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Fuzzy Necromancer
Captain

PostPosted: Sat Nov 15, 2008 4:28 pm


READ THIS FIRST!
First, I created this class on the assumption that necromancers can be good guys. Please take this into account when giving feedback.
I am trying to make a necromancer base class to call my own. If this class is too similar to existing classes, such as the pale master, please tell me what elements are too uninspired and offer suggestions as to how this one can stand out. I've got several different versions trotted out in the hope that one of them has the potential to be balanced and thematically viable. The second two versions are in a separate post for length reasons.
Thank you in advance for taking the time to critique this.



NECROMANCER

Adventures: Like most, necromancers go on adventures to acquire treasure, discover arcane secrets, and develop their specific skills. Unlike most adventurers, they have the added motive/goal of acquiring "raw materials" for new undead. This is a serious benefit as there are few situations were one can routinely reanimate powerful creatures without getting armed mobs on your tail. Standard graveyard stock is of little value to a competent or ambitious necromancer, and wandering monsters rarely have nearby relatives to offend.

Characteristics: Necromancers are versed in the art of arcane magic. They have a far stronger specialization in necromancy than even the specialist wizards of the same name, and with a particularly strong focus in the magics that animate the undead.
What makes a necromancer different from any other weaver of magic is that they do not use and value magic for its own sake. Their primary concern is undead. Every necromancer has at least some undead under their control, and this theme pervades every iota of their power. A necromancer has undead minions, an undead familiar, and often becomes undead herself.
Alignment: Contrary to popular opinion, necromancers do not have a strong tendency towards chaotic evil. Granted, reanimating corpses is taboo or illegal in most cultures, but Necromancers would point out that many other cultures take a dim view of killing sentient creatures for a living Necromancers go on to point out that it’s a bit hypocritical for their fellow adventurers to complain about lack of respect for the dead when their main source of income is rifling through the pockets of their enemy’s still-warm body.

Religion: Even the most altruistic necromancers tend to find themselves dogmatically at odds with most religious orders. Evil necromancers in turn find themselves in a theological pickle, as most death gods disapprove of mortals encroaching on their territory and manipulating life and death directly. Chaotic necromancers usually worship Intayna. Lawful Necromancers sometimes worship Wee Jas, although this worship largely consists of saying “I’m sorry, I’m really sorry,” a lot.

Background: Necromancers come from all sorts of places, and odds are they left them quickly with a few dozen torches and pitchforks behind them.
There are several different ways a person becomes a necromancer. The first and rarest is “The Gift”. Some people have an inborn talent for necromantic arts, and learn to control and standardize this power. The beginning symptoms occur much like those of a sorcerer, although with a greater resemblance to a true haunting. With a little training and practice their control shifts to a conscious level indistinguishable from that of wizards.
Second are necromancers with “The Calling”. Unlike the gift, this occurs at virtually any point in life, though it seems to come out more often in the later stages of childhood or during a midlife crisis. People with The Calling have a series of recurring dreams involving some deeply personal symbol of life and/or death and begin seeking out the tomes and teachers of this forbidden art.
Finally, the most common are simply those with an interest in the arcane magics of life and death. These may be people with an obsession with a lost love, a lust for immortality, or an insatiable hunger for ultimate power. More often however, they are just introverted and mildly eccentric people with a rebellious streak or an unusual ethical view.

Races: The iconic practitioners of necromancy are the sarli. Humans have an eye for necromancy because of their comparatively short lifespans and their natural inclination to go against the norm, and perhaps to overcompensate for their lack of special powers. Half-orcs occasionally become necromancers despite their lack of ability for the task, on the premise that if your going to be a reviled social outcast you might as well go the whole nine yards. The practice of necromancy comes naturally to sentient undead of course.
Because of their long lifespans and loathing for “perverse” arcane, Elves and dwarves rarely practice necromancy.

Other Classes: Just like in every other situation, necromancers tend to be the proverbial “black sheep” in an adventuring party. They get along poorly with paladins and clerics because of the public opinion and common dogma regarding undead, and druids resent their perversion of nature. At least, that’s their view. Most necromancers hold the belief that divine spellcasters secretly despise them for encroaching on their territory, and that the average paladin needs a team of strong orcs to remove the pole jammed up their seat.
Although they draw the ire of divine casters in particular, necromancers have a tendency to make just about anybody else uncomfortable. Rogues can sometimes get along with necromancers, because they appreciate the troubles of a less-than-positive reputation and skills that are frowned upon by society, possess a general chaotic leaning and understanding the practical and aesthetic value of black clothing. Sorcerers generally know the pains of being shunned by home and family. Wizards tend to look down on their single-minded focus as eccentric. Necromancers connect best with other necromancers, exchanging tricks of the trade and lending a sympathetic ear to those problems that only necromancers suffer, but rarely is more than one necromancer found in the same party.


GAME RULE INFORMATION

Necromancers have the following Game statistics.

Abilities: Necromancers use intelligence to determine their spell’s save dc, bonus spells, and the maximum level of spell they can cast. Constitution is important to a necromancer to provide bonus hit points and compensate for weak fortitude saves, and because they must sometimes sacrifice some of their own life force for their more powerful magics. High charisma is valuable to a necromancer for rebuking/controlling undead and explaining her unique philosophical position to the town guard/paladin/angry mob.

Alignment: Necromancers can be of any alignment.

Hit Die: d4

Base Attack Bonus: necromancers have a base attack bonus equal to ½ their level.

Saves: necromancers have good will saves and poor fortitude and reflex saves.

Class Skills
Knowledge(arcana), knowledge(religion), intimidate(cha), spellcraft(int), concentration(con), knowledge(the planes), heal(wis), sense motive(wis), move silently(dex), hide(dex), alchemy(int), diplomacy(cha), and intimidate.

