View Full Version : the Necroloc (3.5, Peach), master of stealth and decay

2013-08-19, 12:06 AM
Necroloc (3.5)

Playing a Necroloc
Abilities: The Necroloc can make use with any ability score; constitution for survival, strength for melee, dexterity for AC and maneuverability, charisma for invocation DCs, intelligence for skill points, and wisdom for perception.

Organization: Although cabals of Necrolocs have been known to form most are too free willed, or proud, to work under others. Those of good alignment rebel against society, while those of evil alignment are too busy bending others to their will.

Alignment: Contrary to popular belief you don't have to be evil to be gross. As such a Necroloc may be of almost any alignment. Evil is, however, the most common alignment, because most good doers shy away from any matter concerning the undead.

Religion: Evil Necrolocs usually worship a god of death or slaughter, such as Nerull or Erythnul, while Necrolocs of a more chaotic or neutral bent often worship Wee Jas, Boccob, or Olidammara.

Background: Like many other spellcaster's a Necroloc comes from a wildly diverse group of backgrounds, whether it be the hero forever changed by darkness, an evil lich king, or the local mortician.

Races: Humans are the most likely to become Necrolocs. Elves and Dwarves are generally to abhorred by the art to ever consider it, while half-orcs lean too much towards smashing things. Gnomes and halflings aren't as turned off by Elves or Dwarves, but are too flighty for the study involved.

Other Classes: Paladins will likely smite you on sight, while a Cleric's disposition depends on their alignment and most other's will be turned off by your magic. Rogues and Bards are the most likely to get along with you, if only because they tend to have open minds.

Role: A Necroloc fills a unique roll in that her job in a group is to fill in the gaps, or shortcomings, of the other members. She can fill in the role of a rogue, a fighter, or even a spellcaster, though she can't do any of them as well, though she truly shines as a minionmancer.

Class Features

Hit Die: d8

Starting Gold: As Rogue

Alignment Restriction: not Lawful Good

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history, local, and religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BaB|Fort|Refx|Will|Special |

1st|+0|+0|+2|+2|Pragmatism, Withering Ray, Rank (Lesser)|

2nd|+1|+0|+3|+3|Uncanny Dodge|

3rd|+2|+1|+3|+3|Rebuke Undead, Sneak Attack +1d6|

4th|+3|+1|+4|+4|Spurn Death's Touch|


6th|+4|+2|+5|+5|Rank (Lesser)|

7th|+5|+2|+5|+5|DR 1, Sneak Attack +2d6|

8th|+6/+1|+2|+6|+6|Summon Undead|


10th|+7/+2|+3|+7|+7|DR 2|

11th|+8/+3|+3|+7|+7|Rank (Greater), Sneak Attack +3d6|

12th|+9/+4|+4|+8|+8|Control Undead|

13th|+9/+4|+4|+8|+8|Improved Bolstering, DR 3|

14th|+10/+5|+4|+9|+9|Deny Death's Touch|

15th|+11/+6/+1|+5|+9|+9|Sneak Attack +4d6|

16th|+12/+7/+2|+5|+10|+10|Summon Greater Undead, DR 4, Rank (Dark)--|


18th|+13/+8/+3|+6|+11|+11|Soul Snare|

19th|+14/+9/+4|+6|+11|+11|DR 5, Sneak Attack +5d6|

20th|+15/+10/+5-|+6---|+12--|+12--|Advanced Bolstering|


Proficiencies: The Necroloc is proficient with simple weapons, the hand crossbow, longsword, the net, scythe, spiked armor, spiked chain, the whip, her Withering Ray, and light armor. She is not, however, proficient with any shields.

Class Abilities
Pragmatism (Ex)
For her the concept of good & evil is not a tangible, but a mutable concept. The Necroloc may cast spells, and use spell-like or supernatural abilities, with the good and evil descriptors without altering her own alignment.
Her resistance to others beliefs being imposed on herself renders her immune to any effect that would forcefully alter her alignment or memories.

