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View Full Version : Lord Of Legions Ultimate Update (Final)



ContradictMe
2012-07-20, 05:49 PM
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. This class was Designed to use corpse-Crafting 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



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, Impure Resurrection, Rebuke Un-Living
2nd +1 +0 +0 +3 3 2+1 - - - - - - - - Bonus Feat, Cross Channeler
3rd +1 +1 +1 +3 3 2+1 1+1 - - - - - - - Legions Calling, Wearer of the Many fleshes
4th +2 +1 +1 +4 4 3+1 2+1 - - - - - - - Bonus Feat
5th +2 +1 +1 +4 4 3+1 2+1 1+1 - - - - - - Power Over the Legions, Augmented Bones
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 - - - - - Create Familiar
8th +4 +2 +2 +6 6 5+1 4+1 3+1 2+1 - - - - - Dead Wisdom, Bonus feat, Augmented Bones, 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, Augmented Bones
12th +6/+1 +4 +4 +8 7 7+1 6+1 5+1 4+1 3+1 2+1 - - - Bonus Feat
13th +6/+1 +4 +4 +8 8 7+1 6+1 5+1 4+1 3+1 2+1 1+1 - - Master Of Flesh
14th +7/+2 +4 +4 +9 8 7+1 7+1 6+1 5+1 4+1 3+1 2+1 - - Bonus Feat, Augmented Bones
15th +7/+2 +5 +5 +9 8 8+1 7+1 6+1 5+1 4+1 3+1 2+1 1+1 - Transcendent Creation
16th +8/+3 +5 +5 +10 8 8+1 7+1 7+1 6+1 5+1 4+1 3+1 2+1 - Bonus feat
17th +8/+3 +5 +5 +10 9 8+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 2+1 Augmented Bones
18th +9/+4 +6 +6 +11 9 9+1 8+1 7+1 7+1 6+1 5+1 4+1 3+1 2+1 Bonus Feat
19th +9/+4 +6 +6 +11 9 9+1 8+1 8+1 7+1 6+1 5+1 4+1 3+1 3+1 Dark Evolution/Divine Ascension
20th +10/+5 +6 +6 +12 9 9+1 9+1 8+1 7+1 7+1 6+1 5+1 4+1 4+1 Bonus Feat, Voice of the Legion, Augmented Bones


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 Neutral, lawful, or Chaotic but must be Evil. (Usually Lawful Evil)

Hit Die: 1d6

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, or may select a Psionic Discipline. (Treat the Discipline as a Domain, but allow the lord of legions to use powers as a Psion instead of per day spell casting) Eg. 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.

LEGIONS DOMAIN
Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.

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 ? 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: Lord of Legions are proficient with all (Simple Weapons),(Corpse) armor.

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 spell, eg. any Arcane or Psionic power is taken at level up, it permanently removes a spell slot for the divine spells 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 6th spell level and above unless you give up all Divine spell casting beyond 5th level. By choosing Arcane spell casting at first level and deciding as soon as 6th level spells become available to give up Divine spell casting beyond 5th level, you may cast and select spells in the 6th level and beyond. By choosing Psionic's at first level and giving up Divine Spell casting as 6th level spells become available, your Psionic powers may increase to 6th and beyond. You may never qualify for another discipline, even with feats.

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. 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. 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). 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. and his manifestor level is equal to his Lord of Legions Level unless the Domain is chosen in which case his manifestor level will be 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 like inflict spells that are cast on undead, 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.)

Rebuke Un-Living (Su): A Lord of Legions, regardless of alignment, has the power to rebuke or command undead creatures (such as skeletons, zombies, ghosts, and vampires.) forcing them to cower in the awe of his power. If your character is a True neutral Lord of Legions, you lose the ability to Rebuke undead and cannot do so. A Lord of Legions may attempt to Rebuke undead a number of times per day equal to 3 + his Wisdom modifier. A Lord of Legions with 5 or more ranks in Knowledge (religion) gets a +2 bonus on Rebuke checks against undead. (Treat this ability as Rebuke undead with 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 * 1000. (works on things with fire immunity, However takes twice as long.)"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 1/2 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-Craft feats or meta magic or meta psionic.

