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View Full Version : D&D 3.x Class The Corpsesculpter: A necromantic prestige class



Raunchel
2018-11-07, 09:47 AM
Most necromancers merely use the material at hand, but the Corpsesculpter takes it further. She combines parts of several dead creatures and even rearranges things inside the bodies she uses for her dark art. In addition, she adds other magical ingredients to her craft to further empower her creations.

Basically, I wanted to Frankenstein it up with undead, and to create some truly twisted stuff, which is oddly missing from many varieties of necromancy. The main ability of the class is to create ‘improved’ undead, at a chance of failures of course.

At this time, it's far from finished. I think that it still needs a few more class abilities and I also still have to properly rate most of the improvements (and write up a few more), but I thought that it would be best to look for some opinions on the idea first.

Corpsesculpter

https://i2.wp.com/chartcons.com/wp-content/uploads/Necromancer-names-main-e1509013319706.png?zoom=2&resize=1021%2C580&ssl=1

Entry Requirements
Alignment: Any non-good
Feats: Corpsecrafter, any one feat with corpsecrafter as a prerequisite, Skill Focus (Heal)
Skills: Knowledge (Religion) 13 ranks
Spellcasting: Caster level 10 with necromancy spells
Spells: Create Undead, Animate Dead
special:

Hit Die: D4.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st
+0
+0
+0
+2
Corpsesculpting

-


2nd
+1
+0
+0
+3

+1 level of existing spellcasting class


3rd
+1
+1
+1
+3
Twisted Experiment
+1 level of existing spellcasting class


4th
+2
+1
+1
+4

+1 level of existing spellcasting class


5th
+2
+1
+1
+4

+1 level of existing spellcasting class



Skills (2 + Int per level): Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise(Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).

CLASS FEATURES

Weapon and Armor Proficiency: Corpsesculpters gain no proficiency with any weapon or armor.

Spells Per Day/Spells Known: When a new Corpsesculpter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in any spellcasting class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class, she must decide to which class she adds each level of Corpsesculpter for the purpose of determining spells per day.

Corpsesculpting: The Corpsesculptor gains the ability to make improvements to any corporeal undead she creates through any spell that allows her to create undead (such as Animate Dead, Create Undead, Create Greater Undead, or Animate Dread Warrior). At every level, she learns two different improvements that she can make.
All improvements require certain extra components in addition to the normal components and body that is to be used for the spell. In addition, all improvements have a cost to represent the amount of strain they put on the necromantic energy that animates the body. The maximum sum total cost of all improvements the Corpsesculptor can give any specific undead is equal to her class level.
Adding improvements to an undead lengthens the casting time of the spell by one hour per point of improvement cost to represent the work necessary to prepare the body. She also has to make a heal check with a DC equal to 10+the undead’s HD+ improvement cost or the spell fails and all materials are ruined as the monster she creates is too deeply flawed even for unlife.

Twisted Experiment: The Corpsesculptor creates her masterpiece, which functions as an undead cohort with a maximum level equal to her ECL-2. This undead counts as being created by her (gaining all the advantages thereof). This creature gains all of the improvements that the Corpsesculptor knows but because of its experimental nature, it is prone to losing control. In combat, there is a cumulative 1% chance each round that its fragile mind breaks and the undead goes berserk. The uncontrolled undead goes on a rampage, attacking the nearest living creature, or failing that, the nearest undead or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The Corpsesculptor creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to it, which requires a Charisma check with a DC equal to its HD. It takes 1 minute of inactivity by the undead to reset the berserk chance to 0%. Failing to take into account the fragile nature of their control over their own creations has proven to be the end of many an aspiring Corpsesculptor.



Improvement: Hulking Cost: Prerequisites:
Materials: 1 additional body of the same size as the undead to be created, or 2 of one category smaller and so on.
Effect: The undead gains a +4 inherent bonus to strength and gains the Powerful Built ability, allowing it to be treated as one size larger if doing so is advantageous. The undead is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A hulking undead can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this improvement stack with the effects of powers, abilities, and spells that change the subject’s size category. Because of its increase in bulk it however suffers a -2 penalty to dexterity.

