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Author Topic: Five Necromancer Variants  (Read 7893 times)

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June 08, 2009, 11:26:49 AM

Since its well known just how much I love the undead (Being one and all), there are Five Necro Variant base classes (NOT designed by me, but rather someone's conversions of a 2e kit from the book of Necromancers). I'll come back and fix the formatting issues later today. The book can be found online here.

Archetypal Necromancer

Stereotypical necromancers are consummate villains, foul-hearted wizards of the basest sort. As a result of their violently unrelenting and unrepentant evil, these wizards are either promptly stamped out of existence by the righteous arm of society, or they are eventually driven out of civilization into the wilderness. Most tend to be short-sighted, petty scoundrels with few ambitions save to capture unwary travelers, kill them in gruesome tortures, and later animate them as a form of sick amusement. Others plot in seclusion to gain the coveted boon of lichdom so they can prolong their depravity beyond the grave. The most dangerous ones harbor secret, long-range plans to subvert or destroy the society that exiled them.
The Archetype is an unsympathetic villain, and Abi-Dalzim of the Wastes, Szass Tam of Thay and Kartak of the Twisted Rune provide the DM with examples of such a dastardly character.
The Archetypal necromancer was perhaps best captured in the short stories of dark Ashton Smith. The terrifying Sauron from ?The Lord of the Rings?, decadent Mmatmuor and Sodosma from "The Empire of the Necromancers", powerful Vacharn, and his treacherous sons Vokal and Uldulla from "Necromancy in Naat", the vengeful Nathaire from "the Colossus of Ylourgne", and finally the perverted Abnon-Tha with his timid assistants, Narghai and Vemba-Tsith, from "The Charnel God? are all archetypal necromancers. All these vile and repugnant personalities serve to clearly illustrate the Archetype at its lowest form.

Alignment: The Archetype is the classic malevolent wizard and may be of any evil alignment.
Hit Dice: d4
Patron: Popular patron deities among archetypes are Afflux, Chemosh, Kiaransalee, Myrkul, Nerull and Velsharoon, among others. An archetype must have a patron (regardless of origin), though veneration of an ideal is also acceptable.

Class Skills
The Archetype?s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Code:Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Summon familiar, Scribe Scroll, Venom Handling, Netherworld Insight +2
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Dark Gift
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Dark Gift, Netherworld Insight +4
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Dark Gift
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Dark Gift, Netherworld Insight +6



Code:?????????? Spells per Day ?????????
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2 ? ? ? ? ? ? ? ?
4 3 ? ? ? ? ? ? ? ?
4 3 2 ? ? ? ? ? ? ?
4 4 3 ? ? ? ? ? ? ?
4 4 3 2 ? ? ? ? ? ?
4 4 4 3 ? ? ? ? ? ?
4 5 4 3 2 ? ? ? ? ?
4 5 4 4 3 ? ? ? ? ?
4 5 5 4 3 2 ? ? ? ?
4 5 5 4 4 3 ? ? ? ?
4 5 5 5 4 3 2 ? ? ?
4 5 5 5 4 4 3 ? ? ?
4 5 5 5 5 4 3 2 ? ?
4 5 5 5 5 4 4 3 ? ?
4 5 5 5 5 5 4 3 2 ?
4 5 5 5 5 5 4 4 3 ?
4 5 5 5 5 5 5 4 3 2
4 5 5 5 5 5 5 4 4 3
4 5 5 5 5 5 5 5 4 4
4 5 5 5 5 5 5 5 5 5