Withering Ray (Sp)
The Necroloc gains a new weapon via use of her magic. This ranged weapon deals 1d6 + her charisma modifier in negative energy damage. Withering Ray may be enchanted as if it were a bow (she is the target of the enchantment(s)).
This attack, requiring a ranged touch attack to hit, has a base range of increment of 20ft and can be fired up to 5 increments. Withering Ray is subject to spell resistance and has a threat range of 18-20, with a critical multiplier of x3.
When used to heal, including herself, this ray no longer qualifies as a weapon, or an attack, and only heals her charisma modifier in hit points. As such Weapon Focus and similar feats only apply when the Necroloc uses it as an attack.
Withering Ray can be modified by an eldritch essence or blast shape invocation as if it were Eldritch Blast. Modifying Withering Ray with this ability turns firing a single ray into a full attack action however.
Special: Her Withering Ray ability counts as Eldritch Blast, as if it dealt damage equal to a Warlock's of her Necroloc level, for the purpose of meeting prerequisites.

Instead of casting spells, like other spellcasters, the Necroloc has a repertoire of special attacks and abilities known as invocations. She can invoke any invocations she knows, at will, within the following guidelines:
Though invocations are spell-like abilities they are subject to rules for spell failure, concentration, and stacking as arcane spells. Invoking an invocation, not modifying Withering Ray, is a standard action that provokes attacks of opportunity.
Invocations come in four grades, which are least, lesser, greater, and dark. She learns invocations, from the Warlock's list, at the level's indicated, but she may not choose an invocation of a higher grade than she has access to.
Even though she doesn't actually cast spells the Necroloc count's her levels in this class towards her overall caster level. The saving throw for any invocation has a DC of 10 + 1/2 her caster level + her charisma modifier.

Lv2 > Uncanny Dodge (Ex)
The Necroloc is able to react to opponents on all sides just as easily as she can with singular opponents. Basically, she can no longer be flanked and any critical hit or Sneak Attack has a 20% chance of instead being a normal hit against her.

Lv3 > Rebuke Undead (Su)
The Necroloc can rebuke and command undead as if she were an evil Cleric of two levels lower than her Necroloc level.

Lv3+ > Sneak Attack (Ex)
Anytime the Necroloc would catch an opponent off-guard she might strike a vital point for extra damage.
Essentially, whenever she makes an attack that catches any creature without their dexterity to AC, even if they have none, or simply makes an attack of opportunity she doles out extra damage equal to that indicated.
Oozes, swarms, and incorporeal creatures are immune to Sneak Attack. She may not sneak attack a creature with concealment or who's vitals are out of her reach. Extra damage from this ability is never multiplied on a critical hit.
The Necroloc may only make ranged sneak attacks out to 30ft or the weapon's first range increment, whichever is further. Only an attack that normally deals non-lethal damage, instead of lethal damage, such as a sap, whip, or unarmed strike, is sufficient for dealing non-lethal damage with sneak attacks.
Though the Necroloc can affect creatures immune to critical hits, or without discernible anatomies (aberrations, oozes, plants, and undead), abilities that sacrifice sneak attack for other effects, see Ambush feats, don't affect them.

Lv4 > Spurn Death's Touch (Ex)
The Necroloc reduces any negative energy damage she receives by half, converts any ability drain she takes into ability damage (unless she is already immune), and any energy drain she is afflicted with never becomes permanent level loss.

Lv7 > Damage Reduction (Ex)
The Necroloc gains the indicated amount of Damage Reduction. Unlike normal for Damage Reduction this stacks with any she might have from other sources.

Lv8 > Summon Undead (Sp)
By expending two remaining uses of her Rebuke Undead ability the Necroloc may cast Create Undead, as the spell, as a standard action spell-like ability. She need only supply somatic components; no corpse or other components are needed.
Unfortunately the energy used to create undead from scratch has been left unstable. They decay over time, becoming something akin to ash created from cremation, after 1 hour / 2 caster levels.

