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View Full Version : D&D 3.x Class Speaker for the Dead- Putting souls to rest, and offering Redemption



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.

Marigu.goke00
2014-12-26, 10:43 AM
Spells
Any spell mentioned to affect undead or deathless that normally cannot gains the [XYZ] subtype when targeting an undead or deathless creature when cast by an energy channeling turning class.

Postive/Negative Energy Subtype
These spells, when cast by an undead turning/destroying class, affect undead normally. Likewise, when cast by an undead bolstering/controlling/rebuking class, these spells affect deathless normally. These spells, when they would normally allow for a fortitude save, allow an undead or deathless to make a will save instead.

This is a MAJOR change to spell mechanics. Undead are now, oftentimes, affected by spells that they weren't before. I should say that you could replace these with bless and its' ilk, if you do not feel like allowing Postive/Negative Energy spells into your game.

First Level

Bane: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Cause Fear: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Detect Undead/Deathless: You detect both Undead and Deathless with this spell, and can differentiate between the two.
Doom: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Hide From Undead/Deathless: You hide from Undead and Deathless. You cannot choose to hide from only one.
Ray of Enfeeblement: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Summon Deathless I: This spell behaves as Summon Undead I (From Spell Compendium), except it summons deathless versions of the creatures.

This is all pretty standard for the changes. So. There is that.

Second level
Blindness/Deafness: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Command Deathless: This behaves as Command Undead, except it targets deathless. A Caster may not have Command Undead and Command Deathless as spells. A cleric may only have one or the other on her list, both spells appear the same to a wizard, who must select one or the other to know, and a sorcerer or divine soul can only know one or the other.
Death Knell: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively. Additionally, when targeting undead or deathless, a creature with up to 10 hp may be affected.
Ghoul Touch: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Scare: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Summon Deathless II: This spell behaves as Summon Undead II (From Spell Compendium), except it summons deathless versions of the creatures.

Okay. So. Undead are not TECHNICALLY immune to Blindness/Deafness. But without my systems, RAI, they should be. However, what this essentially does, with my system, this spell makes it impossible for an undead/deathless to percieve you based on what would be visual or aural stimuli alone. Command Deathless has that nice "one or the other" requirement. You get one or the other. There is no middle ground.

Third Level
Crushing Despair:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Halt Undead/Deathless: Both undead and deathless are applicable targets. However, that spell cannot target both undead and deathless in one casting.
Purify Undead: This spell targets up to half your level in undead creatures within 60 feet of you. If the Undead is uncontrolled, it uses its own will save. If it is controlled, it uses its own or its master's, whichever is better. If the will save fails, the undead becomes a deathless. This spell breaks another's control over an undead, but does not grant you control over it, though an intelligent now-deathless may be grateful to you.
Ray of Exhaustion: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Summon Deathless III: This spell behaves as Summon Undead III (From Spell Compendium), except it summons deathless versions of the creatures.
Vampiric Touch: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.

Again. Undead are not TECHNICALLY immune to Vampiric Touch, which is a little weird. RAI, I think they are. Anyway, the new spell, Purify Undead has to come with a corresponding evil spell, right? Here ya go.This spell targets up to half your level in deathless creatures within 60 feet of you. If the deathless is uncontrolled, it uses its own will save. If it is controlled, it uses its own or its master's, whichever is better. If the will save fails, the deathless becomes a undead. This spell breaks another's control over a deathless, but does not grant you control over it. Be warned, the newly turned Undead may not thank you if it is intelligent.

Fourth Level
Wake Deathless: This spell functions exactly as Animate Dead, except it creates deathless versions of the creature, and requires a white pearl worth 25gp per HD of the deathless, which bursts into the ether when the spell is complete.
Bestow Curse: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Afflict: This spell functions like Contagion, except it applies an affliction (BoED 34), and thus works on any (and only) evil creatures, including undead. Any undead reduced to 0 Str in this manner collapses and is destroyed. This is an exception to the undead immunity to physical damage.
Fear:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Ravage: This spell functions as Poison, except it affects any (and only) evil creatures, including Undead. When it affects undead, it deals Str damage instead. Any undead reduced to 0 Str in this manner collapses and is destroyed. This is an exception to the undead immunity to physical ability damage.
Summon Undead IV: This spell behaves as Summon Undead IV (from Spell Compendium), except that it summons Deathless versions of the creatures.