Class Features
All of the following are class features of the archetype.
Weapon and Armor Proficiency: Archetypes are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. An archetype is also proficient with one bladed weapon of his choice. Armor of any type interferes with an archetype?s movements, which can cause his spells with somatic components to fail.
Spells: An archetype casts arcane spells which are drawn from the sorcerer/ wizard spell list. An archetype must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the archetype must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archetype?s spell is 10 + the spell level + the archetype?s Intelligence modifier.
Like other spellcasters, an archetype can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Archetype. In addition, he receives bonus spells per day if he has a high Intelligence score.
Bonus Languages: An archetype may substitute Nekleos for one of the bonus languages available to the character because of his race.
Familiar: Because of his devotion to the dark arts, an archetype is limited in his choice of familiars. He may only call one of the following familiars: bat, cat, owl, rat, raven, snake (must be poisonous), toad, weasel. The archetype also has access to any other evil familiar approved by the DM.
Patron: Unlike most mages, an archetype requires a patron from whom he owes certain powers to. An archetype is not required to have a divine or fiendish patron; worship of a concept (such as death) works too.
Venom Handling: Archetypes are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to an item. They also have a +1 bonus to all Craft (poisonmaking) checks which increases by +1 every five levels.
Dark Gift (Ex/Sp/Su): At 5th level and after every five levels thereafter, an archetype may choose a dark gift as defined in the ?Vile Pacts and Dark Gifts? article. An archetype may not select the same dark gift twice.
Netherworld Insight (Ex): The archetype?s devotion to the necromantic arts has endowed him with an unholy insight into his trade. He gains a +2 bonus to the DCs of his Necromancy spells, as well as a +2 bonus to caster level checks to penetrate Spell Resistance with a Necromancy spell. This bonus also applies to all skill checks made involving the Lower Planes, necromancy and undeath. This increases to +4 at 10th level and +6 at 20th level. This bonus does not stack with itself but stacks with Spell Focus and related feats.
Spell List: Unlike most wizards, the archetype?s spell list reflects his mastery of all evil and necromantic colleges. An archetype has access to the following additional spells (excluding those from schools he has forsaken through specialization).
Cantrips ? inflict minor wounds.
1st level spells ? angry ache, deathwatch, hemorrhage, inflict light wounds.
2nd level spells ? boneblast, curse of ill-fortune, desecrate, inflict moderate wounds, living undeath.
3rd level spells ? boneblade, inflict serious wounds, speak with dead, unliving weapon.
4th level spells ? consumptive field, delay death, inflict critical wounds, negative energy aura, poison.
5th level spells ? charnel fire, mass inflict light wounds, slay living, soul scour, touch of the pharaoh.
6th level spells ? harm, mass inflict moderate wounds.
7th level spells ? blood to water, greater consumptive field, imprison soul, mass inflict serious wounds, ravage, withering palm.
8th level spells ? bestow greater curse, bodak?s glare, death dragon, greater harm, mass inflict critical wounds, pestilence, unholy aura.
9th level spells ? mass harm, vile death.
The archetype also gains th spells accessible only to his patron's clergy. For example, an archetype of Velsharoon's faith would have access to Velsharoon's Death Pact.

EPIC ARCHETYPAL NECROMANCER.
The epic archetypal necromancer continues on his dark path, delving deeper and deeper into the dark secrets of necromancy. His powers also grow, granting him abilities far more terrible than anything possessed by most magi.

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The necromancer?s caster level is equal to her class level. The necromancer?s number of spells per day does not increase after 20th level. Each time the necromancer achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).
Dark Gift (Ex/Sp/Su): The necromancer may choose an extra dark gift every five levels above 20th.
Familiar: The necromancer?s familiar continues to increase in power. Every two levels beyond 20th the familiar?s natural armor and Intelligence each increase by +1. The familiar?s spell resistance is equal to the master?s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master?s choice.
Netherworld Insight (Ex): The bonus granted by this ability increases by +2 every ten levels from 20th.
Venom Handling: The bonus granted by this ability increases by +1 every five levels from 20th.
Bonus Feats: The epic necromancer gains a bonus feat (selected from the list of epic necromancer feats) every three levels after 20th.
Epic Archetypal Necromancer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Skill Focus (Knowledge [necrology] or Spellcraft), Epic Poisoncrafter, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Extra Dark Gift*, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Necromancer*, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here. Additionally, he may select any other feat for which he has met the prerequisites.
Table: The Epic Archetypal Necromancer
Code:Archetypal Necromancer Level Special
21st ?
22nd ?
23rd Bonus feat
24th ?
25th Dark Gift
26th Bonus feat
27th ?
28th ?
29th Bonus feat
30th Dark Gift, Netherworld Insight +8



NEW FEATS

EXTRA DARK GIFT [EPIC]
Your repertoire of dark gifts increases.
Prerequisite: At least five dark gifts.
Benefit: The character may select an additional dark gift for which the character meets the prerequisites.
Special: A character can gain this feat multiple times, acquiring a different dark gift each time.

