candycorn
2010-11-18, 05:45 AM
<Fluff Goes Here, work in progress>
ENTRY REQUIREMENTS
Feats: Extra Turning
Skills: Knowledge (Religion) 8 ranks, Spellcraft 8 ranks
Spellcasting: Must be able to cast 2nd-level divine spells.
Special: Must be able to Rebuke Undead, and be of a non-good alignment
Hit Die: d6
Class Skills (2 + Int modifier per level): Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Sense Motive, Profession, Spellcraft
{table=Header]Level | BAB | Fort Save | Reflex Save | Will Save | Special | Spellcasting
1 | +0 | +2 | +0 | +2 | Rebuke Undead | +1 Level of existing divine spellcasting class
2 | +1 | +3 | +0 | +3 | | +1 Level of existing divine spellcasting class
3 | +1 | +3 | +1 | +3 | Visage of Death | +1 Level of existing divine spellcasting class
4 | +2 | +4 | +1 | +4 | | +1 Level of existing divine spellcasting class
5 | +2 | +4 | +1 | +4 | Spurn Death's Touch | +1 Level of existing divine spellcasting class
6 | +3 | +5 | +2 | +5 | | +1 Level of existing divine spellcasting class
7 | +3 | +5 | +2 | +5 | Chill of the Grave | +1 Level of existing divine spellcasting class
8 | +4 | +6 | +2 | +6 | | +1 Level of existing divine spellcasting class
9 | +4 | +6 | +3 | +6 | Greater Spurn Death's Touch | +1 Level of existing divine spellcasting class
10 | +5 | +7 | +3 | +7 | Ferryman's Toll | +1 Level of existing divine spellcasting class[/table]
Spells per Day:When a new Necromantic Adept level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to previously. 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 Necromantic Adept to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a Necromantic Adept, he must decide to which class he adds each level of Necromantic Adept for the purpose of determining spells per day.
Rebuke Undead: Levels of Necromantic Adept stack with any levels in any other classes for determining the effects of Rebuke Undead.
Visage of Death: The character gains Darkvision with a 60 foot range. In addition, nonintelligent undead regard the Necromantic Adept as if he were undead also.
Spurn Death's Touch: Necromantic Adepts spend much time experimenting with negative energies, and become more skilled at resisting and countering their effects. Whenever a Necromantic Adept deals ability damage or drain via spellcasting, he may heal an equal amount of ability damage or drain to any creature within 30 feet.
Chill of the Grave: Any spell cast by a Necromantic Adept casts which deals negative energy damage may also deal an equal amount of cold damage. For a Necromantic Adept to use this ability, he must spend 1 Rebuke Undead attempt per level of the spell to be affected.
Greater Spurn Death's Touch: The Necromantic Adept's control over negative energy grows even greater. He becomes immune to Ability Damage, Ability Drain, and Energy Drain.
Ferryman's Toll: Any undead created by a Necromantic Adept is incredibly difficult to restore to life. Only a properly worded Wish or Miracle, followed by True Resurrection can restore such a creature to life. The undead, if not destroyed, receives a Will saving throw vs the True Resurrection. Success prevents the creature's return to life.
ENTRY REQUIREMENTS
Feats: Extra Turning
Skills: Knowledge (Religion) 8 ranks, Spellcraft 8 ranks
Spellcasting: Must be able to cast 2nd-level divine spells.
Special: Must be able to Rebuke Undead, and be of a non-good alignment
Hit Die: d6
Class Skills (2 + Int modifier per level): Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Sense Motive, Profession, Spellcraft
{table=Header]Level | BAB | Fort Save | Reflex Save | Will Save | Special | Spellcasting
1 | +0 | +2 | +0 | +2 | Rebuke Undead | +1 Level of existing divine spellcasting class
2 | +1 | +3 | +0 | +3 | | +1 Level of existing divine spellcasting class
3 | +1 | +3 | +1 | +3 | Visage of Death | +1 Level of existing divine spellcasting class
4 | +2 | +4 | +1 | +4 | | +1 Level of existing divine spellcasting class
5 | +2 | +4 | +1 | +4 | Spurn Death's Touch | +1 Level of existing divine spellcasting class
6 | +3 | +5 | +2 | +5 | | +1 Level of existing divine spellcasting class
7 | +3 | +5 | +2 | +5 | Chill of the Grave | +1 Level of existing divine spellcasting class
8 | +4 | +6 | +2 | +6 | | +1 Level of existing divine spellcasting class
9 | +4 | +6 | +3 | +6 | Greater Spurn Death's Touch | +1 Level of existing divine spellcasting class
10 | +5 | +7 | +3 | +7 | Ferryman's Toll | +1 Level of existing divine spellcasting class[/table]
Spells per Day:When a new Necromantic Adept level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to previously. 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 Necromantic Adept to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a Necromantic Adept, he must decide to which class he adds each level of Necromantic Adept for the purpose of determining spells per day.
Rebuke Undead: Levels of Necromantic Adept stack with any levels in any other classes for determining the effects of Rebuke Undead.
Visage of Death: The character gains Darkvision with a 60 foot range. In addition, nonintelligent undead regard the Necromantic Adept as if he were undead also.
Spurn Death's Touch: Necromantic Adepts spend much time experimenting with negative energies, and become more skilled at resisting and countering their effects. Whenever a Necromantic Adept deals ability damage or drain via spellcasting, he may heal an equal amount of ability damage or drain to any creature within 30 feet.
Chill of the Grave: Any spell cast by a Necromantic Adept casts which deals negative energy damage may also deal an equal amount of cold damage. For a Necromantic Adept to use this ability, he must spend 1 Rebuke Undead attempt per level of the spell to be affected.
Greater Spurn Death's Touch: The Necromantic Adept's control over negative energy grows even greater. He becomes immune to Ability Damage, Ability Drain, and Energy Drain.
Ferryman's Toll: Any undead created by a Necromantic Adept is incredibly difficult to restore to life. Only a properly worded Wish or Miracle, followed by True Resurrection can restore such a creature to life. The undead, if not destroyed, receives a Will saving throw vs the True Resurrection. Success prevents the creature's return to life.