Class Features

Armor and Weapon Proficiency: necromancers are proficient with light armor and all kinds of flails, maces, scythes, and axes. They are proficient with all simple weapons.

Spiritual Familiar: necromancers have their own familiar list. Necromancers have a stronger connection to their familiars, which are more like a displaced portion of their souls than a mere magical servant.
Necromancers can absorb their familiars, a process which consists of holding it close as it dissolves into glowing light and enters the body through their eyes. This is a full-round action and a supernatural ability. They can summon the familiar again as a full-round action by slowly “breathing” it out of them. The familiar is melded into the necromancer’s being when absorbed, mind fused to mind, body dissolved, and has no presence beyond a soft commentary in the necromancer’s internal monologue (granting the benefits of slippery mind). The familiar ceases to exist if the necromancer dies. The necromancer suffers the normal loss for a familiar dying, plus 1d6 points of charisma damage do to the spiritual rending.

Spells: Necromancers cast arcane spells. They receive spells per day at the same rate as a wizard, but all of their bonus spells must be necromancies. Necromancers can spontaneously cast undeath spells as inflict spells of equal level, but only to heal undead, not for offensive purposes.

Necromancer’s Spellbook: to a wizard and a necromancer, the word “spellbook” means something almost entirely different. I wizard’s spellbook is simply a class tool. A necromancer’s spellbook on the other hand is a specialized magical item more than capable of fending for itself. First of all, if anyone other than the necromancer so much as touches the book, they are subjected to a specific known touch spell chosen beforehand by the necromancer (this effect is defensive in nature, so it can’t be triggered by throwing the book at somebody). The book is bound with a seal that has some common command word or clue to its working hidden in plain sight; this seal takes a knowledge(arcana) or spellcraft check dc:12+the necromancer’s class level to open. The necromancer always knows when her book is being opened.
Necromancers still use spellbooks for their normal purposes. They write all spells in it, except for read magic, prestidigitation, and ghostly manifestation, which all necromancers know by heart and can memorize without their spellbook. In addition, they have spells carved into their flesh or engraved on their undead creatures equal to their intelligence bonus plus one, as if they had the spell mastery feat.

Undead Minions: A necromancer controls a total number of undead equal to 6 hit dice per caster level instead of the usual 4 hit dice.


Undead Subsumption: when a necromancer creates an undead through a spell, he/she may choose to “subsume” any number of non-sentient undead they control into the creation. Subsumption transforms the undead into a shadowy quasi-corporeal black goo (if it is a zombie/fleshy undead) or a dry white smoke (if it is a skeleton/fleshless undead), which is siphoned into the undead creature being created. The total hit dice of the undead subsumed are added to the racial hit dice of the undead creature created, and the cost of material components (if any) is reduced by 25gp per hit die of undead subsumed.
This is a supernatural ability.


Rebuke/Control Undead: At third level, a necromancer can rebuke/control undead as an evil cleric two levels lower. Unlike clerics, this supernatural ability comes from a direct manifestation of negative energy and necromantic forces rather than a conduit of divine will. A necromancer’s rebuke/control ability requires no divine focus and is not inherently evil or good.


Rise from the Grave: A slain necromancer has a % chance equal to their charisma score plus their necromancer level of rising as a Reanimated Walker in 1d4 nights. This can be prevented by a formal burial on consecrated or desecrated ground, or by destroying the body (cremation or chopping the body into small peices and burying each piece in a different place are traditional methods). Casting Protection From Evil on the body will not prevent the corpse from rising as an undead, but necromancers like to encourage the rumor that it will.
A necromancer does not experience any level loss when rising from the grave of her own volition. Returning from the beyond the veil isn't nearly as traumatizing when you make a pit-stop along the way.

Certain Undeath: At 20th level, a slain necromancer is guarenteed to rise as a Reanimated Walker come nightfall. Even total bodily dismemberment or non-magical cremation will not prevent them from rising out of the grave. Only burial on hallow or unhallowed ground, with a white rose or silver holy symbol laid over the grave, or a Cremate spell, or a spell that specifically prevents undead from rising, can prevent the necromancer's dramatic reappearance.

Necromantic Feats: at several levels, a necromancer can pick from a list of bonus feats that are available exclusively to necromancers. Some of these feats are general bits of magical enhancement or necromancer oddity. Unprovement feats automatically enhance undead created by the necromancer. These feats will be posted in another post.

THE NECROMANCER

[b]Level Attack Fort Ref Will Special[/b]
1st +0 +0 +0 +2 Undead Minions, Undead Subsumption
2nd +1 +0 +0 +3 Familiar
3rd +1 +1 +1 +3 Rebuke/Control Undead
4th +2 +1 +1 +4 Necromantic Feat
5th +2 +1 +1 +4 -
6th +3 +2 +2 +5 Necromantic Feat
7th +3 +2 +2 +5 -
8th +4 +2 +2 +6 Necromantic Feat
9th +4 +3 +3 +6 -
10th +5 +3 +3 +7 Necromantic Feat
11th +5 +3 +3 +7 Rise from the Grave
12th +6/+1 +4 +4 +8 Necromantic Feat
13th +6/+1 +4 +4 +8 -
14th +7/+2 +4 +4 +9 Necromantic Feat
15th +7/+2 +5 +5 +9 -
16th +8/+3 +5 +5 +10 Necromantic Feat
17th +8/+3 +5 +5 +10 -
18th +9/+4 +6 +6 +11 Necromantic Feat
19th +9/+4 +6 +6 +11 -
20th +10/+5 +6 +6 +12 Necromantic Feat, Certain Undeath


