katarl
2007-09-17, 11:04 AM
Necromancy Variant: Corpsecrafting
For many necromancers, the dark art is not just a school of magic, but a complete world in itself, and many give themselves over to the dark to learn the terrible secrets that the earth keeps. While undead naturally occur, whether from links to the negative energy plane, acts of extreme depravity or by mere happenstance, many are artificially created to serve a master.
These masters combine their formidable arcanic acumen with their practical skills of embalming to create the ultimate servant.
http://i177.photobucket.com/albums/w229/minx_summerstorm/Necromancer.jpg
courtesy of minx_summerstorm
Corpsecrafter [Metamagic]
For you, creating undead is an art form, a method of expression that your creations now benefit from.
Prerequisite: Able to create or animate undead using necromancy spells
Benefit: Undead you create using necromancy spells with this metamagic feat now receive the corpsecrafted subtype, and you may bestow a variable number of benefits from table 1.01 before animation, with a special corpsecrafter level check, modified by your prime ability modifier: dc 10 + ˝ undead hd (round up) + misc. modifier.
You may bestow a maximum number of benefits equal to half your level. Only one check is made for each spell, failing the check results in no special benefits to the created undead. Each undead created by the spell receives the same benefits.
In addition to passing this check, you must also sacrifice material components equal in value to the gp cost shown. Using this feat does not increase the spell level of the necromancy spell it is applied to.
This feat can only be applied to necromancy spells that create or animate, as opposed to summon, undead. Corpsecrafted subtype is mainly arbitrary, and serves only to differentiate 'natural' from 'artificial' undead, other than the traits applied from table 1.01, they recieve no additional bonuses or penalties. Some spells may only affect 'natural' undead, or only 'artificial' undead, as described in its entry.
Table 1.01
Vitality
+2 strength or dexterity +1 dc +50gp
+4 strength or dexterity +2 dc +100gp
+6 strength or dexterity +4 dc +200gp
+8 strength or dexterity +8 dc +400gp
Vigour
+1hp/hd +1 dc +50gp
+2hp/hd +2 dc +100gp
+3hp/hd +4 dc +200gp
+4hp/hd +8 dc +400gp
Grace
+5ft base speed +1 dc +50gp
+10ft base speed +2 dc +100gp
+20ft base speed +4 dc +200gp
+30ft base speed +8 dc +400gp
Remove single actions only trait +4dc +200gp
Energy
Add elemental damage 1d6 to melee attacks+4dc +200gp ^^
-harming undead with nonreach weapon does this damage; immunity to element, weakness to opposition +4dc +200gp (must have above)^^
Resilience
+2 turn resistance +2 dc +100gp
+4 turn resistance +4 dc +200gp
+6 turn resistance +8 dc +400gp
Endurance
+1 natural or dodge ac +1dc +50gp
+2 natural or dodge ac +2 dc +100gp
+3 natural or dodge ac +4 dc +200gp
+4 natural or dodge ac +8 dc +400gp
Ferocity
any natural attack
Increase die damage by one grades +2dc +100gp
Increase die damage by two grades+4dc +200gp
Increase die damage by three grades +8dc +400gp
Potency
any undead special ability
Increase ability dc +2 +2dc +100gp
Increase ability dc +4 +4dc +200gp
Increase ability dc +6 +8dc +400gp
Toughness
Virtual hit die +1 +2dc +100gp
undead gains extra hit die that does not count when controlling
Virtual hit die +2 +4dc +200gp
undead gains two extra hit die that does not count when controlling
Virtual hit die +3 +8dc +400gp
undead gains three extra hit die that does not count when controlling
Reanimation +10dc +500gp*
recovers with 1hp after 1d4 rounds, can only be permanently killed by holy water or good aligned attacks
Increases DR +4dc +200gp
doubles DR or increases by 5, whichever is less
Eldritch