Improvement: Grafted Wings Cost: Prerequisites: Nimble Bones feat
Materials: The skin of two creatures the same size as the undead that is to be created along with two arms of the same size.
Effect: The undead gains a fly speed equal to its highest other speed with poor maneuverability, but because this requires a lightening of the bone structure, the undead has 2 less HP per HD.

Improvement: Grabbing Claws Cost: Prerequisites:
Materials:
Effect: An undead creature with grabbing claws loses the use of two of its limbs for combat purposes. In return, it gains the improved grab ability and the limbs deal damage as claws that deal 1d6 damage if they’re on a medium-sized creature. It also gains the Constrict ability.

Improvement: Attached Weapons Cost: 1 Prerequisites:
Materials: The weapons to be attached
Effect: The creature loses the ability to use the hands used to hold the weapons. Instead, the weapons permanently become part of the creature and cannot be disarmed. It also gains a +1 bonus to hit and damage with the grafted weapons.

Improvement: Reinforced Body Cost: Prerequisites: Hardened Flesh
Materials: Bands of metal, pieces of wood, bone.
Effect: The undead gains 2 additional HP per HD, a +2 bonus on Fortitude saves, and a +4 bonus to natural armor. It however suffers a -10 modifier to all movement speeds.

Improvement: Leaping Legs Cost: Prerequisites:
Materials:
Effect: The undead’s legs are modified, allowing it to jump much more easily, giving a +30 competence bonus to jump checks at the cost of 10 of its movement speed.

Improvement:Hollow Cost: Prerequisites:
Materials:
Effect: The creature is hollowed out, costing 1 HP/HD. This can be used for storage, or, if it is large enough, other creatures can fit inside or, inside a truly colossal creature, a home could be built. The space is equivalent to a creature of one size category smaller than the undead.

Improvement: Barbed Body Cost: Prerequisites:
Materials:
Effect: The creature’s body is covered by sharp spikes. It counts as having armor spikes and any slam attacks the creature makes also deal piercing damage and deal 1 extra point of damage. It generally isn’t advisable to attempt to ride a creature covered in spikes.

Improvement: Lengthened Arms Cost: Prerequisites:
Materials: A number of limbs equal to the amount of arms that is to be lengthened, belonging to a creature of the same size category.
Effect: The undead gains the reach of a creature one size category larger than it is. It however suffers a -1 penalty to hit due to the clumsy nature of the longer arms.

Improvement: Multi-Headed Cost: 1 per additional head Prerequisites:
Materials: Any number of fitting heads
Effect: The creature becomes immune to being flanked and gains a number of additional bite attacks equal to the number of heads being grafted on.

Improvement: Tauric Cost: Prerequisites:
Materials: The body of a quadripedal creature of one size category larger than the base body.
Effect: The creature loses its own legs and has them replaced by a four-legged creature’s. Its land speed increases by 30 feet, it increases in size by one category, always counts as being mounted and gains two hoof or claw attacks dealing 1d6 bludgeoning/piercing and slashing damage (depending on the quadripedal creature that was used. Because the animating spark isn’t entirely ready for this configuration, the creature suffers a -2 penalty to dexterity. The animated creature has a number of racial hit dice equal to the racial hit dice of either of the two creatures that was used, using the greater number.

Improvement: Burrowing Claws Cost: Prerequisites:
Materials:
Effect: The creature either gains two claw attacks, or, if it already has them, has their damage increase by one size category. It gains a 10 foot burrow speed that leaves a tunnel.

Improvement: Climbing HooksCost: Prerequisites:
Materials:
Effect: The creature gains a climb speed equal to half its land speed.

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Materials:
Effect:

Improvement: Cost: Prerequisites:
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