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    Default [PF] The Necromera, a vampiric-invoker prestige class [PrC]

    The Necromera

    Melisandra De'Lisle, a necromera

    For all living beings, the blood is the life. Without blood, there is no life; there is only the cold stillness of the grave. But some refuse to let that be all for them, and for them, blood is power, and that power brings mastery over death. By engaging in dark practices involving vivisections, prayers to fell entities, blood-drinking, alchemy, and blasphemous rituals that bind dark powers to their very bones, some men and women begin walking a path of blood and shadows to avoid kneeling before Death’s dark throne. These men and women are known as the necromera, and they willfully embrace the power that blood brings.

    Necromera all hail from the ranks of ebon initiates who have developed an unwholesome attraction to blood. These men and women use this attraction to delve into forgotten lore on necromancy and the very essence of life energies that is carried within the blood of all beings, and then they learn to pervert and alter these energies for their own uses. These new vampiric arts they develop are known as ‘Striga’ and are known for their gory displays of power. Some necromera have training in more combat-oriented classes, such as fighter, rogue or ranger, but most are scholars who walk this path. Rogues and bards who multiclass with ebon initiate also find much value in the arts of the necromera due to their social skill and the benefits the class provides.
    Hit Die: d8

    Prerequisites:
    Alignment: Any non-good
    Skills: Bluff 5 ranks, Intimidate 5 ranks, Knowledge (religion) 5 ranks
    Feats: Necromantic Affinity
    Invocations: Must be capable of using lesser invocations and must possess the allure of the dead and blood lash invocations.
    Special: The character must have consumed blood on many different occasions from intelligent beings, and before taking his first level of the class, must have imbibed a philter of alchemically treated vampire blood costing 200gp.

    3.5 Rules
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    Alignment: Any non-good
    Skills: Bluff 8 ranks, Intimidate 8 ranks, Knowledge (religion) 8 ranks
    Feats: Tomb-Tained Soul
    Invocations: Must be capable of using lesser invocations and must possess the allure of the dead and blood lash invocations.
    Special: The character must have consumed blood on many different occasions from intelligent beings, and before taking his first level of the class, must have imbibed a philter of alchemically treated vampire blood costing 200gp.


    The Necromera



    Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
    Skill Points per Level: 4 + Intelligence modifier
    Spoiler: 3.5 Skills
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    Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Move Silently Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points per Level: 4 + Intelligence modifier


    Class Features:

    Weapon and Armor Proficiencies: The necromera gains no additional weapon or armor proficiencies.

    Invocations: At every even level, the necromera gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefits a character of that class would have gained, including eldritch blast or netherchanneling (see below). If the character had more than one invocation-using class before becoming a necromera, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Netherchanneling (Su): Every level of necromera progresses the character's ability netherchannel in regards to damage dice. If the character had no ability to netherchannel, then this class feature has no effect.

    Dark Arts: For each odd level the character possesses in the necromera class, his caster level increases by one in his invocation using class but he does not gain additional new invocations for that level (instead he gains a striga in place of an invocation). Add the character’s class level to his ebon initiate level to determine what grade of invocation he may choose on levels in which he gains new invocations. Finally, the character continues to advance his shroud of death class feature.

    Blood Pool (Su): The necromera learns to store eldritch energies within his very blood, creating a reservoir of this power within him to power his unique striga and other abilities. The limit to how much this reservoir can contain is limited by twice the necromera’s class level plus his Charisma modifier. Certain striga abilities can be used to regain blood points, or blood consumed (through drinking it from wounds or using his fangs) may be used to replenish this blood supply; every Constitution point of blood loss that the character consumes restores one blood point, and the character replenishes his Charisma modifier in blood points each day. Blood points may be spent to power striga (see below), or may be used for the following abilities:
    Vampiric Healing: The character may spent one blood point to regain 1d12 hit points (multiple blood points may be spent at a time to regain health, not to exceed the character’s Charisma modifier) as a swift action. Alternately, the character may spend five blood points to regenerate a lost limb or organ over the course of a day; the character must be in a state of rest to restore the lost piece of his body.
    Strength of the Damned: The character may grant himself a +2 profane bonus to Strength for one round per class level per blood point spent (multiple blood points may be spend at a time to increase Strength, not to exceed the character’s Charisma modifier) as a swift action. The character may not increase his Strength by more than +10.