Spell-like ability 3/day^^^
CL=HD; DC 10+spell level+ charisma modifier
0 level +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
Cerebral
Psi-like ability 3/day^^^
ML=HD; DC 10+power level+ charisma modifier
0 level +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
(must be using psionic animate dead to add any of these traits)
Shade
Mystery 3/day^^^
SL=HD; DC 10+ spell level+ charisma modifier
Fundamental +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
(Apprentice level only)
Bound
Vestige Permanently bound^^^
+Vestige binding DC-10 (Vestige binding DC-10)x50gp
(sign always shown, always under influence)
Soulborn
upcoming
Durability
+2 untyped bonus to one save +1dc +50gp
+4 untyped bonus to one save +2dc +100gp
+6 untyped bonus to one save +4dc +200gp
+8 untyped bonus to one save +8dc +400gp
Dead Walkers
Hive Mind 100ft +2dc +100gp
telepathy with all other corpsecrafted creatures with this trait, 100ft
Special Mark +1dc* +50gp
a unique magical ‘watermark’, cannot be copied, visible to normal senses or magical senses (necromancers choice)
Cache Undead +2dc* +100gp
mindless undead loses spiteful tendencies, immobile while not directly controlled by a necromancer
Combine
Grafted Weapons +1dc each +50gp
undead loses hand/foot; weapon cannot be disarmed, gain +1 insight bonus to attack and damage with weapon
Grafted Armour
does not take armour check penalties or speed loss, still takes maximum dexterity
-light +1dc +50gp
-medium +2dc +100gp
-heavy +4dc +200gp
Disguise
Inbuilt Disguise
cannot be changed, as disguise skill, fools stated senses
+5; sight +1dc +50gp
as normal disguise check, with +5 circumstance modifier
+10; touch +2 dc +100gp
searching no longer applies a bonus on spot checks to overcome disguise
+15; smell +4 dc +200gp
only registers as creature disguised under scent
+20; hearing (voice) +8 dc +400gp
sound of voice is indistinguishable, if applicable, from real thing
Knowledge
Skill Ranks**
mindless undead cannot take intelligence based skills
4 ranks +2dc +100gp
8 ranks +4dc +200gp
12 ranks +8 dc +400gp
Stygian
Negative Energy touch +6dc +300gp
deals 1d6 negative damage as melee touch attack/2 hit die
Negative Aura +4dc +200gp
living creatures within 10ft take -2 all saves
Explode in negative energy +4dc +200gp *
deals 1d6 negative energy in 10ft burst per 2 hit die.
Aura of Fear +6dc +300gp *
30ft radius, will dc 10+1/2 hd +cha mod or shaken
Regeneration
Fast Healing 1 +2dc +100gp
Fast Healing 2 +4 dc +200gp
Fast Healing 3 +8 dc +400gp
Athleticism
Powerful Build +4dc +200gp
Climb speed +2dc +100gp
Swim speed +2dc +100gp ***
Fly speed +6dc +300gp ***
New natural attack +1dc +50gp ***
Element
Energy Resistance (any) 5 +1dc +50gp ^^
Energy Resistance (any) 10 +2dc+100gp ^^
Energy Resistance (any) 20 +4dc +200gp ^^
Energy Resistance (any) immunity +8dc +400gp ^^
Spell-control
Permanent Illusion +4dc +200gp ^^^
As Major Image
Natural (greater) Invisibility +10dc +500gp ^^^
As Invisible Stalker
Natural Blur +6dc +300gp ^^^
As Blur
Natural Blink +8dc +300gp ^^^
As Blink
Natural Displacement +10dc +500gp ^^^
As Displacement Beast
Extra Feat +2dc each +100gp **
*- unique ability specific to certain organizations of necromancers
**- either creator or corpse must have at least same number of ranks, or specific feat
***- requires extra material, such as separate limbs or flesh
^- requires created undead has a mind
^^- requires elemental substance
^^^- requires necromancer be able to cast stated spell, spell-like ability or supernatural ability
Circumstance Modifiers
Optional Variant: Preparation/Time
Creating corpsecrafted undead can take time, if one does it properly, so these modifiers apply as bonuses, or penalties, to your corpsecrafter check result. Cost is unaffected.
