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Thread: Lord of the Undead PrC

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    Barbarian in the Playground
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    Jun 2012

    Default Re: Lord of the Undead PrC

    Quote Originally Posted by Ryunosuke View Post
    Hit Die: d4
    Standard for a caster PrC.
    Quote Originally Posted by Ryunosuke View Post
    Requirements
    To qualify to become a Lord of the Undead, character must fulfill all the following criteria.
    Skills: Knowledge (Religion) OR (Arcana) 8 ranks, Spellcraft 8 ranks
    Feats: Corpsecrafter, Bolster Resistance
    Spells: Must be able to cast Animate Dead
    Special: The Undead Mastery class feature may be used in place of the Corpsecrafter feat to qualify (effects are identical in regards to animated undead bonuses)
    I suppose Knowledge (Arcana) is to make the class accessible to sorcerers, which is fine given they don't have Knowledge (Religion) as a class skill. However, I see two issues with the special requirement. First, you still cannot get into the class with Corpsecrafter since the requirements include Bolster Resistance, which has Corpsecrafter as a prerequisite. Thus, I suggest dropping the Bolster Resistance requirement altogether. Second, the Enhanced Undead class feature (and alternate class feature for necromancers) also gives the same benefits as Corpsecrafter, so I suggest adding it in as well.

    Quote Originally Posted by Ryunosuke View Post
    Class Skills
    The Lord of the Undead's class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (Any), Profession, Spellcraft.
    Skill Points: 2 + Intelligence Modifier
    I think you just copied the cleric's list of class skills and made a couple minor changes. Overall, I'd say Diplomacy makes absolutely no sense for a master of undead. Profession could be useful if the charater is expected to pass as a non-necromancer with a full-time job, but then you should add Bluff to the list of class skills as well (and possibly Disguise). You also forgot to add the tags to each skill, like (Con), (Int), (Wis), or (Cha).
    Quote Originally Posted by Ryunosuke View Post
    Weapon and Armor Proficiency: Lords of the Undead gain no proficiency with any weapon or armor.
    Seems standard.
    Quote Originally Posted by Ryunosuke View Post
    Spells per Day: For every even numbered level the Lord of the Undead gains, they gain new spells per day as if they had also gained a level in whatever spellcasting class they belonged to before they added the prestige class. They does not, however, gain any other benefit a character of that class would have gained. This essentially means that they add half the level of Lord of the Undead to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before they became a Lord of the Undead, he must decide to which class they add each even level of Lord of the Undead for the purpose of determining spells per day.
    The Lord of the Undead's caster level in regards to all necromancy spells and any spell dealing specifically with teh undead however is treated as being their character level instead.
    The last line is very powerful and should be its own separate abilities (I suggest you take a look at the Yathrinshee and the Green Star Adept to see how official classes dealt with such ability). Though I don't think that keying it by character level is really a good idea. The Abjurant Champion gets a similar class feature, but it is its 5th-level capstone. Like with the Yathrinshee, only levels in a caster class (or with abilities like Practiced Spellcaster) should count.
    Quote Originally Posted by Ryunosuke View Post
    Rebuke Undead: The Lord of the Undead gains the ability to Rebuke and Command Undead as an evil Cleric would of his character level, if he had this ability before, it will simply continue to improve as levels are gained.
    Character level again? This should really be caster level.
    Quote Originally Posted by Ryunosuke View Post
    Deadly Chill: At first level, a Lord of the Undead gains the benefits of the Deadly Chill feat for free.
    Why not let the Lord of the Undead choose a bonus feat of his choice from a small list? Does Deadly Chill make more thematic sense than Hardened Flesh or Nimble Bones for some reason?
    Quote Originally Posted by Ryunosuke View Post
    Deathbound Domain: At first level, a Lord of the Undead gains all of the benefits of the Deathbound domain, even if they would not normally be able to do so. If they were a divine caster, they gain the standard access as per normal domain rules as well as the granted domain power. If they were an arcane caster, they would gain access to each spell from the domain list just like their regular spells and would be permitted to prepare or spontaneously cast each spell once per day, as well as gaining the domain power. If the Death Lord already has the Deathbound Domain, then they may gain the benefits of the Death Domain or Undeath Domain instead.
    Hey, I have a suggestion here. Why not let them pick a domain of their choice from a small list? Also, any reason arcane spellcasters get more benefits from the domain than a cleric does (such as more domain spells per day and the ability to cast domain spell spontaneously)? I suggest you make the ability work as Arcane Disciple for arcane spellcasters (without the need to pick a deity or to apply it to a single arcane spellcasting class, obviously).
    Quote Originally Posted by Ryunosuke View Post
    Spell Access: At second level, a Lord of the Undead that was an arcane spellcaster automatically learns the following spells when they become available to them: Awaken Undead, Desecrate, Hallow, and all Inflict spells and Harm (as well as any spells specifically stated to apply to undead). If the Lord of the Undead was a Divine spellcaster will gain a +2 bonus to their caster level when using any of the aforementioned spells instead if they were not already on their available spell list, otherwise they simply gain access to these spells.
