Amechra
2011-10-11, 09:02 PM
http://th05.deviantart.net/fs38/PRE/i/2008/319/e/3/Dance_of_the_Necromancer_by_TehArtMonkey.png (http://th05.deviantart.net/fs38/PRE/i/2008/319/e/3/Dance_of_the_Necromancer_by_TehArtMonkey.png)
The Totentanzer
And the strict lord Death bids them to dance.
-Jof, a Totentanzer
Your sword won’t help you out
Sceptre and crown are worthless here
I’ve taken you by the hand
For you must come to my dance
-Author unknown
Ingenting undgår mig. Ingen undgår mig
SKILLS COMING SOON!
Alignment: Any
HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Necrurgies Known|Necrurgies Manifest
1|+0|+0|+2|+2|Totentanz (Apprentice), Necrotic Surge, Necrurgy (Basic)|1|1
2|+1|+0|+3|+3|Lead the Dance (Dead Aura)|2|2
3|+2|+1|+3|+3|Fundamental of Death|3|2
4|+3|+1|+4|+4|Seed of the Final Death 1/Day|4|3
5|+3|+1|+4|+4|Totentanz (Initiate)|4|3
6|+4|+2|+5|+5|Fundamental of Death|5|4
7|+5|+2|+5|+5|Lead the Dance (Direct the Steps)|6|4
8|+6/+1|+2|+6|+6|Seed of the Final Death 2/Day|7|5
9|+6/+1|+3|+6|+6|Totentanz (Journeyman), Fundamental of Death, Necrurgy (Specialized)|8|5
10|+7/+2|+3|+7|+7|Lifeless Form|9|6
11|+8/+3|+3|+7|+7|Seed of the Final Death 3/Day|10|7
12|+9/+4|+4|+8|+8|Lead the Dance (Waltz with Me), Fundamental of Death|11|8
13|+9/+4|+4|+8|+8|Totentanz (Master)|12|8
14|+10/+5|+4|+9|+9|Seed of the Final Death 4/Day|13|9
15|+11/+6/+1|+5|+9|+9|Fundamental of Death|13|9
16|+12/+7/+2|+5|+10|+10|Seed of the Final Death 5/Day|14|10
17|+12/+7/+2|+5|+10|+10|Totentanz (Maven), Lead the Dance (Danse Macabre), Necrurgy (Master)|15|10
18|+13/+8/+3|+6|+11|+11|Fundamental of Death|16|11
19|+14/+9/+4|+6|+11|+11|Seed of the Final Death 6/Day|17|11
20|+15/+10/+5|+6|+12|+12|Master of the Final Waltz|18|12[/table]
Weapon and Armor Proficiencies: A Totentanzer is proficient in all simple and melee weapons, along with whips; you are also proficient in all light weapons and bucklers.
Necrotic Surge: A Totentanzer dances with death; the dying screams of those around them are the music around which they base their steps.
You gain the ability to gain Necrotic Surge points, to a limit of your class level; you gain a single Necrotic Surge point whenever a creature of at least Fine size dies within 5ft/class level of you; for this purpose, a swarm counts as one creature.
You begin each and every encounter with a number of Necrotic Surge points equal to half your class level, thanks to the ever-present pall of death over the world.
You may spend a number of Necrotic Surge points to get a bonus to your Totentanz check equal to the amount spent; additionally, you may spend them to gain a bonus on your Concentration check to prevent the loss of your Totentanz at a 1-to-1 exchange rate.
Totentanz (Su): What fun would it be if the screams of those who died stopped, removing the beautiful music guiding the dancer's steps? Why, then they would need to supply their own... accompaniment.
As a standard action, you may begin a dance known as the Totentanz; each round that you dance, as a swift action, you may raise a single corpse within 10ft/class level as either a zombie or a skeleton. These undead are not under your control; however, they treat you as if you were an unintelligent undead of the same type, and thus do not attack you unless you were to attack them.
