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Jane_Smith
2009-12-11, 06:09 AM
The Master Necromancer

Alignment: Any.
Hit Dice: d6.
Base Attack: Poor.
Saves: Poor Fortitude, Poor Reflex, Good Willpower.

Requirements
To qualify to become a Master Necromancer, a character must fulfill all the following criteria.
Skills: Heal 5 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Nature) 5 ranks, Spellcraft 5 ranks.
Feats: Spell Focus (Necromancy), Turn or Rebuke Undead.
Other: Arcane School specialization in Necromancy.
Special: Must know and be able to cast at least one level 3 necromancy spell.

Class Skills
The Master Necromancer’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device.
Skill Points at Each Level: 4 + Int modifier.


The Master Necromancer Table
1st-- Advanced Knowledge, Master Necromancer, Spells
2nd-- Secret of the Forbidden Arts
3rd-- Advanced Knowledge
4th-- Secret of the Forbidden Arts
5th-- Advanced Knowledge
6th-- Secret of the Forbidden Arts
7th-- Advanced Knowledge
8th-- Secret of the Forbidden Arts
9th-- Advanced Knowledge
10th- Secret of the Forbidden Arts


Class Features

Weapon and Armor Proficiency: Master necromancers gain no armor or weapon proficiencys.

Spellcasting: At each level, the master necromancer gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a master necromancer, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Advanced Knowledge (Ex): At 1st level, and every two levels thereafter, the master necromancer may add a single spell from the necromancy school to his spells known.

Master Necromancer (Ex): The Master Necromancer's class levels stack with wizard class levels to determine the benefits gained by the Necromancy specialization.

Secret of the Forbidden Arts (Ex): At 2nd level, and every two levels thereafter the Master Necromancer may select a secret of the forbidden arts from the list below. This choice, once made, is permanent. Each choice may only be selected once.


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Secret of Life: When using any necromancy spell with the healing subtype, that spell heals an additional number of hit points equal to 4 times its spell level ontop of all other effects it may possess, even if it does not directly cure hit point damage. When using Channel Energy to channel positive energy, the DC for undead to resist the effect is increased by 2. The damage dealt to undead and the amount healed to the living is increased by 1d6.

Secret of Death: When using any necromancy spell with the death discriptor, that spell's DC is increased by 2, and the master necromancer's effective caster level when casting that spell is increased by 1. When using the Channel Energy ability to channel negative energy, the DC for living to resist the effect is increased by 2. The damage dealt to the living, and the amount healed to the undead is increased by 1d6.

Secret of Negative Energy: When casting any necromancy spell that provokes a Fortitude save from anyone effected by it, the master necromancer may choose to have that spell inflict a negative level on the target on a failed fortitude save, and 1 point of constitution damage per spell level. In addition, if the target takes at least 3 points of consitution damage from this effect, they take an additional negative level. However, the second possible negative level gained in this way only lasts for a number of rounds equal to the spells level.

Secret of Commanding: The master necromancer can control up to 10 hit dice of undead per caster level. He may also ignore the turning resistance of any undead creature he attempts to rebuke with a channel energy attempt. The master necromancer may use up one daily use of his channel energy ability to give all undead within 30 feet a +2 bonus to attack rolls, damage rolls, and saving throws for one minute per the master necromancers level.

Secret of Undead Creation: The master necromancer gains the ability to use Animate Dead as a supernatural ability usable at will. This does not alter his total amount of hit dice of undead he may control at any one time.

Secret of Life Draining: The master necromancer gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the master necromancer gains 1d6 hit points.

Secret of the Soul: A master necromancer may cast magic jar once per day as a supernatural ability for every two master necromancer levels he possesses. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another's body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.

Secret of Eternal Life: A master necromancer becomes immortal. He no longer ages, however he still gains benefits from aging. The master necromancer can still be killed by physical damage or the like, and if killed he becomes a ghost immediately. As a ghost, he automatically succeeds on his rejuvenation check.

Secret of the Creeping Cold: When casting any harmful necromancy spell that provokes a Reflex save from anyone effected by it, the master necromancer may choose to have that spell also inflict 2 additional points of cold damage and 1 point of strength or dexterity damage per spell level on a failed saving throw. In addition, if the target takes at least 3 points of strength or dexterity damage from this effect, they are also considered Slowed, as the spell, for a number of rounds equal to the spells level, and take a -4 penalty on all strength and dexterity based ability checks or skill checks during this time.

