MaxMAnAtArms
2017-04-04, 07:49 AM
Hello all for clicking the forum post and any help would be greatly appreciated.
So I'm in a game where some chars have taken fatal hits or very bad spells (de-leveling). And DM has either had them magically "poof" into another region and a replacement char taking there place or before/during treks we run into a fellow minded adventure *cough* murderhobo *cough*. As my char has yet to die yet i was thinking of planning a char to take his place should he fall. I was tinkering with an idea i had for a Necromancer.
Wizard Necromancer Variant. So no familiar but I get a permanent skeleton minion.
Skeletal Minion
A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.
A necromancer using this variant permanently gives up the ability to obtain a familiar.
Undead Apotheosis (Ex)
As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures.
At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.
At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.
At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armor special ability.
A necromancer using this variant does not gain bonus feats for advancing as a wizard.
Enhanced Undead (Ex)
Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.
A necromancer using this variant does not gain additional spells per day for being a specialist wizard.
Now looking into that info i can get a Minon that gets stronger. Of course there are feats that also boost undead. So looking into them was next step as well as seeing what I can do to boost my Perma Minon more.
So naturally feats like
Nimble Bones - Each undead you raise or create with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
Harden Flesh- Every undead you raise or create with any necromancy spell gains a +2 natural armor bonus to Armor Class.
Heightened Strength-An undead creature created with this feat gains a +4 bonus to its Strength.
Prior to animation, you must spend one day modifying each skeleton or corpse with body parts from a corpse of the same size category, and then make a successful DC 13 Heal check to fix these modifications. Furthermore, you must add crushed gems worth 25 gp per affected creature to the normal material components for animate dead. For the purpose of control, treat the resulting creature as having 1 more Hit Die than it actually does.
Improved Animation- Prerequisite: Spellcaster level 6th+, 5+ ranks in Knowledge (religion)
Benefit: Undead you create using animate dead or the create undead spells gain an additional Hit Die and a +1 competence bonus to attack and damage rolls. Note: Undead do not gain an increase in size due to the increased Hit Dice from this feat.
As well as Vicious Claws/Uncanny speed Feat and Necromantic Presence and Might. (im not sure if they would all stack or not as this is still bare bones (no pun intened) and theroy building.)
So after hunting down every necromancer/minon boost feat I could I wondered what is my skele limits? can it move and attack? I know i can "dress" it in armor and give it weapons and etc. But could I do more then that?
So the whole undead golem thing is. I play as a small class halfling/Gnome etc. Who has a reduce person ring or magic item. who before hand mind you. Retro fits a spot in the skeletons rips to be sat in i.e a cockpit of sorts with armor over the cage covering the "entrance" and also protecting the skele itself. Would this idea work? Have them Profession into engineer/architect etc. Have a Port or window in the chest area allowing the user to see out and command the minon further and etc.
I know some will say just do golems or just mass summon undead or something but i was wanting something kinda one unique minon/pet etc. that my foucs is it keeping me alive and vice versa with a new twist and such to it.
Any and all suggestions throughts would be greatly apperciated. :)
Thanks for reading my madness!
~Man-At-Arms
So I'm in a game where some chars have taken fatal hits or very bad spells (de-leveling). And DM has either had them magically "poof" into another region and a replacement char taking there place or before/during treks we run into a fellow minded adventure *cough* murderhobo *cough*. As my char has yet to die yet i was thinking of planning a char to take his place should he fall. I was tinkering with an idea i had for a Necromancer.
Wizard Necromancer Variant. So no familiar but I get a permanent skeleton minion.
Skeletal Minion
A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.
A necromancer using this variant permanently gives up the ability to obtain a familiar.
Undead Apotheosis (Ex)
As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures.
At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.
At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.
At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armor special ability.
A necromancer using this variant does not gain bonus feats for advancing as a wizard.
Enhanced Undead (Ex)
Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.
A necromancer using this variant does not gain additional spells per day for being a specialist wizard.
Now looking into that info i can get a Minon that gets stronger. Of course there are feats that also boost undead. So looking into them was next step as well as seeing what I can do to boost my Perma Minon more.
So naturally feats like
Nimble Bones - Each undead you raise or create with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
Harden Flesh- Every undead you raise or create with any necromancy spell gains a +2 natural armor bonus to Armor Class.
Heightened Strength-An undead creature created with this feat gains a +4 bonus to its Strength.
Prior to animation, you must spend one day modifying each skeleton or corpse with body parts from a corpse of the same size category, and then make a successful DC 13 Heal check to fix these modifications. Furthermore, you must add crushed gems worth 25 gp per affected creature to the normal material components for animate dead. For the purpose of control, treat the resulting creature as having 1 more Hit Die than it actually does.
Improved Animation- Prerequisite: Spellcaster level 6th+, 5+ ranks in Knowledge (religion)
Benefit: Undead you create using animate dead or the create undead spells gain an additional Hit Die and a +1 competence bonus to attack and damage rolls. Note: Undead do not gain an increase in size due to the increased Hit Dice from this feat.
As well as Vicious Claws/Uncanny speed Feat and Necromantic Presence and Might. (im not sure if they would all stack or not as this is still bare bones (no pun intened) and theroy building.)
So after hunting down every necromancer/minon boost feat I could I wondered what is my skele limits? can it move and attack? I know i can "dress" it in armor and give it weapons and etc. But could I do more then that?
So the whole undead golem thing is. I play as a small class halfling/Gnome etc. Who has a reduce person ring or magic item. who before hand mind you. Retro fits a spot in the skeletons rips to be sat in i.e a cockpit of sorts with armor over the cage covering the "entrance" and also protecting the skele itself. Would this idea work? Have them Profession into engineer/architect etc. Have a Port or window in the chest area allowing the user to see out and command the minon further and etc.
I know some will say just do golems or just mass summon undead or something but i was wanting something kinda one unique minon/pet etc. that my foucs is it keeping me alive and vice versa with a new twist and such to it.
Any and all suggestions throughts would be greatly apperciated. :)
Thanks for reading my madness!
~Man-At-Arms