When you raise these undead, make a Totentanz check (1d20+Class level+Charisma Modifier+1/2 your ranks in Perform (Dance)); you may then use the result to "train" the undead; use the DCs and rules for the Handle Animal skill as a guide (treating the undead as if they were Animals with an Intelligence of 1).
You may "push" the undead raised by this ability as a move action, and may "push" more than one of these undead at the same time.
The undead raised by this ability are maintained for the duration of the dance, which may be maintained indefinitely, but once it has finished, the undead must make a Will Save against 15; if they fail, they are automatically destroyed.
The Totentanz is complicated to maintain; as such, you may not cast spells, manifest powers, or use any other such sub-system that requires concentration. You also may not normally sustain the dance while raging, as the anger breaks your focus on the extraordinarily complicated dance-steps; in addition, your focus can break at the most inordinate times (see the spoiler labeled "Preventing the loss of the Totentanz" for more information."
At 1st level, you may only have a number of HD of undead raised in this manner equal to twice your class level-1; any time an undead is raised beyond that point, one undead raised by this ability simply disintegrates and is completely destroyed.
At 5th level, the number of HD of undead you may have raised in this manner is increased to thrice your class level -2; in addition, you may lower this amount by 1 HD to grant one of the undead raised by this ability the Basic version of any one of your Necrurgies. You may only use a number of HD on this ability equal to twice the amount of Necrurgies you may have manifest -1. A granted Necrurgy grants a benefit based of your level and Charisma modifier.
At 9th level, the number of HD of undead you may have raised in this manner is increased to four times your class level -3; in addition, the number of HD you may use to grant Necrurgies increases to thrice the number of Necrurgies you may manifest -2.
At 13th level, the number of HD of undead you may have raised in this manner is increased to five times your class level -4; in addition, the number of HD you may use to grant Necrurgies increases to four times the number of Necrurgies you may manifest -3. You also gain the ability to apply the Specialized versions of any of the Necrurgies you know; however, this also costs 1 HD towards the amount used for Basic Necrurgies and you may only apply the Specialized version of a Necrurgy to an undead that already has the Basic version of that Necrurgy.
At 17th level, the number of HD of undead you may have raised in this manner is increased to six times your class level -5; in addition, the number of HD you may use to grant Necrurgies increases to five times the number of Necrurgies you may manifest -4.
This ability counts as Bardic Music for the purpose of prerequisites and abilities that modify Bardic Music. You need to be able to move for this class feature to work.
Necrurgy (Su): The flow of death, the rising crescendo of souls leaving their bodies... is there anything more beautiful? It makes one want to change their steps to match the wonderful dips and rises in the chorus of quietus.
You gain the ability to use Necrurgies, abilities that channel the very power of death through your body, warping you temporarily; you learn a new Necrurgy at every level except 5th and 15th.
However, your body cannot take the shear amount of death energy it would take to form every single Necrurgy pattern you may know; as such, you are limited in the number of Necrurgies you may have manifested, or active, at one time. At 1st and 2nd level, you may have every Necrurgy you know manifest simultaneously; but after that point, the number of Necrurgies you may have manifested at any one time is limited to the amount shown above.
You may change which Necrurgies you have manifest in a 15-minute long ritual, in which you attempt to listen to the music of death; you may perform this ritual as many times in a day as you wish.
When you first start out, you may only learn the Basic version of a Necrurgy; however, once you have reached 9th level, you may learn the Specialized versions as well. Specialized Necrurgies are more powerful than Basic Necrurgies, but require that you already know the Basic version of that Necrurgy before you may learn them. In addition, you may not manifest a Specialized Necrurgy unless you also are manifesting the Basic version of that Necrurgy.
At 17th level, you gain the ability to master a Necrurgy; to do so, you must already know the Specialized version of that Necrurgy. To master a Necrurgy, you must learn it a 3rd time; this uses up a single Necrurgy Known. However, if you've done so, the Basic version of that Necrurgy becomes an Ex ability for you, and doesn't count towards the limit on how many Necrurgies you may have manifest at the same time.
