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View Full Version : Re: Lord Of Legions (3.5) [Base Class] The Ultimate Necromancer V6 Complete



ContradictMe
2012-07-13, 05:51 AM
Lord of Legions

This Class is meant to be very well rounded. An asset to any party and can take on multiple different roles, there are a few downsides to this class one is that it eats party gold like candy. It also tends to level up behind, even the Wizard. Third it has a lot of book keeping. If you aren't organized this class is not for you. It does however have a custom play style and a VERY customizable spell interface. If you like new odd ball classes with unique play-styles that can benefit any group take a look, you wont be disappointed. Good Luck, and I hope Someone plays this class and lets me know how it runs in real time. Thank you and good night.

Table 2–1: Ability Modifiers and Bonus Power Points

Ability ———————–—————–———Bonus Power Points (by Class Level) ——–––——————–—————
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10–11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12–13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
14–15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16–17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
18–19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
20–21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
22–23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60
24–25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70
26–27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
28–29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90
30–31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
32–33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110
34–35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
36–37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130
38–39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
40–41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150




Level BAB Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Special
1st +0 +0 +0 +2 2 1+1 - - - - - - - - Absorb Corpse, Dual Turning
2nd +1 +0 +0 +3 3 2+1 - - - - - - - - Bonus Feat, Philosophers Touch
3rd +1 +1 +1 +3 3 2+1 1+1 - - - - - - - Legions Calling
4th +2 +1 +1 +4 4 3+1 2+1 - - - - - - - Impure Resurrection
5th +2 +1 +1 +4 4 3+1 2+1 1+1 - - - - - - Power Over the Legions
6th +3 +2 +2 +5 5 4+1 3+1 2+1 - - - - - - Bonus Feat
7th +3 +2 +2 +5 5 4+1 3+1 2+1 1+1 - - - - - Wearer of the Many fleshes
8th +4 +2 +2 +6 6 5+1 4+1 3+1 2+1 - - - - - Dead Wisdom, Well of the Legions
9th +4 +3 +3 +6 6 5+1 4+1 3+1 2+1 1+1 - - - - Stygian Legion
10th +5 +3 +3 +7 7 6+1 5+1 4+1 3+1 2+1 - - - - Bonus Feat
11th +5 +3 +3 +7 7 6+1 5+1 4+1 3+1 2+1 1+1 - - - Crafted Cohort
12th +6/+1 +4 +4 +8 7 7+1 6+1 5+1 4+1 3+1 2+1 - - -
13th +6/+1 +4 +4 +8 7 7+1 6+1 5+1 4+1 3+1 2+1 1+1 - - Master Of Flesh
14th +7/+2 +4 +4 +9 7 8+1 7+1 6+1 5+1 4+1 3+1 2+1 - - Bonus Feat
15th +7/+2 +5 +5 +9 7 8+1 7+1 6+1 5+1 4+1 3+1 2+1 1+1 - Transcendent Creation
16th +8/+3 +5 +5 +10 7 9+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 -
17th +8/+3 +5 +5 +10 7 9+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 2+1
18th +9/+4 +6 +6 +11 7 9+1 8+1 7+1 7+1 6+1 5+1 4+1 3+1 3+1 Bonus Feat
19th +9/+4 +6 +6 +11 7 9+1 8+1 7+1 7+1 7+1 6+1 5+1 5+1 4+1 Dark Evolution/Divine Ascension
20th +10/+5 +6 +6 +12 7 8+1 8+1 8+1 7+1 7+1 7+1 6+1 5+1 5+1 Voice of the Legion



GAME RULE INFORMATION

Abilities:
Wisdom Determines how powerful a spell that is cast from the divine spell list and how many spells per day. Finally How hard those spells are to resist (See Spells section). Intelligence Determines how powerful a Power manifested from the Psion/Wilder power list, or spells cast from the Arcane spell list. It also determines how hard they are to resist (See Spell Section).

Alignment:
A Lord of Legions alignment may be Lawful, Neutral, or Chaotic but must be Evil. (Usually Lawful Evil)

Hit Die: 1d8

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), (Int), Knowledge (religion) (Int), Knowledge (Psionics) Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), Psicraft (Int).

Domain: At first level a Lord of Legions MUST choose the custom "Legions" domain listed here, or may select a Psionic Discipline if Psionic. (Treat the Discipline as a Domain, but allow the lord of legions to use powers as a Psion instead of per day spell casting) IE. Learns spells as he levels up and a new slot opens, but powers from it are not consumed from it on a per day basis.

LEGION DOMAIN
Granted Power: Add your caster level three times when determining how many undead you can control. Once per day you may switch position with an undead you control up to 10Ft. Per level away from you as a free action.