Circumstance Modifier
Undead is prepared in a specialised necromantic lab +1
Increase casting time to 10 minutes +1
Increase casting time to 1 hour +2
For many necromancers, the dark art is not just a school of magic, but a complete world in itself, and many give themselves over to the dark to learn the terrible secrets that the earth keeps. While undead naturally occur, whether from links to the negative energy plane, acts of extreme depravity or by mere happenstance, many are artificially created to serve a master.
These masters combine their formidable arcanic acumen with their practical skills of embalming to create the ultimate servant.
http://i177.photobucket.com/albums/w229/minx_summerstorm/Necromancer.jpg
courtesy of minx_summerstorm
Corpsecrafter [Metamagic]
For you, creating undead is an art form, a method of expression that your creations now benefit from.
Prerequisite: Able to create or animate undead using necromancy spells
Benefit: Undead you create using necromancy spells with this metamagic feat now receive the corpsecrafted subtype, and you may bestow a variable number of benefits from table 1.01 before animation, with a special corpsecrafter level check, modified by your prime ability modifier: dc 10 + ˝ undead hd (round up) + misc. modifier.
You may bestow a maximum number of benefits equal to half your level. Only one check is made for each spell, failing the check results in no special benefits to the created undead. Each undead created by the spell receives the same benefits.
In addition to passing this check, you must also sacrifice material components equal in value to the gp cost shown. Using this feat does not increase the spell level of the necromancy spell it is applied to.
This feat can only be applied to necromancy spells that create or animate, as opposed to summon, undead. Corpsecrafted subtype is mainly arbitrary, and serves only to differentiate 'natural' from 'artificial' undead, other than the traits applied from table 1.01, they recieve no additional bonuses or penalties. Some spells may only affect 'natural' undead, or only 'artificial' undead, as described in its entry.
Table 1.01
Vitality
+2 strength or dexterity +1 dc +50gp
+4 strength or dexterity +2 dc +100gp
+6 strength or dexterity +4 dc +200gp
+8 strength or dexterity +8 dc +400gp
Vigour
+1hp/hd +1 dc +50gp
+2hp/hd +2 dc +100gp
+3hp/hd +4 dc +200gp
+4hp/hd +8 dc +400gp
Grace
+5ft base speed +1 dc +50gp
+10ft base speed +2 dc +100gp
+20ft base speed +4 dc +200gp
+30ft base speed +8 dc +400gp
Remove single actions only trait +4dc +200gp
Energy
Add elemental damage 1d6 to melee attacks+4dc +200gp ^^
-harming undead with nonreach weapon does this damage; immunity to element, weakness to opposition +4dc +200gp (must have above)^^
Resilience
+2 turn resistance +2 dc +100gp
+4 turn resistance +4 dc +200gp
+6 turn resistance +8 dc +400gp
Endurance
+1 natural or dodge ac +1dc +50gp
+2 natural or dodge ac +2 dc +100gp
+3 natural or dodge ac +4 dc +200gp
+4 natural or dodge ac +8 dc +400gp
Ferocity
any natural attack
Increase die damage by one grades +2dc +100gp
Increase die damage by two grades+4dc +200gp
Increase die damage by three grades +8dc +400gp
Potency
any undead special ability
Increase ability dc +2 +2dc +100gp
Increase ability dc +4 +4dc +200gp
Increase ability dc +6 +8dc +400gp
Toughness
Virtual hit die +1 +2dc +100gp
undead gains extra hit die that does not count when controlling
Virtual hit die +2 +4dc +200gp
undead gains two extra hit die that does not count when controlling
Virtual hit die +3 +8dc +400gp
undead gains three extra hit die that does not count when controlling
Reanimation +10dc +500gp*
recovers with 1hp after 1d4 rounds, can only be permanently killed by holy water or good aligned attacks
Increases DR +4dc +200gp
doubles DR or increases by 5, whichever is less
Eldritch
Spell-like ability 3/day^^^