The save DC for any Necrurgy that requires one is (10+1/2 your Totentanzer level+your Charisma modifier).
Lead the Dance (Su): They dance well; however, no-one else can here the music of Death's dance. And this is a sad thing; time to remedy that problem...
At 2nd level, any Divination spell registers you as either undead or your original type, whichever would be more beneficial. In addition, you are invisible to Lifesense.
At 7th level, you gain the ability to spend a number of Necrotic Surge points to Rebuke Undead as an Evil Cleric of a level equal to 1-1/2 the number of Necrotic Surge points you spent. This counts as having Rebuke Undead for the purpose of prerequisites; any ability that requires the expenditure may be used by spending a number of Necrotic Surge points equal to 1/4 of your class level.
At 12th level, you gain the ability to lend your power to those around you; all allies within 5ft/class level gain the benefit of your Dead Aura and a single Basic Necrurgy of your choice for as long as they stay within range and you are using your Totentanz. You chose which Necrurgy your allies receive on a case-by-case basis. You do not count as an ally for the purpose of this ability.
At 17th level, you gain a final, horrible ability; a number of times per day equal to your Charisma modifier (minimum 1), you may use Otto's Irresistible Dance as a Supernatural ability, with a DC of 10+1/2 your class level+your Charisma modifier; each round that a creature is affected by this ability, they receive a Negative level.
Fundamental of Death (Sp): Death flows... Through you, over you, breaking you, loving you. Sometimes, the simplest dance steps are those that you already were performing.
At 3rd level and every 3 levels thereafter, you learn a single spell-like ability from the Fundamental of Death list; unlike normal spell-like abilities, these require a somatic component, and incur Arcane Spell Failure chance from any armor heavier than Light. If the Fundamental of Death requires a saving throw, the DC is (10+1/2 class level+your Charisma modifier).
You may learn a Fundamental of Death a second time; if you do so, it counts as a Supernatural ability and thus no longer requires a Somatic Component.
Seed of the Final Death (Su): It requires a certain amount of... tact to change the course of a creature's death. Of course, what good is a dancer if they can't critique the musician?
At 4th level, you gain the ability to fill someone with the seeds of undeath; you may only use this ability on a willing or helpless living creature. To perform this ability, you must touch the creature; when that creature dies, they rise within 1d4 rounds as a Necropolitan, even if that template normally could not be applied to that creature type.
They still lose the level and experience as if they had gained the template normally.
This ability does not function on Outsiders or Elementals, as their souls and bodies are of the same material, and that fusion interferes with this ability.
You gain an additional daily use of this ability at 8th, 11th, 14th, 16th, and 19th levels.
Lifeless Form (Ex): They have danced to Death's tune for so long, it has started to suit them so well...
At 10th level, you gain the Necropolitan Template, regardless of whether or not you qualify for it. You do not lose a level or any experience due to this ability, as you more slid into this death, rather than having it forced onto you.
You still count as being your original type for the purpose of Dead Aura.
In addition, undead you create through Totentanz are treated as if they have Int 2 for the purpose of how many "tricks" they may learn.
Master of the Final Waltz (Ex): Who truly leads the dance; who guides the steps, plays the song, or dresses the dancers? Our harsh lord death, of course.
Upon reaching 20th level, you die a second time; normally, this would be final (barring a few spells), but not for you. You have achieved an apothesis of power only normally held by Lord Death.
You gain the following benefits:
-Your type changes to Outsider, with the [Void], [Augmented (Undead)], and [Augmented (Your original type)]. You are treated as an Outsider, Undead, or your Orginal type for the purpose of spells or effects targeting you, whichever would be best.
-Your Totentanz may not be disrupted by any means, and the undead created have maximum hit-points per HD.
-Your Totentanz and Necrurgies work inside Anti-Magic Fields and Dead Magic Zones.
-You gain a single Necrotic Surge Point every round.
---
Fundamentals of Death List
Question Corpse- Ask a corpse a single Yes or No question.