    No, you worked backwards here. As written, if a spell isn't on your list, you cast it at +2 caster level. If it is, then it gets added to your list a second time (which is fairly useless). I also see no reason to separate arcane from divine casters here. Simply add these spells on the character's class list(s) and list of spells known, state that they get a +2 bonus to caster level with these spells if they already know any of them or are a prepared caster who gets these spells on his class list, and call it a day.
    Quote Originally Posted by Ryunosuke View Post
    Unholy Vigor: At second level, all undead created by the Lord of the Undead are granted an enhancement bonus to all attack and damage rolls equal to half their class level (rounded up). This will apply to their natural weapon attacks only which will also count as being unholy/evil aligned for the purpose of overcoming damage reduction.
    You are making a contradiction, first stating it applies to all attack rolls, then only to those made with natural weapons. Also, there is no such thing as damage reduction /unholy. There is damage reduction /evil, but not /unholy.
    Quote Originally Posted by Ryunosuke View Post
    Improved Corpsecrafter: At third level, the Lord of the Undead's enhancement bonuses to hit points per hit die for all undead they create is increased by an additional +1. This ability increases again at levels 6 and 9, each time raising the total boost by an equal amount, capping out at +5 hit points per hit die at level 9.
    What if I stack Enhanced Undead, Undead Mastery, Corpsecrafter, Desecrate and this ability all together? How many bonus hit points would my undead get?
    Quote Originally Posted by Ryunosuke View Post
    Share Spells: At third level, the Lord of the Undead gains a special link to all of the undead they have created, allowing them to channel their magic power through them. From now on, the LotU may designate any of their undead as the deliverer for touch spells they cast or even as the starting point for any spells they cast instead of themselves (such as making a zombie cast burning hands so they don't need to get in close range themselves). Additionally they may have any spells that effect himself or designate 'you' as the target may be applied to enhance up to one of his undead within 30ft per class level.
    LotU? Also, why do Personal spells suddenly end up with a better range than Close spells, Touch spells, and in some case Medium range spells?
    Quote Originally Posted by Ryunosuke View Post
    Tough Corpse: At fourth level, the Lord of the Undead grants all undead they create an additional +1 natural armor upon creation per two class levels. If the created undead is incorporeal however, this bonus is applied to their deflection bonus to AC instead.
    Does it stack with Hardened Skin?
    Quote Originally Posted by Ryunosuke View Post
    Share Senses: At fourth level, the Lord of the Undead gains a more unique connection to any of their undead that allows them to experience any of the five senses through the perception of any undead they have created. This also gives them direct awareness of the location of every undead they have created as a result. They may also choose to use any of their undead as the source of their voice, speaking through them as well, which can potentially allow them to give mindless undead orders at a distance. Lastly, they may directly communicate mentally with any intelligent undead they have created similar to a form of direct telepathy.
    Actually more of a fluff ability.
    Quote Originally Posted by Ryunosuke View Post
    Necropower: At fifth level, the Lord of the Undead can now apply a special enhancement bonus to the Charisma stat of any undead they have created equal to their class level. Furthermore, their undead can now use their Charisma score in place of where Constitution was used before; Fortitude saving throws and any save DCs from abilities they've retained that were previously based on Constitution (but not hit points).
    Undead already use Charisma for everything that normally involves Charisma, so you should rewrite it as just adding a bonus to their Fortitude saves equal to their Charisma modifier. Maybe also add a minimum of +0, so undead with really low Charisma don't get penalized for it. Also, +10 Charisma over 10 class levels? You should rather put a lower limit on Charisma based on level, so that zombies can actually end up with a Charisma of 11 (at 10th level in the class) without giving a +10 bonus to Charisma to things that are already high on it, such as any incorporeal undead (who as written effectively get +5 AC).
    Quote Originally Posted by Ryunosuke View Post
    Summoning Glyph: At fifth level, the Lord of the Undead can place a special 'mark' on one undead they have created per two class levels. This special mark allows them to summon that particular undead to anywhere within 10 ft/caster level (uses their necromancy caster level) as a Standard Action. This summoning may be performed once per day per class level and lasts as long as desired or until dismissed, which sends the undead back to where they were prior to being summoned. A single use may be used to summon as few or as many undead as have been marked at once, as long as they are all brought into place within range. A 'mark' can be removed or placed upon a new minion as a Free Action.
    Summon? So even if the undead is killed it will reform at its normal location in 24 hours? I think this brings the term expendable minion to a whole new level. You can basically afford to lose 1 minion/2 class levels a day and have them back by tomorrow.
