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    Barbarian in the Playground
     
    Zelkon's Avatar

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    Mar 2012
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    Default I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    This is my first attempt at homebrew! It'll probably need a lot of work.


    Friend of Undeath




    "Why bother with weak minions when you could have a friend and companion that is twice what he was in life?"- Ruroark, Companion of Undeath

    A Friend of Undeath is a Necromancer who focuses on crafting a companion that is her equal, not just another minion. They endlessly search for a semblance of intelligence or personality in their companion. Because of this, many consider them to be at least slightly out of their mind.

    BECOMING A FRIEND OF UNDEATH
    Many powerful Necromancers decide to further their study of undeath. However, when one develops a special connection to the undead she raises, she might take up this path in an attempt to give her chosen minion true life and to bolster the power of her "friends". Usually it requires developing your own techniques or studying the texts of the Necromancers of old, as there are not very many in the world.
    ENTRY REQUIREMENTS
    Skills: Knowledge (arcana or religion) 10 ranks
    Feats: Spell Focus (necromancy), Extra Turning, or Corpsecrafter
    Spellcasting: Must be a specialist necromancer if possible. Alternatively, access to the Death domain and ability to cast 4th level divine spells. Must know 10 spells of the Necromancy school, including Animate Dead and Command Undead (unless they are not on your class spell list).
    Special: Must have defeated an enemy with nothing but undead minions.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con) Craft (Int), Decipher Script (Int), Knowledge (religion and arcana) (Int), Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Powers Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Undead Ally, Necromantic Powers| |2

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Necromantic Flexibility|+1 of existing spellcasting class*|3

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Bolster Undead 1/day|+1 of existing spellcasting class*|3

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Improved Creation|+1 caster level|4

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bolster Undead 2/day|+1 of existing spellcasting class*|4

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Channel Spell|+1 of existing spellcasting class*|5

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Bolster Undead 3/day|+1 of existing spellcasting class*|5

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Life to Undeath|+1 caster level|6

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Bolster Undead 4/day, Master of Necromancy|+1 of existing spellcasting class*|6

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Sentient Ally|+1 of existing spellcasting class*|7[/table]

    Weapon Proficiencies: A Friend of Undeath gains no weapon or armor proficiencies.
    Spellcasting:When the Friend of Undeath reaches level 2, 3, 5, 6, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level. He does not, however, gain any other benefit a character of that class would have gained. At 4th and 8th level, your caster level increases as if you had gained a level of your previously existing spellcasting class, but you do not gain any more spells per day or spells known, or any other benefits from leveling up in that class. You must continue to fulfill the requirement of half your spells -either known (if spontaneous) or prepared (if prepared)- being of the necromancy school, and one for every two Friend of Undeath levels (round up) has to be substituted for a Necromantic Power.
    Undead Ally: You gain an Undead Ally. The Undead Ally is in all ways similar to an human commoner skeleton or zombie (minus the one action only special quality, as written above), with the following exceptions : its HD are equal to your Friend of Undeath level+3, and its BAB is 5 + Friend of Undeath level. It has one fighter bonus feat, and gains another when you reach 5th level. Also, your Ally has 3 special abilities. You may use one of these abilities when you Full-Attack.
    You must have line of sight and must be able to speak to command it.
    When you take a move action, it can also move. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action.
    The Undead Ally does not count in the limit of undead HD you can control.
    If the undead ally dies, you may raise a new one for a cost of 100gp times your class level as a ritual that lasts 8 hours.
    Special abilities:
    Necrotic Touch: the undead ally deals 1d4/half your Friend of Undeath level extra necrotic damage on each attack that hits. When your ally becomes sentient, this increases to 2d4/Friend of Undeath level.
    Sickening Stab: any creature hit by your attack this turn is sickened for 1d4 rounds. When your ally becomes sentient, the ones hit by this attack are nauseated instead.
    Draining Slam: an enemy hit by this attack must succeed on a Fortitude save or take 1d2 points of strength or constitution damage. When your Ally becomes sentient, it instead deals 1 negative level.
    Necromantic Powers: Necromantic Powers are 1/day Spell-Like Abilities that can be traded for regular spells during spell preparation for prepared casters or added to the options a spontaneous caster has (treat them as if they were spells known). They take a standard action to cast, or a full-round action for a spontaneous caster. Each one has a base level and a scaling mechanic. For example, one that raises a weak undead could raise two if cast at a higher level. The number of Necromantic Powers you know at a level is shown in the table. You may only learn Powers that use a spell level that you can cast.
    Necromantic Powers
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    Level of spell they substitute for in ()
    Raise Undead (1st): You create 2 HD of skeletons out of medium-size corpses you have available to you. No matter what they were in life, they acts as human warrior skeletons with 1 hit point and a base attack bonus of your level-3.
    Scaling
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    2nd: the skeletons has max HP (12) and +1 natural armor bonus.
    3rd: You raise 3 HD of zombies with the stats of kobold zombies or human commoner zombie zombies instead. The zombie gains a +3 natural armor class bonus and the Toughness feat, even if it already has it. Max HP still stands.
    4th: You raise 3 HD skeletons (as the 2nd level version of this power) and 2 HD of zombies (as the 3rd level version, but with BAB level-2).
    5th: as the 4th level version, but with BAB equal to level for skeletons and BAB equal to level+1 for zombies, and +1 HD worth for both.

