Marigu.goke00
2014-12-26, 10:41 AM
Let's face it. Necromancy is AWESOME. Raise corpses to do your bidding. Yes please. But many DMs are reluctant to allow for an evil character because, often, D&D is about being a big damn hero. What if you could have both? There are souls out there begging for atonement. There are dead crying for rest. Perhaps you could grant them.
The Speaker for the Dead heavily implements the Deathless template from BoED. As such, I feel the need to explain some of the necessary conversions.
1. Clerics/Paladins who turn Undead Rebuke, Bolster, and Control Deathless.
2. Clerics/Paladins who Rebuke, Bolster or Control Undead Turn Deathless
3. Cure Spells heal and inflict spells hurt Deathless
4. There are a CRAP ton of re-fluffed spells and material. These are marked by a *asterisk* and expanded on at the bottom.
Other than that, I feel like Speakers fit decently well into any campaign.
A small note on the Deathless Type. In the BoED, it says they cannot run. I disagree.
Speaker for the Dead
Death is everywhere. Undead walk the planes. Necromancers raise them for their own ends. Powerful deaths and broken oaths raise them spontaneously. Some of the dead are loving family members, seeking to protect their kin. Some are evil men, fearing retribution, hiding from fate. The Speaker seeks to put the dead caught between worlds to rest, aid the good in their quest, and offer the evil a way to find redemption.
Adventures
A Speaker adventures for many purposes, but the most common is for the safety and wellbeing of the world. Often times, they journey to the sites of great battles, and set the souls to rest. Additionally, they seek to eliminate undead and necromancers throughout their travels. While many are simple nomads, seeking to help common people, others raise great armies of glorious dead, leading crusades against great evils.
So, it should be noted that common folk, churches and the like will likely view these people as necromancers. Remember that.
Characteristics
A Speaker draws magic from the Arcane Source, much like a Wizard or Sorcerer, however, their spells are much more limited, focusing on death, and helping the restless gain move to the afterlife.
Unlike most arcane casters, most Speakers wear light armor, because it doesn't interfere with their casting. Though a Speaker could wear heavier armor, it would restrict her ability to cast spells.
This class is basically a refluff of the Dread Necromancer. So. Yeah.
Alignment
Most Speakers tend toward a good alignment, with their spells allowing them to slay undead, and helping lost souls find peace. However, many of them are neutral, and use these powers to do what they feel must be done. Next to none are evil, but those who are are truly terrifying individuals, using the powers of good against those who fight the dark.
So, I do not see these guys EVER being evil. BUT, as a rule, I waive alignment requirements for everything but Paladins (and I change those, anyway), so I included something that allows them to be.
Religion
Speakers oftentimes worship gods of death, but often avoid gods of undeath, prefering gods like Osiris or Persephone. Others worship gods of life, like Demeter or Isis. A few worship deities of justice, crusades, and other good concepts.
While I mention that they avoid gods of undeath, it should be noted that deathless are a rarely considered when writing deity portfolios. Because of this, gods of undeath could easily be converted to deathless, or even cover both.
Background
Speakers usually live solitary lifestyles, not even being a part of an organisation. A majority of Speakers found among other people are often shamans for savage tribes, or, rarely, oracles or mediums.
So yeah. Like I said. These people raise the dead. Even though they are not necromancers, for the most part, raising the dead while leaving them dead is some freaky juju. Most people avoid people who do that. At best. They have been know to burn/drown/hang/stake/burndrownhangstake people who do that.
Races
Speakers come from almost any race capable of magic, but most commonly come from humans or savage races. Among these tribes, Speakers often wield great power, due to their strange magics. Rarely are Speakers found among elves, dwarves and the like. Those that are are often shunned, or are, at the very least, considered to be odd ducks.
Dead. Raising. 'Nuff said.
Other Classes
A Speaker gets on well with other arcane casters, but often has friction with divine casters, especially paladins and druids, not understanding the nature of her magic. However, Speakers don’t get on particularly well with Necromancers, either, as they utilise negative energy to raise the dead.