MASTER NECROMANCER [EPIC]
Your insight into the dark arts increases.
Prerequisite: At least four dark gifts, Epic Spell Focus (Necromancy), netherworld insight +6, three metamagic feats (one of which must be Black Lore of Moil, Enervate Spell or Taint Spell).
Benefit: The character acquires a +2 bonus to his Netherworld Insight ability. Additionally, the DCs of his dark gifts increase by +2.
Special: A character can gain this feat multiple times. Its effects stack.
That is not dead which can eternal lie.
And with strange aeons even death may die.


June 08, 2009, 11:27:06 AM
Reply #1

Deathslayer

The Deathslayer devotes his or her life to the destruction of undead, striving always to rid the living world of their abominable existence. By mastering the Art, a wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places him or her in direct conflict with other necromancers, such as the Archetype and the Undead Master, who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.
As Deathslayers gain power and experience, however, they eventually seek out increasingly dangerous undead, namely ghosts, vampires and liches. Not surprisingly, few survive for long in their chosen profession.
In addition to various Van Richten's Guides, the original Dr. Van Helsing from Bram Stoker's Dracula, and Parl Dro, the Ghost-Killer from Tanith Lee's Kill the Dead are sources of inspiration for this kit. The popular comic-book hero Batman provides an interesting example of the Deathslayer's personality. As a child, Bruce Wayne's parents were murdered by street thugs, inspiring him to devote his life to combating criminals. As a hero. Batman never killed the "bad guys" (he may have smacked them around a bit, but he never killed them). The interesting thing about Batman's character, of course, is that he wants to kill all the evil villains he defeats. He craves revenge, but must continually fight an inner struggle to master his darker desires.
The theme of evil (or a twisted form of good) fighting evil has become increasingly popular in modem fantasy. Michael Moorcock's Elric of Melnibone, perhaps the first fantasy anti-hero, makes pacts with evil gods and employs black necromancy to save his beloved, only to inadvertently slay her with a malevolent artifact. In The Crow, the revenant is little different from his murderers, whom the vengeful spirit hunts down and brutally kills. Ultimately, nothing prevents the Deathslayer from adopting the same loathsome practices as his or her enemies.
At some time in their lives, almost all Deathslayers have experienced a terrifying attack by some form of undead, either directed against them personally or a loved one or family member. The celebrated Van Richten, for instance, lost both his parents to a vampire, inspiring him to become the famous "Vampire-Killer" of Ravenloft. Indeed, the vast majority of Deathslayers are driven by strikingly similar motives: an overpowering desire for revenge, mixed with righteous indignation and a good dose of moral superiority.
Of course, the Deathslayer need not be such a tormented and macabre individual. A lawful good ghost hunter, for instance, may view this terrible, yet strangely honorable profession as laying disturbed spirits to rest, releasing them from their bondage to the physical .world. The character's actions are motivated by compassion and selfless sacrifice, not hatred or revenge.
On the other hand, the Deathslayer need not have such a developed sense of morality. Neither is the wizard required to be entirely sane. After all, the Deathslayer's most common enemy is undead. Who needs to be merciful, kind, or sane when habitually dealing with such abominations?
A real moral dilemma arises when undead are attended by a living master (usually another necromancer) or other living monster. Will the Deathslayer use black necromancy to destroy these living beings along with the undead? Unless the Deathslayer has a pure and noble heart, the path of righteous vengeance can quickly lead to great evil, madness, and despair.