Lv12 > Control Undead (Sp)
By expending a remaining use of her Rebuke Undead ability the Necroloc may cast Control Undead, as the spell, as a spell-like ability.
She need only supply somatic components to cast use this ability, but her caster level is treated as half of what it actually is for determining duration and range.

Lv13 > Improved Bolstering (Su)
Any Undead the Necroloc bolsters, with her Rebuke Undead ability, gain a +4 bonus to strength and dexterity, a +10ft bonus to speed, and resistance to positive energy, like Energy Resistance, equal to her charisma modifier, while they remain bolstered.

Lv14 > Deny Death's Touch (Ex)
The Necroloc is immune to statistic drain, such as energy drain or ability drain, as well any effect that targets her soul, or requires it be present, such as Trap the Soul.

Lv16 > Summon Greater Undead (Sp)
By expending three remaining uses of her Rebuke Undead ability she may cast Create Greater Undead, as the spell, as a full round action spell-like ability. The Necroloc need only supply somatic components; no corpse or other components are needed.
Unfortunately the energy used to create undead from scratch has been left unstable. They decay over time, becoming something akin to ash created from cremation, after 1 hour / 3 caster levels.

Lv18 > Soul Snare (Su)
By expending five remaining uses of her Rebuke Undead ability the Necroloc may cast Trap the Soul, as the spell, as a spell-like ability. She need only supply the gem listed for the spell; no other components are needed.

Lv20 > Advanced Bolstering (Ex)
In addition to the benefits listed for Improved Bolstering, when she bolster's undead, with her Rebuke Undead ability, any undead are immune to the effects of turning, and gain spell resistance equal to 10 + her Necroloc level, while bolstered.
Prestige Classing Note
The Necroloc can qualify for some prestige classes, that are usually intended for spellcasters, as seen within the Warlocks and Prestige Classes section, on page 18, in the Complete Arcane as if she were a Warlock.

Design Notes & Extended Details
It occurred to me that it makes no sense how a necromancer could come to being if they hulked around in armor all the time. What I mean is that, at lower levels, an aspiring necromancer has two options to gather undead. The first method involves going behind a church, full of clerics that might very well burn your face off, in clanking full plate to get to a graveyard. The other involves going into negative energy zones and crypts where a higher level undead is just as likely residing in as a few skeletons.
If a Necromancer is to get any undead he needs to lay low and blend in. So our skulking friend probably does dress in black, but likely hasn't any skulls or pentagrams draped over himself. He likely blends in close to the church and may even work for the church himself.
The job of mortician or graveyard attendant are the best jobs a Necromancer can get and keeping other Necromancer's off one's turf only lends towards anonymity, so the life of a Necromancer is likely a lonely, dark, and dangerous path.
While the hulking armor undead lich lord variant should still exist, most Necromancer's would more than likely be like this. Only the most powerful of Necromancer's, or members with the support of cults, can afford to be so brazen as to march around in broad moonlight.

2013-08-19, 12:07 AM
New and Revised Invocations
Because the Necroloc's version of Eldritch Blast, the Withering Ray, functions differently than for the Warlock many invocations needed revision. These revisions are balanced for the Necroloc and would over-empower a Warlock.
Other blast shape invocations, from sources other than Complete Arcane, haven't been anticipated and might need altered for game balance as well. The DM can, and should, use his judgment in determining how any blast shape from another source should function.
Not only are there revised invocations, but a few new invocations have been added along with them. While these new invocations are intended for the Necroloc, there is no reason, other than flavor, a DM couldn't allow the Warlock to take them as well.

Beshadowed Blast revised
Lesser, 4th; Eldritch Essence
Any creature struck by a beshadowed Withering Strike must succed on a reflex save or become immobilized for 1 round and entangled for 1d4 rounds after.