    Draining Touch (2nd): You make a touch attack against any living creature. If it hits, you deal 1d6/level damage and 1 strength and constitution damage. You gain as much damage as you dealt.
    Scaling
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    3rd: Damage increases to 2d4/level, and the target takes 1d4 strength and constitution damage.
    4th: Damage increases to 1d12/level, and the target takes 1d2 negative levels instead of strength or constitution damage. The target is also sickened for 1d4+1 minutes.
    5th: You may split the hit points regained with any amount of other creatures as long as you can touch them. The creature takes both ability damage and level drain of 1d4 and 1d2 respectively.
    6th: The creature takes 1d4 negative levels and 1d6 constitution and strength damage. Damage increases to 2d8/level.
    7th: The creature takes 1d6 negative levels and 2d4 constitution and strength damage. The target is also nauseated for 1d4+1 minutes.
    8th: The target must make a Fortitude save or have their level, strength and constitution score, and HD reduced to 1. You regain all your hit points, and all allies that you can touch regain 1d6/(your) level hit points.

    Unnatural Revival (2nd): You cause a dying ally to become conscious again. They gain a d12 HD and have no need to breath, eat, or sleep. At the end of each of their turns, they must make a make a DC 10+level/HD fortitude or will save or fall unconscious again. A creature must rest for 8 hours before being able to be affected by this Power again.
    Scaling
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    3rd: They gain immunity to cold, DR 5/Bludgeoning, a +2 bonus on the saving throw, and regain consciousness with 1 Hit Point and 10 temporary hit points when they fail the save.
    4th: This Power affects all allies in a 40 ft radius, and works on conscious allies (giving them the benefits of a d12 HD, cold immunity, DR, and 10 temporary HP when they fail the save). One of the allies must be unconscious for this to function.
    5th: The Power functions against enemies, too. Any enemies killed or knocked unconscious since the beginning of your last turn are raised in this way under your control, although succeeding on the saving throw entails that they become unconscious or dead once more. This creature does not count towards the HD of undead you can control, but you may only control one creature through this power.

    Defile Ground (3rd): You cause the ground within a 40 ft area to become unholy for one round/level. Any undead raised on this ground gains a +2 bonus to attack rolls, armor class, and all saves for the remainder of their existence, and any undead on the grounds also gain the bonus. Any necromancy spell cast on the defiled ground gains a +2 bonus to their spell DCs or touch attack rolls, and is considered to be under the effects of Extend Spell. Any cleric, paladin, or other holy warrior on the grounds takes 2d4 damage per round.
    Special: Your Undead Ally does not attack automatically this round.
    Scaling
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    4th: All numeric bonuses are increased by one (so undead gain a +3 to attack and AC for example). Undead cannot be turned or rebuked on the grounds. You may exclude certain creatures from the effects of this Power up to a number equal to your Friend of Undeath level.
    5th: All numeric bonuses are increased by one again, and divine spells cast by creatures of a level lower than yours cannot be cast until 1d4 rounds after entering the zone.
    6th: As above, but it effects creatures of your level. Any creature killed on these grounds are raised as their form in life with the skeleton template (all other templates are removed). They are destroyed if they leave the zone.