Necromancer Spells Per Day
[b]
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th[/b]
1st 3 1 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 4 2 1 - - - - - - -
4th 4 3 2 - - - - - - -
5th 4 3 2 1 - - - - - -
6th 4 3 3 2 - - - - - -
7th 5 4 3 2 1 - - - - -
8th 5 4 3 3 2 - - - - -
9th 5 4 4 3 2 1 - - - -
10th 5 4 4 3 3 2 - - - -
11th 5 4 4 4 3 2 1 - - -
12th 5 4 4 4 3 3 2 - - -
13th 5 4 4 4 3 3 2 1 - -
14th 6 4 4 4 4 3 3 2 - -
15th 6 4 4 4 4 3 3 2 1 -
16th 6 4 4 4 4 4 3 3 2 -
17th 6 4 4 4 4 4 3 3 2 1
18th 6 4 4 4 4 4 4 3 3 2
19th 6 4 4 4 4 4 4 4 3 3
20th 6 4 4 4 4 4 4 4 4 4


Necromancer Familiar List

[b]Familiar: Benefit, Special[/b]
Bat: Master gains +3 to listen checks, flies and has blindsight
Black Cat: +3 move silently, can sense undead as if by a constant detect undead ability (supernatural)
Ghost Skull: Master can control 1HD of ghost skulls more per caster level and can recieve control of ghost skulls spawned by it (other bonuses? Wisdom boost? Will save bonus? Bonus to spot checks?), is an undead ghost skull (how more special can you want it?)
Raven: Master gains +3 to appraise checks, speaks one language and flies
Rat: Master gains +2 bonus to fortitude saves, none
Black widow, tarantula, or tiny monstrous spider: +3 to climb checks, can communicate with spider-like creatures when it gains speak with kind and has poison


Advanced Famliars: At fourth level, a necromancer may summon a more powerful familiar, although its special familiar powers advance at a rate two levels lower. If the necromacer's former familiar died, they may raise them as an Advanced version of the same species.

Corpse Candle: gives +3 to swim, reflection and power only work in still waters where something has died
Ghost Cat: Advanced cat, has see invisibility (supernatural)
Ghoulish Crow: advanced raven, master can use detect undead as a spell-like ability once per day
Homonculous: Is a homonculous. You still have to get the raw materials and spells.
Necricket: +3 on perform(singing), possess magical powers
Necrulous: Taken at 8th level
Skullder: advanced spider,and can store one spell of up to 2nd level



NECROMANCER SPELLS

Note: This spell list involves a number of changes relevant to the Necromancer class. New spells have been included, and some old spells have been moved to a different school or altered slightly within the framework of the class. Fear spells are enchantments, and healing spells are necromancies, not conjurations. Spells that have been moved to a different school are marked with an asterisk. Core spells with minor changes have a note after the name describing the alteration.

0-LEVEL NECROMANCER SPELLS (Palls Open to better name)
Necromancy
Disrupt Undead Deals 1d6 damage to one undead
Ghostly Manifestations Mimicks a minor haunting
Touch of Fatigue
Minor Knit Bones
Minor Fleshweave
Minor Regrowth
Reanimations
Create Ghost Skull Ghost skull from severed head or skull
Minor Animate Dead Tiny skeletons or zombie
Windowpane Dust Temporary swarm of dead insects
Animate Arthropod Animates an exoskeleton
Other
Ray of Frost ray deals 1d3 cold damage
Read Magic Read scrolls and spellbooks
Detect Magic* (Universal spell)
prestidigitation performs minor tricks
Ghost sound
dancing lights
Resistance
Mage hand

1st-LEVEL NECROMANCER SPELLS
Necromancy
Chill touch
Cremate See spell name
Deathwatch No evil subtype
Ray of enfeeblement
Flesh Graft semi-animate tissue graft grants bonuses
Control Lesser Undead minor undead creature obeys you
Light Knit Bones converts sonic and bludgeoning damage to subdual
Light Fleshweave converts piercing and slashing to subdual
Light Regrowth Restores lost tissue, converting certain damages to subdual
Ease Pain reduces pain effects and heals some subdual
Rainbow of Weakness colored beams deal ability damage
Reaper’s Raincheck increase target’s lifespan by one day
Reanimations
Lesser Animate Dead: creates up to 2HD worth of skeletons or zombies, plus 1HD per 3 levels.
Dark Scabbing creates several crimson clots
Animate Portion creates different undead depending on the body part targeted
Deadfire temporarily animates burning undead
Other
Magic Weapon
Feather Fall
Invisibility to Undead
Detect Undead
Identify
Protection from Evil/Chaos/Good/Law
Cause Fear*
Vitality Glamer Undead appears living or living person appears undead

2nd-LEVEL NECROMANCER SPELLS
Necromancy
Ghoul Touch
Bull Strength*
Endurance*
Life Transfusion you transfer a spark of life essence to heal the target
Gentle Repose
Grimfield Spell similar to Desecrate
Reanimations
Mind over Meat: temporarily control dead body
Socket’s Glow
Great Skeleton
Other
Gravebind illusionary undead grab opponent, deal subdual damage
Scare*
Darkness
Continual Flame
Daylight



3rd-LEVEL NECROMANCER SPELLS
Necromancy
Blindness/Deafness*
Contagion
Gentle Repose
Halt Undead
Vampiric Touch
Remove Blindness/Deafness
Remove Disease
Speak with Dead
Reanimations
Animate Dead This spell has the (Undeath) descriptor instead of the [Evil] descriptor
Chill of the Grave
Dreadfield
Pyrewalker
Other
Deeper Darkness
Dispel Magic
Gaseous Form
Greater Magic Weapon
Magic Circle Against Chaos/Evil/Good/Law
Negative Energy Protection