1: Locate Remains: Reveals Corpses within a 30Ft. Aura +5/level.
2: Desecrate: 20-Ft.-Radius Emanation of evil 2Hours/Level.
3: Chill Touch, Improved: Touched targets take 1d6/Caster level Cold Damage (8d6 Max) +1d6 TMP. STR damage.
4: Tongues: Can Speak any language
5: Revive Undead: Restores Undeath to undead that was destroyed up to 1 day/level ago.
6: Corpse Host: Control a fresh corpse, retaining all INT/WIS/CHA ability scores, as well as all spells/feats.
7: Inflict Continuous Serious Wounds: 1d8+1 Negative energy, 1d8+1 Cold per 3 caster levels per round. For rounds equal to ½ your caster level.
8: Legions Touch: 4d6 Negative energy, + 2d6 STR drain which goes to Caster and -2 All Checks, Saves, Attacks, AC.
9: Body Heist: Permanently take ones body from them forcing them to find another.

Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armor Proficiency: A Lord of Legions is proficient with All (Simple Weapons), All Types of Armor, and All Shields except Tower.

Spells: A Lord Of Legion may use Divine spells from any Clerical spell list except those that would be prohibited by his alignment. (Treat as an Evil Cleric of equal level) A Lord of legions MUST choose at first level to be partially Psionic OR to be Partially Arcane. This determines what spells or abilities the Lord of Legions learns as he progresses in level. Psionic powers are taken from the Psion/Wilder Spell list.("Expanded psionics" Pg.70) while the Arcane spells will be chosen from any Wizard/Sorcerer spell list. If a non Clerical spell, IE. any Arcane or Psionic power is taken at level up, it permanently removes a spell slot for that level for which divine spells are used on the list of spells per day, per level. Any powers or spells taken, will be accessible for the most part as long as you have not exhausted your Power point pool or spells per day of that level. Finally, Treat all Arcane spells as though a sorcerer was casting them.(Spontaneous casting) Spell materials are required to cast arcane spells. Furthermore No spells or powers from the Arcane, or Psionic lists may be chosen beyond the 5th spell level and above unless you give up all Divine spell casting beyond 5th level.

Power Points/Day: A Lord of Legions ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is 1/2 a Psion of equal level, In addition, he receives bonus power points per day if he has a high Intelligence score. (see Table 2-1: Ability Modifiers and Bonus Power Points) That amount changes as 6th level spells become available. If Divine spell casting is given up beyond 5th level change, power points gained henceforth to a psion of equal level. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:A Lord of Legions may begin play knowing up to three psion/wilder powers of your choice. This is because he may treat 0 level divine spells as 1rst level psion/wilder powers. if done so then all the clerical spell slots are consumed and the Lord of Legions must wait until he or she unlocks new spell slots to use any clerical spells. Each time the Lord of Legions achieves a new level, he may unlock the knowledge of new powers. Choose the powers known from the Psion/Wilder power list, as the list of powers of your chosen discipline will be accessible in place of your domain spells, unless a Domain was chosen over a discipline. If a discipline is chosen, You cannot choose powers from Disciplines other than your chosen discipline. A Lord Of Legions can manifest any power that has a power point cost equal to or lower than his manifestor level. His manifestor level is equal to his Lord of Legions Level unless the Domain is chosen in which case his manifestor level will equal to half his level.

Spontaneous Casting: A Lord Of Legions can as an evil cleric (or a neutral cleric of a Evil deity) channel stored spell energy into Inflict spells that a cleric did not prepare ahead of time. The Lord of Legions can “lose” any prepared spell in order to cast any inflict spell of the same spell level or lower (a Inflict spell is any spell with “Inflict” in its name). Whenever a Lord Of Legions uses his inflict spells to cure any undead, multiply the amount by 1.5 (Negative damage spells such as “inflict” spells, heal undead.)

(For example, a evil cleric who has prepared command (a 1st-level spell) may lose command in order to cast inflict light wounds (also a 1st-level spell). Clerics of evil deities can cast inflict spells in this way because they are especially proficient at wielding negative energy.)

Heal/Revive Undeath (Su): A Lord of Legions, turning powers stem from his Eidetic memory of the anatomy and understanding of the flow of positive and negative energy through living and non living beings. Thus he is not limited by a god's alignment. From 1st level, the Lord of Legions has the ability to make a special turn attempt that will heal 1D6 per WIS Modifier to undead Or Revive Friendly undead within its radius should it be a sufficient roll with 1D6+WIS in restored HP. Use the same rules for Turn/Destroy or Rebuke/Command but a Lord Of Legions does not require a holy symbol. Additionally, this class stacks with any other classes that grant turning for purposes of determining healing and reviving cap. A Lord of Legions with 5 or more ranks in Knowledge (religion) gets a +2 bonus on Heal/Revive checks. (This ability uses WIS instead of CHA as it's primary attribute.)