    Cemetery (4th): You turn all ground within a 40ft radius into a "cemetery" which lasts for 1 round/Friend of Undeath level. While inside this makeshift cemetery, all creatures must make a reflex save or be unable to move, as the grasping hands of undead coming out of the ground catch them. A creature who fails their reflex save against this effect more than once must make a fortitude save or become sickened until they make their reflex save. Metamagic costs are reduced by one for necromancy spells, to a minimum of 1 for spontaneous casters, and prepared casters add 1 to their effective caster level for necromancy spells. Any creature killed in the zone rises as a human commoner zombie after 1d2 rounds with half the HD it had in life, their BAB (can only take one action per turn), and is the size that it was in life, but loses all other templates, SLAs, and any other ability.
    Scaling
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    5th: Enemies become nauseated and sickened when they would have become just sickened. Metamagic minimum drops to 0 for spontaneous casters, prepared casters may apply any metamagic feat they have of a cost of 1 or less to any necromancy spells. Creatures rise after 1 round.
    6th: Enemies that fail the fortitude save more than once fall unconscious until they make the save. Metamagic is reduced by two for spontaneous casters, and prepared casters' effective caster level is two higher instead of 1 (still just for necromancy spells). Creatures retain full HD.
    7th: The cemetery becomes a haunting ground. Roll a d4 every round. On a four, a ghost (identical in all ways to a normal ghost except hit points equal to 1 HD) appears for 1d4+1 rounds and attacks your enemies. Any undead raised in the cemetery because of dying keep all templates or SLAs (your choice. SLAs gained from templates are lost should you choose templates, but if you choose SLAs, the creature gets the ones he would have from templates) from life. If they have neither, they gain +2 HD. In addition, the cemetery increases to 50ft in radius.

    Soul Theft (5th): You make a touch attack against a creature within 5 ft of you. If the attack succeeds, you steal the target's soul. Its body becomes a shell, and cannot perceive its surroundings or take actions. On your next turn, you may attempt to transfer the target's soul to a different creature within 20 ft. If you wait longer than a turn to do this, the target's soul returns to its body, and you take 5d6 damage. Targets must make a Will save (DC 15+casting stat) or switch bodies. If they succeed, you take 3d6 damage. They keep their attack bonus, spell-like abilities, spellcasting (although the new form might hinder their ability to use verbal components, and all material components are left on their original body), and intelligence, charisma, and wisdom ability scores, but everything else matches the new form. Each creature makes a Will saving throw (DC15+casting stat) at the beginning of each turn for 1d4+1 rounds, and then at hour intervals after that. If both make the save at any point (ex. One creature might save the first round, while the other might not save for three hours), then their souls are switched back to their original.
    Scaling
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    6th: You may use this effect on willing targets. If one or both targets are willing, they also make a saving throw, but a successful save has the same effects of an unsuccessful save for an unwilling creature. In addition, the time between saves increases to two hours, and they only save at the beginning of their turn for 1d4 rounds. All save DCs increase by one.
    7th: Willing creatures only have to make saves every hour, not for the 1d4 rounds, and do not need to make a save to switch bodies. You may use your Undead Ally as a target. The other target must be unwilling. You must first target the unwilling target. You command both your Ally (in his new form), and the original creature (in the form of your Undead Ally). Your Ally does not have to make saves. The unwilling creature makes saves for 1d4 rounds and then again for every time you command him after the 1d4 rounds. All save DCs increase by one.
    8th: When you swap the souls of two creatures, they remain permanently swapped if they do not make the save within 1d2 rounds. They return to their original bodies if both die. You may attempt to crush their souls as a swift action on your turn. All unwilling targets must make a DC 18+casting stat fortitude save or be annihilated. They can not be resurrected by any means, ever. They have no soul to return to life.