Can I make this point enough? They. Raise. Dead. Things. Paladins and Druids hate that stuff. As mentioned before, these guys are undead anathema.
Roles
Speakers are usually back-up healers and damage dealers. However, their ability to summon and create deathless allows them to create some fair damage dealers, and tanks.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Feats
Class Features
1st
+0
+0
+0
+2
--
Purifying Touch, Turn Undead
2nd
+1
+0
+0
+3
--
Deathless Body (DR 2)
3rd
+1
+1
+1
+3
--
Positive Energy Burst
4th
+2
+1
+1
+4
--
Mental Bastion +2
5th
+2
+1
+1
+4
--
Aura of Courage
6th
+3
+2
+2
+5
--
Purging Touch 1/day
7th
+3
+2
+2
+5
--
Deathless Body (DR 4), Summon Familiar
8th
+4
+2
+2
+6
--
Positive Energy Burst 2/day, Deathless Pact
9th
+4
+3
+3
+6
--
Negative Energy Resistance
10th
+5
+3
+3
+7
--
Fortification 25%
11th
+5
+3
+3
+7
--
Deathless Body (DR6), Purging Touch 2/day
12th
+6/+1
+4
+4
+8
--
Restoring Touch
13th
+6/+1
+4
+4
+8
--
Positive Energy Burst 3/day
14th
+7/+2
+4
+4
+9
--
Mental Bastion +4
15th
+7/+2
+5
+5
+9
--
Deathless Body (DR 8)
16th
+8/+3
+5
+5
+10
--
Purging Touch (3/day)
17th
+8/+3
+5
+5
+10
--
Restoring Touch (improved), Fortification 50%
18th
+9/+4
+6
+6
+11
--
Positive Energy Burst 4/day
19th
+9/+4
+6
+6
+11
Craft Wondrous Item
--
20th
+10/+5
+6
+6
+12
--
Valkyr Transformation
Proficiencies
A Speaker is proficient with the Basic Weapon Group (See UA), plus any other one.
Speakers are also proficient with light armor, but now with shields. The somatic component required for the Speaker's spells are simple, so members of this class can cast Speaker spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. in addition, if a Speaker wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
I am a HUGE fan of UA's weapon groups. However, if you do not use them, Speakers are proficient with all simple weapons, and one martial weapon of their choice.
Skills and Skill Points
A Speaker gets 2+Int modifier skill points a level.
Class Skills:
Str:
Dex: Hide
Con: Concentration
Int: Craft, Decipher Script, Knowledge (Arcana), Knowledge (Religion), Spellcraft
Wis: Profession
Cha: Bluff, Disguise, Intimidate
Spellcasting
Spells Per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
-
3
-
-
-
-
-
-
-
-
2nd
-
4
-
-
-
-
-
-
-
-
3rd
-
5
-
-
-
-
-
-
-
-
4th
-
6
3
-
-
-
-
-
-
-
5th
-
6
4
-
-
-
-
-
-
-
6th
-
6
5
3
-
-
-
-
-
-
7th
-
6
6
4
-
-
-
-
-
-
8th
-
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
4
-
-
-
-
-
10th
-
6
6
6
5
3
-
-
-
-
11th
-
6
6
6
6
4
-
-
-
-
12th
-
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
4
-
-
-
14th
-
6
6
6
6
6
5
3
-
-
15th
-
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
4
-
18th
-
6
6
6
6
6
6
6
5
3
19th
-
6
6
6
6
6
6
6
6
4
20th
-
6
6
6
6
6
6
6
6
5
Speaker Spell List
1st Level: Bane^, bestow wound, cause fear^, chill touch, detect magic, detect undead/deathless*, doom^, hide from undead/deathless*, cure light wounds, ray of enfeeblement^, summon deathless I*, undetectable alignment
2nd Level: Blindness/deafness*, command deathless*, darkness, death knell^, false life, gentle repose, ghoul touch^, cure moderate wounds, scare^, spectral hand, summon swarm, summon deathless II*
3rd Level: Crushing despair^, death ward, halt undead/deathless*, cure serious wounds, purify undead*, ray of exhaustion^, speak with dead, summon deathless III*, vampiric touch^
4th Level: Wake deathless*, bestow curse^, afflict*, dispel magic, enervation, Evard’s black tentacles, fear^, giant vermin, cure critical wounds, phantasmal killer, ravage*, summon deathless IV*