Draw towards Death-Make it harder to stop bleeding.
The Bell Tolls-Hear the deaths of those marked.
Sleep as Death-Hide life signs on a sleeping creature.
Disrupt Flow-Deal 1 Negative Energy damage, may remove 1 point of essentia.
Familiarity of Death-You know a little bit about everything.
Understand Death-Receive hints as to what killed someone.
---
Necrurgy List
Vampire Smile-Grow fangs; later, gain a life-draining attack.
Join the Dance-Gain Charisma to armor class; later, those you slay are raised as zombies.
Eyes of a Ghost-Able to see with the eyes of death; later, see the death of others.
Beckoning Necrosis-Your weapons are sheathed in filth; later, a pool of rot appears below you.
Hunger as a Ghoul-Consume flesh to heal; later, your filthy diet sustains your strength.
Body of Rotten Sinew-Gain a bonus to your physical ability scores; later, your body becomes far more flexible.
Wings of Cobwebs-Almost gain the ability to fly; later, those you fly over are slowed.
Undead Vigor-Become extremely tough; later, scorn even death.
Not Yet Your Time-Those around you reject death; later, you can even bring them back.
Tear Back the Veil-Those who see you are afraid of what you bring; later, your visage may even kill.
Death of Time-Move faster than others believe possible; later, reject the restraints of mortal time.
Divine from Death-Speak with the Dead though they were living; later, speak with Death himself.
Whispers from those Departed-Those around you believe you speak like their dead loved ones; later, a word from you can make a heart stop.
Funeral Dirge- Undead are reminded of their graves; later, so are the living.
There is no Heaven-Your attacks deal more damage to those blinded by dogma; later, you make sure this statement is true.
Cloak of Souls Trapped-You are surrounded by servile souls; later, you may add the souls of enemies to this number.
Dance for Death- Undead nearby remember humanity; later, they could seem almost alive.
Even Stones Die- Become able to partially critical everything; later, your very presence ruins the world.
Imprison the Unruly- Become able to imprison the dead; later, this spreads to the living too.
Step Outside Mortality- Travel between one place and another; later, even time is not beyond your reach.
The Totentanzer
And the strict lord Death bids them to dance.
-Jof, a Totentanzer
Your sword won’t help you out
Sceptre and crown are worthless here
I’ve taken you by the hand
For you must come to my dance
-Author unknown
Ingenting undgår mig. Ingen undgår mig
SKILLS COMING SOON!
Alignment: Any
HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Necrurgies Known|Necrurgies Manifest
1|+0|+0|+2|+2|Totentanz (Apprentice), Necrotic Surge, Necrurgy (Basic)|1|1
2|+1|+0|+3|+3|Lead the Dance (Dead Aura)|2|2
3|+2|+1|+3|+3|Fundamental of Death|3|2
4|+3|+1|+4|+4|Seed of the Final Death 1/Day|4|3
5|+3|+1|+4|+4|Totentanz (Initiate)|4|3
6|+4|+2|+5|+5|Fundamental of Death|5|4
7|+5|+2|+5|+5|Lead the Dance (Direct the Steps)|6|4
8|+6/+1|+2|+6|+6|Seed of the Final Death 2/Day|7|5
9|+6/+1|+3|+6|+6|Totentanz (Journeyman), Fundamental of Death, Necrurgy (Specialized)|8|5
10|+7/+2|+3|+7|+7|Lifeless Form|9|6
11|+8/+3|+3|+7|+7|Seed of the Final Death 3/Day|10|7
12|+9/+4|+4|+8|+8|Lead the Dance (Waltz with Me), Fundamental of Death|11|8
13|+9/+4|+4|+8|+8|Totentanz (Master)|12|8
14|+10/+5|+4|+9|+9|Seed of the Final Death 4/Day|13|9
15|+11/+6/+1|+5|+9|+9|Fundamental of Death|13|9
16|+12/+7/+2|+5|+10|+10|Seed of the Final Death 5/Day|14|10
17|+12/+7/+2|+5|+10|+10|Totentanz (Maven), Lead the Dance (Danse Macabre), Necrurgy (Master)|15|10
18|+13/+8/+3|+6|+11|+11|Fundamental of Death|16|11
19|+14/+9/+4|+6|+11|+11|Seed of the Final Death 6/Day|17|11
20|+15/+10/+5|+6|+12|+12|Master of the Final Waltz|18|12[/table]
Weapon and Armor Proficiencies: A Totentanzer is proficient in all simple and melee weapons, along with whips; you are also proficient in all light weapons and bucklers.
