Ra_Va
2010-04-13, 04:42 PM
Just a Necromancer Class I'm working on. Nothing to serious but hopping if i work on it it will be kick ass. Might end up basically being the same thing but i hope not.
Divine Necromancer
Alignment: Any. Divine Necromancers are not limited to alignment but as they draw their powers from their deities and deities that are focused on Necromancy are Evil aligned they tend to lead that way but their are 'Good' Gods that will tolerate undead magic.
Class Skills: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (arcane), Knowledge (history), Search, Speak Language, Spellcraft, Use Magic Device and Use Psionic Device.
Skill Points at 1st Level
(6 + Int Modifier) x 4
Skill Points at Each Additional Level
(6 + Int Modifier)
Proficiencies:Simple Weapons,
Spells and Such: A Necromancer casts spells spontaneously as a sorcerer the spells DCs are based on intellect. A Necromancer chooses his/her spells from the following list:
0—disrupt undead, ghost sound, detect undead, ray of frost, arcane mark, detect magic, mage hand, light, detect poison and inflict minor wounds.
1st—cause fear, chill touch, ray of enfeeblement, burning hands, shocking grasp, unseen servant, mage armor, obscuring mist, deathwatch, doom, inflict light wounds, identify, lesser vampiric touch and summon undead I.
2nd—ghoul touch, scare, spectral hand, detect thoughts, darkness, darkvision, false life, see invisibility, inflict moderate wounds, death knell, desecrate, spider climb and summon undead II.
3rd—gentle repose, halt undead, vampiric touch, gaseous form, haste, displacement, animate dead, contagion, deeper darkness, inflict serious wounds, speak with dead, blindness/deafness, suggestion and summon undead III.
4th—bestow curse, greater invisibility, fear, enervation, inflict critical wounds, poison, tongues, scrying, detect scrying, ice storm, wall of ice and summon undead IV.
5th—magic jar, permanency, dominate person, cone of cold, nightmare, teleport, telekinesis, circle of doom, unhallow, true seeing, slay living, raise undead and summon undead V.
6th—create undead, blade barrier, harm, antilife shell, chain lightning, mass haste, acid fog and mass suggestion.
7th—destruction, greater scrying, regenerate, word of chaos, blasphemy, control weather, finger of death, control undead, limited wish, greater teleport, insanity and greater vampiric touch.
8th—create greater undead, unholy aura, cloak of chaos, clone, horrid wilting, mass charm monster, trap the soul and maze.
9th—implosion, gate, soul bind, storm of vengeance, imprisonment, wail of the banshee, wish and time stop.
Special Spells
Necromancy (Sp): Character gains +2 to necromancy spells and DCs.
Channel Touch (Sp): At 1st level, a Necromancer gains the spell like ability, Channel Touch. Channel Touch is a touch attack that deals your level in necromancy d12 damage. The victem of Channel Touch must pass a Fortitude save of DC 16 or Channel Touch takes effect. An example would be Mirage, a third level Necromancer. She would deal 3d12 damage (because she is level 3) to her opponent by touching it (givin the opponent also fail the fortitude save). Then the HP you removed from your opponent you can gain as a bonous you your HP. WARNING! Don't be surprised if this ability is restricted by a DM.
Summon Undead (Sp): At 2nd level, 5th level and every 5 levels thereafter, a necromancer learns the art of raising and summoning the undead. At first level, they may summon Skeletons and Zombies at will, but requires materials. At 5th level: Skeletons, Zombie, Ghouls and Ghasts (requires materials.) At 10th level: Skeletons, Zombies, Ghouls, Ghasts, Mummies and Necrospawn (requires materials.) At 15th level: Skeletons, Zombies, Ghouls, Ghasts, Mummies, Necrospawn, Vampires and Ghosts/Spectres (requires materials.) At 20th level, a necromancer may summon or raise any undead, but they still require materials. Summon Undead lasts for 10 + (Int + Necromancer Levels) days. To summon the undead, the Necromancer requires 1 jet stone per size category of the creature (found easily and is worth 10gp), a piece of red cloth (1ft x 1ft), a circle drawn around the corpse (or where the necromancer wants it to be summoned) and a holy symbol of the Necromancers deity (which can be re-used) on the corpse (or in the center of the circle).
Summon Undead Steed (Sp): At level 2 your deity grants you a gift, an undead steed. The nature of the steed is often an Undead Horse, however if a certain animal is in the deities' portfolio that it may be an undead version of that animal.
Negative Energy Healing (Ex): After attaining second level, a necromancer is healed with negative energy such as from an inflict light wounds spell, and is damaged by positive energy such as from a cure light wounds spell.