5th Level: Blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass cure light wounds, nightmare, oath of blood*, slay living, summon deathless V*, undeath to death*, hallow, waves of fatigue^
6th Level: Acid fog, circle of death^, create deathless*, eyebite^, geas, heal, mass cure moderate wounds, planar binding, waves of exhaustion^
7th Level: Control deathless, destruction, finger of death^, mass cure serious wounds, song of discord^, angelic vessel*
8th Level: Create greater deathless*, horrid wilting, mass cure critical wounds, symbol of death^
9th Level: Energy drain^, imprison soul*, mass heal, crusade of deathless*, wail of the banshee^
A Speaker casts Arcane spells, drawn from the spell list below. Like a Sorcerer, she need not prepare them ahead of time. When a Speaker gains a new spell level, she gains access to all of the spells of that level. . Additionally, many of the spells that specify living targets may be cast on Undead as well, Marked by a ^. Many of these spells require fortitude saving throws. When affecting undead, they require Will saves instead.
To cast a spell, a Speaker must have a wisdom score of 10+ the spell's level. The difficulty class of a spell's saving throw is 1d20+ the spell's level + her wisdom modifier. Like other casters, a Speaker can only cast a certain number of spells per say. A Speaker's wisdom score decides her bonus spells per day.
Speakers are Undead hunters. It makes sense that their mind-affecting abilities could affect undead. HOWEVER, for balance purposes, that means that Dread Necromancers and Clerics who channel negative energy can affect Deathless with those same spells, with the same Will save instead of Fortitude. I have 1d20 listed for the save DC. This is a personal choice for saves. I love variable saves for spells. This is completely replaceable with the standard 10.
Purifying Touch (Su)
At 1st level, and once per round, A Speaker for the Dead may make a touch attack, dealing 1d8+(1/4 levels) damage to living creatures, 1d8+(1/2 levels) to undead, or heal a deathless or living creature 1+(1/4 levels). A Speaker for the Dead must take 2 points of damage for every one healed to a living creature.
Undead Hunting, and healing! Originally this could be abused for infini healing. However, that would now kill the Speaker. Now, a DM could rule it heals on a 1:1 ratio. Whatever
Turn Undead (Su)
A Speaker can turn or destroy undead and Rebuke, Command or Bolster Deathless as a Cleric of her level.
Duh. So much duh.
Deathless Body
A Speaker gains DR 2/bludgeoning and Magic at 2nd level. This increases to DR 4 at 7th, DR 6 at 11, and DR 8 at 15th.
I literally lifted this straaaaaaiiiiiigt from DN's Undead Body.
Positive Energy Burst (Su)
Beginning at 3rd level, a Speaker can emit a burst of positive energy from her body, affecting everything within 10ft. of her.
This heals deathless creatures within 1d4 per character level, and 1d4/level to living creatures. Undead creatures are dealt 1d4/level damage, which can be halved on a successful Will save (DC 10 + ½ Speaker level + Wis modifier). A speaker may use this ability once per day at 3rd level, twice at 8th, three at 13th
Welp. A weak AoE undead spank/ally heal. Fun fun.
Metal Bastion
At 4th level a Speaker gains a +2 bonus to resist Sleep effects, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.
Lifted directly from DN.
Aura of Courage (Su)
Beginning at 5th level, a Speaker is immune to fear (magical or otherwise). Each ally within 10 feet of her gain +4 morale bonus against Fear.
This Class Feature really only vaguely fits, fluffily. It is a copy of the Paladin's. If anyone has a better idea, please share.
