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Zelkon
2012-07-29, 10:12 PM
Hi homebrewers, I'm stuck on some stuff for my homebrew PrC
Friend of Undeath

http://api.ning.com/files/fkE7uToIRtRxsHH-DfMc7s9UQabGHZufFE*ByVtATZjqLaN-m2jIAi6TTNnzzPcCTZ-8J7EseuxlCF-YhkmEKmJR3gVF4*A6/Necromancer_rising_by_wanizame4545354.jpg

"Why bother with weak minions when you could have a friend and companion that is twice what he was in life?"- Ruroark, Companion of Undeath

A Friend of Undeath is a Necromancer who focuses on crafting a companion that is her equal, not just another minion. They endlessly search for a semblance of intelligence or personality in their companion. Because of this, many consider them to be at least slightly out of their mind.

BECOMING A FRIEND OF UNDEATH
Many powerful Necromancers decide to further their study of undeath. However, when one develops a special connection to the undead she raises, she might take up this path in an attempt to give her chosen minion true life and to bolster the power of her "friends". Usually it requires developing your own techniques or studying the texts of the Necromancers of old, as there are not very many in the world.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana or religion) 10 ranks
Feats: Spell Focus (necromancy), Extra Turning, or Iron Will
Spellcasting: any one of the following :
-Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer.
-Access to the Death domain and ability to cast 4th level divine spells.
-Know 10 spells of the Necromancy school, including Animate Dead and Command Undead.
Special: Must have defeated an enemy with nothing but undead minions.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con) Craft (Int), Decipher Script (Int), Knowledge (religion and arcana) (Int), Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Powers Known

1st|
+0|
+0|
+0|
+2|Undead Ally, Necromantic Powers| |2

2nd|
+1|
+0|
+0|
+3|Necromantic Flexibility|+1 of existing spellcasting class*|3

3rd|
+1|
+1|
+1|
+3|Bolster Undead 1/day|+1 of existing spellcasting class*|3

4th|
+2|
+1|
+1|
+4|Improved Creation|+1 caster level|4

5th|
+2|
+1|
+1|
+4|Bolster Undead 2/day|+1 of existing spellcasting class*|4

6th|
+3|
+2|
+2|
+5|Channel Spell|+1 of existing spellcasting class*|5

7th|
+3|
+2|
+2|
+5|Bolster Undead 3/day|+1 of existing spellcasting class*|5

8th|
+4|
+2|
+2|
+6|Life to Undeath|+1 caster level|6

9th|
+4|
+3|
+3|
+6|Bolster Undead 4/day, Master of Necromancy|+1 of existing spellcasting class*|6

10th|
+5|
+3|
+3|
+7|Sentient Ally|+1 of existing spellcasting class*|7[/table]

Weapon Proficiencies: A Friend of Undeath gains no weapon or armor proficiencies.
Spellcasting:When the Friend of Undeath reaches level 2, 3, 5, 6, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level. He does not, however, gain any other benefit a character of that class would have gained. At 4th and 8th level, your caster level increases as if you had gained a level of your previously existing spellcasting class, but you do not gain any more spells per day or spells known, or any other benefits from leveling up in that class. You must continue to fulfill the requirement of half your spells -either known (if spontaneous) or prepared (if prepared)- being of the necromancy school, and one for every two Friend of Undeath levels (round up) has to be substituted for a Necromantic Power.
Undead Ally: You gain an Undead Ally. You must have line of sight to it and must be able to speak to command it. When you take a move action, it can also move. It has HD equal to your level, and its BAB is 5+ your Friend of Undeath level. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action. It has one fighter bonus feat, and gains another at 5th level. Your Ally gains one special ability for every Necromantic Powers you know. You may use one of these abilities when it full attacks.
Necromantic Powers: Necromantic Powers are Spell-Like Abilities that can be traded for regular spells during spell preparation. They take a standard action to cast, or a full-round action for a spontaneous caster. Each one has a base level and a scaling mechanic. For example, one that raises a weak undead could raise two if cast at a higher level. The number of Necromantic Powers you know at a level is shown in the table. You may only learn Powers that use a spell level that you can cast.
Necromantic Powers