Cross Channeler (Ex): A Lord of Legions may choose to mitigate any cost in Gold Pieces for any of his abilities, by trading XP (Experience Points). 1 XP will remove 5 GP or (Gold Pieces) from its total material cost. It's secondary function is as follows, If Arcane was selected at first level, once per day per four levels, an Undead you designate may cast a spell on your spell list using a caster level equal to its HD, during your turn as your standard action this does not use your reagents, or spells per day, and allows the spell to come from another location. If Psionics was chosen at first level, once per day per four levels, an Undead you designate may manifest a power you know at a manifestor level equal to its HD, during your turn as your standard action. You expend no power points to allow it to do so nor does it use its own if it had any. If the secondary ability is used, until your next turn, any spell or power used on the undead that projected your spell, forces you to take the damage or effect of the spell instead of the undead, if the spell allows a save you may make the save instead of your undead.

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 2 HD per caster level. At 20th level this increases by 1/2 thus 6 HD per caster level and 3 HD per caster level. However the Maximum Undead that may possess HD higher than yours 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): Your undead may be converted into Idols which are Carved Figurines of bone. These may be stored wherever you choose. You may also tailor items and craft armor out of undead gaining certain quality’s of the Undead. Treat this ability as the skill Craft (Tailor\Armor\Idols), using Craft magical Arms and Armor, and Craft wondrous Item feats, though you do not possess these feats. All small and medium Idols give no bonuses, large and above Idols grant a passive Aura that Acts as Desecrate with caster level equal to 1/2 the Undead's HD as well as count as having an Alter within its aura radius. Other uses of this ability include crafting Armor and Tailoring items out of undead flesh. Gaining special traits and augmenting the bone of your item is just a fraction of what you can do with “Wearer of the Many Fleshes” special ability. You can even take appendages with special qualities such as Special attacks, and Types of movement as examples, and graft them to the item or armor with such perfection, that it becomes a new limb or an extension of their own body *Literally* and they may use it as a secondary natural attack if the appendage qualifies, the appendage retains all abilities it had when the monster was alive. However any traits that produce the same effect, will only stack if their effect was reduced by the HD of the monster used to make the item/armor, and even then, it will only stack up to the Corpse-Crafter basic trait total. Otherwise, If this occurs, take the higher number of the two abilities. Now to tell you how to do this. First, when forging undead into armor, or another item. Look at the HD, Trait Slots, and abilities OF that undead. The total Trait slots of the undead equals that of the item or armor being made and the abilities/appendages that may be taken from that undead to attach to the item. Undead used with 1-5 HD used can only add Augmented bone traits. Undead used with 6-10 HD gain ½ of any bonuses rounded down, that a trait would add to the item/armor but cannot add (Sp), and (Su), abilities or extra appendages. Undead used with 11-15 gain ½ a bonus that any trait would give but cannot add (Su), or extra appendages to the item/armor. Undead 16-20 give Full Bonuses. To calculate cost, take the price of the listed ability and multiply it by the slot it will fill, then add 'that' cost to your total and proceed to the next ability down the list. You do not have to fill all slots a certain HD undead can possess. “See Table below” Finally, Follow the chart from top to bottom when determining the order that qualities are added into the items or armor. This is to balance the cost out per ability. Start by taking the Undead's HD and multiplying it by 1500 GP. then proceed down the table with that total as your starting figure.
*(This takes one week per slot used. In time to complete.)*


One Basic Trait = 2000 GP
One Specialist Trait = 4000 GP
Augmented Bone Trait = 1000 GP (Iron), 2000 GP (Steel), 3500 GP (Mithral), 5000 GP (Adamantine), 5000 GP (Dendrict), Enchant Bone 1000 GP/+1 Bonus
Ex,Sp,SU = 5,000 GP
Special Appendage Chosen = 10,000 GP


A DC15: Knows It's Crafted with evil magic.
A DC20: Knows It's Crafted out of Undead by an Evil Necromancer.
A DC25: Knows that these are given to loyal servants of a Necromancer as a gift, or to those who would trade with a one.
A DC30: Knows It's Crafted by a Lord of Legions which are a type of Evil Necromancer that uses these idols in combat to spawn their Dead soldiers and to carry massive amounts of undead into unsuspecting towns with little effort. Releasing the undead may be done with a code word or by throwing the idol away from you.
*If roll made is above another DC they know about both*

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 free action or to anyone touching undead you've created. This also allows anyone who touches an undead you created, not necessarily one you control, to directly talk to you through them so long as they know your name. 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 as less undead are within range of the aura, that are not pacified.*

Augmented Bone (Ex): At 5th level, a Lord of Legions can treat the bones of a corpse in such a way, that its skeleton increase's in toughness. Undead animated of such bones gain various bonuses selected whenever this special ability is received. This bonus does not stack with any traits added to the creature from Corpse-Crafting, if the creature receives an ability from corpse-crafting that has 1 or more similar bonus's then the higher bonus is taken of the two for any instance where this would occur. (This is considered a trait and therefore, consumes a slot.)