Alignment: Any. A Deathslayer can be as noble as a paladin or as vile as a fiend.
Hit Dice: d4

Class Skills
The Deathslayer?s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int) and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.


Code:Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Summon familiar, Scribe Scroll, Bane of Undeath
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Living Blood
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Bane of Undeath +4, Smite Undead
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Living Body
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bane of Undeath +6, Defiance



Code:?????????? Spells per Day ?????????
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2 ? ? ? ? ? ? ? ?
4 3 ? ? ? ? ? ? ? ?
4 3 2 ? ? ? ? ? ? ?
4 4 3 ? ? ? ? ? ? ?
4 4 3 2 ? ? ? ? ? ?
4 4 4 3 ? ? ? ? ? ?
4 5 4 3 2 ? ? ? ? ?
4 5 4 4 3 ? ? ? ? ?
4 5 5 4 3 2 ? ? ? ?
4 5 5 4 4 3 ? ? ? ?
4 5 5 5 4 3 2 ? ? ?
4 5 5 5 4 4 3 ? ? ?
4 5 5 5 5 4 3 2 ? ?
4 5 5 5 5 4 4 3 ? ?
4 5 5 5 5 5 4 3 2 ?
4 5 5 5 5 5 4 4 3 ?
4 5 5 5 5 5 5 4 3 2
4 5 5 5 5 5 5 4 4 3
4 5 5 5 5 5 5 5 4 4
4 5 5 5 5 5 5 5 5 5



Class Features
All of the following are class features of the deathslayer.
Weapon and Armor Proficiency: Deathslayers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a deathslayer?s movements, which can cause his spells with somatic components to fail.
Spells: A deathslayer casts arcane spells which are drawn from the sorcerer/ wizard spell list. A deathslayer must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the deathslayer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a deathslayer?s spell is 10 + the spell level + the deathslayer?s Intelligence modifier.
Like other spellcasters, a deathslayer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Deathslayer. In addition, he receives bonus spells per day if he has a high Intelligence score.
Bonus Languages: A deathslayer may substitute Nekleos for one of the bonus languages available to the character because of his race.
Familiar: The Deathslayer is prohibited from summoning any sort of undead familiar. Otherwise, his familiar choices are the same as the wizard.
Bane of Undeath (Ex): At 1st level, the deathslayer may choose a type of undead creature to specialize against, such as a mummy, spectre, banshee, ghost, vampire, or lich. The Deathslayer gains powerful benefits when fighting his or her chosen undead enemy:
Mental Fortitude: Because of the wizard's extensive study and preparation, the Deathslayer gains a +2 bonus on saving throws against mental attacks (if any) caused by the Enemy, including charms and fear.
Battle Prowess: The Deathslayer also gains a +2 bonus on attacks against the enemy. This applies not only to melee weapons, but also touch-delivered spells and undead-specific special attacks (such as a driving the stake through a vampire's heart or destroying a lich's phylactery).
Spell Prowess: The Deathslayer targets spells effectively against the Enemy, subjecting this type of undead to a -2 penalty on saving throws. This applies to all spells cast by the Deathslayer on the chosen undead.
These benefits increase to +4 at 10th level and +6 at 20th level.
Living Blood (Ex): At 5th level, the deathslayer becomes immune to disease and poison delivered by an undead creature's extraordinary or supernatural special attack.
Smite Undead (Su): At 10th level, the deathslayer may smite undead with one normal touch spell twice per day. He adds his Intelligence modifier to the attack roll and his class level to the damage. If a deathslayer accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. He may use this ability one extra time for every five levels hereafter.
Living Body (Ex): At 15th level, the deathslayer becomes immune to ability damage (but not ability drain) delivered by an undead creature's extraordinary or supernatural special attack.
Defiance (Ex): At 20th level, the deathslayer becomes immune to ability damage, ability drain, and energy drain, regardless of the source of these attacks. Additionally, any weapon he wields is treated as an undead dread weapon.
Restrictions: The Deathslayer is forever prohibited from casting any spell that creates or bolsters undead. He is also unable to ignore any undead creature; when attacking a group of enemies consisting of both the living and the undead, he must attack the undead first and successfully dispatch them or lose all XP from the encounter.
That is not dead which can eternal lie.
And with strange aeons even death may die.


