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ChrisDemilich
2009-08-05, 04:29 AM
Is this a balanced class? Underpowered? Would you allow a player to use this?

Master of Undeath

Hit Die: d4

Class Skills
The Master of Undeath's Class skills(and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (Arcana) (int), Knowledge (Religion) (int), Profession (Int), Spellcraft (int).
Skill Poins at first Level: (2 + int modifier) X 4.
Skill points at Each Additional Level: 2 + int modifier.

Class features
Weapon and Armor Proficiency: The Master of Undeath is proficient only with Simple weapons, but not with any type of shield of armor. Armor of any type interfere with the Master of Undeath's movements, which can cause spells with somatic components to fail.

Master of Undeath Spells Known:

Spells Known
Lvl 0 1 2 3 4 5 6 7 8 9
1 - 4 1
2 - 4 2
3 - 5 2 1
4 - 5 3 1
5 - 5 3 2 1
6 - 5 4 3 1
7 - 5 4 3 2 1
8 - 5 5 4 2 1
9 - 5 5 4 3 2 1
10- 5 5 5 4 2 1
11- 5 5 5 4 3 2 1
12- 5 5 5 5 4 2 1
13- 5 5 5 5 4 3 2 1
14- 5 5 5 5 5 4 2 1
15- 5 5 5 5 5 4 3 2 1
16- 5 5 5 5 5 5 4 2 1
17- 5 5 5 5 5 5 4 3 2 1
18- 5 5 5 5 5 5 5 4 2 1
19- 5 5 5 5 5 5 5 5 3 2
20- 5 5 5 5 5 5 5 5 4 3

Spells: A Master of Undeath casts arcane spells(The same type available to wizards, sorcerors, and bards), which are drawn from the Master of Undeath Spell list, provided below. A Master of Undeath may cast any spell he knows without preparing ahead of time, the way a wizard or cleric must.
To learn or cast a spell, a Master of Undeath must have an Intelligence score of at least 10 + the spell level(Int 10 for a 0-level spell, Int 11 for a 1st level spell, and so forth). The difficulty Class for a saving throw against a Master of Undeath's spell is 10 + the spell level + the Master of Undeath's Intelligence modifier.
Like other spellcasters, a Master of undeath may only a certain number of spells of each spell level per day. His base daily spell allotment is given below.
A Master of Undeath's selection of spells is extremely limited. A Master of Undeath begins play knowing 4 0-level spells and 2 1st-Level Spells. At each Master of Undeath Level, he gains one or more new spells, as indicated above. (Unlike spells per day, spells known is not affected by a high Intelligence score.) These spells may be chosen by the Master of Undeath from the spell list provided below.
Upon reaching level 4, and at each even numbered level beyond, the Master of Undeath may choose to learn a new spell in place of one he already knows. The new spell must be the same level as the one being replaced, and must be at least 2 levels lower then the highest-level Master of Undeath Spell which he can cast. A Master of Undeath may swap only a single spell at any given level, and must choose to swap spells at the same time he chooses new spells for the level.
Unlike a Wizard or Cleric, a Master of Undeath need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day of that spell level.

Skeletal Minion: At 1st level, a Master of Undeath 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 Master of Undeath's commands and accompanies him on adventures if desired. If the skeletal minion is destroyed, the Master of Undeath 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 Master of Undeath gains levels. The skeleton has a number of Hit Dice equal to the Master of Undeath's class level. Add one-half the Master of Undeath's class level to the skeleton's natural armor bonus. Add one-third of the Master of Undeath's class level to the skeleton's Strength and Dexterity scores.

At third level, and every three levels beyond, the master of Undeath's Skeletal Minion gains a feat, chosen by the Master of Undeath, from the list of bonus fighter feats for which the minion meets the prerequisites.

At sixth level and every five levels therafter, a Master of Undeath can create an additional undead minion. The character level of the Master of Undeath is treated as five levels lower for purposes of determining Hit Dice, Natural Armor bonus, and Str and Dex bonuses of the second minion. This reduction accumulates for each minion, so a level 18 Master of Undeath would be able to control 4 minions, the first at 18 Hit Dice, the second at 13 Hit Dice, the third at 8 Hit Die, and the fourth at 3 Hit Dice.