Reinforce Bones: Add Metals to the bone. Each time this Augmentation is taken you may add a new material to your Undead. The fifth time this augment is taken, Half the total material, and HD cost is removed from the treatment.
(See below for the material description and costs.)

Enchant Bones: They get +1 Profane bonus to AC and all weapons including natural. This is to attacks and damage for weapons. This adds ½ HD per level added. At the Fifth time this augment is taken you gain the ability to add Special Magical Qualities up to the profane bonus given.
(Treat this as a +1 through +10 magical weapon or armor. The special qualities added, accrue all costs normally.)

These traits may only be applied to undead that have an intact skeleton (skeletons, zombies, ghouls, but not ghosts, for example). You may not apply these to an undead in conjunction with any other ability that reinforces its skeleton.


Iron Skeleton
Undead you create have their skeleton structure reinforced by iron.
Prerequisite: Able to raise or create undead
Benefit: When you raise or create an undead creature you may choose to add a 10 lbs of iron and an emerald worth at least 25 gp to the material components of the spell. If you do, the undead creature gains 2 hit points per Hit Die. A skeleton created this way also gains +2 natural armor. An undead created in this way counts as one Hit Die higher for the purposes of creating it and controlling it.

Steel Skeleton
Undead you create have their skeleton structure reinforced by steel.
Prerequisite: Able to create undead, Iron Skeleton
Benefit: When you create an undead creature you may choose to add a 10 lbs of steel and an emerald worth at least 50 gp to the material components of the spell. If you do, the undead creature gains 4 hit points per Hit Die. A skeleton created with this feat also gains +4 natural armor, gains +2 Attack, and deals +2 damage with its claw attacks. An undead created in this way counts as two Hit Dice higher for the purposes of creating it and controlling it.

Mithral Skeleton
Undead you create have their skeleton structure reinforced by Mithral.
Prerequisite: Able to create undead, Iron Skeleton, Steel Skeleton.
Benefit: When you create an undead creature you may choose to add 100 GP worth of Mithral and an emerald worth at least 75 GP to the material components of the spell. If you do, the undead creature gains 6 hit points per Hit Die. A skeleton created with this feat also gains +6 natural armor, +6 dexterity, +10 ft/round speed and gains +2 to hit, and deals +2 damage with its claw attacks. An undead created in this way counts as three Hit Die higher for the purposes of creating it and controlling it.

Adamantine Skeleton
Undead you create have their skeleton structure reinforced by Adamantine.
Prerequisite: Able to create undead, Iron Skeleton, Steel Skeleton, Mithral Skeleton.
Benefit: When you create an undead creature you may choose to add 200 GP worth of Adamantine and an emerald worth at least 100 GP to the material components of the spell. If you do, the undead creature gains 8 hit points per Hit Die. A skeleton created with this feat also gains +8 natural armor, DR 8/-, and gains +3 to hit, and deals +3 damage with its claw attacks which bypass hardness less than 20. An undead created in this way counts as four Hit Die higher for the purposes of creating it and controlling it.

Dendritic Skeleton

Undead you create have their skeleton structure reinforced by Dendritic crystals.
Prerequisite: Able to create undead, Iron Skeleton, Steel Skeleton, Mithral Skeleton, Adamantine Skeleton.
Benefit: You must add 200GP worth of Dendritic crystal and a diamond worth at least 200GP to the material components of the spell. If you do, the undead gains +5 natural armor, +5 hit points per Hit Die, +2 to hit, +2 to damage, and gain Fast Healing: 4 and SR equal to 10 + HD due to the crystal's Re-growing synergistic qualities. An undead created in this way counts as Five Hit Die higher for the purposes of creating it and controlling it.
Each Augmentation may be taken up to 5 times

Create Familiar (Ex): You May create a Homunculus Familiar, all class abilities or feats may be applied if applicable to its body but gains the undead subtype if feats are used.