June 08, 2009, 11:27:28 AM
Reply #2

Undead Master

The Undead Master specializes in the creation of undying minions and the summoning of extraplanar allies. Above all, this necromancer craves power over others, reveling in the thrill of commanding obedient servants. The mindless undead, as unthinking and ever-faithful automatons make perfect and unquestioning slaves that will shoulder even the most loathsome burdens without hesitation. The Undead Master enjoys dominating the feeble will of the living, subverting the dead, and controlling the fiendishly powerful.
Examples of this kit can be found in a few of dark Ashton Smith's stories. The necromancer Malygris from "The Last Incantation" and "The Death of Malygris" and the vengeful Namirrha from "The Dark Eidolon" make ideal models for this kit. Also, the DM might check out Glen Cook's Black Company series, which involves a necromancer known as the Dark Lady, who subjugates her living apprentices, creating the infamous Ten Who Were Taken.
The Undead Master is a variant of the Archetypal Necromancer and, as such, makes a dangerous villain for the campaign. However, unlike the Archetype, who tends to be a solitary menace, the Master is always surrounded by a host of undead servants, summoned fiends, bound genies, and charmed monsters. These wizards are never encountered without a large entourage of minions, making these mages terrible foes in combat.
The Undead Master may be encountered both in the wilderness and in the midst of society. In the abandoned hinterlands, many Masters establish petty domains where they can rule over legions of undead with impunity. Eventually, the most powerful Masters gravitate back to human society, where they attempt to impose their will over the living. Sometimes, they magically establish a tower in the center of a city, replete with their most powerful guardians. The presence of an Undead Master in a city directly challenges the authority of the local aristocracy, who will seek to remove the wizard, regardless of the cost (providing a good opportunity for adventurers). Of course, the Master is always well prepared for such "welcoming parties."

Alignment: Any non-good.
Hit Dice: d4

Class Skills
The Deathslayer?s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis) and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.


Code:Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Rebuke Undead
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Architect of Bone
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Marshal of Undeath, Zone of Desecration
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Death?s Chosen
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Master of Undeath, Planar Turning



Code:?????????? Spells per Day ?????????
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2 ? ? ? ? ? ? ? ?
4 3 ? ? ? ? ? ? ? ?
4 3 2 ? ? ? ? ? ? ?
4 4 3 ? ? ? ? ? ? ?
4 4 3 2 ? ? ? ? ? ?
4 4 4 3 ? ? ? ? ? ?
4 5 4 3 2 ? ? ? ? ?
4 5 4 4 3 ? ? ? ? ?
4 5 5 4 3 2 ? ? ? ?
4 5 5 4 4 3 ? ? ? ?
4 5 5 5 4 3 2 ? ? ?
4 5 5 5 4 4 3 ? ? ?
4 5 5 5 5 4 3 2 ? ?
4 5 5 5 5 4 4 3 ? ?
4 5 5 5 5 5 4 3 2 ?
4 5 5 5 5 5 4 4 3 ?
4 5 5 5 5 5 5 4 3 2
4 5 5 5 5 5 5 4 4 3
4 5 5 5 5 5 5 5 4 4
4 5 5 5 5 5 5 5 5 5



