DecimalPoint
2013-08-18, 08:04 AM
Hey all, so this is not a rewrite of the dread necro or anything like that, this is an adaptation of another necromancer-type class found on D&D wiki called the Mortician (http://www.dandwiki.com/wiki/Mortician_(3.5e_Class)). That class is more of a Dr. Frankenstein style class, whereas my Necromancer is more of a mix, a spellcaster who isn't afraid to get his hands dirty. I'll be putting my thoughts into these spoilers in case you are bothered about what went through my mind :smallbiggrin:
The Necromancer
Alignment: Usually evil or chaotic.
The nature of the magic this class weaves means that members tend towards evil and/or chaotic, but this is not a hard and fast rule.
Hit Die: d6
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Heal (Wis), Listen (Wis), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 2 + Int modifier.
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
1st|
2nd|
3rd|
4th|
5th|
6th
1st|+0|+2|+0|+2|Cantrips, Gentle Repose|1|-|-|-|-|-
2nd|+1|+3|+0|+3|Steady hands|2|-|-|-|-|-
3rd|+2|+3|+1|+3|Desecrate|2|-|-|-|-|-
4th|+3|+4|+1|+4|Stitch up 1d8|3|1|-|-|-|-
5th|+3|+4|+1|+4|Animate Dead|3|2|-|-|-|-
6th|+4|+5|+2|+5|Eschew Materials (Desecrate)|4|2|-|-|-|-
7th|+5/+2|+5|+2|+5|Eschew Materials (Animate Dead)|4|3|1|-|-|-
8th|+6/+1|+6|+2|+6|Stitch up 2d8, Create Undead|4|3|2|-|-|-
9th|+6/+1|+6|+3|+6|Enduring Life|5|4|2|-|-|-
10th|+7/+2|+7|+3|+7|Aura of Desecration, Eschew Materials (Create Undead)|5|4|3|1|-|-
11th|+8/+3|+7|+3|+7|Revive undead|5|4|3|2|-|-
12th|+9/+4|+8|+4|+8|Stitch up 3d8|6|5|4|2|-|-
13th|+9/+4|+8|+4|+8|Eschew Materials (Revive Undead)|6|5|4|3|1|-
14th|+10/+5|+9|+4|+9|Create Greater Undead|6|5|4|3|2|-
15th|+11/+6/+1|+9|+5|+9||7|6|5|4|2|-
16th|+12/+17/+2|+10|+5|+10|Stitch up 4d8, Eschew Materials(Create Greater Undead)|7|6|5|4|3|1
17th|+12/+7/+2|+10|+5|+10|Improved Aura of Desecration, Raise Dead|7|6|5|4|3|2
18th|+13/+8/+3|+11|+6|+11|Lasting Life|7|7|6|5|4|2
19th|+14/+9/+4|+11|+6|+11|Plague of Undead|8|7|6|5|4|3
20th|+15/+10/+5|+12|+6|+12|Stitch up 5d8|8|7|6|5|4|3
[/table]
N.B.
This rewrite assumes a house rule where all full casters use Wisdom and Intelligence as main stats; Wisdom to determine DCs and Intelligence to determine bonus spells (this is to try to balance magic by making it more MAD like the melee classes). Deepbluediver inspired this rule.
Weapon and Armour Proficiencies: The Necromancer is proficient with all simple weapons and with no armour or shields.
Spells: A Necromancer casts arcane spells drawn from the Necromancer spell list (see below). He can cast any spell he knows without preparing it ahead of time.
Like other spellcasters, a Necromancer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intellect score.
Unlike a wizard or a cleric, a Necromancer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Necromancers begin play knowing two 1st level spells, and four 0th level spells. They learn 2 new spells at every level after first. 1 spell must be of the highest level spell they can cast, and the second must be of any other level (he can cast).
Cantrips:Necromancers learn a number of cantrips, or 0-level spells, as noted on the above table. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Gentle Repose (Sp): At first level, A Necromancer may cast gentle repose a number of times per day equal to his Wisdom modifier + 1.
Steady Hands (Ex): A Necromancer gets a bonus on Heal checks equal to half his class level +1.
Desecrate (Sp): At 3rd level, a Necromancer may use the desecrate spell as a spell like ability a number of times per day equal to his wisdom modifier + 1.
Stitch Up (Ex): Starting At 4th level, a Necromancer gains the ability to surgically heal both the living and the living dead, this ability takes 1 minute, and a successful heal check (DC 14) On a successful check, the Necromancer can heal 1d8 plus his level hit points of the subject. He must have his surgical tools to do this, or else he takes a -5 penalty on the check. the healing increase to 2d8 at 8th level, 3d8 at 12th, 4d8 at 16th, and finally 5d8 at 20th. He can use this ability a number of times per day equal to 3 + his wisdom modifier.