    Undead Sacrifice (6th): You imbue one undead you control that you can touch with strong necrotic energy. At any point within a number of days equal to the undead's HD, you may will it to explode in a burst of unholy energy, which kills it immediately. All targets within a 40ft radius must make a Fortitude save. Those that fail take 2d6/HD of undead damage and are nauseated for a number of hours equal to the undead's HD/2, then sickened for 1d4 days. Those that succeed take half damage and are sickened for a number of minutes equal to the undead's HD. If the undead is killed before detonation, the Power is lost.
    Scaling
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    7th: The undead's HD increase by 1d10 due to the increased necrotic energy. Creatures affected now take 2d8 damage/HD of undead. Any durations are multiplied by 1.5, round up.
    8th: The undead's HD increase by 1d12 instead of 1d10. This power may be used on your Undead Ally, who is not destroyed upon detonation. This spell does not harm allies. Damage is increased to 2d10/HD of undead. Any enemy killed by this effect must make a Will save rise as undead, as shown on the table below:
    {table=head]HD|effect
    Above your caster level|Malicious Wraith (attacks you if possible)*
    Equal to your caster level|Wraith (attacks nearest)
    Caster level-1|Free-willed** Vampire***
    Caster level-5|Zombie under your control
    Caster level-10|Dead or skeleton under your control
    [/table]
    This effect acts as if you had no negative levels.
    *If you are not within sight, the wraith attacks the nearest creature.
    **The vampire interprets your words in the best possible way, and considers you a friend or ally.
    ***The vampire has only 1d6 HD

    Skeletons or zombies created by this spell have HD equal to that they had in life. Any skeleton created by this spell may instead be killed.

    Disrupt Necrotic Energy (6th): This spell targets anyone who meets the spellcasting requirements for this class, who has cast a necromancy spell within the last round, or any intelligent undead (or your Ally). They must succeed on a will save or become primed. At the beginning of their next turn, if they are primed, the necrotic energy that surrounds them combusts. It and everyone within a 20ft radius of them, excluding you and a number of targets equal to your Friend of Undeath level, must make a Fortitude save or be affected by the Power. The original target cannot be excluded. The necrotic energy deals 1d8/level damage to all affected, and has the following effects based on HD:
    {table=head]HD|Effect
    Equal to Caster Level|Deafened
    Caster Level-1|Blinded, Deafened
    Caster Level-2| Nauseated, Blinded, Deafened
    Caster Level-5|Risen as undead under your control
    [/table]
    All effects last for 1d6+2 rounds (except for "risen under your control," which lasts indefinitely). Undead that fail their Fortitude save are destroyed and deal 6d6 damage to their controller. If they are not primed, they take 1d10/level damage.
    Scaling
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    7th: The target does not get a Will save to avoid becoming primed Damage equals 1d10/level. Blind and deafened last for 3d4 rounds, and Nausea lasts for 1d4+2 minutes. The DC for the undead's Fortitude save is increased by 1.
    8th: Undead that fail their save are either destroyed or become under your control (your choice) and don't count toward the maximum you can control. Damage equals 3d4/level. All effects in the table move up one tier (ie "risen as undead" becomes the caster level-2 effect, Nausea becomes level, Blind becomes level+1, and deafened becomes level+2). In addition, undead controlled by you are not affected by this spell.

    Befriend Undeath (7th): All undead within a 100ft+10ft/level radius must make a Will save. If the target is unintelligent and fails the save, they come under your command and do not count towards the limit of HD you can control. If the unintelligent target makes the save, they don't attack you. If the target is intelligent and fails the save, they are subject to your will for 2d4 days and are treated as friendly toward you and cannot attack you for 2d4 days after that. If they make the save, they are subject to your will for 2d4 hours and cannot attack you for 2d4 days.
    Scaling
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    8th: Change any reference to 2d4 to 4d4. An intelligent undead must make a Will save after the 4d4 days under your control. If they fail, extend the duration of their time under your control by 4d4 hours. You may kill them at any point in the duration without a save.

    Slay (8th): One creature within 400ft must make a Fortitude save or die. If they make the save, they take 2d6 damage/level and are nauseated for 1d4+1 rounds. If you kill it, it rises as an undead under your control with the skeleton or zombie template. You can only control one undead this way, and this does not count towards your total of HD that you can control.