4th-LEVEL NECROMANCER SPELLS
Necromancy
Death Ward
Enervation Creatures slain by these negative levels do not rise as wights
Neutralize Poison
Open Ressurection: restores a person to life with possibility of horrible failures
Poison
Reanimations
Deathchill Maelstrom deals cold and negative energy damage, creatures slain become ethreen
Dreadful Sickness Target falls ill and rises as a zombie
Skeleton Warrior: Skeleton retains certain class levels, gets mild sentience
The Dead Talk Back
Vessel of Flesh
Other
Edvard’s Black Tentacles
Fire Shield
Fear
Fly
Water Breathing

5th-LEVEL NECROMANCER SPELLS
Necromancy
Circle of Doom
Commune with Dead Achieves true communication with dead spirits
Slay Living
Blight
Magic Jar
Reanimations
Raise as Undead Subject is raised as an undead creature with mind and soul intact
Sigil of Undeath Creates chance that creature will rise as undead when slain
Unspoken Animation Raises skeletons and zombies without components
Other
Ethereal Jaunt
Plane Shift
True Seeing
Contact other Plane (outer planes and positive and negative energy planes only)

6th-LEVEL NECROMANCER SPELLS
Necromancy
Control Undead
Finger of Death
Undeath to Death
Reanimations
Create Undead
Bind Body and Spirit As Reanimate Dead, but the subject is under your control.
Cone of Death cone kills lesser creatures, deals damage, and creates undead
Other
Stone to Flesh
Flesh to Stone
Baleful Polymorph
Shadow Walk
Bear’s Endurance, mass
Bull’s Strength, mass

7th-LEVEL NECROMANCER SPELLS
Necromancy
Restore Life Willing sentient undead is restored to true life
Reanimations
Other
Plane Shift
Spell Turning* (change to universal spell)

8th-LEVEL NECROMANCER SPELLS
Necromancy
Clone
Horrid Wilting
Symbol of Death
Reanimations
Create Greater Undead
Reanimative Virus Target falls ill and rises as a Reanimated creature
Other
Antipathy (Necromancer version, cannot choose fey, outsider, elemental, or construct as creature type)
Sympathy(cannot choose fey, outsider, elemental, or construct as creature type)
Limited Wish

9th-LEVEL NECROMANCER SPELLS
Necromancy
Wail of the Banshee
Astral Projection
Energy Drain
Power Word Kill*
Rejuvinate as restore life, but works on any undead creature
Reanimations
Dread of the Wyrm: animates a deceased dragon, retains breath weapon and frightful presence
Other
Etherealness

Other versions and links to spells and creatures in next post.
PostPosted: Sat Nov 15, 2008 4:45 pm


NECROMANCER MODEL B,

Guess who's back?!

This is identical to the necromancer above, except for the following changes:


Rise from the Grave: A slain necromancer has a % chance equal to their charisma score plus their necromancer level of rising as a Reanimated Walker in 1d4 nights. This can be prevented by a formal burial on consecrated or desecrated ground, or by destroying the body (cremation or chopping the body into small peices and burying each piece in a different place are traditional methods). Casting Protection From Evil on the body will not prevent the corpse from rising as an undead, but necromancers like to encourage the rumor that it will.
A necromancer does not experience any level loss when rising from the grave of her own volition. Returning from the beyond the veil isn't nearly as traumatizing when you make a pit-stop along the way.

Cheat Death: at 4th level, a necromancer's forbidden lore has uncovered some ways to resist the beckoning abyss of mortality. She can choose to either gain a 7% increase to the percent chance for her Rise from Grave ability, to gain immunity to [Death] effects, or to gain a +3 dread bonus to fortitude saves.

Feral Urges: constant bombardment by negative and positive energy has stimulated latent elements in the necromancer's biology. She can gain a bite attack dealing 1d6 base slashing damage, 2 claw attacks dealing 1d4 piercing damage, or a slam dealing 1d8 base bludgeoning damage.

Frequent DIE-er Miles: at 8th level, a necromancer's occult studies into death and beyond have made her more familiar with the Dark Way. She adds thirteen percent to her Rise from the Grave chance, and even if she is returned to live by more conventional means (raise dead, ressurection, etc.) she loses enough XP to take her halfway between her current level and one level lower. For example, if Xena the Necromancer is at level 9 with a total of 36,000 xp, and she is killed, then brought back to life with Raise Dead, conventional means would have her lowered to 28,000. Because of her Frequent DIE-er Miles, she only drops to 32,000xp.

Negative Attitude: after working with necromantic powers for so long, negative energy simply splashes off a necromancer like water off a duck's back. She gains energy resistance 10 against negative energy damage (such as the damage dealt by a Chill Touch or Inflict Moderate Wounds spell), you ignore the first 5 points of ability damage that would be dealt by a negative-energy based ability damage attack (such as a shadow's Strength Damage) and the first 3 points of ability drain that would be dealt by a negative-energy based ability drain attack (such as a wraith's Constitution Drain attack). Attacks that would bestow negative levels on them give one less negative level, and an attack that would bestow one negative level does nothing.
In addition, she gains a +3 dread bonus to saving throws against any and all negative-energy based attacks.


Necromantic Feats: at several levels, a necromancer can pick from a list of bonus feats that are available exclusively to necromancers. Some of these feats are general bits of magical enhancement or necromancer oddity. Unprovement feats automatically enhance undead created by the necromancer. These feats will be posted in another post.