A deathless Animate Dead. Curse some undead. Afflict and Ravage! Fun fun fun! Str acts like Con with those spells.

Fifth Level
Fire in the Blood: This spell is described on Page 129 of Heroes of Horror.
Oath of Blood: This spell is described on Page 131 of Heroes of Horror.
Summon Deathless V: This spell behaves as Summon Undead V (from Spell Compendium, except that it summons Deathless versions of the creatures.
Undeath to Death: This spell affects Deathless as well.
Waves of Fatigue: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.

Just a couple of spells chilling in a book. Hunt them down. A couple mods to existing spells.

Sixth Level
Circle of Death:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Create Deathless: This spell behaves exactly as the Create Undead spell, except that it creates Deathless versions of the creature, must be cast within an hour of dusk or dawn, requires consecrated soil, pure water, and a white pearl worth 50gp per HD of the deathless created, which explodes into the ether when the spell is complete.
Eyebite:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Waves of Exhaustion: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.

Yeah! Making your own Deathless. Atone those souls. Also, not technically immune to Eyebite. RAI, they are. See Blindness/Deafness above.

Seventh Level
Finger of Death:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Song of Discord:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Angelic Vessel: This spell behaves like the Vile Death spell (Heroes of Horror 133), except the creature is celestial in nature, the celestial template is applied, its starting attitude is helpful, and the spell requires a bit of incense and Alabaster worth at least 500gp.

Mostly mods. But the Angelic Vessel thing, right? Nothing says atonement like letting an angel inside you.

Eighth Level
Create Greater Deathless: This spell behaves exactly as the Create Greater Undead spell, except that it creates Deathless versions of the creature, must be cast within an hour of dusk or dawn, requires consecrated soil, pure water, and a white pearl worth 50gp per HD of the deathless created, which explodes into the ether when the spell is complete.
Symbol of Death:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.

Well. This is pretty self explanatory, I feel.

Ninth Level
Energy Drain:This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.
Imprison Soul:This spell is described on page 130 of Heroes of Horror.
Crusade of Deathless: This spell functions as Plague of Undead described on page 131 of Heroes of Horror, except that it summons Deathless versions of the creatures, all animate spells are replaced with their deathless equivalents, and the spell requires a diamond worth 100gp or more.
Wail of the Banshee: This spell, when cast by a positive or negative channeling turning class, affects undead or deathless respectively.

Mods. and a fun summon spell.

Valkyr
A Valkyr is a deathless spell caster who is staving off death for as long as she can in order to help people.

A Valkyr has milk white skin (or equivalent), white hair, ice blue eyes, and seems to travel with a glow.

Valkyr speak any languages they knew in life.

The capstone of the Speaker is the Valkyr transformation. This is pretty much word for word a lich. Except it has the Deathless type. I am unsure of if I can write up the particulars here, but I will give you the reference. All the Deathless junk can be found on BoED 157.

Creating a Valkyr

Valkyr is a template that can be added to any sentient creature. This includes Humanoids, Monstrous Humanoids, Giants, Fey, some Aberrations, Awakened Animals, some Constructs, most Dragons, some Elementals, some Magical Beasts, most Outsiders, very few Plants, and a few undead. This is, of course, assuming they can create the Valkyr's Heartstone (see below)