Animate Dead (Sp): Starting at fifth level, A Necromancer can cast Animate Dead as a spell-like ability a number of times per day equal to his Wisdom modifier + 1. At eighth level the Necromancer can also use Create Undead and Create Greater Undead at fourteenth level each as a spell-like ability a number of times per day equal to his Wisdom modifier + 1.
I gave him these spell-like abilities because there was a (small) chance that players wouldn't choose those spells from the spell list, and what's a necromancer without undead minions? So the solution is to remove the option and just give him the ability as standard.
Eschew Materials (Ex): starting at 6th level, The Necromancer gains the ability to ignore the required material components for certain spell like abilities. At 6th, 7th, 10th 13th, and 16th level, a necromancer can eschew the materials for the spell-like abilities as shown in the above table at no extra cost.
Enduring Life (Ex): At 9th level, a Necromancer gains Enduring life as a bonus feat.
Aura of Desecration (Su): At 10th level, a Necromancer begins to exert his authority over undead. This aura is identical to the effects of the Desecrate spell except that it affects only allied undead and the range is 5ft per two caster levels.
Revive Undead (Sp): Starting At 11th level, A Necromancer can cast Revive Undead as a spell-like ability once per day.
Improved Aura of Desecration (Su): At 17th level, a Necromancer has obtained so much power of the living and the undead that his aura grows. His Aura of Desecration now has a range of ten feet per 2 class level.
Raise Dead (Sp): Starting At 17th level, A Necromancer can cast Raise Dead as a spell like ability once per day.
Lasting Life: At 18th level, a Necromancer gains Lasting Life as a bonus feat, even if he does not meet the prerequisites for it.
Plague of Undeath (Sp): Starting At 19th level, A Necromancer can cast Plague of Undeath as a spell like ability once per day.
New Feat:
Undead Mastery
Prerequisites: Ability to cast animate dead or use it as a spell-like ability
Benefit: a character can control 4 + her Charisma bonus HD worth of undead creatures per class level
Normal: a character can normally control only 4 HD worth of undead per level.
Alternative Class Feature
Sneaking Undeath
The necromancer abandons his abilities to heal damage to the living and living dead and instead turns his attention to dealing damage to the living and the living dead.
Level: 1st
Replaces: If you select this class feature, you do not gain the stitch up ability.
Benefit: Instead, you gain sneak attack +1d6 at 1st level, +2d6 at 5th, +3d6 at 9th, +4d6 at 13th and +5d6 at 17th level. This is identical to the rogues ability of the same name, except it also works against the undead.
The Necromancer
Alignment: Usually evil or chaotic.
The nature of the magic this class weaves means that members tend towards evil and/or chaotic, but this is not a hard and fast rule.
Hit Die: d6
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Heal (Wis), Listen (Wis), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 2 + Int modifier.
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
1st|
2nd|
3rd|
4th|
5th|
6th
1st|+0|+2|+0|+2|Cantrips, Gentle Repose|1|-|-|-|-|-
2nd|+1|+3|+0|+3|Steady hands|2|-|-|-|-|-
3rd|+2|+3|+1|+3|Desecrate|2|-|-|-|-|-
4th|+3|+4|+1|+4|Stitch up 1d8|3|1|-|-|-|-
5th|+3|+4|+1|+4|Animate Dead|3|2|-|-|-|-
6th|+4|+5|+2|+5|Eschew Materials (Desecrate)|4|2|-|-|-|-
7th|+5/+2|+5|+2|+5|Eschew Materials (Animate Dead)|4|3|1|-|-|-
8th|+6/+1|+6|+2|+6|Stitch up 2d8, Create Undead|4|3|2|-|-|-
9th|+6/+1|+6|+3|+6|Enduring Life|5|4|2|-|-|-
10th|+7/+2|+7|+3|+7|Aura of Desecration, Eschew Materials (Create Undead)|5|4|3|1|-|-
11th|+8/+3|+7|+3|+7|Revive undead|5|4|3|2|-|-
12th|+9/+4|+8|+4|+8|Stitch up 3d8|6|5|4|2|-|-
13th|+9/+4|+8|+4|+8|Eschew Materials (Revive Undead)|6|5|4|3|1|-
14th|+10/+5|+9|+4|+9|Create Greater Undead|6|5|4|3|2|-
15th|+11/+6/+1|+9|+5|+9||7|6|5|4|2|-
16th|+12/+17/+2|+10|+5|+10|Stitch up 4d8, Eschew Materials(Create Greater Undead)|7|6|5|4|3|1
17th|+12/+7/+2|+10|+5|+10|Improved Aura of Desecration, Raise Dead|7|6|5|4|3|2
18th|+13/+8/+3|+11|+6|+11|Lasting Life|7|7|6|5|4|2
19th|+14/+9/+4|+11|+6|+11|Plague of Undead|8|7|6|5|4|3
20th|+15/+10/+5|+12|+6|+12|Stitch up 5d8|8|7|6|5|4|3
[/table]
N.B.