Absorb Corpse (Sp): By burning a body a Lord of Legions may absorb a corpse into a his Soul storing the raw materials within his soul. This ability takes 10 minutes to complete. Absorb corpse gives roughly translated 25gp worth of black onyx equal to 1/2 the corpses HD in the form of flesh. A Lord Of Legions may store a near Infinite amount flesh within his soul, this is equal to level + WIS modifier * 1000GP. (does not work on things with fire immunity.)
"The Corpse liquified in the heat of the campfire, then bled outwards and was seemingly absorbed into the finger he placed in the raw, puddle of gore left behind."

Impure Resurrection (Ex): A Lord of Legions imbues undead with the intelligence they had in life. This allows the Lord of Legion to control Undead that retain the intelligence they had in life in number equal to your WIS modifier. these undead may be able to control undead themselves outside of your HD pool, but are limited to the intelligent Undead's HD to a minimum of one. Furthermore, this ability for your intelligent undead functions as Awaken Undead (PG.62 Libris Mortis). A Lord of Legion's Intelligent undead are absolutely loyal and will perform any task set before them, even if the task may destroy them. They lose loyalty if they are dropped out of your Command Chain and will lose 1 int per day away from your control until they reach their normal int score normally 0 for unintelligent undead. You may negotiate with them as with any npc when you lose control. A lord of Legions unintelligent undead remain as such.

Bonus Feats: The Lord Of Legions "MUST" take ULTIMATE Corpse-Crafter, meta magic, or meta psionic feats.

This is the Link to the corpse-crafting feat list that I will be using for this class. http://www.giantitp.com/forums/showthread.php?t=59582

Legion's Calling (Sp): At 3rd level, a Lord Of Legions can Animate any type of undead as a spell like ability. This may only be done out of combat (including any undead you control) and up to a number of times equal to your WIS modifier per day. You are still required to use the amount of black onyx or flesh absorbed, to create undead. Maximum Undead controlled is Equal to 4 HD per caster level, no single undead with more than 1 HD per caster level. At 20th level this doubles thus 8 HD per caster level the maximum HD remains unchanged. However the Maximum Undead that may possess HD higher 10 is limited to your WIS Modifier. (This may use the Corpse-crafter, trait and feat list, as well as other abilities this class acquires, in any or all combinations.)

Wearer of the Many Fleshes (Su): A Lord Of Legions may take appendages with special qualities such as Special attacks, and Types of movement as examples, and graft them to an individual including himself with such perfection, that it becomes an extension of their own body *Literally* and they may use it as a Primary or Secondary natural attack if the appendage qualifies, The appendage retains all abilities it had when the monster was alive. The experience/Gold cost to add a limb or appendage or to upgrade one may be seen below. (All Appendages may be fully concealed, from sight when not in use.)

Vestigial: Monsters HD (Squared)
Functional: Monsters HD - Class level x “Types”
TYPES OF LIMBS:
Offensive: 4000 GP
Defensive: 2000 GP
Special Quality: 2000 GP “Wounding, Poison, or Effects other than direct Damage or AC”
Movement: 6000 GP
A Medium creature can only have 2 offensive,1 Defensive, and 1 Movement Slot. Increase or Decrease this amount by .5 with a minimum of 1 for each size category change. Movement cannot increase beyond 2.

Power Over the Legions (Sp): (Aura) 50ft. + 10ft per 10 friendly Undead within range. This Aura allows a lord of Legions to communicate with his undead psychically as a Swift Action or to anyone touching undead he's created. This also allows anyone who touches an undead he has created, not necessarily one he controls, to directly talk to him through them so long as they recite your name within their mind. Finally, you may see, hear, and speak through the undead you control. This aura also gives you the ability to sacrifice any friendly undead as their standard action, to gain health or to heal a friendly undead or ally equal to your level + ½ the Undead's current Hit Points. To do this the undead must touch, you or your selected target to be sacrificed this way, but may be commanded to do so telepathically.

*The affect of this ability is reduced or removed as less undead are within range of the aura, that are not pacified.*

Crafted Cohort (Ex): You receive the "Undead Cohort" feat and may craft undead cohorts for others or yourself. These undead have developed a soul and think for themselves. (All feats and skills may be used in their construction.)

Dead Wisdom (Ex): At 8th lvl a Necromancer of the Endless Ranks, has perfected tissue manipulation. In doing so, He may use the *Elite Monster Template* Before adding any further modifiers and move the ability scores to his liking, even if the monster being revived had different scores to begin with. Every 4 levels you may add +1 to all ability scores on the template. This adds 50g/HD to the Legion's Calling.