Necrotic Surge: A Totentanzer dances with death; the dying screams of those around them are the music around which they base their steps.
You gain the ability to gain Necrotic Surge points, to a limit of your class level; you gain a single Necrotic Surge point whenever a creature of at least Fine size dies within 5ft/class level of you; for this purpose, a swarm counts as one creature.
You begin each and every encounter with a number of Necrotic Surge points equal to half your class level, thanks to the ever-present pall of death over the world.
You may spend a number of Necrotic Surge points to get a bonus to your Totentanz check equal to the amount spent; additionally, you may spend them to gain a bonus on your Concentration check to prevent the loss of your Totentanz at a 1-to-1 exchange rate.
Totentanz (Su): What fun would it be if the screams of those who died stopped, removing the beautiful music guiding the dancer's steps? Why, then they would need to supply their own... accompaniment.
As a standard action, you may begin a dance known as the Totentanz; each round that you dance, as a swift action, you may raise a single corpse within 10ft/class level as either a zombie or a skeleton. These undead are not under your control; however, they treat you as if you were an unintelligent undead of the same type, and thus do not attack you unless you were to attack them.
When you raise these undead, make a Totentanz check (1d20+Class level+Charisma Modifier+1/2 your ranks in Perform (Dance)); you may then use the result to "train" the undead; use the DCs and rules for the Handle Animal skill as a guide (treating the undead as if they were Animals with an Intelligence of 1).
You may "push" the undead raised by this ability as a move action, and may "push" more than one of these undead at the same time.
The undead raised by this ability are maintained for the duration of the dance, which may be maintained indefinitely, but once it has finished, the undead must make a Will Save against 15; if they fail, they are automatically destroyed.
The Totentanz is complicated to maintain; as such, you may not cast spells, manifest powers, or use any other such sub-system that requires concentration. You also may not normally sustain the dance while raging, as the anger breaks your focus on the extraordinarily complicated dance-steps; in addition, your focus can break at the most inordinate times (see the spoiler labeled "Preventing the loss of the Totentanz" for more information."
At 1st level, you may only have a number of HD of undead raised in this manner equal to twice your class level-1; any time an undead is raised beyond that point, one undead raised by this ability simply disintegrates and is completely destroyed.
At 5th level, the number of HD of undead you may have raised in this manner is increased to thrice your class level -2; in addition, you may lower this amount by 1 HD to grant one of the undead raised by this ability the Basic version of any one of your Necrurgies. You may only use a number of HD on this ability equal to twice the amount of Necrurgies you may have manifest -1. A granted Necrurgy grants a benefit based of your level and Charisma modifier.
At 9th level, the number of HD of undead you may have raised in this manner is increased to four times your class level -3; in addition, the number of HD you may use to grant Necrurgies increases to thrice the number of Necrurgies you may manifest -2.
At 13th level, the number of HD of undead you may have raised in this manner is increased to five times your class level -4; in addition, the number of HD you may use to grant Necrurgies increases to four times the number of Necrurgies you may manifest -3. You also gain the ability to apply the Specialized versions of any of the Necrurgies you know; however, this also costs 1 HD towards the amount used for Basic Necrurgies and you may only apply the Specialized version of a Necrurgy to an undead that already has the Basic version of that Necrurgy.