Purging Touch (Su)
Starting at 6th level, once per day, a Speaker can use her Purifying Touch to inflict lasting harm to Undead, and Evil beings (Including outsiders). This acts as an Afflict* spell, but with no incubation period, unless a living target makes a successful Fortitude save, or an Undead makes a successful Will (DC 10 + ½ your Speaker level + your Wisdom modifier). The DC for subsequent saving throws (using Will saves for Undead) depends on the Affliction used (BoED 35). A Speaker can use this ability twice per day at 11th level, and three times at 16th level.
Fight evil at all points. Undead can now be hit by "disease." Show them who's boss.
Summon Familiar
At 7th level, or anytime thereafter, a Speaker can obtain a familiar. A speaker may use a Imp, Quasit, or Vargouille with changes described below, or a Deathless Ghostly Visage as a familiar. A Speaker’s familiar gains the usual benefits on pages 52-3 in the Player’s Handbook, with the following exceptions. Its type does not change, and it does not gain the exceptional ability to speak to others of its kind. A Speaker’s familiar can use its ability to deliver touch spells and the Speaker's Purifying, Purging Touch, and Restoring Touch. The Speaker must use a standard action to imbue the touch attack into her familiar.
An Imp, Quasit, or Vargouille familiar have the following changes made to them.
-The lose the [evil] subtype and gain the [good] subtype. Other subtypes remain unchanged.
-Natural and wielded weapons are considered 'good'
-If it had DR x/good, it now has DR x/evil.
No being is beyond redemption. Even something as evil as a fiend can be saved. The changes are a slightly reduced/modified Sanctified template. While this is lifted from the DN's feature, I had to get creative, because I could not think of celestial creatures as options. Ideas, anyone?
Deathless Pact
At 8th level, all Deathless created by a Speaker gain a +4 enhancement to Strength and Dexterity, and 2 additional hit points per Hit Die.
In addition, when a Speaker uses the Wake Deathless* spell, she can control (4 + her Wisdom modifier) HD per level (Opposed to the 4 HD per level)
Similarly, when a Speaker casts a Command Deathless* spell, the spell targets up to (2 + her Wisdom modifier) HD per level, versus the 2 HD/level normally granted.
This is just Undead Pact reflavored. Fun fun.
Negative Energy Resistance
Beginning at 9th level, a Speaker gains a +4 bonus on saving throws against Negative Energy Affects, including Energy Drain, some ability drain, and Inflict/Harm spells.
Lifted straight from DN, but from a different source. I guess the DN's comes from having negative energy already there. The Speaker has positive energy out the wazoo that acts to counter negative energy.
Fortification
Starting at 10th level, a Speaker gains 25% resistance to critical hits. This is the equivalent of the light fortification armor trait, and does not stack with it. At 17th level, this fortification increases to 50%, which is equivalent to the medium fortification armor trait, and does not stack with it.
Straight from DN.
Restoring Touch
At 12th level a Speaker can attempt to remove a Negative Level from a living or deathless target, using a (d10 + ½ her Speaker level + Wisdom modifier) as the target’s saving throw. She may also attempt to inflict a negative level on an undead, with a Will saving throw. The DC to remove this is (10 + ½ her Speaker level + her Wisdom modifier). Each day, a Speaker can attempt bestow or remove a number of negative levels equal to half her level, but no more than two per touch. A Speaker may not attempt to remove or apply a Negative level from a target she has attempted and failed to do so in the last 24 hours. At 17th level, the number of levels a Speaker can affect becomes equal to her class level.
A Speaker may use the Spectral Hand spell to deliver this effect.
I like this ability. Now. I see how this can be abused. If there is a better way to balance this, tell me.
Craft Wondrous Item
At 19th level, the Speaker gains Craft Wondrous Item as a bonus feat.
Phylactery, here we come
Valkyr Transformation
When a Speaker attains 20th level, she transcends her mortality, becoming a Valkyr*. Her new body is has pale, perfect skin, completely white hair, and frozen blue eyes. Her type changes to Deathless, and she gains all the traits of a Deathless. Since she no longer has a Constitution score, all her HD become d12s, which she must re-roll.