Level of spell they substitute for in ()
Raise Undead (1st): You create a skeleton out of a medium-size corpse you have available to you. No matter what it was in life, it acts as a human warrior skeleton with 1 hit point and a base attack bonus of your level-3.
Scaling[SPOILER]2nd: the skeleton has max HP (12)
3rd: You raise a zombie with the stats of a kobald zombie or a human commoner zombie instead. Max HP still stands.
4th: You raise 3 skeletons (as the 2nd level version of this power) or two zombies (as the 3rd level version, but with BAB level-2)
5th: as the 4th level version, but with BAB equal to level for skeletons and BAB equal to level+1 for zombies
Unnatural Revival (2nd): You cause an unconscious ally to become conscious again. They gain a d12 HD and have no need to breath, eat, or sleep. At the end of each of their turns, they must make a make a DC 10+level/HD fortitude or will save or fall unconscious again. A creature must rest for 8 hours before being able to be affected by this Power again.
Scaling
3rd: They gain immunity to cold, DR 5/Bludgeoning, a +2 bonus on the saving throw, and regain consciousness with 1 Hit Point and 10 temporary hit points when they fail the save.
4th: This Power affects all allies in a 40 ft radius, and works on conscious allies (giving them the benefits of a d12 HD, cold immunity, DR, and 10 temporary HP when they fail the save). One of the allies must be unconscious for this to function.
5th: The Power functions against enemies, too. Any enemies killed or knocked unconscious since the beginning of your last turn are raised in this way, although succeeding on the saving throw entails that they become unconscious or dead once more.
Defile Ground (3rd): You cause the ground within a 40 ft area to become unholy for one hour/level (max 12). Any undead raised on this ground gains a +2 bonus to attack rolls, armor class, and all saves for the remainder of their existence, and any undead on the grounds also gain the bonus. Any necromancy spell cast on the defiled ground gains a +2 bonus to their spell DCs or touch attack rolls, and is considered to be under the effects of Extend Spell. Any cleric, paladin, or other holy warrior on the grounds takes 2d4 damage per round.
Scaling
4th: All numeric bonuses are increased by one (so undead gain a +3 to attack and AC for example). Undead cannot be turned or rebuked on the grounds. You may exclude certain creatures from the effects of this Power up to a number equal to your Friend of Undeath level.
5th: All numeric bonuses are increased by one again, and divine spells cast by creatures of a level lower than yours cannot be cast until 1d4 rounds after entering the zone.
6th: As above, but it effects creatures of your level. Any creature killed on these grounds are raised as their form in life with the skeleton template (all other templates are removed). They are destroyed if they leave the zone.
Soul Theft (5th): You make a touch attack against a creature within 5 ft of you. If the attack succeeds, you steal the target's soul. Its body becomes a shell, and cannot perceive its surroundings or take actions. On your next turn, you may attempt to transfer the target's soul to a different creature within 20 ft. If you wait longer than a turn to do this, the target's soul returns to its body, and you take 5d6 damage. Targets must make a Will save (DC 15+casting stat) or switch bodies. If they succeed, you take 3d6 damage. They keep their attack bonus, spell-like abilities, spellcasting (although the new form might hinder their ability to use verbal components, and all material components are left on their original body), and intelligence, charisma, and wisdom ability scores, but everything else matches the new form. Each creature makes a Will saving throw (DC15+casting stat) at the beginning of each turn for 1d4+1 rounds, and then at hour intervals after that. If both make the save at any point (ex. One creature might save the first round, while the other might not save for three hours), then their souls are switched back to their original.
Scaling
6th: You may use this effect on willing targets. If one or both targets are willing, they also make a saving throw, but a successful save has the same effects of an unsuccessful save for an unwilling creature. In addition, the time between saves increases to two hours, and they only save at the beginning of their turn for 1d4 rounds.
7th: Willing creatures only have to make saves every hour, not for the 1d4 rounds, and do not need to make a save to switch bodies.
8th:

Necromantic Flexibility: Choose one of your Necromantic Powers. As a prepared caster, you may now spontaneously cast that Power by giving up a spell slot corresponding to the one it uses. You may choose what level of scaling to use when casting the Power. For a spontaneous caster,
Bolster Undead: This Spell-Like ability takes a standard action to cast and causes a wave of darkness to quickly spread over a 50 ft radius and then contract. Any undead you control or an ally controls in that area gains a +2 bonus to attack rolls and deals an extra 1d8 damage on a hit for one round, or a +2 bonus to AC and all saves for one round, and 1HD of temporary hit points. Your Undead Ally gains one of the bonuses above and one of the following effects for one round per casing of this ability you have total per day.
Wraithtouch: Whenever the Ally lands an attack, they may make a touch attack to deal 1d2 negative levels.
Ghostly Disappearance: The ally gains a +2 bonus to AC and all saves that stacks with any other bonus. It can become invisible until it attacks with a swift action.
Vampiric Drain: You and your Undead Ally regain 1d6+1 HP when your Ally hits.
Ghoul Strike: Whenever your Undead Ally hits with an attack, the opponent must succeed on a DC 12+half Friend of Undeath level or be paralyzed for 1d4+1 rounds.
Improved Creation: Whenever you create an undead, they gain the a +1 to BAB and AC, and deal an extra 1d4 damage on all attacks. They gain a fighter bonus feat.
Channel Spell: Your Undead Ally can deliver the touch attacks of your necromancy spells and your Necromantic Powers when it makes a melee attack.
Life to Undeath: Once per day at 8th level, twice at 10th level, you may cast the spell Finger of Death as a Spell-Like ability. If the target is killed from failing the fortitude save or from the damage dealt if they succeed, it rises immediately as an undead creature of its race. They gain the Skeleton template; follow the instructions presented here if they contradict the ones presented in the template. They gain no dexterity bonus, keep the same HP they had in life (even without a Constitution score), They do not gain save bonuses from the template. Their Strength and Dexterity are reduced to your caster level + racial modifiers if they are higher. The base creature loses any natural armor bonus it has, and they lose any damage reduction, magic immunity, regeneration, and spell resistance. The creature loses any racial save bonuses and any of these qualities it had: amphibious, immunity to energy, immunity to poison, fast healing, hold breath, resistance to energy, rock catching, vulnerability to energy, water breathing, blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, scent, tremorsense. The creature may not cast spells, but may use spell-like abilities. If they have magical movement modes or the DM rules that the creature’s movement modes are not inhibited by not having a full body and skin.
Sentient Ally: Your Undead Ally becomes fully alive.
Things I need help on:
Idea for Necromantic flexibility for spontaneous casters.
What the stats for the Undead Ally should be.
How is the spellcasting progression?
Ideas for some necromantic powers.
How to make Improved Creation interesting.
Better ideas for Bolster Undead.
Idea for a second feature at 6th level (channel spell is pretty bad).
Any errors in math or functionality you happen to notice.
Thanks!

Network
2012-07-30, 05:10 PM
Spellcasing: must be able to cast 4th level arcane or divine spells.
Special: Must either specialize in Necromancy, have the death domain, or have at least half (round down) of all spells known at any given level of the Necromancy school (except when not possible). Must know Animate Dead and Command Undead
Requirements are redundant. Moreover, Command Undead isn't a cleric spell. I suggest you change the requirements as follow :

Spellcasting: any one of the following :
-Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer.
-Access to the Death domain and ability to cast 4th level divine spells.
-Know 10 spells of the Necromancy school, including Animate Dead and Command Undead.

This way, simple-classed Clerics can access the class, and sorcerers won't have too much restrictions on their spells selection. Non-core full-spellcasting classes would also have access to the PrC.

Zelkon
2012-07-30, 07:09 PM
Requirements are redundant. Moreover, Command Undead isn't a cleric spell. I suggest you change the requirements as follow :


This way, simple-classed Clerics can access the class, and sorcerers won't have too much restrictions on their spells selection. Non-core full-spellcasting classes would also have access to the PrC.