    Striga (Su): One of the signature abilities of the necromera, the very reason these dark souled men and women follow this bloody path, is that of the striga or blood magic. By calling upon the innate power of the blood within them, the necromera is capable of achieving powerful supernatural effects using blood as a medium to duplicate the myriad of abilities of vampires. At each odd level, the character may select a striga. Additional striga may be purchased using the Extra Invocation feat if the necromera should choose to, but he must have levels of the necromera class to be able to do so. Like invocations, striga are supernatural abilities and fall into a distinction of tiers (least, lesser, greater, and dark).
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    Blood Wings – (Lesser) The necromera extends a webwork of pulsing veins from his back, forming over whatever he happens to be wearing and sheets of clotted blood form between the spaces to form dark crimson wings for the character to fly on. The character gains a fly speed equal to his base land speed +20ft with average maneuverability. These wings last until dismissed and cost two blood points. Flying for long distances works exactly as a forced march.

    Blood Armory – (Lesser) This striga allows the necromera to create temporary weaponry from the blood within his veins. By concentrating and reciting black words, the blood within gushes forth to shape into a weapon that the character is proficient with. The weapon created must be a bladed weapon that inflicts slashing or piercing damage and it must be a melee weapon. These weapons are infused with necromantic might to be as strong as steel (hardness and hit points equivalent to steel) and their magic functions for a number of hours equal to their caster level. Weapons crafted through this invocation are to be considered anointed for the purposes of using them with the netherchannel class feature. Additionally, weapons created using this invocation function as if they had a greater magic weapon spell cast upon them. The fluid nature of these weapons allows the necromera to reform (if sundered) or alter the weapon (changing to a different weapon such as from a longsword to a scythe) each round as a swift action, and upon a critical hit the character gains 1d3 blood points. Light and one-handed weapons cost one blood point and two-handed weapons cost two (changing from a light or one-handed weapon to a two-handed weapon requires the expenditure of another blood point; larger weapons cost an additional blood point per size category above Medium and when the effect is finished, the blood splashes to the ground in a gory mess of congealed blood. The character may maintain a number of weapons equal to the number of limbs he possesses that he may wield them with and may exist for ten minutes per class level.

    Blood Sight - (Least) In addition to any normal light that might be present, the necromera's surroundings are illuminated by roving points of brightness created by living, blood-bearing creatures. To his eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to his life-adapted sight. This vision illuminates the living creatures very circulatory systems, creating glowing lines of bright red light along the creature's veins. This life-light feature behaves like regular light - the character can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.

    Bloodspawn – (Lesser) By spending a blood point and pouring this blood from an open vein into the mouth of a corpse, he may cause the animation of the corpse into a semi-intelligent servitor: a ghoul. Each ghoul counts against the necromera’s control limit, and if he should spend three points he may instead raise a ghast. These servitors endure until destroyed or until the necromera tires of them and wills their destruction (no save).
    Boil Blood – (Greater) With a dread touch, the necromera may cause the ignition of the blood within a foe, burning their very life force away as the catalyst. By spending three blood points and making a touch attack against a foe, the foe’s burning blood rushes through him and causes him to expel steam and boiling blood from anywhere on his body where it may escape. The target takes 1d6 points of damage for every two points of Constitution he possesses and takes 1d4 points of Constitution damage. A successful Fortitude save (DC 16 + Charisma modifier) halves this damage as he manages to retain the vital essences of his body.

