DecimalPoint
2014-07-30, 03:09 PM
The Necromancer
“I’m not morbid or weird or a psycho… I just keep different company to you” – Alemain Forgun, a Necromancer
The path of the necromancer is one vastly misunderstood and generally condemned. Their magic and strange powers seem unnatural at best. Among his powers is the ability to create and summon the undead. As he gains power he can also improve his minions and cast powerful necromantic spells.
Adventurers: Necromancers usually adventure because they are shunned in their own community. They are generally seen as playing god (although that is more the wizard’s domain). On the other hand, a necromancer may adventure to collect more minions for his undead horde.
Characteristics: Necromancers are good at what they do, and what they do is making the dead walk – and keep walking. They can cast relatively weak spells, but can cast them to great effect. A necromancer has the ability to convert once living flesh into an arcane fuel for his spells and also has a permanent undead companion that grows in power alongside himself.
Alignment: because of the nature of their magic, the majority of necromancers are evil. However, just because one is causing the dead to walk, does not mean they are inherently evil. After all, the creature does no longer need the body does it?
Religion: Most necromancers worship Euchen, god of life and death.
Background: Necromancers come from many backgrounds. Some may come from a long line of necromancers, others may be the son of an undertaker and decided to take the work a little further.
Races: Humans adapt well to the life of a necromancer as they are the most accepting of new concepts. Half-orcs may take to being a necromancer as they struggle to find themselves accepted anyway, and the voldur are perhaps most suited as the best way to make someone at least respect you is the knowledge that you could make their dead body do your bidding.
Other Classes: Necromancers tend to get along with classes that fight far away from the enemy, protecting the wizards with a zombie or two. He also gets along with rogues and sorcerers. A Necromancer gets along best with the warlock, for they are both misunderstood because of their powers. A Necromancer avoids paladins at all costs and tends to avoid monks, for their lawful nature tends to get the Necromancer into trouble.
Role: A Necromancer generally does well as the party's healer if they don't have a cleric. Their low hit die and armour class means that they usually prefer to travel with a sturdier companion, though if they have a great amount of undead they are well protected.
Game Rule Information
Alignment: Usually evil or chaotic.
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) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Casting Stat: Wisdom
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th
1
0
2
0
2
Cantrips, Undead Companion, Necromantic Component
1
-
-
-
-
-
2
1
3
0
3
Steady Hands, Gentle Repose
2
-
-
-
-
-
3
2
3
1
3
Desecrate
2
-
-
-
-
-
4
3
4
1
4
Stitch up 1d8
3
1
-
-
-
-
5
3
4
1
4
Animate Dead 1/day
3
2
-
-
-
-
6
4
5
2
5
Deathless Vigour +2
4
2
-
-
-
-
7
5
5
2
5
-
4
3
1
-
-
-
8
6/1
6
2
6
Potent Undead, Stitch up 2d8, Animate Dead 2/day
4
3
2
-
-
-
9
6/1
6
3
6
Enduring Life
5
4
2
-
-
-
10
7/2
7
3
7
Aura of Desecration
5
4
3
1
-
-
11
8/3
7
3
7
Revive Undead, Undead Senses, Animate Dead 3/day
5
4
3
2
-
-
12
9/4
8
4
8
Stitch up 3d8, Deathless Vigour +3
6
5
4
2
-
-
13
9/4
8
4
8
Undead Toughness
6
5
4
3
1
-
14
10/5
9
4
9
Animate Dead 4/day
6
5
4
3
2
-
15
11/6/1
9
5
9
Raise Dead, Improved Aura of Desecration
7
6
5
4
2
-
16
12/7/2
10
5
10
Stitch up 4d8
7
6
5
4
3
1
17
12/7/2
10
5
10
Lasting Life
7
6
5
4
3
2
18
13/8/3
11
6
11
Plague of Undeath, Deathless Vigour +4
7
7
6
5
4
2
19
14/9/4
11
6
11
-
8
7
6
5
4
3
20
15/10/5
12
6
12
Master of Atrocities, Stitch up 5d8, Phylactery (capstone)
8
7
6
5
4
3
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 Wisdom 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 all 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 (they can cast, with the exception of second and third level, where the only levels the necromancer can cast are 0th and 1st, in these cases the necromancer only learns a 1st level spell).