Woulden't this make it harder for sorcerers? 10 necromancy spells is over half at 8th level...
But, I will cirtainly heed your suggestions.

Network
2012-07-30, 08:20 PM
Woulden't this make it harder for sorcerers? 10 necromancy spells is over half at 8th level...
But, I will cirtainly heed your suggestions.
As written, a sorcerer will need to invest 9 spells at 8th level. When he'll reach the 9th level, it will be roughly the same thing (your method will require higher spell levels on average), and it will be more advantageous afterward (and easier to count).

Edit : It will be of easier access for the non-specialist wizard, who can spend this number easily. This is not a problem by itself, however.

Steward
2012-07-30, 09:14 PM
Sentient Ally: Your Undead Ally becomes fully alive.

What are the mechanics for this, in terms of stat changes (if any), Type changes (if any), etc? When I think of sentience I think of a Wisdom, Intelligence, and Charisma score of at least 3, and probably even higher -- and also shedding the "mindless" trait; is that what you want or were you going for something else?

Zelkon
2012-07-30, 10:37 PM
What are the mechanics for this, in terms of stat changes (if any), Type changes (if any), etc? When I think of sentience I think of a Wisdom, Intelligence, and Charisma score of at least 3, and probably even higher -- and also shedding the "mindless" trait; is that what you want or were you going for something else?

I was looking for imput on this trait. Probably something to do with picking up class level.

Network
2012-07-31, 06:46 PM
You must first decide what the undead ally can actually do. Is it a skeleton, a zombie or something else entirely? That say, I suggest the following :

Sentient Ally: At 10th level, your Undead Ally becomes fully sentient. He gains an Intelligence and a Charisma of 6. Its HD are superseded by the same amount of class levels, but its hp, BAB, and base will saves does not change.
Can you explain what are its strength value, its size or the rest? I would personally see it as an human commoner skeleton or zombie with 1 HD per level in the class (instead of the regular 1 and 2 HD, respectively).

Zelkon
2012-07-31, 07:02 PM
But isn't 1 HD quite weak for an 8th level Character?

Network
2012-08-01, 12:42 PM
1 HD per level, as actually written. So when you reach level 10, your undead ally become a 10th level character with poor mental abilities (enough to understand complex orders and the concept of allies and enemies, but not enough to cast spells).

Undead Ally is actually unclear. You mention its number of HD, but not its size, or its strength or dexterity value. The text below is exactly what you wrote, with these precisions added :

Undead Ally (Ex): You gain an Undead Ally. You must have line of sight and must be able to speak to command it. When you take a move action, it can also move. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action. The Undead Ally is in all ways similar to an human commoner skeleton or zombie (minus the One action only special quality, as written above), with the following exceptions : its HD are equal to your Friend of Undeath level, and its BAB is 5 + its HD. It has one fighter bonus feat, and gains another when you reach 5th level. Also, your Ally gains one special ability for every Necromantic Power you know. You may use one of these abilities when it full attack.
The Undead Ally does not count in the limit of undead HD you can control.

Some other races may be allowed. I chose the human because it has no bonus to strength and dexterity, is medium-sized, and has no special quality that may be preserved as a skeleton or zombie. The problem is that some races gives bonuses to Strength and Dexterity (and no penalty to the other), making them good choices as skeletons or zombies. I think notably of the elf (+2 dex) and the orc (+4 str), both LA +0 races.

Yitzi
2012-08-01, 12:55 PM
The problem is that some races gives bonuses to Strength and Dexterity (and no penalty to the other), making them good choices as skeletons or zombies. I think notably of the elf (+2 dex) and the orc (+4 str), both LA +0 races.

Wood Elf is a better choice than Elf. The basic go-to options for 1HD are wood elf and orc.

Zelkon
2012-08-01, 04:26 PM
1 HD per level, as actually written. So when you reach level 10, your undead ally become a 10th level character with poor mental abilities (enough to understand complex orders and the concept of allies and enemies, but not enough to cast spells).