This is basically a Lich. But good! A fun Capstone.
The Speaker for the Dead heavily implements the Deathless template from BoED. As such, I feel the need to explain some of the necessary conversions.
1. Clerics/Paladins who turn Undead Rebuke, Bolster, and Control Deathless.
2. Clerics/Paladins who Rebuke, Bolster or Control Undead Turn Deathless
3. Cure Spells heal and inflict spells hurt Deathless
4. There are a CRAP ton of re-fluffed spells and material. These are marked by a *asterisk* and expanded on at the bottom.
Other than that, I feel like Speakers fit decently well into any campaign.
A small note on the Deathless Type. In the BoED, it says they cannot run. I disagree.
Speaker for the Dead
Death is everywhere. Undead walk the planes. Necromancers raise them for their own ends. Powerful deaths and broken oaths raise them spontaneously. Some of the dead are loving family members, seeking to protect their kin. Some are evil men, fearing retribution, hiding from fate. The Speaker seeks to put the dead caught between worlds to rest, aid the good in their quest, and offer the evil a way to find redemption.
Adventures
A Speaker adventures for many purposes, but the most common is for the safety and wellbeing of the world. Often times, they journey to the sites of great battles, and set the souls to rest. Additionally, they seek to eliminate undead and necromancers throughout their travels. While many are simple nomads, seeking to help common people, others raise great armies of glorious dead, leading crusades against great evils.
So, it should be noted that common folk, churches and the like will likely view these people as necromancers. Remember that.
Characteristics
A Speaker draws magic from the Arcane Source, much like a Wizard or Sorcerer, however, their spells are much more limited, focusing on death, and helping the restless gain move to the afterlife.
Unlike most arcane casters, most Speakers wear light armor, because it doesn't interfere with their casting. Though a Speaker could wear heavier armor, it would restrict her ability to cast spells.
This class is basically a refluff of the Dread Necromancer. So. Yeah.
Alignment
Most Speakers tend toward a good alignment, with their spells allowing them to slay undead, and helping lost souls find peace. However, many of them are neutral, and use these powers to do what they feel must be done. Next to none are evil, but those who are are truly terrifying individuals, using the powers of good against those who fight the dark.
So, I do not see these guys EVER being evil. BUT, as a rule, I waive alignment requirements for everything but Paladins (and I change those, anyway), so I included something that allows them to be.
Religion
Speakers oftentimes worship gods of death, but often avoid gods of undeath, prefering gods like Osiris or Persephone. Others worship gods of life, like Demeter or Isis. A few worship deities of justice, crusades, and other good concepts.
While I mention that they avoid gods of undeath, it should be noted that deathless are a rarely considered when writing deity portfolios. Because of this, gods of undeath could easily be converted to deathless, or even cover both.
Background
Speakers usually live solitary lifestyles, not even being a part of an organisation. A majority of Speakers found among other people are often shamans for savage tribes, or, rarely, oracles or mediums.
So yeah. Like I said. These people raise the dead. Even though they are not necromancers, for the most part, raising the dead while leaving them dead is some freaky juju. Most people avoid people who do that. At best. They have been know to burn/drown/hang/stake/burndrownhangstake people who do that.
Races
Speakers come from almost any race capable of magic, but most commonly come from humans or savage races. Among these tribes, Speakers often wield great power, due to their strange magics. Rarely are Speakers found among elves, dwarves and the like. Those that are are often shunned, or are, at the very least, considered to be odd ducks.
Dead. Raising. 'Nuff said.
Other Classes
A Speaker gets on well with other arcane casters, but often has friction with divine casters, especially paladins and druids, not understanding the nature of her magic. However, Speakers don’t get on particularly well with Necromancers, either, as they utilise negative energy to raise the dead.
Can I make this point enough? They. Raise. Dead. Things. Paladins and Druids hate that stuff. As mentioned before, these guys are undead anathema.