Death Aura (Sp): At 3rd level a necromancer gains a Death Aura. This aura extends in a 40 ft radius of the Necromancer and makes the air cold, clammy in addition to sucking away the happiness (-1 to attacks against the necromancer). Any undead within the aura must make a DC 10 + (Int + 1/2 Necromancer Level) or fall under the control of the necromancer for the rest of its existence (unless rebuked or charmed). If an undead is bound to another creature permanently (ex. Anti-Paladin's special mount), their connection trumps the Death Aura ability.
Favored Weapon:At level 4 the divine necromancer automatically becomes proficient in his/her deities favored weapon and gain new abilities with each level for the weapon. Level 4: Profincientcy Level 5: Blessing against slayers of Undead Level 6: Poison touch Level 7: Curse: If enemy survives encounter mindless undead levels 1-3 are drawn to him for the rest of their life. Level 8: Ghost Blade, Attacks ignore armor up too light armor Level 9: Divine Favor, slay a worship of one of your gods enemies counts as sacrifice to your diety. Level 10: Vampiric Touch, only works on Melee weapons, if a ranged weapon skip this ability.
Fear Aura (Sp): At 8th level a necromancer gains a Fear Aura. This extends 40 ft in all directions of the Necromancer and makes the air slightly foggy but gives no bonuses to concealment. Any creature that is affected by fear effects must make a DC 10 + (Int + 1/2 Necromancer Level) or be shaken for 2d6 rounds.
Temple of Death: At 10th level, the divine necromancer may build a temple of death to their god. S/He may only posses one temple of death at any one time, but if one is destroyed, they may create another. The temple must be created out of the bones of creatures killed by the necromancer or his servants, bonded together with a paste made out of blood and various thickeners. The temple may be of any size, but every 10 cubic feet costs 10 man-hours and 10gp to build. Bone walls must be at least 1' thick, and ceilings and floors, ½' thick. Undead slaves lack the dexterity to build the temple, so living engineers must be brought in. The temple bones are magically resistant to damage and is treated as the hardest type of stone.
While in his temple, saving throws against his powers are at an additional -2, -1 if the target is not also in his temple.
The necromancer heals 1HP per turn while in his temple.
Finally, the necromancer can call up to one skeleton from the walls of his temple per 10 cubic feet of bone per day. These skeletons cannot be called out within 5' of each other and can never leave the temple.
Inflict Wounds At Will (Sp): At 12th, 15th and 18th a Necromancer can cast at will Inflict Light, Moderate and Serious Wound At Will.
Imbue Item (Su): A necromancer of 13th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.If the check succeeds, the necromancer can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Phylactery (Ex): At 20th level a Necromancer can trap some of his soul into a Phylactery (see Lich’s Phylactery).
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Undead Steed
Divine Necromancer
Alignment: Any. Divine Necromancers are not limited to alignment but as they draw their powers from their deities and deities that are focused on Necromancy are Evil aligned they tend to lead that way but their are 'Good' Gods that will tolerate undead magic.
Class Skills: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (arcane), Knowledge (history), Search, Speak Language, Spellcraft, Use Magic Device and Use Psionic Device.
Skill Points at 1st Level
(6 + Int Modifier) x 4
Skill Points at Each Additional Level
(6 + Int Modifier)
Proficiencies:Simple Weapons,
Spells and Such: A Necromancer casts spells spontaneously as a sorcerer the spells DCs are based on intellect. A Necromancer chooses his/her spells from the following list:
0—disrupt undead, ghost sound, detect undead, ray of frost, arcane mark, detect magic, mage hand, light, detect poison and inflict minor wounds.
1st—cause fear, chill touch, ray of enfeeblement, burning hands, shocking grasp, unseen servant, mage armor, obscuring mist, deathwatch, doom, inflict light wounds, identify, lesser vampiric touch and summon undead I.
2nd—ghoul touch, scare, spectral hand, detect thoughts, darkness, darkvision, false life, see invisibility, inflict moderate wounds, death knell, desecrate, spider climb and summon undead II.
3rd—gentle repose, halt undead, vampiric touch, gaseous form, haste, displacement, animate dead, contagion, deeper darkness, inflict serious wounds, speak with dead, blindness/deafness, suggestion and summon undead III.
4th—bestow curse, greater invisibility, fear, enervation, inflict critical wounds, poison, tongues, scrying, detect scrying, ice storm, wall of ice and summon undead IV.
5th—magic jar, permanency, dominate person, cone of cold, nightmare, teleport, telekinesis, circle of doom, unhallow, true seeing, slay living, raise undead and summon undead V.
6th—create undead, blade barrier, harm, antilife shell, chain lightning, mass haste, acid fog and mass suggestion.
7th—destruction, greater scrying, regenerate, word of chaos, blasphemy, control weather, finger of death, control undead, limited wish, greater teleport, insanity and greater vampiric touch.
8th—create greater undead, unholy aura, cloak of chaos, clone, horrid wilting, mass charm monster, trap the soul and maze.
9th—implosion, gate, soul bind, storm of vengeance, imprisonment, wail of the banshee, wish and time stop.