Well of the Legion (Su): A Lord Of Legions may trap a Dieing or recently dead soul of 1 Day/Level within his body, the time frame to perform such an act is equal to 1 Hour/per Dead creatures level or HD. To do this you must multiply their Level or HD by 1500GP minus Your WIS modifier multiplied by 1000GP, the Unwilling get a will save DC 10 + 1/2 Lord of Legions level + INT and WIS mod's. If successful then their soul is pulled into your body sharing the space. Roll a D100 to Decide its bonus. (You may only have souls fused to each layer of your mind equal to your WIS modifier, Souls with nowhere to be must be burned within your well. Afterwords you lose any bonuses from that soul. A full layer rolled reduces by one category. Burning souls, is a Swift Action and can only be done per day equal to your WIS modifier.)

1 - 30 : The soul clings to its life force only being pulled part way down the well, This soul helps the main body to survive out of a fear of being destroyed. This soul gives the Lord of Legions a +1 Insight bonus to a chosen save. Consuming a soul from this layer of the well will allow an automatic pass on a save, or to gain a +4 to initiative for the next encounter.
“I walked about half way down the corridor, only to hear the rabble within my soul yell *WATCH OUT* "Damned Rogue" I thought for a moment. But, then again, I suppose if he hadn't yelled, the arrow sticking in the wall 2 inches away from my face, very well could have been lodged in my brain."

31 - 60 : The soul is sucked deep within your eternal well. These souls are burned up within the well at a cost of one soul per use of any of the following, To make an additional Turn Attempt, Gain an Additional spell slot for the day, or Have a friendly Undead you designate cast a spell or manifest a power on your spell list as your standard action.
"That night while locked in battle, I heard the sounds of the ethereal screams as I burned souls within my eternal well. Power surged through my veins, flushing my body of weakness. This poor sod... The Mage thinks me weakened, but he doesn't realize that his dead family fuels his coming demise."

61 - 90: This soul harmonizes with your physical body at such a level that it Increase's STR/DEX/CON ability scores by one point. A Soul here may be consumed to Double its bonus for minutes equal to your WIS Modifier, or to Reduce your age category by one.
“I ripped my comrades soul from his war torn flesh, Feeling invigorated and refreshed, at the sight of my toughened body.”

91 - 100: This soul floats relatively close to your own consciousness. You may take a [Corpse Craft], or [Necromantic] Feat for any soul residing here, and also learn a language they spoke. Consuming a soul from this layer will allow a Lord Of Legions to cast a spell as the Swift Action for consuming it, or to Resurrect himself from death with 1D6+WIS HP, (The last ability is automatic).
“The pitiable party sat there bandaging their wounds, like children, whimpering. All the while I contemplated the knowledge I had taken from the dead Mage that now haunts the forefront of my mind. How sad he was, to find the accommodations within my soul to be, rather crowded."

A DC 15 Listen: Will inform the listener that he can hear multiple individual voices speaking through the voice of the Lord Of Legions.
A DC 20 Listen: Will allow the listener to gain a rough estimate to about how many other voices reside beneath the Lord Of Legion's own voice.
A DC 25 Listen: Will allow the listener to depict a certain individual, so long as he has studied that persons voice or have been around them for at least a sufficient amount of time. (DM's Discretion.)
*If roll made is above another DC they know about both*

Stygian Legion (Sp): (Aura) 50ft. +10ft. Per level) Friendly Undead within the Stygian Legions aura range may transfer Touch attack spells from you and your allies to any target, Ally Undead, or Enemy Touched, or even that would touch an undead the Lord of Legions controls, so long as the caster of said spell touches one of the Lord of Legions's Undead. This link may be used by enemies to target certain undead, or players touching undead a Lord of Legions controls, as long as the enemy knows he's touching it.

Master of Flesh (Ex): Your undead may be converted into Idols which are Carved Figurines of bone. Once converted they do not count towards your maximum Undead, They may be increased or reduced by Two size categories, and gain varius Bonuses based on the creature's size. Large creatures emit a passive Aura that Acts as the “Desecrate” spell with a caster level equal to 1/2 the Undead's HD. Huge creatures have a caster level to its “Desecrate” spell equal to its HD, as well as having an Alter within it's aura radius. Gargantuan creatures gain all aforementioned abilities as well as a fear aura with a DC equal to 10+ ½ HD. All Idols may be brought back to their Unliving form with a verbal, somatic, or even with a Contingency based action chosen at creation. Any Idol of Medium or smaller can be destroyed by dropping or smashing it. Beyond that, you must defeat its released form. Undead in Idol form cannot be turned, or rebuked, that includes commanded or destroyed from similar abilities. Once Released they lose all Idol properties.

Transcendent Creation (Ex): Undead you create may have the Swarm-shifter, flesh-warped, or Evolved Undead template added to them, with no level adjustment added, and no HD modifications. This takes up 2 trait slots and costs 1000gp per HD.