Cantrips: Necromancers learn a number of cantrips, or 0-level spells, as noted in the above section. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Undead Companion: A necromancer may begin play with a companion selected from the following list: human warrior skeleton, wolf skeleton, kobold zombie, human commoner zombie. This undead is a loyal, intelligent companion that accompanies the necromancer on his adventures until destroyed or released.
A 1st-level necromancer’s companion is completely typical for its kind except as noted below. As a necromancer advances in level, the undead’s power increases as shown on the table. If a necromancer releases his companion from service, he may gain a new one by performing a ceremony requiring an appropriate body and 24 uninterrupted hours of meditation. This ceremony can also replace an undead companion that was destroyed.
Necromantic Component (Ex): A necromancer can perform a special ritual to convert rotten flesh into a universal material component for his spells and spell-like abilities. Every pound of flesh converts to 25gp worth of component. However, fresh flesh only converts to 10gp worth of component. Therefore an average male human corpse would convert to 3925gp [(as the skeleton does not convert and weighs 15% of the total mass) rotten] and 1570gp (fresh). The ritual takes 10mins per pound of flesh.
Steady Hands (Ex): A Necromancer gets a bonus on Heal checks equal to half his class level +1.
Gentle Repose (Sp): At 2nd level, A Necromancer may cast gentle repose a number of times per day equal to his Secondary Casting stat modifier + 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 Secondary Casting stat 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 Secondary Casting stat modifier.
Animate Dead (Sp): At 5th level, a necromancer's experience working with undead forms brings the ability to animate the dead easily. The necromancer is able to animate the dead once per day as a spell-like ability that works as the animate dead spell. The necromancer gains an additional use per day at levels 8, 11 and 14.
Deathless Vigour (Ex): Beginning at 6th level, a necromancer’s body becomes more akin to the undying flesh of his undead associates. The character gains a +2 bonus on Fortitude saves except against effects that also work on objects. This effect increases to +3 at 12th level, and +4 at 18th and higher levels.
Potent Undead (Su): All undead creatures created by a necromancer who has reached 8th level or higher gain a +4 profane bonus to Strength and Dexterity and 2 additional hit points per Hit Die.
Enduring Life (Ex): At 9th level, a Necromancer gains Enduring life as a bonus feat;
{Benefit: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). For example, if Tordek (Con 15) is struck by a Wight, he gains one negative level. However, he can ignore the –1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. (If Tordek were a spellcaster, he would also avoid losing a spell slot for 2 minutes). You also gain a +4 bonus on Fortitude saves to remove negative levels.}
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.
Undead Senses (Ex): At 11th level a necromancer gains the senses of the dead, granting him sight, hearing and smell of the undead creatures. Necromancer gains darkvision 60 ft. and can see, hear and smell even if his respective sense organs are damaged or removed.
Undead Toughness (Ex): 13th level necromancer takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, poison and stunning.
Raise Dead (Sp): Starting At 15th level, A Necromancer can cast Raise Dead as a spell like ability once per day.
Improved Aura of Desecration (Su): At 15th 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. In addition, the necromancer's secondary spellcasting stat is added to the profane bonus granted to all undead attack rolls, damage rolls, saving throws and hp per HD.
Lasting Life: At 17th level, a Necromancer gains Lasting Life as a bonus feat, even if he does not meet the prerequisites for it.
{Benefit: Once per round as a standard action, you can attempt to remove a negative level from yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it.}
Plague of Undeath (Sp): Starting At 18th level, A Necromancer can cast Plague of Undeath as a spell like ability once per day.
Master of Atrocities: At 20th level, a necromancer significantly extends his mastery of Animate Dead class ability. He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than 3/4 necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.
Phylactery (capstone): At 20th level a necromancer can trap part of his soul into a Phylactery (see Lich’s Phylactery). Necromancer does not need craft wondrous item feat to craft the phylactery, however he still needs to pay XP and gold cost associated with crafting it. When necromancer is killed his soul flees to the phylactery and 1d10 days after death starts roaming in the vicinity to identify and possess a suitable dead body to inhabit it to come back to his full power once again.