Class Features
All of the following are class features of the Undead Master.
Weapon and Armor Proficiency: Undead Masters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a deathslayer?s movements, which can cause his spells with somatic components to fail.
Spells: An undead master casts arcane spells which are drawn from the sorcerer/ wizard spell list. A master must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the master must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a master?s spell is 10 + the spell level + the master?s Intelligence modifier.
Like other spellcasters, a master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Undead Master. In addition, he receives bonus spells per day if he has a high Intelligence score.
Bonus Languages: An Undead Master may substitute Nekleos or any planar language for one of the bonus languages available to the character because of his race.
Spell Restrictions: The Undead Master has paid a heavy price for his mastery of fiends and living dead. He must choose two other prohibited schools when he begins his career. He cannot give up Enchantment.
Rebuke Undead (Su): The Undead Master possesses the supernatural ability to exert command over the undead. He rebukes undead as an evil cleric of his Hit Dice. He may use this ability 3 + Int modifier times per day.
Architect of Bone (Ex): Upon attaining 5th level, the Undead Master adds his Intelligence modifier to the Hit Dice limit limit of Undead creatures he can create through magic; i.e an Undead Master with 20 Intelligence may create 9 HD/class level of undead creatures.
Marshal of Undeath (Ex): Upon attaining 10th level, the master is able to control massive amounts of undead. He is henceforth able to control five times his Hit Dice of undead. He also gains a +5 bonus to his effective clerical level and rebuking roll.
Zone of Desecration (Su): At 10th level, the Undead Master is surrounded by a vile aura that duplicates the desecrate spell. The aura has a radius of 10 ft/class level and is not negated by consecrate. However, the Undead Master must succeed at a caster level check when faced with a consecrate spell. Success indicates that the aura functions normally. Failure indicates that the aura is rendered ineffective as long as the master is within the consecration's radius.
Death?s Chosen (Ex): At 15th level, the master?s close affinity to undead creatures numbs him to their powers and mutates his body. He is henceforth immune to all special attacks made by undead, including energy drain, paralysis and disease. However, additional abilities, such as coldfire and the benefits and salient abilities of advanced lichdom function normally though the master has a +10 bonus to his saving throw.
Master of Undeath (Ex): Upon attaining 20th level, the Undead Master may control a legendary amount of undead. He may now control ten times his Hit Dice of undead. This ability stacks with Undead Mastery. He also gains a +10 bonus to his effective clerical level and rebuking roll.
Planar Turning (Su): The Undead Master possesses the power to rebuke evil outsiders and turn good outsiders as a cleric turns/rebukes undead. This effectively functions as the Planar Turning epic feat.
That is not dead which can eternal lie.
And with strange aeons even death may die.


June 08, 2009, 11:28:02 AM
Reply #3

Philosopher

The Philosopher studies necromancy out of an overpowering desire to master the forbidden and secret arts shunned by the rest of world. Indeed, if necromancy was not publicly reviled or a topic of social taboo, the Philosopher would not give this school of magic more than a cursory thought. The Philosopher is curious about the forbidden, fascinated by the obscure. The Black Arts are especially tempting to this wizard, who craves to unravel all the dark, hidden mysteries of the universe.
The Philosopher is a theoretician, not an experimenter like the Anatomist. Instead, this wizard gains almost all knowledge from the ancient (often banned) books, scrolls, and magical spells at his or her disposal. When trying to resolve a particularly knotty problem, the wizard may correspond with other Philosophers or summon an agent from the lower planes for interrogation. Knowledge and understanding are always the foremost goals of this kit.
Numerous examples of this kit can be found in the short stories of H. P. Lovecraft and his literary successors, for whom this character became something of a stereotype. Lovecraft was noted for creating the fictional Necronomicon, a book of black necromancy and baneful summonings supposedly written by the Mad Arab, Abdul Alhazred, an insane wizard who delved too deeply into his forbidden researches. Many horror writers have expanded on Lovecraft's notion of the demented scholar or sage (see "Return of the Sorcerer" and "Ubbo-Sathla" by dark Ashton Smith, "The Dweller in Darkness" and "Beyond the Threshold" by August Derlith, "Shambler from the Stars" and "The Shadow from the Steeple" by Robert Bloch, "The Terror from the Depths" by Fritz Leiber, and "Rising with Surtsey" by Brian Lumley). The DM should have little difficulty locating source material for this type of necromancer.

Alignment: Any neutral, non-good alignment.
Hit Dice: d4

Class Skills
The Philosopher?s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.