Roles
Speakers are usually back-up healers and damage dealers. However, their ability to summon and create deathless allows them to create some fair damage dealers, and tanks.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Feats
Class Features
1st
+0
+0
+0
+2
--
Purifying Touch, Turn Undead
2nd
+1
+0
+0
+3
--
Deathless Body (DR 2)
3rd
+1
+1
+1
+3
--
Positive Energy Burst
4th
+2
+1
+1
+4
--
Mental Bastion +2
5th
+2
+1
+1
+4
--
Aura of Courage
6th
+3
+2
+2
+5
--
Purging Touch 1/day
7th
+3
+2
+2
+5
--
Deathless Body (DR 4), Summon Familiar
8th
+4
+2
+2
+6
--
Positive Energy Burst 2/day, Deathless Pact
9th
+4
+3
+3
+6
--
Negative Energy Resistance
10th
+5
+3
+3
+7
--
Fortification 25%
11th
+5
+3
+3
+7
--
Deathless Body (DR6), Purging Touch 2/day
12th
+6/+1
+4
+4
+8
--
Restoring Touch
13th
+6/+1
+4
+4
+8
--
Positive Energy Burst 3/day
14th
+7/+2
+4
+4
+9
--
Mental Bastion +4
15th
+7/+2
+5
+5
+9
--
Deathless Body (DR 8)
16th
+8/+3
+5
+5
+10
--
Purging Touch (3/day)
17th
+8/+3
+5
+5
+10
--
Restoring Touch (improved), Fortification 50%
18th
+9/+4
+6
+6
+11
--
Positive Energy Burst 4/day
19th
+9/+4
+6
+6
+11
Craft Wondrous Item
--
20th
+10/+5
+6
+6
+12
--
Valkyr Transformation
Proficiencies
A Speaker is proficient with the Basic Weapon Group (See UA), plus any other one.
Speakers are also proficient with light armor, but now with shields. The somatic component required for the Speaker's spells are simple, so members of this class can cast Speaker spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. in addition, if a Speaker wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
I am a HUGE fan of UA's weapon groups. However, if you do not use them, Speakers are proficient with all simple weapons, and one martial weapon of their choice.
Skills and Skill Points
A Speaker gets 2+Int modifier skill points a level.
Class Skills:
Str:
Dex: Hide
Con: Concentration
Int: Craft, Decipher Script, Knowledge (Arcana), Knowledge (Religion), Spellcraft
Wis: Profession
Cha: Bluff, Disguise, Intimidate
Spellcasting
Spells Per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
-
3
-
-
-
-
-
-
-
-
2nd
-
4
-
-
-
-
-
-
-
-
3rd
-
5
-
-
-
-
-
-
-
-
4th
-
6
3
-
-
-
-
-
-
-
5th
-
6
4
-
-
-
-
-
-
-
6th
-
6
5
3
-
-
-
-
-
-
7th
-
6
6
4
-
-
-
-
-
-
8th
-
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
4
-
-
-
-
-
10th
-
6
6
6
5
3
-
-
-
-
11th
-
6
6
6
6
4
-
-
-
-
12th
-
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
4
-
-
-
14th
-
6
6
6
6
6
5
3
-
-
15th
-
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
4
-
18th
-
6
6
6
6
6
6
6
5
3
19th
-
6
6
6
6
6
6
6
6
4
20th
-
6
6
6
6
6
6
6
6
5
Speaker Spell List
1st Level: Bane^, bestow wound, cause fear^, chill touch, detect magic, detect undead/deathless*, doom^, hide from undead/deathless*, cure light wounds, ray of enfeeblement^, summon deathless I*, undetectable alignment
2nd Level: Blindness/deafness*, command deathless*, darkness, death knell^, false life, gentle repose, ghoul touch^, cure moderate wounds, scare^, spectral hand, summon swarm, summon deathless II*
3rd Level: Crushing despair^, death ward, halt undead/deathless*, cure serious wounds, purify undead*, ray of exhaustion^, speak with dead, summon deathless III*, vampiric touch^
4th Level: Wake deathless*, bestow curse^, afflict*, dispel magic, enervation, Evard’s black tentacles, fear^, giant vermin, cure critical wounds, phantasmal killer, ravage*, summon deathless IV*
5th Level: Blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass cure light wounds, nightmare, oath of blood*, slay living, summon deathless V*, undeath to death*, hallow, waves of fatigue^