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 8th level a Lord of Legions may spend xp (Experience Points) at a 1 to 5 ratio for GP (gold Pieces) in worth of Onyx or flesh, to trap a Dieing or recently dead soul within his body. 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 soul and they become loyal and faithful to you. Even if they dislike you, they cannot disobey you. Any Soul not lost to the Wells Torrent may be Transplanted in a new body or their own, after being healed. When done so should it be to their original body they lose all XP gained since level up, and suffer a -2 on all Attacks, Skill Checks, and Damage for one month. This does not force the individual to be eternally loyal and faithful to you. If they are transplanted into a body crafted by the Legions Calling (Su) then there are some major changes. First, they retain all Class Levels Minus One, Non-Combat feats, Meta-Magic/Psionic feats, Skill Ranks, and Spells they had in life as well as their INT/WIS/CHA Ability scores. They do however take the STR/DEX/and have a CON of 0 for their new body and any Ex/Sp/Su Abilities of the corpse. All checks made with con become CHA based. They may continue to level up. They have to get used to their new unnatural body however, so they take a -4 on all skill checks, attacks, and damage until two months have passed. A corpse does not age and therefore they incur no age penalties but gain all bonuses. The Lord of Legions may allow an individual to retain control of a corpse made by him, but may take back control at any time. They also lose any thoughts of harming or undermining him and must act accordingly. These souls retain their personality completely with noted exceptions. Once transplanted, they may not be re-trapped and re-transplanted for two months but may be at any fees-able time thereafter. The same save, and cost still applies however. (See Below for Roll statistics.)


Roll a D100

1 - 30 : 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 restore HP at 1D6+Level, Re-roll an attack Action, Re-roll a failed Save, force a spell you know, to gain an additional slot for the day, or manifest a Psionic power without using power points. (This is used as a Swift 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."

31 - 60 : The soul clings to its life force only being pulled part way down the well, this causes the soul to react faster to many things out of a fear of being forgotten. This soul gives the Lord of Legions +1 to all saves. (You may only have a number of foreign souls fused to this layer of your mind equal to your INT+WIS modifiers, and if released to free space any bonuses from that soul are lost.)
“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."

61 - 90: This soul floats relatively close to your own consciousness. You may take a Feat for any soul residing here, and also learn a language they spoke. Finally, you learn a spell from a random level they possess, so long as you are the proper caster type. This includes spells above level 5 so long as you meet the requirements, this grants use of that spell as a free spell per day, that does not count towards a daily slot. To decide what level spell is learned, roll a D10. If it lands on a spell level they can cast, then a spell of your choice is learned. If your roll is a failure or you would like to try for a better spell level, you may re-roll the spell level check in times equal to your INT modifier but the final result MUST be kept. (You may only have a number of foreign souls fused to this layer of your mind equal to your WIS modifier, and if released, to free space all bonuses from that soul are lost.)
“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."

91 - 100: This soul harmonizes with your own being at such a level it practically gives you a sixth sense. Increasing all your ability scores by one point. (You may only have a number of foreign souls fused to this layer of your mind equal to your WIS modifier, and if released, to free space or otherwise resurrect. All bonuses from that soul are lost.) *THIS IS WHERE “WILLING” PLAYER SOULS RESIDE!*PLAYERS WHO FAIL THEIR WILL SAVE MUST ROLL ON CHART!*
“I ripped my comrades soul from his war torn flesh, all the while thinking why should I return it again?”


A DC 15 Listen: Listen check will inform all listeners 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 of about how many voices reside within the Lord Of Legion's.
A DC 25 Listen: Will allow you to depict a certain individual, so long as you have studied that persons voice or have been around them for at least a sufficient amount of time. (DM's Discretion.)

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.

Crafted Cohort (Ex): You receive the "Undead Cohort" feat and may craft undead cohorts for others or yourself, assuming yours died otherwise "Well of the Legion" must be used on it. These undead have developed a soul and think for themselves. (All feats and skills may be used in their construction.)

Master of Flesh (Ex): You may “Graft Flesh” as though you had 'all' the proper feats to do so. (This may affect ONLY, the undead you create or Control, not PCs unless 1000gp per targets level is spent by the Lord of Legions)

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 100xp + 100gp per HD

Dark Evolution/Divine Ascension (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 Legion Becomes a Lich, *Triple* its Maximum Undead HD but Raise Maximum HD per single undead per level by 1. 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. (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) 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 its other ability scores, 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. Finaly, they no longer resemble the dead as they now actually live. If the body the soul is possessing, dies 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.

ContradictMe
2012-07-20, 05:56 PM
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 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.

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.

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).

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

You feel excruciating pain in your hand. When you touch the target, the pain disappears, but there are five bleeding, oozing wounds where your fingers touched the target's flesh. 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 +15 total ability score points in a two year period and a lifetime total bonus of +30, Eg. 5 total failed saves and 10 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.