    Necromantic Flexibility: Choose one of your Necromantic Powers. As a prepared caster, you may now spontaneously cast that Power by giving up a spell slot corresponding to the one it uses. You may choose what level of scaling to use when casting the Power. For a spontaneous caster, you know one additional necromancy spell at each spell level that you can cast.
    Bolster Undead: This is a Spell-Like ability which you can cast a number of times per day as shown in the table. It takes a standard action to cast and causes a wave of darkness to quickly spread over a 50 ft radius and then contract. Any undead you control or an ally controls in that area gains a +2 bonus to attack rolls and deals an extra 1d8 damage on a hit for a number of rounds equal to your casting stat, or a +2 bonus to AC and all saves for the same duration, and 1 HD of temporary hit points. Your Undead Ally gains one of the bonuses above and one of the following effects for the same duration.
    Spoiler
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    Wraithtouch: Whenever the Ally lands an attack, they may make a touch attack to deal 1d2 negative levels.
    Ghostly Disappearance: The ally gains a +2 bonus to AC and all saves that stacks with any other bonus. It can become invisible until it attacks with a swift action.
    Vampiric Drain: You and your Undead Ally regain 1d6+1 HP when your Ally hits.
    Ghoul Strike: Whenever your Undead Ally hits with an attack, the opponent must succeed on a DC 12+half Friend of Undeath level or be paralyzed for 1d4+1 rounds.

    Improved Creation: Whenever you create an undead, they gain the a +1 to BAB and AC, and deal an extra 1d4 damage on all attacks. They gain a fighter bonus feat.
    Channel Spell: Your Undead Ally can deliver the touch attacks of your necromancy spells and your Necromantic Powers when it makes a melee attack.
    Life to Undeath: Once per day at 8th level, twice at 10th level, you may cast the spell Finger of Death as a Spell-Like ability. If the target is killed from failing the fortitude save or from the damage dealt if they succeed, it rises immediately as an undead creature of its race. They gain the Skeleton template; follow the instructions presented here if they contradict the ones presented in the template. They gain no dexterity bonus, keep the same HP and BAB they had in life (even without a Constitution score). They do not gain save bonuses from the template. The base creature lose any damage reduction, magic immunity, and regeneration. The creature loses any of these qualities it had: amphibious, immunity to energy, immunity to poison, fast healing, resistance to energy, vulnerability to energy, blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, and scent. The creature may not cast spells, but may use spell-like abilities. If they have magical movement modes or the DM rules that the creature’s movement modes are not inhibited by not having a full body and skin, the undead form keeps them. This undead does not count toward the number of HD of undead you can control, but you may only have one creature raised this way (2 at 10th level).
    Master of Necromancy: You may cast two 9th level necromancy spells as 8th level spells per day. You do not have to know this spell, but if your are a prepared caster, you must prepare it.
    Sentient Ally: Your Undead Ally becomes fully sentient. He gains an Intelligence of 8 and a Charisma of 6. It gains class levels equal to your level-3, but its hp, BAB, and base will save does not change unless it would be higher. It loses the fighter bonus feats, but gains two feats that it now qualifies for in their place. It can cast spells if it takes levels in spellcasters (unhindered by its lack of intelligence), but only of the necromancy school, universal school, and one other school. The DCs for these spells are equal to yours for that spell level-half your casting stat. You may spend a standard action to allow your Ally to cast a spell.


    PLAYING A FRIEND OF UNDEATH

    Combat: A Friend of Undeath will usually raise a group of undead before combat and sends them into battle while casting spells and bolstering them. You might give up one or two standard actions an encounter to allow your ally to Full-Attack.
    Advancement: The study of creating "real" undead is a tedious one, with many incremental advances relating to necromancy in general as well as ones devoted to your ally. There are many experiments that have been tried so far, but none have reported success, and the only three who are suspected to have done it (see "notables") have not given away their secrets. Experimentation and study are the only ways to improve your craft.
    Resources: While the factions will be of no help (see "Organizations"), minions are efficient laborers if you can get someone willing to hire them. Failing that, intimidation gets you a good rest in the Guest of Honor suite at the local inn, and a drink or two. Selling your secrets is almost never a good idea, but you'll find buyers who will pay quite well.