Energy Damage: by level 12 a necromancer can draw life energy out of other creatures. With a successful touch attack, or a successful natural weapon attack, the necromancer deals ability damage unless the victim makes a fortitude save dc:10+1/2 the necromancer's level+ the necromancer's charisma modifier.
Necromancers with claw attacks deal 2 points of strength damage on a successful claw attack or touch attack. Necromancers with a bite attack deal 1d4 points of constitution damage. Necromancers with slam deal 2 points of wisdom damage. However much damage they inflict, they heal three times that amount, gaining the excess as temporary HP that last until the next sunrise. They cannot exceed twice their max hp this way.
This is a supernatural negativ-energy based ability.

Grave Powers: at level 14, a necromancer has reached the prime of unlife. Her Rise From the Grave chance increases by 50%. She can now control 1HD per level more of animated dead and 1HD per level more of commanded undead than she would otherwise be able to.

Energy Crisis: at level 16th, a necromancer has gained greater control over the flow of life energy to and from her body. She can choose one of three powers.
Ability Drain: The necromancer does permanent ability damage instead of temporary ability damage with her ability drain.
Siphon Life: a necromancer can channel stolen life force into reviving her own body. While she is a reanimated walker, she gains a +2 dread bonus to the dc for her ability damage attack. If she successfully reaches twice her maximum hp through ability damage-based temporary hit points from creatures with at least half her total hit dice, and then successfully feeds again on a creature with at least 1/2 her total hit dice, she is restored fully to a living breathing creature and pulled out of her undead state.
Create Spawn: Creatures slain by the necromancer's energy damage rise the following night as undead minions. Creatures reduced to 0 wisdom die and rise as zombies. Creatures reduced to 0 strength die and rise as gloomshades. Creatures reduced to 0 constitution enter a state of rapid decomposition and rise as skeletons.
With any of these cases, the undead rises the following night unless the corpse is destroyed, buried on consecrated ground, or has protection from chaos/evil/good/law cast upon it. Undead created in this manner rise under your control, with undead hit dice equal to the total hit dice they possessed in life. You cannot control undead spawn whose hit dice exceed twice your level. If you create a new undead spawn that would push you over your limit, older undead are released from control to make way for new ones.

Awesome Presence: at 18th level, necromantic energy radiates from a necromancer like heat from an oven. She seems subtly changed, a more menacing stance, a faint glow in her eyes, or a way-too-wide smile. Maybe it's just the air shimmering around her and the little red and violet sparks.
A necromancer can choose to gain Frightful Presence as a special attack, or she can Chilling Presence.
Chilling Presence(su): when you do something threatening, such as attack, cast a spell, or laugh menacingly, undead creatures within sight of you are hit with a shockwave of crackling energy that drives them back. They must make a will save dc:10+1/2 necromancer level+cha mod or flee as if panicked for 1d6+1 rounds. Undead with greater hit die than you have levels are unaffected by this.

Certain Undeath: At 20th level, a slain necromancer is guarenteed to rise as a Reanimated Walker come nightfall. Even total bodily dismemberment or non-magical cremation will not prevent them from rising out of the grave. Only burial on hallow or unhallowed ground, with a white rose or silver holy symbol laid over the grave, or a Cremate spell, or a spell that specifically prevents undead from rising, can prevent the necromancer's dramatic reappearance.


THE NECROMANCER

[b]Level Attack Fort Ref Will Special[/b]
1st +0 +0 +0 +2 Undead Minions, Undead Subsumption
2nd +1 +0 +0 +3 Familiar
3rd +1 +1 +1 +3 Rebuke/Control Undead
4th +2 +1 +1 +4 Cheat Death
5th +2 +1 +1 +4 -
6th +3 +2 +2 +5 Feral Urges
7th +3 +2 +2 +5 -
8th +4 +2 +2 +6 Frequent DIE-er Miles
9th +4 +3 +3 +6 -
10th +5 +3 +3 +7 Negative Attitude
11th +5 +3 +3 +7 -
12th +6/+1 +4 +4 +8 Energy Damage
13th +6/+1 +4 +4 +8 -
14th +7/+2 +4 +4 +9 Grave Powers
15th +7/+2 +5 +5 +9 -
16th +8/+3 +5 +5 +10 Energy Crisis
17th +8/+3 +5 +5 +10 -
18th +9/+4 +6 +6 +11 Awesome Presence
19th +9/+4 +6 +6 +11 -
20th +10/+5 +6 +6 +12 Certain Undeath


Hit or miss?



Necromancer Model C: All undead all the time

Undead Minions: instead of the normal 4hd per caster level, you can control 6hd per caster level of animated dead. You can deliver orders to controlled undead telepathically as a supernatural ability, so long as they are within your sight.

Unprovement: the necromancer has so much experience with creating and controlling undead, she can actually modify undead creation at a sub-thaumic level. At various levels, they learn a new trick to power up undead, although they can always choose to withhold any unprovements during the creation process.

THE NECROMANCER

[b]Level Attack Fort Ref Will Special[/b]
1st +0 +0 +0 +2 Undead Minions, Undead Subsumption
2nd +1 +0 +0 +3 Familiar, Unprovement
3rd +1 +1 +1 +3 Rebuke/Control Undead
4th +2 +1 +1 +4 Unprovement
5th +2 +1 +1 +4 -
6th +3 +2 +2 +5 Unprovement
7th +3 +2 +2 +5 -
8th +4 +2 +2 +6 Unprovement
9th +4 +3 +3 +6 -
10th +5 +3 +3 +7 Rise from the Grave
11th +5 +3 +3 +7 -
12th +6/+1 +4 +4 +8 Unprovement
13th +6/+1 +4 +4 +8 -
14th +7/+2 +4 +4 +9 Unprovement
15th +7/+2 +5 +5 +9 -
16th +8/+3 +5 +5 +10 Unprovement
17th +8/+3 +5 +5 +10 -
18th +9/+4 +6 +6 +11 Unprovement
19th +9/+4 +6 +6 +11 -
20th +10/+5 +6 +6 +12 Unprovement, Certain Undeath


LIST OF UNPROVEMENTS]

BASIC UNPROVEMENTS: these unprovements are usually (but not always) things that apply to any undead creature, regardless of type, though they may have other prerequisites.