CL=HD; DC 10+spell level+ charisma modifier
0 level +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
Cerebral
Psi-like ability 3/day^^^
ML=HD; DC 10+power level+ charisma modifier
0 level +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
(must be using psionic animate dead to add any of these traits)
Shade
Mystery 3/day^^^
SL=HD; DC 10+ spell level+ charisma modifier
Fundamental +1dc +250gp
1st level +2dc +500gp
2nd level +4dc +2600gp
3rd level +8dc +3400gp
(Apprentice level only)
Bound
Vestige Permanently bound^^^
+Vestige binding DC-10 (Vestige binding DC-10)x50gp
(sign always shown, always under influence)
Soulborn
upcoming
Durability
+2 untyped bonus to one save +1dc +50gp
+4 untyped bonus to one save +2dc +100gp
+6 untyped bonus to one save +4dc +200gp
+8 untyped bonus to one save +8dc +400gp
Dead Walkers
Hive Mind 100ft +2dc +100gp
telepathy with all other corpsecrafted creatures with this trait, 100ft
Special Mark +1dc* +50gp
a unique magical ‘watermark’, cannot be copied, visible to normal senses or magical senses (necromancers choice)
Cache Undead +2dc* +100gp
mindless undead loses spiteful tendencies, immobile while not directly controlled by a necromancer
Combine
Grafted Weapons +1dc each +50gp
undead loses hand/foot; weapon cannot be disarmed, gain +1 insight bonus to attack and damage with weapon
Grafted Armour
does not take armour check penalties or speed loss, still takes maximum dexterity
-light +1dc +50gp
-medium +2dc +100gp
-heavy +4dc +200gp
Disguise
Inbuilt Disguise
cannot be changed, as disguise skill, fools stated senses
+5; sight +1dc +50gp
as normal disguise check, with +5 circumstance modifier
+10; touch +2 dc +100gp
searching no longer applies a bonus on spot checks to overcome disguise
+15; smell +4 dc +200gp
only registers as creature disguised under scent
+20; hearing (voice) +8 dc +400gp
sound of voice is indistinguishable, if applicable, from real thing
Knowledge
Skill Ranks**
mindless undead cannot take intelligence based skills
4 ranks +2dc +100gp
8 ranks +4dc +200gp
12 ranks +8 dc +400gp
Stygian
Negative Energy touch +6dc +300gp
deals 1d6 negative damage as melee touch attack/2 hit die
Negative Aura +4dc +200gp
living creatures within 10ft take -2 all saves
Explode in negative energy +4dc +200gp *
deals 1d6 negative energy in 10ft burst per 2 hit die.
Aura of Fear +6dc +300gp *
30ft radius, will dc 10+1/2 hd +cha mod or shaken
Regeneration
Fast Healing 1 +2dc +100gp
Fast Healing 2 +4 dc +200gp
Fast Healing 3 +8 dc +400gp
Athleticism
Powerful Build +4dc +200gp
Climb speed +2dc +100gp
Swim speed +2dc +100gp ***
Fly speed +6dc +300gp ***
New natural attack +1dc +50gp ***
Element
Energy Resistance (any) 5 +1dc +50gp ^^
Energy Resistance (any) 10 +2dc+100gp ^^
Energy Resistance (any) 20 +4dc +200gp ^^
Energy Resistance (any) immunity +8dc +400gp ^^
Spell-control
Permanent Illusion +4dc +200gp ^^^
As Major Image
Natural (greater) Invisibility +10dc +500gp ^^^
As Invisible Stalker
Natural Blur +6dc +300gp ^^^
As Blur
Natural Blink +8dc +300gp ^^^
As Blink
Natural Displacement +10dc +500gp ^^^
As Displacement Beast
Extra Feat +2dc each +100gp **
*- unique ability specific to certain organizations of necromancers
**- either creator or corpse must have at least same number of ranks, or specific feat
***- requires extra material, such as separate limbs or flesh
^- requires created undead has a mind
^^- requires elemental substance
^^^- requires necromancer be able to cast stated spell, spell-like ability or supernatural ability
Circumstance Modifiers
Optional Variant: Preparation/Time
Creating corpsecrafted undead can take time, if one does it properly, so these modifiers apply as bonuses, or penalties, to your corpsecrafter check result. Cost is unaffected.
Circumstance Modifier
Undead is prepared in a specialised necromantic lab +1
Increase casting time to 10 minutes +1
Increase casting time to 1 hour +2