At 17th level, the number of HD of undead you may have raised in this manner is increased to six times your class level -5; in addition, the number of HD you may use to grant Necrurgies increases to five times the number of Necrurgies you may manifest -4.
This ability counts as Bardic Music for the purpose of prerequisites and abilities that modify Bardic Music. You need to be able to move for this class feature to work.
Necrurgy (Su): The flow of death, the rising crescendo of souls leaving their bodies... is there anything more beautiful? It makes one want to change their steps to match the wonderful dips and rises in the chorus of quietus.
You gain the ability to use Necrurgies, abilities that channel the very power of death through your body, warping you temporarily; you learn a new Necrurgy at every level except 5th and 15th.
However, your body cannot take the shear amount of death energy it would take to form every single Necrurgy pattern you may know; as such, you are limited in the number of Necrurgies you may have manifested, or active, at one time. At 1st and 2nd level, you may have every Necrurgy you know manifest simultaneously; but after that point, the number of Necrurgies you may have manifested at any one time is limited to the amount shown above.
You may change which Necrurgies you have manifest in a 15-minute long ritual, in which you attempt to listen to the music of death; you may perform this ritual as many times in a day as you wish.
When you first start out, you may only learn the Basic version of a Necrurgy; however, once you have reached 9th level, you may learn the Specialized versions as well. Specialized Necrurgies are more powerful than Basic Necrurgies, but require that you already know the Basic version of that Necrurgy before you may learn them. In addition, you may not manifest a Specialized Necrurgy unless you also are manifesting the Basic version of that Necrurgy.
At 17th level, you gain the ability to master a Necrurgy; to do so, you must already know the Specialized version of that Necrurgy. To master a Necrurgy, you must learn it a 3rd time; this uses up a single Necrurgy Known. However, if you've done so, the Basic version of that Necrurgy becomes an Ex ability for you, and doesn't count towards the limit on how many Necrurgies you may have manifest at the same time.
The save DC for any Necrurgy that requires one is (10+1/2 your Totentanzer level+your Charisma modifier).
Lead the Dance (Su): They dance well; however, no-one else can here the music of Death's dance. And this is a sad thing; time to remedy that problem...
At 2nd level, any Divination spell registers you as either undead or your original type, whichever would be more beneficial. In addition, you are invisible to Lifesense.
At 7th level, you gain the ability to spend a number of Necrotic Surge points to Rebuke Undead as an Evil Cleric of a level equal to 1-1/2 the number of Necrotic Surge points you spent. This counts as having Rebuke Undead for the purpose of prerequisites; any ability that requires the expenditure may be used by spending a number of Necrotic Surge points equal to 1/4 of your class level.
At 12th level, you gain the ability to lend your power to those around you; all allies within 5ft/class level gain the benefit of your Dead Aura and a single Basic Necrurgy of your choice for as long as they stay within range and you are using your Totentanz. You chose which Necrurgy your allies receive on a case-by-case basis. You do not count as an ally for the purpose of this ability.
At 17th level, you gain a final, horrible ability; a number of times per day equal to your Charisma modifier (minimum 1), you may use Otto's Irresistible Dance as a Supernatural ability, with a DC of 10+1/2 your class level+your Charisma modifier; each round that a creature is affected by this ability, they receive a Negative level.
Fundamental of Death (Sp): Death flows... Through you, over you, breaking you, loving you. Sometimes, the simplest dance steps are those that you already were performing.
At 3rd level and every 3 levels thereafter, you learn a single spell-like ability from the Fundamental of Death list; unlike normal spell-like abilities, these require a somatic component, and incur Arcane Spell Failure chance from any armor heavier than Light. If the Fundamental of Death requires a saving throw, the DC is (10+1/2 class level+your Charisma modifier).
You may learn a Fundamental of Death a second time; if you do so, it counts as a Supernatural ability and thus no longer requires a Somatic Component.
Seed of the Final Death (Su): It requires a certain amount of... tact to change the course of a creature's death. Of course, what good is a dancer if they can't critique the musician?