“I’m not morbid or weird or a psycho… I just keep different company to you” – Alemain Forgun, a Necromancer
The path of the necromancer is one vastly misunderstood and generally condemned. Their magic and strange powers seem unnatural at best. Among his powers is the ability to create and summon the undead. As he gains power he can also improve his minions and cast powerful necromantic spells.
Adventurers: Necromancers usually adventure because they are shunned in their own community. They are generally seen as playing god (although that is more the wizard’s domain). On the other hand, a necromancer may adventure to collect more minions for his undead horde.
Characteristics: Necromancers are good at what they do, and what they do is making the dead walk – and keep walking. They can cast relatively weak spells, but can cast them to great effect. A necromancer has the ability to convert once living flesh into an arcane fuel for his spells and also has a permanent undead companion that grows in power alongside himself.
Alignment: because of the nature of their magic, the majority of necromancers are evil. However, just because one is causing the dead to walk, does not mean they are inherently evil. After all, the creature does no longer need the body does it?
Religion: Most necromancers worship Euchen, god of life and death.
Background: Necromancers come from many backgrounds. Some may come from a long line of necromancers, others may be the son of an undertaker and decided to take the work a little further.
Races: Humans adapt well to the life of a necromancer as they are the most accepting of new concepts. Half-orcs may take to being a necromancer as they struggle to find themselves accepted anyway, and the voldur are perhaps most suited as the best way to make someone at least respect you is the knowledge that you could make their dead body do your bidding.
Other Classes: Necromancers tend to get along with classes that fight far away from the enemy, protecting the wizards with a zombie or two. He also gets along with rogues and sorcerers. A Necromancer gets along best with the warlock, for they are both misunderstood because of their powers. A Necromancer avoids paladins at all costs and tends to avoid monks, for their lawful nature tends to get the Necromancer into trouble.
Role: A Necromancer generally does well as the party's healer if they don't have a cleric. Their low hit die and armour class means that they usually prefer to travel with a sturdier companion, though if they have a great amount of undead they are well protected.
Game Rule Information
Alignment: Usually evil or chaotic.
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) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Casting Stat: Wisdom
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th
1
0
2
0
2
Cantrips, Undead Companion, Necromantic Component
1
-
-
-
-
-
2
1
3
0
3
Steady Hands, Gentle Repose
2
-
-
-
-
-
3
2
3
1
3
Desecrate
2
-
-
-
-
-
4
3
4
1
4
Stitch up 1d8
3
1
-
-
-
-
5
3
4
1
4
Animate Dead 1/day
3
2
-
-
-
-
6
4
5
2
5
Deathless Vigour +2
4
2
-
-
-
-
7
5
5
2
5
-
4
3
1
-
-
-
8
6/1
6
2
6
Potent Undead, Stitch up 2d8, Animate Dead 2/day
4
3
2
-
-
-
9
6/1
6
3
6
Enduring Life
5
4
2
-
-
-
10
7/2
7
3
7
Aura of Desecration
5
4
3
1
-
-
11
8/3
7
3
7
Revive Undead, Undead Senses, Animate Dead 3/day
5
4
3
2
-
-
12
9/4
8
4
8
Stitch up 3d8, Deathless Vigour +3
6
5
4
2
-
-
13
9/4
8
4
8
Undead Toughness
6
5
4
3
1
-
14
10/5
9
4
9
Animate Dead 4/day
6
5
4
3
2
-
15
11/6/1
9
5
9
Raise Dead, Improved Aura of Desecration
7
6
5
4
2
-
16
12/7/2
10
5
10
Stitch up 4d8
7
6
5
4
3
1
17
12/7/2
10
5
10
Lasting Life
7
6
5
4
3
2
18
13/8/3
11
6
11
Plague of Undeath, Deathless Vigour +4
7
7
6
5
4
2
19
14/9/4
11
6
11
-
8
7
6
5
4
3
20
15/10/5
12
6
12
Master of Atrocities, Stitch up 5d8, Phylactery (capstone)
8
7
6
5
4
3
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 Wisdom 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 all 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 (they can cast, with the exception of second and third level, where the only levels the necromancer can cast are 0th and 1st, in these cases the necromancer only learns a 1st level spell).