    Cinderblood – (Lesser) The blood of the necromera becomes caustic should he choose it to be so, and may cause it to ignite in fiery bursts should someone be unlucky enough to shed it. By spending a blood point per hour he wishes this effect to be in place, any adjacent foe that would cause slashing or piercing damage to the necromera in melee combat is splashed with this burning, sticky blood. Creatures take 1d4 points of damage plus the character’s class level in damage (Reflex save DC 13 + Charisma modifier negates this damage).

    Communion of Blood – (Least) The necromera and any willing allies he chooses to invite may pool their blood into a cup (each taking 2 points of damage and the necromera spending one blood point) and drinking of it. Each participant (maximum number of participants is equal to the necromera’s class level) immediately knows the condition of his allies as if they were under the effects of a greater status spell. This effect lasts for one hour.

    Nocturnal Marauder – (Dark) The necromera is able to awaken a terrifying predatory change within his form, partially shifting his body into equal parts man, wolf, and bat. His size increases by one step (gaining attribute increases accordingly), a +4 profane bonus to Strength and Dexterity, and he also gains a +4 bonus to natural armor and he gains 10 temporary hit points per class level. He gains a bite attack inflicting 1d8 points of damage plus Strength modifier and inflicting one point of Constitution damage, and two claw attacks inflicting 1d6 points of damage plus Strength modifier (and inflicts energy drain if the character has achieved Sanguine Rebirth). The nocturnal marauder form also possesses rudimentary wings allowing him to fly at his base speed with clumsy maneuverability. The character’s appearance is bestial and savage, with corded muscles and terrifying countenance and while filled with this power, his blood lust knows no bounds. The necromera considered to be a rage-like state as if he were a raging barbarian while in this form, unable to utilize Intelligence based abilities (including invocations), but the character may continue to utilize striga. This form takes five blood points to invoke, and he may maintain it for one minute per class level, after which the character is fatigued.

    Sanguine Shield – (Lesser) The necromera who invokes this striga surrounds himself in swirling rings of razor edged, barbed wires made of blood. This shield of blood grants the necromera a +3 deflection bonus to his armor class and functions as the spell blade barrier using the necromera’s caster level. This ability costs two blood points, and when the effect is finished, the blood splashes to the ground in a gory mess of congealed blood.

    Telekinesis - (Greater) The necromera gains the esoteric arts of the mind, allow him to utilize his vampiric blood to move objects or perform combat maneuvers using only his thoughts. This striga duplicates the effects of the telekinesis spell, and activation of this striga costs 2 blood points.

    Telepathy - (Lesser) The necromera who develops this striga learns to tap into the minds of others, gaining the telepathy special ability. This striga does not require blood expenditure, but may only be used on beings with living circulatory systems.

    Vampiric Lash – (Least) The blood of the necromera grows hungry for life energy as it grows ever more barren of it. When selecting this striga, the character replaces his blood lash with this striga and may select a new least invocation. This bladed and barbed whip is made of flowing, bright red blood which hungers for life energy. The character spends one blood point to generate this whip, and functions as whip that has been enchanted with the greater magic weapon spell using the necromera’s caster level to determine its strength. The whip’s blade and barbed edges causes it to inflict 1d8 points of lethal damage, and on a critical hit it replenishes 1d3 blood points to the necromera’s blood pool. The character may generate a number of whips for each hand he possesses and they may exist for 10 minutes per class level, after which they fall to the ground in a gory mess of clotted blood.

    Violent Exsanguination – (Dark) If there is a lesson that a necromera learns, it is to prey upon the weak. By using this striga, the necromera causes a violent blood letting from a targeted creature as if targeted by an avasculate spell; additionally, the creatures vital organs and primary arteries are ruptured by this attack and he begins to bleed out terribly, losing one point of Constitution per round until dead or a cure spell has been administered (traditional healing techniques cannot staunch this massive blood flow, only magic). This striga costs 3 points to invoke, and the necromera may regain a portion or more of this as he sucks some of the blood through the air to his mouth, regaining 1d6 blood points. If the necromera already possesses the avasculate invocation, he may replace it with another invocation up to dark level.