At 4th level, you gain the ability to fill someone with the seeds of undeath; you may only use this ability on a willing or helpless living creature. To perform this ability, you must touch the creature; when that creature dies, they rise within 1d4 rounds as a Necropolitan, even if that template normally could not be applied to that creature type.
They still lose the level and experience as if they had gained the template normally.
This ability does not function on Outsiders or Elementals, as their souls and bodies are of the same material, and that fusion interferes with this ability.
You gain an additional daily use of this ability at 8th, 11th, 14th, 16th, and 19th levels.
Lifeless Form (Ex): They have danced to Death's tune for so long, it has started to suit them so well...
At 10th level, you gain the Necropolitan Template, regardless of whether or not you qualify for it. You do not lose a level or any experience due to this ability, as you more slid into this death, rather than having it forced onto you.
You still count as being your original type for the purpose of Dead Aura.
In addition, undead you create through Totentanz are treated as if they have Int 2 for the purpose of how many "tricks" they may learn.
Master of the Final Waltz (Ex): Who truly leads the dance; who guides the steps, plays the song, or dresses the dancers? Our harsh lord death, of course.
Upon reaching 20th level, you die a second time; normally, this would be final (barring a few spells), but not for you. You have achieved an apothesis of power only normally held by Lord Death.
You gain the following benefits:
-Your type changes to Outsider, with the [Void], [Augmented (Undead)], and [Augmented (Your original type)]. You are treated as an Outsider, Undead, or your Orginal type for the purpose of spells or effects targeting you, whichever would be best.
-Your Totentanz may not be disrupted by any means, and the undead created have maximum hit-points per HD.
-Your Totentanz and Necrurgies work inside Anti-Magic Fields and Dead Magic Zones.
-You gain a single Necrotic Surge Point every round.
---
Fundamentals of Death List
Question Corpse- Ask a corpse a single Yes or No question.
Draw towards Death-Make it harder to stop bleeding.
The Bell Tolls-Hear the deaths of those marked.
Sleep as Death-Hide life signs on a sleeping creature.
Disrupt Flow-Deal 1 Negative Energy damage, may remove 1 point of essentia.
Familiarity of Death-You know a little bit about everything.
Understand Death-Receive hints as to what killed someone.
---
Necrurgy List
Vampire Smile-Grow fangs; later, gain a life-draining attack.
Join the Dance-Gain Charisma to armor class; later, those you slay are raised as zombies.
Eyes of a Ghost-Able to see with the eyes of death; later, see the death of others.
Beckoning Necrosis-Your weapons are sheathed in filth; later, a pool of rot appears below you.
Hunger as a Ghoul-Consume flesh to heal; later, your filthy diet sustains your strength.
Body of Rotten Sinew-Gain a bonus to your physical ability scores; later, your body becomes far more flexible.
Wings of Cobwebs-Almost gain the ability to fly; later, those you fly over are slowed.
Undead Vigor-Become extremely tough; later, scorn even death.
Not Yet Your Time-Those around you reject death; later, you can even bring them back.
Tear Back the Veil-Those who see you are afraid of what you bring; later, your visage may even kill.
Death of Time-Move faster than others believe possible; later, reject the restraints of mortal time.
Divine from Death-Speak with the Dead though they were living; later, speak with Death himself.
Whispers from those Departed-Those around you believe you speak like their dead loved ones; later, a word from you can make a heart stop.
Funeral Dirge- Undead are reminded of their graves; later, so are the living.
There is no Heaven-Your attacks deal more damage to those blinded by dogma; later, you make sure this statement is true.
Cloak of Souls Trapped-You are surrounded by servile souls; later, you may add the souls of enemies to this number.
Dance for Death- Undead nearby remember humanity; later, they could seem almost alive.
Even Stones Die- Become able to partially critical everything; later, your very presence ruins the world.
Imprison the Unruly- Become able to imprison the dead; later, this spreads to the living too.
Step Outside Mortality- Travel between one place and another; later, even time is not beyond your reach.