Secret of the Frozen Mind: When casting any harmful necromancy spell that provokes a Will save from anyone effected by it, the master necromancer may choose to have that spell inflict 1 points of intelligence, wisdom, or charisma damage per spell level to that target if they fail their saving throw. In addition, if the target takes at least 3 points of intelligence, wisdom, or charisma ability damage from this effect, they are also considered Slow, as the spell, for a number of rounds equal to the spells level, and take a 25% spell failure chance ontop of any exsisting spell failure they already possess during this time.

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Homebrewed wizard/necromancer prestige class. This class requires a minimum 5th level wizard to take, as it requires their channel energy school-specialization class feature they get from 1st level, and continues to advance as they gain levels in this prc.

Channel Energy (Su): You can channel positive or negative energy a number of times per day equal to 3 + your Intelligence modifier. You must decide which type of energy upon using your channel attempt. You can take other feats to add to this ability, such as Extra Channel and Improved Channel. The DC to save against this ability is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, the living nor the undead cannot add their channel resistance to the save against this ability. At 1st level, you can heal the living or damage the undead, or heal the undead or damage the living of 1d6 points of damage. This increases by +1d6 every two wizard levels after the first.


Anyway, thoughts? If your curious as to the 'secrets of life' and the like, my homebrew project has given [healing] spells to the necromancy school. And yes, wizards/sorc's can cast them, as arcane spells. Necromancy is effectively the best a wizard can get at 'specializing' in healing magic. So this prestige class, can in effect, double as healer and end-bringer. Thus, the school of necromancy, the manipulation and art of -life and death-, is complete.

Example necromancy spells that would proc Secrets of Negative Energy, Creeping Cold, and Frozen Mind;



Deathly Chill
Necromancy [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Creature or creatures targeted (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You send a wave of negitive energy threw the air, which seems to snuff out light around the targets, disrupting the life force of living creatures caught in its path and freezing them to the core. Each creature affected takes 1d6 + 1d6 per two caster levels after the first (maximum 5d6 at 9th level) points of cold damage. The creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.
An undead creature targeted takes no damage of either sort, but it gains 1d6, +1 temporary hit points per two caster levels after the first (maximum of 1d6+5 at 9th level) and a +1 enhancement bonus to Strength for the next hour.



Inflict Light Wounds
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Creature targeted
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

You may target a single creature in range to channel negative energy that deals 1d6 points of damage per caster level (maximum 5d6).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.



Deathbolt
Necromancy [Death]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: Creature targeted
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You hurl a bolt of death magic at the enemy, causing grizzly wounds and horrid patchs of blackened flesh to appear where the bolt strikes living flesh. This spell deals 1d8 points of damage, plus 1d8 more per caster level (to a max of 5d8 by 5th level) to the target, unless they make a successful reflex save for half damage. Undead are immune to this damage, nor are they healed by it.

Nero24200
2009-12-11, 11:55 AM
I've only just taken a quick glance, so I won't be able to say anything about balance, but two things do stand out.

Master Necromancer: I'd lose this. The main reason Paizo added specialist powers was so that there was some (even if not alot) of incentive not to jump into PrCs. This completely removes that incentive if you just happen to be a necromancer. I'd either lose this or give it at 2nd level and let the wizard lag at least 1 level behind.

Prerequisties: Just to nitpick, I'd specifically add spellcasting to the list. By RAW, a character can enter this class without actually being able to cast.

The spell creation part does seem a little...out there as well. Personally, I'd never plan on taking the class, since I can't rely on the DM approving my spells (plus theres the side issue that every time someone tries for this class you'll have a host of newer necromancy spells, after a while that's going to build up). I'd probably replace this with somthing along the lines of "You must know X number of spells from the Necromancy school
. Alternatively, you may meet this specific prerequisite if you succesfully create your own Necromancy spell."

Narmy
2009-12-11, 05:39 PM
Before I review this, I'd like to task.

Did you use the already made 3.5 Necromancer Prestige Classes, such as True Necromancer, and attempt a conversion? Or is this a creation of your own mind, if it is a creation of your own mind --> Read Below.

What is wrong with using the Necromancer Prestige Classes and converting those to pathfinder.