    Quote Originally Posted by Ryunosuke View Post
    Undead Mastery: At sixth level, the Lord of the Undead no longer controls a limit of only 4x Caster Level in undead. They now gain the ability to control a maximum amount of undead equal to (4+spellcasting ability modifier) x4 instead. This will allow Dread Necromancer and Lord of the Undead levels to stack for the purpose of determining their control limit. Lastly, this ability removes the HD cap on skeletons and zombies created via the Animate Dead spell (you can now make skeletons of 20+ HD and zombies of 10+ HD)
    This... doesn't work like that. A dread necromancer 20 gets 320 HD of undead (assuming a Charisma of 34). A cleric 5/wizard 5/mystic theurge 10 gets 120 HD. A character with this feat gets caped at 64 HD (assuming a 34 in the relevant ability score). As written, the class feature nerfs the character instead of helping him. I still don't see any way dread necromancer is going to help; for that it should be "adds his Charisma modifier * class level to the amount of undead he can control with Animate Dead", or similar. Also, removing the HD cap on Animate Dead is just plainly broken. Even with the nerfed control limit, you can control a 64 HD skeleton, which by the rules has a CR of 19. While a minion with a CR of 19 is not the worse you could do at 20th level, it is still better than a cohort, and you get to add all kinds of nifty things to it, including 512 bonus hit points (from Corpsecrafter + desecrate + the dread necromancer class feature or the wizard alternate class feature + improved corpsecrafter). Definitely broken, especially with optimization.
    Quote Originally Posted by Ryunosuke View Post
    Intelligent Undead: At seventh level, the Lord of the Undead may now imbue any of their created undead (that have already been made or during animation) with the benefits of the Awaken Undead spell's effect with the following changes:
    -the targets can have an Intelligence stat above average for their race
    -this Intelligence imbued is increased by an additional +1 per 2 class levels
    This needs some reworking.
    Quote Originally Posted by Ryunosuke View Post
    Undead Control: At eight level, the Lord of the Undead is permitted to automatically take control of any undead they create, regardless of the spell used or the effects that would state otherwise. This does of course follow the regular restrictions of the HD they can animate in a single casting and the maximum amount of HD worth in undead they may control at once.
    So this ability is for Create Undead. Fine. Now you won't be getting a 64 HD skeleton. You will be getting a 64 HD bone creature.
    Quote Originally Posted by Ryunosuke View Post
    Undead Legion: At eighth level, the Lord of the Undead may now treat any and all undead they control with less HD than their primary spellcasting modifier as nonexistent for determining if they have reached their limit or not. This ability does NOT account for any enhancement or otherwise temporary or conditional bonuses to their stat for determining the effects of this ability.
    Fine, so your 64 HD bone creature is surrounded with an infinite amount of 12 HD or less skeletons. At least you have a good lieutenant to control them when you're away.
    Quote Originally Posted by Ryunosuke View Post
    Expanded Creation List: At ninth level, the Lord of the Undead gains an expanded list of undead that can be created using the spell Create Undead. From now on, they may now use the spell to animate any corpse of choice by applying one of the following templates onto it:
    Bone Creature (technically already allowed but being specifically mentioned)
    Corpse Creature (technically already allowed but being specifically mentioned)
    Gravetouched Ghoul
    Necromental
    Revived Fossil
    Swarm Shifter (only 1 form)
    Post template Cr of the animated corpse cannot exceed your caster level -2 (uses Necromancy caster level)
    While using Create Greater Undead, they may apply the following templates instead:
    Death Knight
    Mummified Creature
    Swarm Shifter (more than 1 form)
    Umbral Creature
    Vampire
    Post template CR of the animated corpse cannot exceed your caster level -3 (uses Necromancy Caster level)
    Swarm Shifter is a template applied to an undead creature. It does not turn a living creature into an undead, unlike the others on the list. Also, I think a monster's CR should remain a meta concept, not something that dictates how the rules work. Most of the time, a monster's HD and CR are close to each other. But in the cases where it isn't (I dunno... bone creature evolved spirit naga?), you can get some pretty good stuff (a huge-sized, 27-HD creature with 7 levels of sorcerer casting, a BAB of 20, and a poison with a save DC of 31 for 1d8 Con damage, all for CR 17). At the other extreme, you can control an infinite amount of 1st-level paragon corpse creatures (elite zombies?) or 12th-level swarm shifter death knights, thanks to an earlier class feature.
    Quote Originally Posted by Ryunosuke View Post
    Perfectly Animated Corpse: At ninth level, the Lord of the Undead has perfected their animation of the dead and from now on all undead they create will automatically have the maximum hit points for their hit dice. They will also gain a bonus to all saving throws equal to the Death Lord's primary spellcasting ability modifier.
    Dread Guard: At tenth level, the Lord of the Undead is permitted to bond a single undead they have created as a special dread guard using any animation method available. This designated guard can be replaced with a 24 hour ritual to bond a new undead in place of the current one (or replaced a destroyed one). This Dread Guard gains all benefits of this class' boosts to animated undead as well as the following changes:
    -gains HD as the master levels up, having up to their level -2 (these can be actual class levels as chosen by the master, much like a regular cohort)
    -may roll for base stats or use elite array (if replaced their stats will become standard again for their race)
    -does not count against controlled undead limit
    -is immune to turning
    -gains the benefits of the Summoning Glyph without counting against the limit and can be summoned without limit
    -can apply the bonus of Unholy Vigor to manufactured weapons they wield, but it will supersede the enhancement bonus to attack/damage the weapon applies if any
    These are kind of big benefits, aren't they? However, their purpose (a 9th- and 10th-level capstone) is obvious.
    Last edited by Network; 2015-08-03 at 01:03 AM.
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