Burnt Bison Bones [Skeleton, Basic]
Your necrotic powers can substitute flames for flesh in a pinch.
Prerequisites: must know at least one spell with the Fire descriptor.
Benefits: You may choose to have any skeletons you create wreathed in eerie green fire. If so they gain the fire subtype but lose their cold ability. Their claw attacks deal 1d4 fire damage in addition to normal damage. Any creature hit by such a skeleton with both claw attacks or hit with a critical hit by said claw attacks must make a reflex save (dex-based) or catch fire for 2 rounds.

Glowing Eyes [basic]
Rudolph the red-eyed revenant, had a very shiny socket…
Your undead have powerful arcane force literally leaking out of their eyeballs.
Prerequisites: None
Benefits: undead with eyes (functional or otherwise) or at least eye sockets, double their darkvision distance, gain +6 racial bonuses to spot and search, +2 wis and cha, and an eye ray attack.
Eye Ray(su): twin beams of crackling negative energy shoot out towards the target from the undead’s eye sockets, dealing 2 points of negative energy damage per hit die. A reflex save (wisdom-based, +2 racial bonus to dc) negates this effect. This ability can be used as a standard action.

Necrotic Force [basic]
Your undead seem to shimmer and glow with purple darkness, as you crank up their negative energy another notch.
Prerequisites: negafication
Benefits: undead you create deal 1d4 points of additional negative energy damage with their natural attacks. They also gain fast healing 1.

Negafication [Basic]
Your undead have a higher concentration of negative energy infused into their bodies, giving more endurance to their animating force.
Prerequisites: 1 skill rank knowledge(arcane), 1 skill rank knowledge(religion), 1 skill rank heal
Benefit: Undead you create gain +2 turn resistance and +2 hp per hit die.

Night Flyer [Basic]
They’re lighter than air, they float like a kite, they’re back from the grave and their ready to fight!
Prerequisites: ability to cast Feather Fall or Fly, knowledge(arcana) 5 ranks
Benefits: Undead you create retain any flying speeds they had in life, even if their template says otherwise. The maneuverability is improved by 1, and they gain a supernatural fly speed of 40ft (average) even if they did not possess the power of flight. They gain +2dex and +2wis as well.

There’s a World Going on Underground [basic]
Your undead dig, scurry, and burst out of the grave, just like makeup-spattered character actors in a schlock horror film.
Prerequisites: None
Benefits: undead you create gain +2 strength and a burrow speed of 20ft (if medium or smaller), 30ft (if large or larger).

Thriller Night [Zombie, Basic]
You have a sense of crotch-grabbing oogie-boogie rhythm that makes dead men walk.
Prerequisites: 2 ranks in the skill perform(dance)
Benefit: Your zombies lose their partial actions only clause and gain Improved Initiative as a bonus feat. They also get +2 charisma and look really snappy in music videos.

Undeath Ward [basic]
You have woven in protections and shielding for your undead creatures.
Prerequisites: at least one abjuration spell of level 1 or higher, 3 ranks in Knowledge(arcana)
Benefits: Your undead receive turn resistance +1 or a +1 increase to existing turn resistance, a +3 dread bonus to all saving throws, Fire, Cold, and Electric resistance 10, and a +1 increase to their natural armor.

UNPROVEMENTS, BRANCH
These unprovements are always specific to a category of undead, such as zombies, skeletons, or Other (group of undead consisting of anything not zomboid or skeletal.) In order to take any of them, you must first take the Preferential Treatment feat.

Preferential Treatement [Basic]
You have honed your necromantic skills to specialize making one type of undead faster, stronger, and every way better.
Prerequisites: none
Benefits: Choose a type of undead minion, Skeleton (skeletons and skeletal undead), Zombies (zombies), or Misc (crimson clots, ghost skulls, decapiti, etc.). Undead of this variety that you create get +2str, +2dex, turn resistance +2, and +2 hp per hit die.

Zomboid Branch

Anthrophage [Zombie, Branch]
Your zombies have a craving for the flesh of the living, which I’m given to understand is all the rage these days. Kids today, with their flesh-eating zombies and their indoor plumbing and their cyberpunk dystopias…
Prerequisites: Preferential Treatement (zombies)
Benefits: Your zombies gain a bite attack dealing 1d6 peircing damage, crit (19-20/x3). They gain diet dependent (raw meat) (see Libris Mortis for diet dependent rules. If you don’t have LM just say that they crave raw meat and leave it at that.) They can use slam, but prefer to bite. They gain the scent ability.
These zombies also gain track and improved initiative as bonus feats. They gain +2 wisdom and dexterity, charisma increased to 2, and an int score of 1.


Dead and Rotting [Zombie, Branch]
Your zombies are fused with a symbiotic mold and ichor-loving bacteria from the moment they are created. Their corpses are more fungus than flesh, as the cannibalistic rots die as fast as they grow, constantly replenishing the supply of dead organic matter.
Prerequisites: Preferential Treatment(zombies)
Benefits: zombies you create gain a disease attack (save dc strength-based). Creatures must make a save whenever struck by their slam attack, whenever striking them with natural weapons or unarmed strikes, and whenever somebody tastes the bubbling ichor residue a slain zombie leaves behind (you just know some PCs will try it) or contract filth fever (see DMG for disease specifications). The zombies also acquire Fast Healing 2.

