A new, Impoved Necromancer [Archive] - Wizards Community

Post/Author/DateTimePost
Azual

11-20-04, 09:31 AM
I found this little jewel in the cobwebbed filled bowels of the My Documents folder. firstly, i love Necromancy, never really traied it, just really like the idea. I did a Social Studies Project IN THE BIBLE BELT on Necromancy, and it went all the way to state, which was KICK ARSE!
anyway, heres my Necromancer, keep in mind im graph challenged

Necromancer
The true master of the dead is no dilettante wizard who foolishly dabbles in the realms of the grave; he is a paladin who keeps the balance of life and death. Only he can protect the balance because he is the only one who sees it. This may seem ironic that a person who protects the balance is also one who tampers with it but he only uses the grave because that is all he has to protect himself and others.

Adventures
The necromancer goes on quests for the balance. Sometimes, he may venture out on his own fortune but usually he is on a sacred mission from his mentors.
A necromancer may also go on adventures to raise enough money for a new training center for the necromantic arts.

Characteristics
A necromancer is a practitioner of the arts of the dead
the necromancer is not a being of evil or good, he keeps the balance of neutrality and seeks to right this where ever possible. Like I said before, this will not include a grammar/spelling check.

Game Rule Information
Abilities: Intelligence is a must for a necromancer. Charisma affects his bolstering and commanding of undead.
Hit Die: d4

Class Skills
The necromancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.


Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Command Undead, Undead Minion
2 +1 +0 +0 +3 Necromantic Arms
3 +1 +1 +1 +3 Undead Commander
4 +2 +1 +1 +4 Spell Focus (Necromancy)
5 +2 +1 +1 +4 Undead Brutes
6 +3 +2 +2 +5 Summon Spirits
7 +3 +2 +2 +5 Undead Mastery
8 +4 +2 +2 +6 Raise Dead 1/day
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Providing Spirits
11 +5 +3 +3 +7 Improved Minion
12 +6/+1 +4 +4 +8 Create Undead
13 +6/+1 +4 +4 +8 Corpse Explosion
14 +7/+2 +4 +4 +9 Raise Dead 2/day, Second Minion
15 +7/+2 +5 +5 +9 True Death
16 +8/+3 +5 +5 +10 Create Greater Undead 1/day
17 +8/+3 +5 +5 +10 Marut Specialization
18 +9/+4 +6 +6 +11 Finger of Death
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Create Greater Undead 2/day, Raise Dead 3/day (No material component), Undead

Abilities
Command Undead: you are able to command and bolster undead as a cleric equal to your Necromancer level.
Undead Minion: A Necromancer begins play with an undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion requires 24 hours of meditation and intense spell casting, this ritual use’s up 250 gold pieces in resources.

Necromantic arms: at second level, a necromancer can use the spirits of the dead to create a weapon or piece of armor of his choice for the number of hours equal to his necromancer level. At second level, he can only a light weapon or piece of armor. At fourth it becomes medium (or weapons like the longsword). At sixth it becomes heavy (or two handed weapons). These can be used by any of the necromancer’s allies. They are considered magic for bypassing DR and also get the +1 bonus which increases every five levels

Undead Commander: at third level, the necromancer gains the ability to command hordes of undead. At third level, he can expend a 2nd level spell to control up to 5 HD of undead. At 8th it increases to 10 HD. At 13th it increases 15 HD and so on until 18th level and 20 HD of undead.

Spell focus: Necromancy: at fourth level, a necromancer gains Spell Focus: Necromancy as a bonus feat.

Undead Brutes: All skeletons and zombies created by the necromancer gain a +4 to strength, +1 to natural armor class and +1 hit point per hit dice.

Summon Sprits: At 6th level, a necromancer can use a spell similar to the Summon Monster spell except he summons a ghost with all of the abilities of a fighter equal to his necromancer level subtracted by 3.

Undead Mastery: At 7th level the necromancer’s power over undead grows to such a point that it hampers any outside influences from controlling or rebuking the undead monsters that they create. In essence, undead created by a necromancer gain their masters Charisma modifier as a bonus to all turn/rebuke checks when within 100 feet from there creator.

Raise Dead: at 8th level, a necromancer can cast Animate Dead up to 1/day. Upon gaining this ability, he loses 2 4th level spell slots. At level 14, he is able to use animate dead 2/day. At level 20, 3/day and doesn’t have to use the material component.