Dark Evolution (Su):You may become a Lich if arcane was chosen at 11th level over Divine, or Psionic Lich if Psionic was chosen at 11th level over Divine, literally over night. When a Lord Of Legions Becomes a Lich, *Triple* its Maximum controlled Undead. This modifier goes in Last when calculating all other Bonuses. The HD bonus may only be acquired through use of this ability. Becoming a Lich through cross-classing or other means does not supply the bonus. If you Stayed with Divine at level 11 you gain a Divine rank of 0, reduce the maximum Undead controlled by dividing your maximum by 2, but all undead you control resemble the living displaying their true nature ONLY when under direct moonlight or through a mirror. This prevents turn attempts or control attempts by others during daylight. (You must be in a place of solitude for the duration of the night.)

Voice of the Legion (Su): At will, the souls who are allowed to do so within the Well of the Legion: may take possession of a body of an undead within the Aura range of the Lord of Legions Stygian Legion (Su) ability and are considered (released or NOT RESIDING IN WELL) for purposes of the well of the Legion ability. So long as they remain within that aura, The Undead affected lose the undead subtype (Rebuilding flesh and perfectly resembling the living being they once were.) and regain the soul's original constitution score as well as each other ability scores it possessed in life, that is, IF DESIRED, and may gain XP in that regard. They do however retain all corpse-crafting traits and any other Lord of Legions abilities, used to enhance the corpse. Finally, they no longer resemble the dead as they now actually live. If the body the soul is possessing, dies aka: -10 HP, or moves outside the Stygian Legion's range, the soul is sent back into the Lord of Legions well, the undead corpse they inhabited dissolves entirely and is lost. The soul thereafter is incapable of retaking possession of a new body for 1 week.

(((BELOW IS THE LEGION DOMAIN SPELLS)))
Locate Remains
Necromancy, Divination
Level: Sor/Wiz 1, Cl 1
Components: V, S,M
Casting time: 1 round
Range: Personal
Target: 30Ft.-10/level
Duration: 10 min.+1/level
Saving Throw: No
Spell Resistance: No

This spell attunes you to the physical remains of dead beings in the area of effect. Thus easily detecting the presence of unburied corpses or corporeal undead (such as skeletons, zombies, ghasts), but has no effect on non-corporeal undead (such as Ghosts or spectres). The area of effect extends into a 30Ft. Aura. Scanning requires one round, during which time you remain motionless in concentration. Walls or obstacles do not normally affect Locate Remains, unless 10+1/level feet of solid stone, steel or packed earth.
Material Component: Small piece of bone, or an Article of clothing, or a Personal Possession, or a Strand of Hair from someone dead.


Desecrate
Evocation [Evil]
Level: Clr 2, Evil 2
Components: V, S, M, DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.


Chill Touch, Improved
Necromancy
Level: Sor/Wiz 3, Cl 3
Components: V, S
Casting time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This powerful touch from the character's hand disrupts the life force of living creatures. Each touch channels cold energy that deals 1d6/caster level in points of damage (max 8d6) and possibly also 1d6 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The character can use this melee touch attack up to one time per level. Undead touched by the character suffer no damage or Strength loss, but they must make successful Will saving throws or cower for 1d4 rounds then flee as if panicked for 1 round per caster level.


Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.


Inflict Continuous Serious Wounds
Necromancy
Level: Cleric 7
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Subject touched
Duration: See text
Saving Throw: Will half
Spell Resistance: Yes

When laying your hand upon a creature, you channel negative energy that deals 1d8+1 per 3/Caster Levels and +1d8+1 per 3/Caster Levels Cold energy points of damage per round for a number of rounds equal to your 1/2 caster level (max, 6d8+6 Negative and 6d8+6 Cold).


Revive UnDead
Necromancy (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting time: 1 minute
Range: Touch
Target: Undead Creature Touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore Un-life to a deceased creature. You can raise a undead that has been dead for no longer than one day per caster level.
Coming back from the Un-dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the Undead to be raised does not need to be whole. None of the dead creature’s equipment or possessions are affected in any way by this spell. An Undead who has been turned, or killed with holy water, can’t be raised by this spell.
Material Component: Black Pearl worth a total of least 5,000 gp.


Corpse Host
Necromancy
Level: Sor/Wiz 5, Cl 6
Components: V, S,M
Casting time: 10 minutes
Range: Touch
Target: Corpse
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: No