Frankenstine’s Notebook[Zombie, Branch]
You’ve taken a few principles of natural science and applied them to sacromantic arts.
Prerequisites: 5 ranks in alchemy, preferential treatment(zombies)
Benefits: your zombies crackle with electric energy, turned into ichor-filled power cells. They deal 1d6 electric damage in addition to their normal slam damage as an extraordinary ability. They are immune to electric damage, and when hit by a magical electric attack they heal 1hp for each 2 points of electric damage it would have dealt. Frankenstine’s Zombies also lose their “cannot run” clause.

Strangers with my Face[Zombie, Branch]
You’ve spiced up your dull old zombies with some serious necro-magic mojo. Also you ripped off its face and force-fed it to the zombie, then plastered the skull with a thin sheen of low-grade quasi-magical secretion. A nimbus of blue light surrounds its body.
Prerequisites: know at least one illusion spell, 5 ranks in knowledge(arcana), preferential treatment(zombies).
Benefits: Your zombie gains the special attack Dexterity Damage and the special quality Face of Woe.
Dexterity Damage(su): a creature struck by this zombies’ slam attack or by a touch attack takes 2 points of dexterity damage, and the zombie heals 5hp for every 2 points of damage inflicted in this fashion.
Face of Woe(su): the zombie can make its supernatural slime-slicked face assume the likeness of a person’s loved ones or, if that person has no loved ones, their own face, as a free action. It usually mimicks a beloved of whoever attacks it first and keeps it that way unless commanded to do otherwise. This effect bestows a -1 morale penalty to attack rolls against the zombie by the affected person.

Zombie Nightmare[Zombie, Branch
You’ve isolated the necromantic harmonics of undead creation and implanted the seeds of that magic in reanimated flesh.
Prerequisites: three other zombie unprovements, knowledge (arcana) seven ranks
Benefits: Your zombies gain a Create Spawn attack and an additional +1 to turn resistance.
Create Spawn(Su): living creatures, other than fey, outsiders, and elementals, slain by this zombie will rise the following night as zombies under its control. An individual zombie cannot control more than twice its hit dice worth of spawn, and since you did not personally create the zombies, you cannot apply any unprovements to them.
(Should the spawned zombies count towards the necromancers total controlled undead? Yes or no?)

Skeletal Branch

Extreme Calcium [Skeleton, Branch]
Your (Undeath) spells are calcium-fortified to build strong teeth and healthy bones.
Prerequisites: Preferential Treatment (skeletons)
Benefits: Skeletons you create get +4 strength, a +2 increase to their natural armor, and the damage dice for their natural weapons are increased by one size. They also have a healthy ivory color that almost glistens instead of the old paper hue.

Female Celebrity [Skeleton, Branch]
Thin is in! wink Your skeletons are, like, totally hot, and with a straw wig or some magically grown hair, they can make the boys melt.
Prerequisites: Preferential Treatment (skeletons), 3 ranks in profession(publicist) or craft (makeover)
Benefits: Roughly humanoid skeletons you create gain the special quality Glitz Aura. Sentient skeletons gain the ability to use their dexterity instead of charisma for social skill checks (diplomacy, gather info, etc.) when faced with humanoid males that buy in to conventional beauty standards (Sadly a bit of artful hip-shimmying can make up for a lack of personality in most situations).
Glitz Aura (su): Any humanoid, monstrous humanoid, or giant with a romantic attraction to females is dumb-founded by the skeleton. They must make will save to initiate any hostile action against the skeleton unless they are personally attacked by it. Even then, they suffer a -3 morale penalty to attack rolls and -2 to damage rolls, because oh my god, she’s looking at ME! *faints*
Guys who like fat chicks are immune to this effect.
Note: the skeletons used have to be vaguely humanoid, but do not have to be female. Any identifying gender-bits are long gone, and tall narrow-hipped women are very popular these days.

Red Skel’ton Show [Skeleton, Branch]
Prerequisites: 5 ranks heal, Preferential Treatement(skeletons)
Your skeletons are bloody red and more hearty (and a bit livery and kidney-y) than their dry and brittle kin.
Benefit: by adding just a drop of blood to the creation process you create skeletons that have blood supernatural spread through every fiber of their bones. This magical blood enhances energy and structural integrity, giving all your skeletons +6 strength and increasing their natural armor by 4.

Children of the Hydra’s Teeth [Skeleton, Branch]
You have recaptured the magical secrets of Colcus’s preist-king of Hecate.
Prerequisites: two [Skeleton] unprovements, 6 ranks in knowledge(religion)
Benefit: Your skeletons gain proficiency with one simple or martial weapon (you may choose for each skeleton), proficiency with shields, and they receive BAB as fighters. They also get +2str, +2wis,+2cha.

Other Branch

Children of the Darned [Other, Branch
You’ve learned to bring some of the weaker undead made of bones or blood up to speed.
Prerequisites: Preferential Treatment (Miscellaneous)
Benefits: Ghost Skulls you create have hit dice equal to the number of hit dice their living self possessed, minimum of 1, and their damage dice are increased by one die size. You can merge crimson clots together, ensuring that the amount of blood normally used to create 2 tiny clots makes 1 small clot with Str12,Dex14,Int1,Wis12,Cha4, a slam dealing 1d6 base damage, and it requires 5 points of appropriate-type damage or an opposed strength check to remove it once it has successfully Attached. Your animated exoskeletons get their hit dice doubled and are created with a minimum of 1hd.