Code:Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll, Secrets of the Ancient Dead
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 The Dead Speak
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Forbidden Lore
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Dead Man?s Eyes
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Whispers of the Unquiet Dead



Code:?????????? Spells per Day ?????????
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2 ? ? ? ? ? ? ? ?
4 3 ? ? ? ? ? ? ? ?
4 3 2 ? ? ? ? ? ? ?
4 4 3 ? ? ? ? ? ? ?
4 4 3 2 ? ? ? ? ? ?
4 4 4 3 ? ? ? ? ? ?
4 5 4 3 2 ? ? ? ? ?
4 5 4 4 3 ? ? ? ? ?
4 5 5 4 3 2 ? ? ? ?
4 5 5 4 4 3 ? ? ? ?
4 5 5 5 4 3 2 ? ? ?
4 5 5 5 4 4 3 ? ? ?
4 5 5 5 5 4 3 2 ? ?
4 5 5 5 5 4 4 3 ? ?
4 5 5 5 5 5 4 3 2 ?
4 5 5 5 5 5 4 4 3 ?
4 5 5 5 5 5 5 4 3 2
4 5 5 5 5 5 5 4 4 3
4 5 5 5 5 5 5 5 4 4
4 5 5 5 5 5 5 5 5 5



Class Features
All of the following are class features of the philosopher.
Weapon and Armor Proficiency: Philosophers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a philosopher?s movements, which can cause his spells with somatic components to fail.
Spells: A philosopher casts arcane spells which are drawn from the sorcerer/ wizard spell list. A philosopher must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the philosopher must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a philosopher?s spell is 10 + the spell level + the philosopher?s Intelligence modifier.
Like other spellcasters, a philosopher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Philosopher. In addition, he receives bonus spells per day if he has a high Intelligence score.
Bonus Languages: A philosopher may substitute Nekleos for one of the bonus languages available to the character because of his race.
Familiar: The Philosopher?s familiar choices are the same as the wizard.
Secrets of the Ancient Dead (Su): Beginning at 1st level, the Philosopher may draw upon the secrets of the dead to grant him a +1 bonus per two caster levels to any Intelligence based check, caster level or save DC. This ability functions for one round for every four levels and is usable 3 + Int modifier times per day.
The Dead Speak (Su): At 5th level, the Philosopher may use speak with dead as a spell-like ability usable at will.
Forbidden Lore (Ex): Upon attaining 10th level, the Philosopher may make a special forbidden lore check with a bonus equal to his caster level + Intelligence modifier to see whether he knows some relevant information about necromancers, undead creatures, legendary items or unholy places. A successful forbidden lore check will not reveal the powers of a magic item but may give a hint as to its general function. He may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 How to distinguish between a zombie and a ghoul.
20 The life and unlife of a powerful or legendary undead creature.
30 The powers of an obscure type of undead, such as an entropic reaper.
40 The origins and powers of potent necromantic artifacts, such as the Crown of Horns.
The Philosopher may also find out the True Name of a particularly noteworthy undead creature; this requires a check against a DC of 10 + twice the being's HD.
Dead Man?s Eyes (Su): The Philosopher?s affiliation with the Black Arts begins to take a toll on his physical condition. At will, as a standard action, the Philosopher may use deathwatch, detect magic, detect living or detect undead. However, this is extremely taxing, and he is exhausted for a number of rounds equal to his Wisdom modifier.
Whispers of the Unquiet Dead (Ex): The Philosopher now knows the true powers -and price- of his chosen profession. While he is not insane, he gains a disconcerting insight into his art. Once per day, he may tap into the unquiet dead to grant him an insight bonus equal to his Intelligence modifier on all Intelligence-based skills, saves, and spell save DC. This ability functions for one round per four caster levels, but the whispers of the unquiet dead afflict him for double this duration. He must succeed at a Will save (DC 10 + ? caster level + Int modifier) or receive a penalty equal to his Intelligence modifier on all non-Intelligence based checks, attack rolls and Will saves.
That is not dead which can eternal lie.
And with strange aeons even death may die.