This spell enables an individual touched by you to transfer your life force to temporarily animate the fresh corpse of a human, demi-human, or humanoid. A saving throw is entitled only if the individual touched is actively resisting. This spell will fail if cast on undead, it must be a corpse. The recipient wills the cadaver to move and act and can even cast spells through it all the while your own body is safely up to 5 miles away per caster level. While animated by the host's life force, the corpse ceases to decay; however, unless illusionary magic is cast upon it, a DC15 spot check will reveal him to be undead. The recipient (who may be the caster) can see, hear, and sense through the corpse host. The host may also Fight, talk Hoarsely (with the voice of a corpse), *not* breath underwater, carry things-in fact, it can perform all tasks less exacting than lock-picking, sewing, and similar handicrafts. It can even go adventuring and earn experience points for it's “master”. The Recipient's mind functions in two places simultaneously within the corpse, and within the host body which can smell, see, hear, and so on. even benefiting from enchantments such as magical rings. The tradeoff is paralysis, aside from breathing, blinking, and moving your eyes, you cant move otherwise while the corpse is animated. (Friendly guards are a wise precaution, so is a strategic view). The real body does not need to eat, drink, or sleep. Both are susceptible to spells or powers that affect the mind. Both are affected by the same spell or power because they share the same mind. Physical attacks against the corpse host don't damage the real body, though they do harm the Undead body. The latter has a number of “Hit points” equal to the casters normal maximum (even if the caster is currently crippled). The Undead body will inherit the casters Natural armor including dexterity, but not any items the caster is wearing. Even though it, itself can wear armor because of your proficiencies. Note that the host is not undead, and therefore cannot be turned in the undead body or affected with spells or magical items that influence such creatures. If the Undead body drops to 0 or fewer hit points the owner must succeed on a fortitude DC5 save or Die from shock. The link can be severed between the host and the Undead corpse by “Dispel magic, Limited Wish, Wish, or by Dispel evil.” these spells also force the system shock roll or die. The caster may abandon its link at any time, with no harm to himself. The corpse then collapses and resumes its usual decay. The caster regains control of his real body. The same thing occurs when the spell ends or the corpse move's beyond the spell's range or to another plane.
Material Component: A fresh corpse no older than 1 day/caster level, and a piece of your own flesh which deals 1 point of temporary CON damage.


Legions Touch
Necromancy [Evil]
Level: Sor/Wiz 8, Cl 8
Components: S
Casting time: 1 Standard Action
Range: Touch
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

By touching a target you give them a permanent, painful, wound. You must make a successful touch attack against a target to affect it. The subject takes 4d6 points of negative energy damage and 2d6 points of strength drain. The target is wracked by excruciating pain, causing a -2 to all checks, saves, attacks, and to AC. The pain and constitution drain are permanent until healed (see below).The wound cannot be removed by conventional means. The only way to remove the pain and constitution drain is a Remove Curse at a caster level equal to or higher to the caster level of this spell, then a Greater Restoration or Heal to remove the effect.


Body Heist
Necromancy [Evil]
Level: Sor/Wiz 9, Cl 9
Components: V, S
Casting time: 1 Standard Action
Range: Touch
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No

You place your hand on their body, they must make a will save DC 10 + ½ Level +WIS modifier but add + INT Modifier IF Arcane was chosen at first level. If the save is failed the body is taken over by the casters mind Permanently, and the bodiless Soul takes 1 Permanent WIS/INT/CHA ability drain. After which the target makes a second will save equal to the first for the DC, if that save is failed then the creature takes 1 additional Permanent WIS/INT/CHA Drain and then attempts to “Body Heist” his nearest Comrade. The cycle continues based on the Original casters DC until broken by a passed save or the same soul is removed from a second body. All drain caused this way goes to the Original caster as a Permanent, increase to his stats. If the First save is passed, The necromancer simply gets stunned and retains his original body. If this is on the second cycle the soul gains control of the nearest unintelligent humanoid corpse, incurring the penalties of a -4 to all Saves, Checks, Attacks, and AC for its Unfamiliar Shape. This becomes the souls permanent new body which comes back to true life as “True Resurrection”, two age categories beyond what he was before and retaining all ability damage taken. With no level drain or loss of skills or spells. This also happens if it's a succeded second save. The caster of this spell can only get a maximum bonus of +9 total ability score points in a two year period and a lifetime total bonus of +18, Eg. 3 total failed saves and 6 total for lifetime. Only a Greater Restoration or Heal will remove the “Unfamiliar Shape” penalty and only a Miracle or Wish spell will remove the age penalty, or restore the ability drain.
(This spell was created by a “Lich, and a Psionic Lich” who agreed that by watching two souls battle over their fates just for the right to live, was the best way to prove that when facing absolute death, ones soul, can truly be weighed against another.)
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EDIT I have taken all of your feedback and have completed the Lord Of Legions. Further critique is welcome. EDIT WILL ATTEMPT TO ADDRESS THE ISSUES BROUGHT UP!

Giegue
2012-07-13, 12:38 PM
This class looks interesting, but I see some things that are wrong with it.

Spellcasting: You say it is either a divine or psionic spellcaster, but you leave out it's class spell/psionic power list AND what it's spellcasting stat is. Both of these are of vital importance since as of now we have no idea what spells/powers the class can use and have no idea what stat it needs for it's spellcasting/manifesting.