So that a regular Wizard (Necromancer) could Prestige class into True Necromancer?
-------
I will come back and review this class after I'm done fixing up some stuff.

Jane_Smith
2009-12-11, 10:13 PM
Because I do not want it to be religious themed, which the true necromancer is - cleric/wizard (necromancer).

In my homebrew 'flare' of necromancers, necromancy is looked down on and feared, even despite its healing/positive energy magic, due to religions interference.

Basically - they weild power the gods alone should have/gift to mortals, the power to control the spirits of the dead, and hold life and death in the palms of their hands, even if for the greater good. This causes 99% of religions to want them dead as god-mocking heretics, forcing even kind-hearted necromancers who took up the study to heal others without selling their soul to a deity to hide out or find a nation governed by arcane spell casters who have the intelligence not to fear/out right ban necromancery just because a few pelor-worshipers think their divine thieves.

I wanted to create this theme in this prestige class, that darkness and light can coexsist, and negitive energy nor positive energy is inherantly evil. Death cares nothing for malice, deceit, or pain, only death, and healing can be used to prolong pain and torture as well.

Plus, I like making my own stuff. So please refrain from 'why not just do this with (insert other prc here)?' questions.


@Nero: Changed the spells known requirements to "must know and be able to cast three necromancy spells, including one of at least 3rd level." This means you need to be a 5th level wizard at the least and capable of channeling energy to gain the turn/rebuke undead feats.

Narmy
2009-12-11, 10:36 PM
I don't play with positive or negative energy as inherently evil either, but I didn't have to make a whole new class of it. However, I commend you on doing so to fit your own desires.

I shall review the class and give you my opinion of it shortly.

Thank you for answering my questions.

My Review Thus Far ----

Woopsie

Would you believe that I still am trying to get used to my conversion from 3.5 to Pathfinder. >< Go Go Awesome Necromancer Specializations.


THEN AGAIN --> Skip the following quoted section and advance to the text below it.

I think that a lot of your abilities are too strong, specifically the ones that grant 2 of EVERYTHING.

I think that the ones granting additional damage dice for channel energy and it's effects. Should be limited to giving you ONE additional D6 damage, or healing die. I mean, compare it to the cleric. You're getting way more energy channeling than they do, not to mention healing abilities, and you're getting more even.

I know that you want the necromancers in your campaign to possess powers that the god should have. But it honestly seems imbalanced to me.It does look like you managed to balance it out quite well. So, 10 points to you.


I think that the duration on Secrets of Commanding might be too long.

Maybe put a limit as to how many times a day that they can use the Secrets of Undead Creation ability? Then again, I doubt that you'd gather enough corpses ever to make this ability a problem, so no worries I guess. I just find it silly to imagine a person standing there able to animate undead all day without getting tired.

IMPORTANT, READ THE FOLLOWING QUOTED TEXT.

Probably most definitely alter Secrets of the Soul, considering that you're allowing them to have unlimited access to a level 5 spell at level 2

My first reading of Deathly Chill went off bad, but once I sort of reread it, and thought about it. It's not so bad, I'm using Magic Missile as my comparison spell for the hell of it. It looks fairly good though, good job.

There is a minor spelling error/mistake, nonsensical-ness though.
Faster than first thingy in the first few sentences. What is that about, doesn't make sense.

Aside from the spelling error, and the very few complaints that I had on the final evaluation.

I'd give ya a rating of 7-9 out of 10. Sorry about the range, but I never give straight numbers. Always ranges, reason it wasn't a 10 out of 10 is because it isn't perfect, but it's pretty damn good.

I'd probably alter the Requirements to be the following.

Requirements
To qualify to become a Master Necromancer, a character must fulfill all the following criteria.
Skills: Heal 5 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Nature) 3 ranks, Spellcraft 5 ranks.
Feats: Spell Focus (Necromancy)
Other: Arcane School Specialization in Necromancy.
Special: Must know and be able to cast at least one level 3 necromancy Spell.

Jane_Smith
2009-12-15, 10:17 PM
Faster than first = meant After the first... have no idea why I typed that instead. ><

I have decided to change the buff-effect of Secrets of Commanding to 1 minute/master necromancer level. I think that should be more then enough. Hour was a bit to much...

As for secrets of the soul, maybe 1/day per 2 master necromancer levels, max 5/day?