Cantrips: Necromancers learn a number of cantrips, or 0-level spells, as noted in the above section. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Undead Companion: A necromancer may begin play with a companion selected from the following list: human warrior skeleton, wolf skeleton, kobold zombie, human commoner zombie. This undead is a loyal, intelligent companion that accompanies the necromancer on his adventures until destroyed or released.
A 1st-level necromancer’s companion is completely typical for its kind except as noted below. As a necromancer advances in level, the undead’s power increases as shown on the table. If a necromancer releases his companion from service, he may gain a new one by performing a ceremony requiring an appropriate body and 24 uninterrupted hours of meditation. This ceremony can also replace an undead companion that was destroyed.
Necromantic Component (Ex): A necromancer can perform a special ritual to convert rotten flesh into a universal material component for his spells and spell-like abilities. Every pound of flesh converts to 25gp worth of component. However, fresh flesh only converts to 10gp worth of component. Therefore an average male human corpse would convert to 3925gp [(as the skeleton does not convert and weighs 15% of the total mass) rotten] and 1570gp (fresh). The ritual takes 10mins per pound of flesh.
Steady Hands (Ex): A Necromancer gets a bonus on Heal checks equal to half his class level +1.
Gentle Repose (Sp): At 2nd level, A Necromancer may cast gentle repose a number of times per day equal to his Secondary Casting stat modifier + 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 Secondary Casting stat 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 Secondary Casting stat modifier.
Animate Dead (Sp): At 5th level, a necromancer's experience working with undead forms brings the ability to animate the dead easily. The necromancer is able to animate the dead once per day as a spell-like ability that works as the animate dead spell. The necromancer gains an additional use per day at levels 8, 11 and 14.
Deathless Vigour (Ex): Beginning at 6th level, a necromancer’s body becomes more akin to the undying flesh of his undead associates. The character gains a +2 bonus on Fortitude saves except against effects that also work on objects. This effect increases to +3 at 12th level, and +4 at 18th and higher levels.
Potent Undead (Su): All undead creatures created by a necromancer who has reached 8th level or higher gain a +4 profane bonus to Strength and Dexterity and 2 additional hit points per Hit Die.
Enduring Life (Ex): At 9th level, a Necromancer gains Enduring life as a bonus feat;
{Benefit: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). For example, if Tordek (Con 15) is struck by a Wight, he gains one negative level. However, he can ignore the –1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. (If Tordek were a spellcaster, he would also avoid losing a spell slot for 2 minutes). You also gain a +4 bonus on Fortitude saves to remove negative levels.}
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.
Undead Senses (Ex): At 11th level a necromancer gains the senses of the dead, granting him sight, hearing and smell of the undead creatures. Necromancer gains darkvision 60 ft. and can see, hear and smell even if his respective sense organs are damaged or removed.
Undead Toughness (Ex): 13th level necromancer takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, poison and stunning.
Raise Dead (Sp): Starting At 15th level, A Necromancer can cast Raise Dead as a spell like ability once per day.
Improved Aura of Desecration (Su): At 15th 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. In addition, the necromancer's secondary spellcasting stat is added to the profane bonus granted to all undead attack rolls, damage rolls, saving throws and hp per HD.
Lasting Life: At 17th level, a Necromancer gains Lasting Life as a bonus feat, even if he does not meet the prerequisites for it.
{Benefit: Once per round as a standard action, you can attempt to remove a negative level from yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it.}
Plague of Undeath (Sp): Starting At 18th level, A Necromancer can cast Plague of Undeath as a spell like ability once per day.
Master of Atrocities: At 20th level, a necromancer significantly extends his mastery of Animate Dead class ability. He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than 3/4 necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.
Phylactery (capstone): At 20th level a necromancer can trap part of his soul into a Phylactery (see Lich’s Phylactery). Necromancer does not need craft wondrous item feat to craft the phylactery, however he still needs to pay XP and gold cost associated with crafting it. When necromancer is killed his soul flees to the phylactery and 1d10 days after death starts roaming in the vicinity to identify and possess a suitable dead body to inhabit it to come back to his full power once again.