Domains: You said "evil domains only" yet domains, beyond the good, evil chaos and law domains have no alignments attached to them even if their "fluff" is evil. Domains are organized by what deity grants them, not any alignment label.(it IS possible for a good aligned cleric to have the deathbound domain if they follow an ideal and there is a good enough excuse for it to fit with that ideal.)Does this mean that the class automatically gets the evil domain but not any others? Likewise, you say domains, as in plural, but don't actually say how many domains the class gets. Does it just get one? Or does it get more?

Finally, the class is all about undead legions, but lacks any way to boost it's Animate Dead control pool? Seems kinda odd...:smallfrown:

Other then that, though, this class looks pretty awesome and very fun. I hope you are able to flesh it out more so I can play with it a bit. :smallbiggrin:

ContradictMe
2012-07-13, 01:15 PM
Thank you for posting I revised a few of your concern's, and I will make more changes in regards to your requests. One particular note will be I am not done with the "Idols" still working pretty heavy on that one.

but for your concerns, the First Concern, is now located at top in class descriptions beneath the hit die (Including starting power point pool, how many PP you get per level, and what the stat is now that being INT/CHA). Second, under spells and domains I have made changes. Third, concern was matched (with the Dark Evolution modification).

*Note* that armor prof and some other smaller things have been modified.

Please continue to throw me pointers ill listen to everyone.

Zale
2012-07-13, 01:59 PM
Psionic Spells?

aqvilifer
2012-07-13, 03:48 PM
Well, Cont, I'll address my issues with the class here, rather than in person, since we don't hang out every day.

The first, is Dark Evolution.

Dark Evolution (Su): You may Pay the XP, and Gold Cost to become a Lich over night. When a Lord Of Legion Becomes a Lich, Double its Maximum Undead HD and Maximum HD per level. This Modifier goes in Last when calculating all other Bonuses. (Must be in solitude)


Where as the Dread Necromancer, a base class from Heroes of Horror, gets several lich related abilities. One of which, allows them to become a Lich, without paying the XP or gold cost.


Lich Body: Starting at 2nd level, a dread necromancer begins her journey into undeath. The fi rst symptom is her body’s increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the dread necro-
mancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.

A dread necromancer who is not humanoid does not gain this class feature.



And finally, it just doesn't seem like this guy controls "legions", just a couple of big badass undead (which is the best idea for the 4hd per caster level)

Network
2012-07-13, 10:21 PM
Power Points: 10
At first level, it's a lot. From fifth level or so, it won't see any utility.

Base saves progression aren't correct. They should be like this :
((1/2 level) +2) for a good progression, rounded down.
(1/3 level) for a bad progression, rounded down.
Reflexes and fortitude should be low, and Will should be high because it's a full spellcaster/manifester.

Moreover, you don't say how much domains the Lord Of Legions has access, but it seems to be only one.

ContradictMe
2012-07-13, 11:53 PM
Psionic Spells?

*Fixed* what you requested.

ContradictMe
2012-07-13, 11:55 PM
Well, Cont, I'll address my issues with the class here, rather than in person, since we don't hang out every day.

The first, is Dark Evolution.

Dark Evolution (Su): You may Pay the XP, and Gold Cost to become a Lich over night. When a Lord Of Legion Becomes a Lich, Double its Maximum Undead HD and Maximum HD per level. This Modifier goes in Last when calculating all other Bonuses. (Must be in solitude)


Where as the Dread Necromancer, a base class from Heroes of Horror, gets several lich related abilities. One of which, allows them to become a Lich, without paying the XP or gold cost.


Lich Body: Starting at 2nd level, a dread necromancer begins her journey into undeath. The fi rst symptom is her body’s increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the dread necro-
mancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.

A dread necromancer who is not humanoid does not gain this class feature.



And finally, it just doesn't seem like this guy controls "legions", just a couple of big badass undead (which is the best idea for the 4hd per caster level)

I am focusing on the creation of undead not so much the lich. "That's" just a perk. But I will address your concern about total undead a tad more. *Completed*

ContradictMe
2012-07-13, 11:56 PM
At first level, it's a lot. From fifth level or so, it won't see any utility.

Base saves progression aren't correct. They should be like this :
((1/2 level) +2) for a good progression, rounded down.
(1/3 level) for a bad progression, rounded down.
Reflexes and fortitude should be low, and Will should be high because it's a full spellcaster/manifester.

Moreover, you don't say how much domains the Lord Of Legions has access, but it seems to be only one.

Fixed! as per request for balance issue.

ContradictMe
2012-07-13, 11:59 PM
Please by all means Continue you support of my WIP necro base class. I would greatly appreciate it.

Milo v3
2012-07-14, 01:16 AM
My first concern is that it is psionic or magic. I say choose one.
Secondly, where is the spell list?
Thirdly, I have no idea what Maximize Traits does.
Fourthly, does Impure Resurection affect all your controlled undead. Every undead you create? Does it only affect mindless undead or every undead?
Fifth, Transmute Corpse allows players to get rediculus amounts of money very fast.
Sixthly, can Transmute Corpse work on any corpse? What about an ooze's corpse? Or an elemental corpse? Or a fire elemental corpse? Or an undead corpse? Or a burnt corpse?