Undead Ally is actually unclear. You mention its number of HD, but not its size, or its strength or dexterity value. The text below is exactly what you wrote, with these precisions added :


Some other races may be allowed. I chose the human because it has no bonus to strength and dexterity, is medium-sized, and has no special quality that may be preserved as a skeleton or zombie. The problem is that some races gives bonuses to Strength and Dexterity (and no penalty to the other), making them good choices as skeletons or zombies. I think notably of the elf (+2 dex) and the orc (+4 str), both LA +0 races.

Well, the minimum level to access this class is 8, so isn't 6 or so HP pretty bad?
Also, I wasn't done with undead ally yet. I was planing to fix most of the things you said. Also, the race of the undead ally doesn't really matter, as long as it acts the same way.

Network
2012-08-01, 05:16 PM
You are the creator. I'm just an adviser. The suggestions I make are just that : suggestions. That say, mental scores for skeletons and zombies are the same (Int -, Wis 10, Cha 1). 6 hp is the same thing than a normal skeleton (zombies have 12), so I don't worry about this.

Some Necromantic Powers have huge flaws to correct :
-Raise undead is correct, unless the traded spell slot is of 3rd level or higher, in which case it becomes worse than Animate Death. Human commoner is one of the few races (Elan and Maenad are two others) that have absolutely nothing special as a skeleton/zombie : no bonus or penalty to strength or dexterity, no special quality that can be preserved, no racial/esquive/luck bonus to anything, etc. Any other race is strictly better.
-Defile Ground also affect undead enemies. :smalleek:
-Those affected by Soul Theft should retain their charisma score, because the rules state charisma is independent of physical appearance.

Yitzi
2012-08-01, 05:53 PM
Any other race is strictly better.

False, some have penalties.

Network
2012-08-01, 06:11 PM
The nearest I can thing of are the goblins and gnomes, but even them have racial bonuses to a bunch of things.

Zelkon
2012-08-01, 06:32 PM
You are the creator. I'm just an adviser. The suggestions I make are just that : suggestions. That say, mental scores for skeletons and zombies are the same (Int -, Wis 10, Cha 1). 6 hp is the same thing than a normal skeleton (zombies have 12), so I don't worry about this.

Some Necromantic Powers have huge flaws to correct :
-Raise undead is correct, unless the traded spell slot is of 3rd level or higher, in which case it becomes worse than Animate Death. Human commoner is one of the few races (Elan and Maenad are two others) that have absolutely nothing special as a skeleton/zombie : no bonus or penalty to strength or dexterity, no special quality that can be preserved, no racial/esquive/luck bonus to anything, etc. Any other race is strictly better.
-Defile Ground also affect undead enemies. :smalleek:
-Those affected by Soul Theft should retain their charisma score, because the rules state charisma is independent of physical appearance.

Err, I don't know what the first part is about. What I meant to say is, can't something with 6-12 HP get killed in a hit by 8th level?

To the second part:
-I'm new to homebrew. What would you suggest as a fix?
-Intentional.
-Noted, and changed.

Yitzi
2012-08-01, 06:38 PM
Yes, all the ones with some penalty also have some bonus; "strictly better" means bonus and no penalty, though, and that's often false.

The worst race for skeletons and zombies is probably Desert Dwarf. You lose speed and DEX, and all you get in return is a bonus on attack against reptilians and dragons.

Network
2012-08-01, 07:09 PM
Err, I don't know what the first part is about. What I meant to say is, can't something with 6-12 HP get killed in a hit by 8th level?

To the second part:
-I'm new to homebrew. What would you suggest as a fix?
I admit I myself forgot while I was writing it.:smallfrown:

A bonus to natural armor? A free corpsecrafter feat?

The worst race for skeletons and zombies is probably Desert Dwarf. You lose speed and DEX, and all you get in return is a bonus on attack against reptilians and dragons.
The best race is probably a paragon anything. The LA +20 doesn't prevent anyone from using them as mindless servants. The CR is more than 10 points under what it should actually be. Let's hope it remain an exception.