    Fangs: The necromera may grow a pair of vampiric fangs at will. These fangs are too small to be used in normal combat, but if the character is grappling he may bite his foe to drain blood from them. At 2nd level, if his foe is pinned he may inflict one point of Constitution damage as he drains blood from his foe, and at 5th level this improves to 1d4 points of damage. On each successful attack, the necromera gains 5 temporary hit points or he may recover one blood point.

    Gaze of the Eternal (Su): The vision of the necromera sharpens, as do his other senses. The character gains the Alertness feat at this level, and his gains low light vision and darkvision of 60ft. If he already possesses one or both of these qualities, then triple the distance of his low light vision and add an additional +30ft to his darkvision. A side affect of this is that the character gains the light sensitivity trait, suffering a -2 penalty on Spot checks and attack rolls while in bright light.

    Vampiric Taint: The taint of vampirism has taken deeply into the necromera, and his transformation into one of the undying is inevitable, but it is not without its benefits. Firstly, the character gains resiliency and strength of body in the form of DR 5/silver and a +2 bonus to his Strength score. Additionally, the character gains some of the feral beauty of the vampire and gains a +2 bonus to his Charisma score. The necromera however does gain some of the vampire’s frailty, taking 1d6 points of non-lethal damage for every minute he is exposed to direct sunlight (if the character keeps more than 90% of his body covered and protected from the sunlight he need only take damage for every hour due to indirect sources).

    Predator’s Call (Sp): By invoking the predatory power of his blood, the necromera may call to the lesser hunters of the world. He may summon 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action which will serve for one hour. The summoned beasts arrive within 2d6 rounds, and only one summon may be active at a time. This is considered a summoning invocation.

    Blood Dependency: The necromera is progressing more towards his inevitable transformation into a vampiric entity, and his body refuses to be able to derive sustenance from mortal food; only the blood of the living will nourish him now. The character must spend two blood points every day to nourish his form, and if he does not then he begins starve and dehydrate per normal rules; he must live off of the blood of living beings now.

    Will of the Eternal (Sp): The mental prowess of the necromera grows ever stronger, and he gains the ability to beguile the minds of mortals. He may elect to use charm monster or dominate person as a spell-like ability at will, using his invocation-using caster level and the DC is Charisma-based.

    Predator’s Form (Su): The necromera gains the unholy ability to assume the shapes of the beasts he may summon. The character gains the alternate form ability to change his shape into that of a dire wolf or a dire bat at will.

    Sanguine Rebirth: Upon reaching 10th level, the necromera experiences an extraordinary transformation of his body and soul as his form transitions from life to unliving immortality. The character's type changes to undead (augmented) and he loses his Constitution score (gaining his Charisma modifier in its place for bonus hit points). He gains a +4 bonus to his natural armor, his Strength increases by +4 (for a total of +6), his Dexterity by +2, and his Charisma by an additional +2 (for a total of +4). His damage reduction improves to DR 10/silver, and he gains gaseous form as a supernatural ability (CL 5th, but he may remain in this form indefinitely and move a fly speed of 60 with perfect maneuverability). The necromera gains a slam attack that inflicts 1d6 points of damage plus his Strength modifier and energy drains one level per successful hit. He also gains a bonus feat from the following: Alertness, Combat Reflexes, Dodge, Improved Initiative, or Lightning Reflexes. A side effect of this transformation however, is that the necromera assumes all of the traditional weaknesses of a standard vampire (standard 3.5 vampire), but also gains the ability to create vampire spawn or standard vampires per the normal vampire template; the necromera is a different and unique sort of vampire and his bonuses and benefits are necessarily different, and they do not pass on their unique traits.

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    Moar fluff forthcoming.

    -X
    Last edited by ErrantX; 2014-12-17 at 09:33 AM. Reason: Converting to Pathfinder
    Chris Bennett
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