June 08, 2009, 11:28:17 AM
Reply #4

ANATOMIST

Anatomists devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the human form. Anatomists gain their knowledge after years of extensive research, typically performed on cadavers. Their exhaustive experience makes them vastly superior doctors when compared with the typical village healers who rely chiefly on herbal medicine to cure the sick.
While some anatomists use their knowledge to heal, most adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, using their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems. Others, who delight only in inflicting pain, practice their skill on living subjects rather than cadavers. These vivisectionists make the most exquisite torturers and are sometimes found in the employ of despotic rulers.

The anatomist is chiefly inspired by the physicians of the XV-IXX centuries who increasingly turned to the dissection of cadavers to improve their medical expertise. Because of laws which prohibited exhumation and mutilation of the dead, physicians resorted to unsavory grave robbers to supply them with fresh corpses for study. As a result of public beliefs in divine or supernatural retribution for mutilating the dead, these dissections took place in the most secret confines of the universities, reinforcing the notion that physicians took part in arcane, cabalistic practices. Mary Shelly's Frankenstein - written in 1817 (before England's Anatomy Act of 1832, which for the first time legally provided British physicians with cadavers for study) - drew further parallels between the genius physician and the experimenting necromancer.

Playing an Anatomist: Some anatomists use their specialized knowledge for the good of humanity, serving as skilled physicians and healers. However, because of the taboo and stigma associated with the dissection of corpses, almost all anatomists must keep their experiments secret from their clientele. Thus, the anatomist usually fosters the appearance of being an "ordinary" doctor or wizard who gains his or her knowledge from ancient texts and university lectures.
Despite the public opprobrium. anatomists have no desire to flee society. Indeed, their entire profession is based on the close proximity of civilization. It would prove impossible, for instance, to practice their calling in the desolate wilderness (at least not without considerable assistance from henchmen or allies). Anatomists need a constant supply of fresh cadavers on which to experiment, and these can only be safely secured in a large town or city.

GAME STATISTICS:

As necromancer wizard, except as detailed below:

Class Skills: As wizard plus Heal (Wis).
1st Level: Graft Flesh (undead), summon familiar
5th Level: Improved healing
10th Level: Improved grafting
15th Level: Craft Construct (flesh)
20th Level: Master grafter

Graft Flesh (Undead): At 1st level, the anatomist gains Graft Flesh (undead) as a bonus feat. This feat allows her to create undead grafts and apply them to other creatures or to herself. Creating a graft takes one day for each 1,000 gp in its price. To create a graft, one must spend 1/25 of the graft?s price in XP and use up raw materials costing half this price.
See Fiend Folio and Lords of Madness for examples of aboleth, beholder, fiendish, illithid, sithilar, undead, and yuan-ti grafts.

Improved Healing (Ex): At 5th level, the anatomist becomes able to heal and diagnose adverse conditions quickly and efficiently. When attempting to determine cause of death, treat a disease, or tend a caltrop, spike growth, or spike stones wound, the time required to do so is reduced from 10 minutes to 2 minutes.
See the Heal skill description in the Player's Handbook (and Complete Adventurer) for more details on these actions.

Improved Grafting (Ex): At 10th level, the anatomist's grafting skills have improved to such a degree that she can now create any graft for which she satisfies the spellcasting requirements. She need not meet any other requirement, including level, graft variety, and creature type.

Craft Construct (Flesh) (Ex): At 15th level, the anatomist gains Craft Construct as a bonus feat, but only for the purpose of creating constructs made primarily of flesh or bone, such as flesh golem (MM), dragonflesh golem (MM 2), half-flesh golem (MM 2), demonflesh golem (Fiend Folio), necrophidius (Fiend Folio), crawling claw (Monsters of Faerun), serpentflesh golem (Serpent Kingdoms), etc.
If the anatomist already has the Craft Construct feat, the creation costs and time required to craft a construct made primarily of flesh or bone are halved.

Master Grafter (Ex): At 20th level, the anatomist becomes a master grafter. The creation costs and the time required to create and apply a graft are reduced to 1/3.
That is not dead which can eternal lie.
And with strange aeons even death may die.