    FRIENDS OF UNDEATH IN THE WORLD
    He mourned the loss of his lowly minion right before my eyes! My soul feels hallow...-, Jivec, cleric of Pelor

    The world sees you as an insane yet pitiable necromancer, if it sees you at all. Paladins and Clerics of good deities are likely to think of you as evil or misguided no matter your alignment.
    Daily Life: When not adventuring, Friends of Undeath are usual studying, either in libraries using ancient texts, or in cemeteries, violating the laws of most civilizations by raising the dead as study objects. Some who embrace the insanity of their chosen lifestyle play simple games that might involve throwing a ball back and forth with their companion or such in a futile attempt to "teach" the undead how to become living. Other, more power-hungry takers of the path, directly transfer their own life force into their undead, which usually results in a few weeks rehabilitation time (which is also a common pastime of a Friend of Undeath).
    Notables: The first sentient undead was supposedly made by a bright necromancer named Xorian Il (not his given name) after he was captured by Mind Flayers. After escaping during a freak accident, he felt bad for all the undead he had kept as his minions after his own time as a mindless slave. A sort of a cult formed under him as his research progressed, eventually forming two factions, one good, and one evil. The good faction thought they could give life back to lost souls, and the evil faction believed that thinking allies would be much more powerful than unthinking ones. These factions, to this day, are led by Rowark, an elf, and Zarton, a teifling, respectively, who have both supposedly achieved a sentient companion, although no proof exists.
    Organizations: The factions are really the only organizations dedicated to the cause. The factions are more abstract now, and much less important. Usually, a friend of undeath chooses one but doesn't really take much notice of his choice. Those who do take an active part might be looked down upon. A faction doesn't really hold much power anymore.

    NPC Reaction
    At first, your dark garb and undead entourage might scare whoever you talk to into reaching for their holy water. However, as you begin to mutter to the undead that surround you, they will probably start thinking of you as insane. Many might think the "righteous" thing to do would be to attack you, but others might actually be fascinated by your story.
    FRIENDS OF UNDEATH IN THE GAME
    A Friend of Undeath provides a powerful aid to the party as long as they are willing to have a practitioner of the dark arts travel with them. You can provide hit point sacks to guard the wizard and deal extra damage to a monster, or provide a flanking bonus to the rogue.
    Adaptation: Friends of Undeath are virtually unknown in the world, so dropping one into your campaign wouldn't raise questions like "where have these people been all along?" If you are unsatisfied with the flavor of the Friend of Undeath, an alternative could be a necromancer who imbues a specific undead with all the power he can, or perhaps a spirit version of the Friend of Undeath if you're looking for a farther-out interpretation.
    Encounters: The characters can expect a challenge between the sheer numbers of the undead, and the bolstering effects the Friend of Undeath gives them.
    Last edited by Zelkon; 2012-08-15 at 07:29 AM.
    Akrim.elf made my wonderful ponytar.
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    "Curse that infernal yellowish-brown text right under comics! When shall you turn normal brown again?" -every OOTS fan ever.
    I support laziness. Call me Z if you can't be bothered to spell my full name.
    Come help build a fantasy setting!

  2. - Top - End - #2
    Barbarian in the Playground
     
    Zelkon's Avatar

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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    I guess I'll bump this. I really want some feedback...
    Akrim.elf made my wonderful ponytar.
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    "Curse that infernal yellowish-brown text right under comics! When shall you turn normal brown again?" -every OOTS fan ever.
    I support laziness. Call me Z if you can't be bothered to spell my full name.
    Come help build a fantasy setting!

  3. - Top - End - #3
    Bugbear in the Playground
     
    Nihilarian's Avatar

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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    I thought it was against the rules to repost PrC's from the competition elsewhere?

    You can't play a dread necromancer to do it, so that's sad.

    Glancing over it, the action economy limiter in your undead ally ability should work fairly well, but the progression is wonky. He ends up with 13 HD and 15 BAB. Also, I don't get the whole special ability thing; do you take a full-attack action to order it to use the special ability, or does it happen whenever you take a full-attack action?

    At level 10 it gains class levels and mental ability scores. That means you can make it a caster, and there's no limit to it's spellcasting.

    It's really expensive. I'd rather have a Skeletal Minion; it's probably stronger anyway as it has HD = class level. (Assuming I go straight wizard, or the DM allows me to use a class that improves familiar to instead improve my skeletal minion).

    I'd suggest giving it a better progression and altering the the limits so that it can make a standard attack for free, or a cast a spell, use a full attack action, or use a special ability if you take a standard action to direct it.

    Side note: I don't know if it's intentional, but since he moves when you move, you can move (moving him too) and then take a standard action to direct it (giving it pseudo-pounce)
    Last edited by Nihilarian; 2012-08-13 at 10:02 AM.