And that's just level one.

ContradictMe
2012-07-14, 01:23 AM
My first concern is that it is psionic or magic. I say choose one.
Secondly, where is the spell list?
Thirdly, I have no idea what Maximize Traits does.
Fourthly, does Impure Resurection affect all your controlled undead. Every undead you create? Does it only affect mindless undead or every undead?
Fifth, Transmute Corpse allows players to get rediculus amounts of money very fast.
Sixthly, can Transmute Corpse work on any corpse? What about an ooze's corpse? Or an elemental corpse? Or a fire elemental corpse? Or an undead corpse? Or a burnt corpse?

And that's just level one.

Thanks for your concerns, I will now address the issues brought up and then change Version to 4. please let me know if they are acceptable.

Fixed Transmute to Absorb, does it work on Elemental, or things with fire immunity "Yes" as stated. the class is partially Psionic, for a reason you may focus it but under the spell: description it explains what you lose by doing so. you also have 2 seperate Ability scores you must raise to increase both types of spell casting. So most ppl with moderate stats will pick one or the other. Maximize trait is for the link I provided as I stated the class was built around ULTIMATE Corpse-Crafter Traits.

aqvilifer
2012-07-14, 02:03 AM
Looks a lot better so far. Now to work on my character...

ContradictMe
2012-07-14, 05:43 PM
My modifications are still pending still could use more input from other players. please post and help me balance this class a tad more the Domain I will be adding will go in, here in a couple hours.

Milo v3
2012-07-14, 08:03 PM
Are you ever going to add the spell list. As otherwise this class is useless.

ContradictMe
2012-07-14, 09:00 PM
I would think that the class being based off a cleric, that the spell list would be self explanatory. but since you, apparently need, that spell list ill let you know what it is, its a secret so don't tell anyone, ok?. It's, ANY NON-RESTRICTED BY EVIL CLERIC SPELL. Any more questions?

Milo v3
2012-07-14, 09:13 PM
I would think that the class being based off a cleric, that the spell list would be self explanatory. but since you, apparently need, that spell list ill let you know what it is, its a secret so don't tell anyone, ok?. It's, ANY NON-RESTRICTED BY EVIL CLERIC SPELL. Any more questions?

Strangely there are more than one type of Divine caster, just saying its a Divine caster doesn't say its spell list.

Until you added in the "Any Cleric Spell" (Which was after my post) you gave no clue at all the spell list.

ContradictMe
2012-07-14, 09:25 PM
But when I initially created this thread I posted that it was a Cleric that I was basing this entire class off of. So I don't understand how, you could have been confused. I apologize for the jerkish post but it sounded to me like you were being disrespectful as opposed to pointing out what the problem was. which you just verified in your last post. so thank you and again im sorry. Is the current variation good or does it still need nurfing?

Finally I am building a special domain to make the clerical side more desirable, I will be calling it the "Legions" domain. I am not done with it yet so Ill post it when done but any other concerns?

ContradictMe
2012-07-15, 09:40 PM
I have completed 90% of the things I wanted. The only issue I'm having as of now, is the domain. It is giving me trouble as I am trying to keep a themed class, that others could easily bring into their campaign with little change. The original reason I made a divine/psionic base class is because, after a LONG heated discussion with 3 of the other major DM's here in Idaho. I say that because one of said DM's won DM of the year here, at one of our game stores and got some cool short sword from WotC. We settled on the discussion about Homebrew Rules and Classes. While discussing it we came to the conclusion the reason why a base class Necro is so hard to imagine is there's not a lot you can do early on in levels, there really isn't a lot of customization or personalization to them and ultimately you would simply cross class to get the neat benefits you really want. So why make one?

To solve that issue. The early level thing I solved to the best of my ability without breaking the class, the customization was what I focused heavily on, and finally a new, never really been done utility ability to to invent new types of armor for themselves and their party to make them desirable and very diverse. Finally, I also designed the class to fit into prestige classes fairly easily because of that diversity. After showing you guys my rough draft, and banging my head against the wall repeatedly. It took me nearly 1 week of sleeping off hours and eating odd meals while spending time at the local cemetery to get ideas. Finally I've almost completed my class. The domain I'm leaving to one of the other DM's in our group to decide how it should be built, and that's Aqvillifer here on the forums.

If ANYONE see's any more balancing issues that need to be addressed PLEASE say something. I don't want a class that someone can make into a flat out god, through something I might've missed. Thanks for the posts to all who have posted and I hope to see a new post from a different perspective or I will assume that the class has been fleshed out.

DracoDei
2013-07-13, 12:05 PM
Why so much underlining?

It would help if you would translate the tables into the site's native formatting so people didn't have to mess with scroll-bars.