6th Level: Acid fog, circle of death^, create deathless*, eyebite^, geas, heal, mass cure moderate wounds, planar binding, waves of exhaustion^
7th Level: Control deathless, destruction, finger of death^, mass cure serious wounds, song of discord^, angelic vessel*
8th Level: Create greater deathless*, horrid wilting, mass cure critical wounds, symbol of death^
9th Level: Energy drain^, imprison soul*, mass heal, crusade of deathless*, wail of the banshee^
A Speaker casts Arcane spells, drawn from the spell list below. Like a Sorcerer, she need not prepare them ahead of time. When a Speaker gains a new spell level, she gains access to all of the spells of that level. . Additionally, many of the spells that specify living targets may be cast on Undead as well, Marked by a ^. Many of these spells require fortitude saving throws. When affecting undead, they require Will saves instead.
To cast a spell, a Speaker must have a wisdom score of 10+ the spell's level. The difficulty class of a spell's saving throw is 1d20+ the spell's level + her wisdom modifier. Like other casters, a Speaker can only cast a certain number of spells per say. A Speaker's wisdom score decides her bonus spells per day.
Speakers are Undead hunters. It makes sense that their mind-affecting abilities could affect undead. HOWEVER, for balance purposes, that means that Dread Necromancers and Clerics who channel negative energy can affect Deathless with those same spells, with the same Will save instead of Fortitude. I have 1d20 listed for the save DC. This is a personal choice for saves. I love variable saves for spells. This is completely replaceable with the standard 10.
Purifying Touch (Su)
At 1st level, and once per round, A Speaker for the Dead may make a touch attack, dealing 1d8+(1/4 levels) damage to living creatures, 1d8+(1/2 levels) to undead, or heal a deathless or living creature 1+(1/4 levels). A Speaker for the Dead must take 2 points of damage for every one healed to a living creature.
Undead Hunting, and healing! Originally this could be abused for infini healing. However, that would now kill the Speaker. Now, a DM could rule it heals on a 1:1 ratio. Whatever
Turn Undead (Su)
A Speaker can turn or destroy undead and Rebuke, Command or Bolster Deathless as a Cleric of her level.
Duh. So much duh.
Deathless Body
A Speaker gains DR 2/bludgeoning and Magic at 2nd level. This increases to DR 4 at 7th, DR 6 at 11, and DR 8 at 15th.
I literally lifted this straaaaaaiiiiiigt from DN's Undead Body.
Positive Energy Burst (Su)
Beginning at 3rd level, a Speaker can emit a burst of positive energy from her body, affecting everything within 10ft. of her.
This heals deathless creatures within 1d4 per character level, and 1d4/level to living creatures. Undead creatures are dealt 1d4/level damage, which can be halved on a successful Will save (DC 10 + ½ Speaker level + Wis modifier). A speaker may use this ability once per day at 3rd level, twice at 8th, three at 13th
Welp. A weak AoE undead spank/ally heal. Fun fun.
Metal Bastion
At 4th level a Speaker gains a +2 bonus to resist Sleep effects, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.
Lifted directly from DN.
Aura of Courage (Su)
Beginning at 5th level, a Speaker is immune to fear (magical or otherwise). Each ally within 10 feet of her gain +4 morale bonus against Fear.
This Class Feature really only vaguely fits, fluffily. It is a copy of the Paladin's. If anyone has a better idea, please share.