Brimstone Blast revised
Lesser, 3rd; Eldritch Essence
A brimstone blasts deals all of it's damage as fire damage. Any creature struck must make a reflex save or catch fire.
This fire glows with an odd color and is more virulent than normal. It deals 3d6 damage per round until it is extinguished. Any reflex save to put it out is at the same DC as for preventing catching fire.

Greater, 6th
You may target a single incorporeal creature within 30ft of yourself. Unless they make a will save they are forced into being corporeal. Any creature that is affected by this invocation may not turn incorporeal again for 1 minute per caster level.

Ectoplasmic Carapace
Least, 2nd
You gain a +4 deflection bonus to AC for 2d4 rounds. Further, any incorporeal creature that attacks you must make a reflex save or become immobilized, from ectoplasmic goo, for 1 round.
During a full attack, or standard attack possessing multiple strikes, they need only make a single save.

Eldritch Doom revised
Dark, 8th; Blast Shape
Instead of functioning as a ray attack your Withering Strike forms a maelstrom that hits all creatures, other than yourself, within 15ft of you.
Any creature who takes damage must make a Will save or be afflicted with Bestow Curse, as it's default effect. Unlike the spell, this curse only lasts for 3 rounds before the target(s) is freed automatically.

Hellrime Blast revised
Lesser, 4th; Eldritch Essence
A hellrime blast deals all of it's damage as cold damage. Any creature struck must make a fortitude save or be covered in verglas. This effect may not be dispelled, because once it takes place is non-magical in nature.
A creature frosted over is subject to a -10ft in speed, possibly immobilizing them, and a -4 penalty to reflex saves. These penalties last until they take at least 20 points of fire damage or 10 minutes have passed.
A creature immune to, or healed by, fire damage probably generates generates far too much body heat to be covered in this ice, and is immune to the save effect, but still takes damage as normal.

Hideous Blow revised
Least, 1st; Blast Shape
You may make a standard or full attack. This invocation functions with any weapon you are proficient with, including ranged weapons, but you may not channel Withering Ray though another Withering Ray.
Each attack that strikes also channels your Withering Ray through it, ending the need for an attack roll from Withering Ray, dealing it's effects in addition to those of the attack(s).

Spawn Shield
Lesser, 4th
This invocation renders you immune to being transformed into spawn when you are slain for 24 hours. All allies, within a 15ft emanation, are unable to transform into spawn as long as their bodies remain near.

Spirit Slayer
Greater, 5th
Any attack you make qualifies as having the Ghost Touch property for the next 10 rounds. Additionally, you become capable of inflicting critical hits and Sneak Attack damage upon incorporeal creatures for the duration.

Utterdark Blast revised
Dark, 8th; Eldritch Essence
Any creature struck by an utterdark blast must make a fortitude save or be subjected to 2d4 negative levels. These negative levels never become permanent, provide no benefits to undead, and fade after 1 round.
A target who has as many HD as negative levels immediately dies and explodes into a shower of ash, ending the negative levels in the process.

Vitrolic Blast revised
Greater, 6th; Eldritch Essence
A vitrolic blast deals it's damage as acid damage. Because it is formed of conjured acid a Withering Ray, when modified with this, is not subject to spell resistance.
Any creature struck must also make a reflex save to prevent the acid from clinging to them. If it does it deals 2d6 points of acid damage per round until 10 rounds have passed or they take a full round action, with attacks of opportunity, to scrape it off.

Ward of the Black Skull
Greater, 4th
For the next 3 rounds you provide all allies, within a 15ft emanation, the benefits of the Necroloc's Spurn Death's Touch ability. This does not suppress, alter, or remove any effects or penalties that are already in place.

2013-08-19, 12:08 AM
Some of you may remember my Necromancer revamp turned Necroloc, but I'd like more input on it than I had previously so I'm reposting it.