Rebuke Undead: A Master of Undeath, regardless of alignment, gains the ability to rebuke undead at first level, as a cleric of the same level as the Master of Undeath.
A master of Undeath may attempt to channel undead a number of times per day equal to 3 + Charisma Modifier. A Master of Undeath with 5 or more ranks in Knowledge (Religion) gains a +2 on turning checks.

Undead Power: At level 5 and every 5 levels therafter, all undead created or summoned by the Master of Undeath gain a +1 Bonus to Strength and Dexterity, and 10 bonus hit points. These bonuses stack with all other bonuses the created undead may have. This effect will affect the Undead Minion, but only minions created after undead power is acquired(Including re-created minions).



Base Attack Bonus, and Saving Throws: A Master of Undeath advances with the Poor Base Attack Bonus Table. He has Poor advancement for Fortitude and Reflex Saving throws, and good advancement for Will saves.

Spells Per Day:

Lvl 0 1 2 3 4 5 6 7 8 9
1 - 3 1
2 - 4 2
3 - 4 3 1
4 - 4 3 2 1
5 - 4 3 3 2
6 - 4 4 3 2 1
7 - 4 4 3 3 2
8 - 4 4 4 3 2 1
9 - 4 4 4 3 3 2
10- 4 4 4 4 3 2 1
11- 4 4 4 4 3 3 2
12- 4 4 4 4 4 3 2 1
13- 4 4 4 4 4 3 3 2
14- 4 4 4 4 4 4 3 2 1
15- 4 4 4 4 4 4 3 3 2
16- 4 4 4 4 4 4 4 3 2 1
17- 4 4 4 4 4 4 4 3 3 2
18- 4 4 4 4 4 4 4 4 3 2
19- 4 4 4 4 4 4 4 4 3 3
20- 4 4 4 4 4 4 4 4 4 4

Spell List:

Level 0: Disrupt Undead, Touch of Fatigue, Inflict Minor Wounds, Read Magic, Prestidigitation.
Level 1: Cause Fear, Chill Touch, Ray of Enfeeblement, Detect Undead, Inflict light wounds, Hide from Undead, Deathwatch, Doom.
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral hand, Death Knell, Desecrate, Inflict Moderate Wounds, Hold person, Gentle Repose.
Level 3: Halt Undead, Ray of Exhaustion, Vampiric Touch, Animate Dead, Bestow Curse, Contagion, Inflict Serious Wounds, Speak with Dead.
Level 4: Enervation, Fear, Death Ward, Inflict Critical Wounds, Poison, Blight, Dispel magic.
Level 5: Magic Jar, Symbol of pain, Waves of Fatigue, Cloudkill, Teleport, Inflict Light Wounds; mass, Slay Living, Unhallow, Raise Dead.
Level 6: Circle of Death, Create Undead, Eyebite, Symbol of fear, Undeath to Death, Inflict Moderate Wounds; mass, Harm, Antilife Shell, Dispel Magic; greater.
Level 7: Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Blasphemy, Destruction, Resurrection, Inflict Serious Wounds;mass.
Level 8: Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Inflict Critical Wounds;mass, Mind Blank.
Level 9: Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, True Ressurection, Implosion.

Innis Cabal
2009-08-05, 04:32 AM
Tables will help alot, though honestly, there isn't anything this class does the Dread Necromancer dosn't do better, with the same flavor

Seguile Daengz
2009-08-05, 05:11 AM
I'm afraid Innis Cabal is right. Your Master of Undeath seems a bit weak in comparison with the Dread Necromancer, who gets access to much nicer stuff, and knows all his spells to boot.

Maybe you could beef up the minion angle some more? Take a look at the Dread Necromancer, if you can. Less known spells in exchange for truly unstoppable undead might be a good way. Maybe give the undead some special abilities on their own.

I do like the Rebuke Undead thing, though. :smallsmile:

vampire2948
2009-08-05, 05:25 AM
If you wanted it to be more focused on having powerful minions, why not add the corpsecrafter line of feats as bonus feats?