day.
Skeletal Minion: A 5th-level Necromancer can acquire an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies him on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed him to obtain his first servant. The minion gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores. A necromancer with a skeletal minion permanently gives up the ability to obtain a familiar.
Undying (Ex): At 8th level, the necromancer gains the traits of the undead type. He no longer ages or needs to sleep (though he must spend time meditation to regain spells, heal lost hit points and so forth.) He also gains immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects; and he ignored mind-affecting effects. He is not subject to critical hits, subdual damage, ability damage, ability drain or energy drain. He has no Constitution score and is therefore immune to any effect that requires a Fortitude save (unless it affects objects). From that point forward, he uses his Charisma modifier when making Concentration checks. He is not at risk of death from msasive damage, but when reduced to 0 hit points or less, he is immediately destroyed. Finally, once becoming undead, the necromancer cannot be effected by raise dead or reincarnate spells or abilities, though ressurection and true ressurection can affect him.
Create Greater Undead (Sp): Upon reaching 10th level, the necromancer can create truly powerful undead creatures such as shadows and wraiths. This ability functions like the spell of the same name and is cast as a sorcerer equal to the necromancer's class level. It can be used once per day.
Master Necromancer
Necromancers are spellcasters whose magics manipulate the power of death. In calling upon this power, necromancers risk being consumed by it--until eventually they join the ranks of the undead.
Hit Die: d4
Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks.
Spells: Ability to cast 3rd-level arcane spells. Necromancy cannot be a forbidden school.
Class Skills
The necromancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Wis), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Hide(Dex), Intimidate(Cha), Move Silently(Dex), and Spellcraft (Int).
Skill Points: 3 + Int Modifier.
Class Features
All of the following are class features of the necromancer prestige class.
Weapon and Armor Proficiency: Necromancers gain no proficiency with weapons or armor.
Spells per Day: When a new necromancer level is gained, the character gains new spells per day as if he had also gained al evel in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a necromancer, he must decide which class he adds the new level for purposes of determining spells per day.
The Master Necromancer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Control Undead +1 level
2nd +1 +0 +0 +3 Animate Dead +1 level
3rd +1 +1 +1 +3 Touch of Death +1 level
4th +2 +1 +1 +4 Imp. Ghoul Touch +1 level
5th +2 +1 +1 +4 Skeletal Minion +1 level
6th +3 +2 +2 +5 Create undead +1 level
7th +3 +2 +2 +5 +1 level
8th +4 +2 +2 +5 Undying +1 level
9th +4 +3 +3 +6 Create undead 2/day +1 level
10th +5 +3 +3 +7 Create greater undead +1 level
Control Undead: A necromancer may rebuke or command undead as if she were a cleric of the same level.
Animate Dead (Sp): This is a spell-like ability that functions like the spell of the same name. The necromancer may use this ability a number of times per day to his necromancer levels divided by two. He casts animate dead as a sorcerer equal to his necromancer class level.
Touch of Death (Sp): Beginning at 3rd level, a necromancer can channel negative energy directly by burning a spell slot. Using this power channels damaging energies through the caster into a melee touch attack, inflicting 1d8 damage per level of the spell slot. Thus, a 3rd-level spell slot can be converted into a 3d8 touch of death. This is a supernatural ability.
Create Undead (Sp): At 6th level, the necromancer can create more powerful undead minions.
It is cast as a sorcerer equal to the necromancer's class level. At 6th level, a necromancer can use this ability once per day, and upon reaching 9th level he may use it twice per day.
Improved Ghoul Touch (Su): Starting at 4th level, a necromancer may paralyze an opponent with a melee touch attack unless a successful Fortitude save is made (DC is equal to 15 plus the necromancer's Charisma modifier, if any). The paralysis lasts 3d4 rounds. This is a supernatural ability and can be used three times per day.
Skeletal Minion: A 5th-level Necromancer can acquire an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies him on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed him to obtain his first servant. The minion gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores. A necromancer with a skeletal minion permanently gives up the ability to obtain a familiar.
Undying (Ex): At 8th level, the necromancer gains the traits of the undead type. He no longer ages or needs to sleep (though he must spend time meditation to regain spells, heal lost hit points and so forth.) He also gains immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects; and he ignored mind-affecting effects. He is not subject to critical hits, subdual damage, ability damage, ability drain or energy drain. He has no Constitution score and is therefore immune to any effect that requires a Fortitude save (unless it affects objects). From that point forward, he uses his Charisma modifier when making Concentration checks. He is not at risk of death from msasive damage, but when reduced to 0 hit points or less, he is immediately destroyed. Finally, once becoming undead, the necromancer cannot be effected by raise dead or reincarnate spells or abilities, though ressurection and true ressurection can affect him.
Create Greater Undead (Sp): Upon reaching 10th level, the necromancer can create truly powerful undead creatures such as shadows and wraiths. This ability functions like the spell of the same name and is cast as a sorcerer equal to the necromancer's class level. It can be used once per day.