This rewrite assumes a house rule where all full casters use Wisdom and Intelligence as main stats; Wisdom to determine DCs and Intelligence to determine bonus spells (this is to try to balance magic by making it more MAD like the melee classes). Deepbluediver inspired this rule.
Weapon and Armour Proficiencies: The Necromancer is proficient with all simple weapons and with no armour or shields.
Spells: A Necromancer casts arcane spells drawn from the Necromancer spell list (see below). He can cast any spell he knows without preparing it ahead of time.
Like other spellcasters, a Necromancer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intellect score.
Unlike a wizard or a cleric, a Necromancer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Necromancers begin play knowing two 1st level spells, and four 0th level spells. They learn 2 new spells at every level after first. 1 spell must be of the highest level spell they can cast, and the second must be of any other level (he can cast).
Cantrips:Necromancers learn a number of cantrips, or 0-level spells, as noted on the above table. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Gentle Repose (Sp): At first level, A Necromancer may cast gentle repose a number of times per day equal to his Wisdom modifier + 1.
Steady Hands (Ex): A Necromancer gets a bonus on Heal checks equal to half his class level +1.
Desecrate (Sp): At 3rd level, a Necromancer may use the desecrate spell as a spell like ability a number of times per day equal to his wisdom modifier + 1.
Stitch Up (Ex): Starting At 4th level, a Necromancer gains the ability to surgically heal both the living and the living dead, this ability takes 1 minute, and a successful heal check (DC 14) On a successful check, the Necromancer can heal 1d8 plus his level hit points of the subject. He must have his surgical tools to do this, or else he takes a -5 penalty on the check. the healing increase to 2d8 at 8th level, 3d8 at 12th, 4d8 at 16th, and finally 5d8 at 20th. He can use this ability a number of times per day equal to 3 + his wisdom modifier.
Animate Dead (Sp): Starting at fifth level, A Necromancer can cast Animate Dead as a spell-like ability a number of times per day equal to his Wisdom modifier + 1. At eighth level the Necromancer can also use Create Undead and Create Greater Undead at fourteenth level each as a spell-like ability a number of times per day equal to his Wisdom modifier + 1.
I gave him these spell-like abilities because there was a (small) chance that players wouldn't choose those spells from the spell list, and what's a necromancer without undead minions? So the solution is to remove the option and just give him the ability as standard.
Eschew Materials (Ex): starting at 6th level, The Necromancer gains the ability to ignore the required material components for certain spell like abilities. At 6th, 7th, 10th 13th, and 16th level, a necromancer can eschew the materials for the spell-like abilities as shown in the above table at no extra cost.
Enduring Life (Ex): At 9th level, a Necromancer gains Enduring life as a bonus feat.
Aura of Desecration (Su): At 10th level, a Necromancer begins to exert his authority over undead. This aura is identical to the effects of the Desecrate spell except that it affects only allied undead and the range is 5ft per two caster levels.
Revive Undead (Sp): Starting At 11th level, A Necromancer can cast Revive Undead as a spell-like ability once per day.
Improved Aura of Desecration (Su): At 17th level, a Necromancer has obtained so much power of the living and the undead that his aura grows. His Aura of Desecration now has a range of ten feet per 2 class level.
Raise Dead (Sp): Starting At 17th level, A Necromancer can cast Raise Dead as a spell like ability once per day.
Lasting Life: At 18th level, a Necromancer gains Lasting Life as a bonus feat, even if he does not meet the prerequisites for it.
Plague of Undeath (Sp): Starting At 19th level, A Necromancer can cast Plague of Undeath as a spell like ability once per day.
New Feat:
Undead Mastery
Prerequisites: Ability to cast animate dead or use it as a spell-like ability
Benefit: a character can control 4 + her Charisma bonus HD worth of undead creatures per class level
Normal: a character can normally control only 4 HD worth of undead per level.
Alternative Class Feature
Sneaking Undeath
The necromancer abandons his abilities to heal damage to the living and living dead and instead turns his attention to dealing damage to the living and the living dead.
Level: 1st
Replaces: If you select this class feature, you do not gain the stitch up ability.
Benefit: Instead, you gain sneak attack +1d6 at 1st level, +2d6 at 5th, +3d6 at 9th, +4d6 at 13th and +5d6 at 17th level. This is identical to the rogues ability of the same name, except it also works against the undead.