Chilly Reception [Other, Branch]
You have summoned a primal necromantic force to back up the negative energy coursing through your unconventional undead..
Prerequisites: Preferential Treatment(miscellaneous), know the spell Chill Touch
Benefits: your non-skeletal, non-zomboid undead deliver a chill touch effect with their natural attacks (dc wisdom-based, +2 racial bonus to dc). They also gain fast healing 2 and an additional +1 to turn resistance.

Ghoulies and Ghosties and Long-Leggedy Beasties [Other, Branch]
You’ve learned to take the merely unusual and transform it into the grotesque and nightmarish.
Prerequisites: Preferential Treatment (miscellaneous)
Benefits: Non-skeletal, non-zomboid undead you create gain the special property Horrific Appearance. Those with 3HD or more gain Frightful Presence, but use their wisdom instead of charisma to determine the dc, and they gain a +2 racial bonus to the dc. If sentient, they gain a +7 racial bonus to intimidate checks.

Hide of the Warwulf [basic]
You’ve unraveled the secret of lycanthropy and applied these naturally occurring guards and wards to your unnatural creations.
Prerequisites: Knowledge (arcane) 5 ranks
Benefits: Undead you create have DR5/silver and gain bite attacks with damage dice appropriate to their size if they did not already have them. They also get kinda hairy.

Night of the Village of the Living Dead Giants [Other, Branch]
Just as you can compress necrotic matter with Subsumption, you have learned how to expand it.
Prerequisites: Preferential Treatment (miscellaneous), Negafaction
Benefits: non-skeletal, non-zomboid undead you create are increased by one size class. Their damage dice for natural attacks go up one die size, and their strength, dexterity, and armor class are altered according to the rules of size increase for monster advancement. If they had less than one hit die, increase their hit dice to one.

Shadows and Mist [Other, Branch]
You’ve learned to magically customize ethreen, to great advantage
Prerequisites: Preferential Treatment (miscellaneous), know at least one spell with Cold and Undeath descriptor
Benefits: Ethreen you create gain hit dice equal to the number of total hd they had in life or the standard number of hit dice for an ethreen of their size and former creature type, whichever is greater. They also gain a +2 dread bonus to the dc for their deathchill ability, they gain fast healing 2, and their bite damage increases by one die size as their jaw gets even larger.

You do that Voodoo that You Do So Well [Other, Branch]
You have woven in the forces of magic and counter-magic, fed your more outlandish necromancy spells a diet of warping and weaving occult forces, and now your unconventional undead practically shimmer with raw magical energy.
Prerequsisites: Preferential Treatement (miscellaneous), Knowledge(arcane) 9 ranks, knowledge of at least one abjuration spell of 1st level or higher
Benefits: crimson clots, ethreen, decapiti, dread vassals, and anything else you create that is not a skeleton or zombie by an stretch of the imagination, gain Spell Resistance equal to twice their hit dice, minimum of SR5. They gain Arcane Blast as a supernatural ability, and they get a +1 deflection bonus to their AC.
Arcane Blast(su): once per day, this undead can unleash a blast of green lightning and raw magical power at a single target. This requires a ranged touch attack, and deals 1d8 electric damage per two hit dice of the undead (min 1d cool , plus 1 point of force damage per undead hit die (min 1), and creatures struck by it must make a fortitude save (dc wisdom-based) or be blinded for two rounds.


IMPORTANT LINKS FOR ADDITIONAL CLASS-RELATED MATERIAL
Creatures of Necromancy
Full Necromancer Spell Descriptions


What do you think sirs? =o

Fuzzy Necromancer
Captain


Transcendental Plan

PostPosted: Fri Nov 21, 2008 11:18 pm


So listen. I play JUST enough DnD to GM every once in a while. So, while I think you've put together an imaginative array of necromantic elements missing from DnD in general, I don't feel terribly confidant giving you advice on how to balance them.

It's always bothered me that necromancy is so poorly handled. First of all, why should clerics be able to command more undead than arcanists? That doesn't make sense to me. It seems to me that necromancy-specialized wizards should at least get a bonus to the number of hit dice of undead they can control. Give an equally nice thing to each of the other schools and it'd work out fine, balance-wise.

Some of those ability names made me laugh out loud. Tom Waits and Michael Jackson.

I think maybe removing the "partial actions only" limitation from zombies might overpower them, since they have twice as much HP for their challenge rating. Maybe if the zombies instead could themselves perform a dance check as a free action once per turn, gaining a full-action for the turn on a success and falling prone on a failure?
PostPosted: Sat Nov 22, 2008 10:52 am


That's a good point. I should at the very least move them to the zombie feats branch. I'm not sure a skill check would work, because at a certain point they would just be able to take 10 and the check would be negligible balance-wise.

However, it opens up a larger issue. How does one gauge unproved undead CRs? =s

BTW, I didn't even know about Tom Waits until I browsed the wikipedia article. Any allusions to his works are picked up second-hand from Mystery Science Theater 3000.

Fuzzy Necromancer
Captain


Transcendental Plan

PostPosted: Sun Nov 23, 2008 4:52 pm


"There's a world going on underground" is a Waits lyric from his song "Underground."

Quote:
Rattle Big Black Bones
in the Danger zone
there's a rumbling groan
down below.

There's a big dark town
it's a place I've found
there's a world going on
Underground!

They're alive, they're awake
while the rest of the
world is asleep!

Below the mine shaft roads
it will all unfold
there's a world going on
UNDERGROUND.

All the roots hang down
swing from town to town
they are marching around
down under your boots...

All the trucks unload
beyond the gopher holes
there's a world going on
UNDERGROUND.


Tom Waits does superb work, especially in the realm of ultracreepy music.
Reply
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