Special Spells
Necromancy (Sp): Character gains +2 to necromancy spells and DCs.
Channel Touch (Sp): At 1st level, a Necromancer gains the spell like ability, Channel Touch. Channel Touch is a touch attack that deals your level in necromancy d12 damage. The victem of Channel Touch must pass a Fortitude save of DC 16 or Channel Touch takes effect. An example would be Mirage, a third level Necromancer. She would deal 3d12 damage (because she is level 3) to her opponent by touching it (givin the opponent also fail the fortitude save). Then the HP you removed from your opponent you can gain as a bonous you your HP. WARNING! Don't be surprised if this ability is restricted by a DM.
Summon Undead (Sp): At 2nd level, 5th level and every 5 levels thereafter, a necromancer learns the art of raising and summoning the undead. At first level, they may summon Skeletons and Zombies at will, but requires materials. At 5th level: Skeletons, Zombie, Ghouls and Ghasts (requires materials.) At 10th level: Skeletons, Zombies, Ghouls, Ghasts, Mummies and Necrospawn (requires materials.) At 15th level: Skeletons, Zombies, Ghouls, Ghasts, Mummies, Necrospawn, Vampires and Ghosts/Spectres (requires materials.) At 20th level, a necromancer may summon or raise any undead, but they still require materials. Summon Undead lasts for 10 + (Int + Necromancer Levels) days. To summon the undead, the Necromancer requires 1 jet stone per size category of the creature (found easily and is worth 10gp), a piece of red cloth (1ft x 1ft), a circle drawn around the corpse (or where the necromancer wants it to be summoned) and a holy symbol of the Necromancers deity (which can be re-used) on the corpse (or in the center of the circle).
Summon Undead Steed (Sp): At level 2 your deity grants you a gift, an undead steed. The nature of the steed is often an Undead Horse, however if a certain animal is in the deities' portfolio that it may be an undead version of that animal.
Negative Energy Healing (Ex): After attaining second level, a necromancer is healed with negative energy such as from an inflict light wounds spell, and is damaged by positive energy such as from a cure light wounds spell.
Death Aura (Sp): At 3rd level a necromancer gains a Death Aura. This aura extends in a 40 ft radius of the Necromancer and makes the air cold, clammy in addition to sucking away the happiness (-1 to attacks against the necromancer). Any undead within the aura must make a DC 10 + (Int + 1/2 Necromancer Level) or fall under the control of the necromancer for the rest of its existence (unless rebuked or charmed). If an undead is bound to another creature permanently (ex. Anti-Paladin's special mount), their connection trumps the Death Aura ability.
Favored Weapon:At level 4 the divine necromancer automatically becomes proficient in his/her deities favored weapon and gain new abilities with each level for the weapon. Level 4: Profincientcy Level 5: Blessing against slayers of Undead Level 6: Poison touch Level 7: Curse: If enemy survives encounter mindless undead levels 1-3 are drawn to him for the rest of their life. Level 8: Ghost Blade, Attacks ignore armor up too light armor Level 9: Divine Favor, slay a worship of one of your gods enemies counts as sacrifice to your diety. Level 10: Vampiric Touch, only works on Melee weapons, if a ranged weapon skip this ability.
Fear Aura (Sp): At 8th level a necromancer gains a Fear Aura. This extends 40 ft in all directions of the Necromancer and makes the air slightly foggy but gives no bonuses to concealment. Any creature that is affected by fear effects must make a DC 10 + (Int + 1/2 Necromancer Level) or be shaken for 2d6 rounds.
Temple of Death: At 10th level, the divine necromancer may build a temple of death to their god. S/He may only posses one temple of death at any one time, but if one is destroyed, they may create another. The temple must be created out of the bones of creatures killed by the necromancer or his servants, bonded together with a paste made out of blood and various thickeners. The temple may be of any size, but every 10 cubic feet costs 10 man-hours and 10gp to build. Bone walls must be at least 1' thick, and ceilings and floors, ½' thick. Undead slaves lack the dexterity to build the temple, so living engineers must be brought in. The temple bones are magically resistant to damage and is treated as the hardest type of stone.
While in his temple, saving throws against his powers are at an additional -2, -1 if the target is not also in his temple.
The necromancer heals 1HP per turn while in his temple.
Finally, the necromancer can call up to one skeleton from the walls of his temple per 10 cubic feet of bone per day. These skeletons cannot be called out within 5' of each other and can never leave the temple.
Inflict Wounds At Will (Sp): At 12th, 15th and 18th a Necromancer can cast at will Inflict Light, Moderate and Serious Wound At Will.
Imbue Item (Su): A necromancer of 13th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.If the check succeeds, the necromancer can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Phylactery (Ex): At 20th level a Necromancer can trap some of his soul into a Phylactery (see Lich’s Phylactery).
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Undead Steed