Purging Touch (Su)
Starting at 6th level, once per day, a Speaker can use her Purifying Touch to inflict lasting harm to Undead, and Evil beings (Including outsiders). This acts as an Afflict* spell, but with no incubation period, unless a living target makes a successful Fortitude save, or an Undead makes a successful Will (DC 10 + ½ your Speaker level + your Wisdom modifier). The DC for subsequent saving throws (using Will saves for Undead) depends on the Affliction used (BoED 35). A Speaker can use this ability twice per day at 11th level, and three times at 16th level.
Fight evil at all points. Undead can now be hit by "disease." Show them who's boss.
Summon Familiar
At 7th level, or anytime thereafter, a Speaker can obtain a familiar. A speaker may use a Imp, Quasit, or Vargouille with changes described below, or a Deathless Ghostly Visage as a familiar. A Speaker’s familiar gains the usual benefits on pages 52-3 in the Player’s Handbook, with the following exceptions. Its type does not change, and it does not gain the exceptional ability to speak to others of its kind. A Speaker’s familiar can use its ability to deliver touch spells and the Speaker's Purifying, Purging Touch, and Restoring Touch. The Speaker must use a standard action to imbue the touch attack into her familiar.
An Imp, Quasit, or Vargouille familiar have the following changes made to them.
-The lose the [evil] subtype and gain the [good] subtype. Other subtypes remain unchanged.
-Natural and wielded weapons are considered 'good'
-If it had DR x/good, it now has DR x/evil.
No being is beyond redemption. Even something as evil as a fiend can be saved. The changes are a slightly reduced/modified Sanctified template. While this is lifted from the DN's feature, I had to get creative, because I could not think of celestial creatures as options. Ideas, anyone?
Deathless Pact
At 8th level, all Deathless created by a Speaker gain a +4 enhancement to Strength and Dexterity, and 2 additional hit points per Hit Die.
In addition, when a Speaker uses the Wake Deathless* spell, she can control (4 + her Wisdom modifier) HD per level (Opposed to the 4 HD per level)
Similarly, when a Speaker casts a Command Deathless* spell, the spell targets up to (2 + her Wisdom modifier) HD per level, versus the 2 HD/level normally granted.
This is just Undead Pact reflavored. Fun fun.
Negative Energy Resistance
Beginning at 9th level, a Speaker gains a +4 bonus on saving throws against Negative Energy Affects, including Energy Drain, some ability drain, and Inflict/Harm spells.
Lifted straight from DN, but from a different source. I guess the DN's comes from having negative energy already there. The Speaker has positive energy out the wazoo that acts to counter negative energy.
Fortification
Starting at 10th level, a Speaker gains 25% resistance to critical hits. This is the equivalent of the light fortification armor trait, and does not stack with it. At 17th level, this fortification increases to 50%, which is equivalent to the medium fortification armor trait, and does not stack with it.
Straight from DN.
Restoring Touch
At 12th level a Speaker can attempt to remove a Negative Level from a living or deathless target, using a (d10 + ½ her Speaker level + Wisdom modifier) as the target’s saving throw. She may also attempt to inflict a negative level on an undead, with a Will saving throw. The DC to remove this is (10 + ½ her Speaker level + her Wisdom modifier). Each day, a Speaker can attempt bestow or remove a number of negative levels equal to half her level, but no more than two per touch. A Speaker may not attempt to remove or apply a Negative level from a target she has attempted and failed to do so in the last 24 hours. At 17th level, the number of levels a Speaker can affect becomes equal to her class level.
A Speaker may use the Spectral Hand spell to deliver this effect.
I like this ability. Now. I see how this can be abused. If there is a better way to balance this, tell me.
Craft Wondrous Item
At 19th level, the Speaker gains Craft Wondrous Item as a bonus feat.
Phylactery, here we come
Valkyr Transformation
When a Speaker attains 20th level, she transcends her mortality, becoming a Valkyr*. Her new body is has pale, perfect skin, completely white hair, and frozen blue eyes. Her type changes to Deathless, and she gains all the traits of a Deathless. Since she no longer has a Constitution score, all her HD become d12s, which she must re-roll.
This is basically a Lich. But good! A fun Capstone.