Size and Type: The creature's type changes to Deathless. Do not recalculate Attack Bonus, saves or skill points. Size is unchanged.
Hit Dice: All current and future HD are increased to d12s, and must be rerolled.
Attack: A Valkyr can use any weapons the base creature could. A Valkyr who can wield weapon can create a spear of brilliant energy, and attack with that. If the Valkyr cannot, it may use the spear's damage for a single natural weapon. A Valkyr's spear is energy exuding from its' body, and is not a physical item.
Full Attack: A Valkyr either attacks with its' weapons, or its' spells.
Damage: A Valkyr's Spear deals 2d6+5 damage, and is a brilliant energy weapon.
Special Attacks:
Aura of Calm (Su): Any hostile creature within 60 ft. of the Valkyr must make a Will save or be affected as though by a Calm Emotions spell as cast by a Sorcerer of its' level. This ability affects undead, even though they are typically immune to mind-affecting effects.
Restrain (Su): A Valkyr may touch a target to restrain them, dealing their HP+10 in non-lethal damage unless they succeed a fortitude save. This damage is permanent until the Valkyr unrestrains them. A creature with Fast Healing may attempt a fortitude save each week. A creature with regeneration may attempt a fortitude save each day. A restrained creature cannot be moved by any means short of a miracle or wish, and may not be damaged in any way, except by those spells, or something of equal power. The creature does not need to eat, drink, or breathe.
Spells: A Valkyr may cast any spells it could in life.
Special Abilities: A Valkyr keeps any special abilities it had in life, and gains the following
Turn Resistance (Ex): A Valkyr turn resistance +4
Damage Reduction (Su or Ex): A Valkyr has DR 15/bludgeoning and magic. Even in an Antimagic Field, a Valkyr has DR 15/bludgeoning
Immunities (Ex): A Valkyr is immune to Cold, Electricity, Polymorph (though they can polymorph themselves), and mind-affecting effects not created by a negative energy channeling source.
Abilities: +2 Wis, +2 Int, +2 Cha
Skills: +8 to Hide, Listen, Move Silently, Search, Sense Motive, Spot
Organization:Solitary, Troupe (1 Valkyr, 2-4 Deathless Vampires, 5-8 Deathless Ghouls) or Crusade (1-5 Valkyr, Various Deathless Creatures.
Challenge Rating: Same as base creature +2
Treasure: Standard Coins, Double goods, Double items
Alignment: Any non-evil
Advancement: By Character Class
Level Adjustment: Same as base creature +4

Valkyr Characters
A Valkyr Character is usually an entity of good, who fights the admission of negative energies to the Material Plane. Some, however, made themselves into Valkyr in order to defend a location, or to complete an eternal task. Valkyr characters keep any class abilities they had in life.

The Valkyr's Heartstone

An integral part of becoming a Valkyr is creating a magic heartsone in which the character stores its life force. As a rule, the only way to get rid of a Valkyr for sure is to destroy its heartsone. Unless its heartstone is located and destroyed, a Valkyr reappears 1d10 days after its apparent death. A Valkyr can have additional Heartstones that must be destroyed to destroy her. However, each additional Heartstone adds two days to the time it takes her to reform. This is not reduced even when one is destroyed. A Valkyr may create additional heartstones after she is created.

Each Valkyr must make its own heartstone, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

The most common form of heartstone is a slab of hard stone on which runes of power have been engraved. The stone is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of heartstone can exist, such as rings, amulets, or similar items.

Marigu.goke00
2014-12-26, 01:11 PM
Okay. So there we go. Now, did I miss anything? As always, feedback is appreciated.

ReturnOfTheKing
2014-12-26, 02:28 PM
Name, I'm guessing, comes from the Ender tetralogy?

This is actually a pretty cool idea, but I think it's mainly just a fluff difference. If a player wants to play as a necromancer but doesn't want to be evil, he can go "Oh, I'll help the souls of the dead achieve peace instead of using them for dark purposes!" and that's this entire concept.

Michael7123
2014-12-26, 02:32 PM
I've wanted to create a class like this for a long time. Very nicely done over all, to the point where I might even try to let my DM let me convert my dread Necromancer to this class after I get rid of the "curse" (tomb tainted soul feat) that my character was born with. This seems exactly what my character would want to do. Off the bat however, I have a few questions.

1. Why use the wisdom modifer for my spellcasting instead of charisma? If I do use this class, this will be something I just have to change, since wisdom is usually a dump stat for the DN.

2. What are the class skills? I imagine they'd be similar to the DN.

3. What monsters do the "summon deathless" spells summon?

4. I thought the DN's negative energy burst was in a five foot radius, not 10. Shouldn't the same be true for the Speekers positive energy burst?

5. What's the difference between an animated deathless (lv 4) and a created deathless (lv 6)?

6. There's a problem with the purifying touch. If you use it to heal someone at level 4 or higher, you heal 2 damage than take one damage. Apply this to yourself, you get infinite healing, with the only downside being you will always be at -1 hit point away from max health.

7. Instead of some of the evil aligned spells, such as death knell, maybe there should be some spells that are good aligned or serve a nobler purpose.