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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    Quote Originally Posted by Nihilarian View Post
    I thought it was against the rules to repost PrC's from the competition elsewhere?
    The rules are : you must post something new for the competition, you can't repost your PrC before the competition finish, and then you do as you wish.
    Feats: Spell Focus (necromancy), Extra Turning, or Iron Will
    How is a wizard supposed to choose Extra Turning?
    Spellcasing: Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer, or access to the Death domain and ability to cast 4th level divine spells. Must know 10 spells of the Necromancy school, including Animate Dead and Command Undead (unless they are not on your class spell list).
    As written, a sorcerer must have a level in (specialist) wizard to take the PrC. Is this intentional?

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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    Hmm... So this class is quite difficult to become, because the dread necromancer is out... What to do, what to do.
    That aside, I really enjoy how you made this class.
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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    So basicly a built in Wizard&Warrior duo for one dude?
    thats cool!
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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    Quote Originally Posted by Nihilarian View Post
    I thought it was against the rules to repost PrC's from the competition elsewhere?
    Not how I understand it, but if need be, I'll change.
    You can't play a dread necromancer to do it, so that's sad.
    I wouldn't mind giving the DN an entry path. What do you suggest?
    Glancing over it, the action economy limiter in your undead ally ability should work fairly well, but the progression is wonky. He ends up with 13 HD and 15 BAB. Also, I don't get the whole special ability thing; do you take a full-attack action to order it to use the special ability, or does it happen whenever you take a full-attack action?
    The progression is wonky but not ineffective. The attacking mechanism is thus: The undead can take a free standard action attack every round. If instead you want the undead to full-attack, you may give up your standard action to give the undead ally a full attack, which also gives it the use of an ability.
    [quote]
    At level 10 it gains class levels and mental ability scores. That means you can make it a caster, and there's no limit to it's spellcasting.[/qoute]
    I put limits on it...
    [qoute]
    It's really expensive. I'd rather have a Skeletal Minion; it's probably stronger anyway as it has HD = class level. (Assuming I go straight wizard, or the DM allows me to use a class that improves familiar to instead improve my skeletal minion).[/qoute]
    What do you mean by expensive? Also, I don't think the solution to overpowered things is to create even more OP things. Plus, they stack.

    I'd suggest giving it a better progression and altering the the limits so that it can make a standard attack for free, or a cast a spell, use a full attack action, or use a special ability if you take a standard action to direct it.[/qoute]
    I thought it was already like this... save for the spellcasting. Consider that part fixed.

    Side note: I don't know if it's intentional, but since he moves when you move, you can move (moving him too) and then take a standard action to direct it (giving it pseudo-pounce)
    Care to elaborate on this point?


    Quote Originally Posted by Network
    How is a wizard supposed to choose Extra Turning?
    They don't. It says "or," not "and," so a wizard has the choice between superior will and spell focus.
    [qoute]
    As written, a sorcerer must have a level in (specialist) wizard to take the PrC. Is this intentional?
    Nope. Consider it fixed.
    Last edited by Zelkon; 2012-08-13 at 09:12 PM. Reason: Stupid quotes! I can't get them right!
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    Barbarian in the Playground
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    Default Re: I'm so lonely! [3.5 Friend of Undeath PrC] PEACH

    I wouldn't mind giving the DN an entry path. What do you suggest?
    I would personally suggest the same thing I suggested on the last topic. You could make the requirements as follow :
    Spellcasting: Any one of the following :
    * Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer.
    * Access to the Death domain and ability to cast 4th level divine spells.
    * Knowing at least 10 spells of the Necromancy school, including Animate Dead and Command Undead, and ability to cast 4th level spells.
    This allows access to the class for the sorcerer, dread necromancer, and potentially some Death Delver that created new necromancy spells (this last one has only 8 necromancy spells on his list).

    At level 10 it gains class levels and mental ability scores. That means you can make it a caster, and there's no limit to it's spellcasting.
    Looking at its mental ability scores, it would probably not be able to cast more than some 0-level divine spells. Except if you use a very specific feat out of some obscure unofficial supplement, which is probably overpowered in itself.
    Last edited by Network; 2012-08-13 at 10:04 PM.

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