8. Where did you get the name for the Valkyr? Something from Norse mythology?

9. Becoming a Valkyr should be optional. As weird as it sounds, I'm playing a dread Necromancer who wants to die (not now, but in a nice 80 years or so at an old age).

One last thing: You can find code for a spell table ( and a snazzy looking class table) in the first post of any iron chief contest threads.

I'll post more comments later, but I just want to say thank you for making this class :smallbiggrin:!

Marigu.goke00
2014-12-26, 10:01 PM
I've wanted to create a class like this for a long time. Very nicely done over all, to the point where I might even try to let my DM let me convert my dread Necromancer to this class after I get rid of the "curse" (tomb tainted soul feat) that my character was born with. This seems exactly what my character would want to do. Off the bat however, I have a few questions.

1. Why use the wisdom modifer for my spellcasting instead of charisma? If I do use this class, this will be something I just have to change, since wisdom is usually a dump stat for the DN.

2. What are the class skills? I imagine they'd be similar to the DN.

3. What monsters do the "summon deathless" spells summon?

4. I thought the DN's negative energy burst was in a five foot radius, not 10. Shouldn't the same be true for the Speekers positive energy burst?

5. What's the difference between an animated deathless (lv 4) and a created deathless (lv 6)?

6. There's a problem with the purifying touch. If you use it to heal someone at level 4 or higher, you heal 2 damage than take one damage. Apply this to yourself, you get infinite healing, with the only downside being you will always be at -1 hit point away from max health.

7. Instead of some of the evil aligned spells, such as death knell, maybe there should be some spells that are good aligned or serve a nobler purpose.

8. Where did you get the name for the Valkyr? Something from Norse mythology?

9. Becoming a Valkyr should be optional. As weird as it sounds, I'm playing a dread Necromancer who wants to die (not now, but in a nice 80 years or so at an old age).


Alright. 1. The change to wisdom is mostly to make it properly fluffed. A DN has to convince the dead to raise. A Speaker asks, and they clamor to her in order to gain atonement.

2. The Class skills are EXACTLY as DN, losing Intimidate, gaining Diplomacy and Heal. If you would like, they could use the Cleric list, which would make a bit more sense.

3. It summons the exact same creatures as Summon Undead of an equal level, except they are Deathless instead of undead. (I am unsure as to where I can post Summon Undead's text here. So I didn't.

4. Hmmm. Screwed up there. Will fix.

5. An awoken deathless is limited to Zombies and Skeletons (Though I would be open to allowing Corpses and Bone creatures from BoVD with the Deathless type at higher levels.) Created Deathless are as the Create Undead Spell, except, again, Deathless, so Ghouls, Ghasts, Mummies (which, because of their fluff should be Good, or at least Neutral RAI). and Mohrgs (Help a murderer!)

6. Purifying Touch deals the 2 (I typo'ed) damage to you, for every 1 point of healing. Of course, he healed on a 1:1 ratio of points. Which means that, If she rolls 4 on her d4, she winds up taking eight (or four damage). It really is just an "I am out of spells" Heal.

7. The way I figure, spells that normally have an [Evil] descriptor either have that removed, or even replaced with [Good]. A Necromancer casts Death Knell, and rips the life away from you, stealing it. A Speaker helps a dying soul pass, and borrows some of the energy released. I will add this.

8. Yeah. Norse Mythology. The Valkyries escorted the glorious dead to Valhalla.

9. Fluff wise, it is optional, just as the Lich transformation is for DN. It assumes you have done the requisite crafting between levels.

10. Well, there wasn't a 10. So. Hi. Anyway, thank you for reading my stuffs.

Debihuman
2015-01-07, 07:56 AM
It kinda sucks that the class doesn't give you the x4 skills at first level, unless that was an oversight.

Not sure why your chart has a place for feats since gaining a bonus feat is a class feature.

Positive Energy Burst doesn't make sense as written. You are missing some words.It sounds like it should say this:

This burst heals deathless and living creatures 1d4 points of damage per speaker's character level. Undead creatures are dealt 1d4 points of damage per level, 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 level, and thrice at 13th level.

Hit points is missing from the line in Hit Dice under Valkyr Template. You re-roll hit points.

Debby