Providing Spirits: at tenth level, a necromancer does not have to use any material components for a necromancy spell of his choice 3rd level or lower.

Improved Minion: at this level, the necromancer can craft a ghoul or 3rd level ghost by only paying 500 exp and 1000 GP. this ability functions just like the level one undead minion ability

Create Undead: this ability works the same as the Raise dead ability except that you are able to create undead 3/day and it doesn’t increase with levels. You sacrifice a spell slot of 2 6th level spell slots in order to use this ability.

Corpse Explosion: 3/day a necromancer can target a corpse of an enemy within 30 ft. and he can choose to make it explode, dealing xd8 damage to everyone within 15 feet. X being the hit die of the creature.

Second minion: at the level, the necromancer is able to create a second minion identical to the minion that was able to be created at first level.

True Death: at this level, the necromancer is able to access the Death Domain for spells. You must sacrifice a spell slot equal to the level of the domain spell in order to cast it.

Create Greater Undead: this ability functions just like Create undead except you are required to sacrifice 2 8th level spell slots in order to use this ability. it is only usable 1/day at 16 then 2/day at 20

Marut Specialization: at this level, the necromancer knows that he will probably be a target from the inevitable. He gains Favored Enemy (Marut) and gains +3 morale bonus to all saves to resist Marut’s effects.

Finger of Death: at this level, the necromancer can use Finger of Death up to 1/day. This ability requires the sacrificing of 2 7th level spell slots.

Undead: at this final level, the necromancer can finally become the undead menace of all time. He gains the Undead Subtype with these exceptions:
1: he still needs mortal sustenance (air,food,water)
2: he retains his constitution score and thus doesn’t use his Charisma modifier on concentration checks.

Spells:
A necromancer has the spells per day of a sorcerer and doesn’t have to prepare spells just like a sorcerer. He is, however, prohibited from the Conjuration, Evocation, and Transmutation schools of magic.

no flames.. Please
:mage:
TyraaloftheFist

11-20-04, 11:27 AM
I like it. It seems balanced, but I have one question: Does the Undead Commander ability work in addition to the normal 'you can command a number HD of undead equal to twice your level'? Also, I would give them Rebuke/Command Undead like an evil cleric. If that's what you meant when you created the Command Undead, it seems a little unclear. Great class, though.
MaverickWolf

11-20-04, 11:29 AM
I haven't looked over it much, but if you'd like, I can redo this for you with coding so it's easier to read. I won't make any other edits (unless you'd like me to do a grammar/spelling check), but I wouldn't mind coding it for you.
Kratilim Valqui

11-20-04, 11:34 AM
I definitly like the class... it indeed seems balanced I'll have to play test to make sure, tho it is a bit hard to read in this format...
XunValDorl of HouseKilsek

11-20-04, 02:17 PM
I am a Necromancer I did...check out my description if you want some ideas...
Azual

11-20-04, 02:56 PM
I haven't looked over it much, but if you'd like, I can redo this for you with coding so it's easier to read. I won't make any other edits (unless you'd like me to do a grammar/spelling check), but I wouldn't mind coding it for you.
KOOL THATS WOULD REALLY BE TIGHT, how do i let you 'code it?'
Azual

11-20-04, 03:08 PM
does anyone think it would be unbalenced if i made it In adition to the Command Undead Ability..
I like HORDES OF WALKING CORPSES
WMUHAHAHAHAHAHAHAHAHA
whoops sry :D
MaverickWolf

11-20-04, 04:04 PM
KOOL THATS WOULD REALLY BE TIGHT, how do i let you 'code it?'You don't need to let me. I'll work on getting it right and tell you when it's done, then you can quote my post and copy the stuff pertaining to the class, which will include the coding tags. After that, edit your first post and copy & paste.

Characteristics
A necromancer is a practitioner of the arts of the dead
the necromancer is not a being of evil or good, he keeps the balance of neutrality and seeks to right this where ever possible. Like I said before, this will not include a grammar/spelling check.

Game Rule Information
Abilities: Intelligence is a must for a necromancer. Charisma affects his bolstering and commanding of undead.
Hit Die: d4

Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.


Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Command Undead, Undead Minion
2 +1 +0 +0 +3 Necromantic Arms
3 +1 +1 +1 +3 Undead Commander
4 +2 +1 +1 +4 Spell Focus (Necromancy)
5 +2 +1 +1 +4 Undead Brutes
6 +3 +2 +2 +5 Summon Spirits
7 +3 +2 +2 +5 Undead Mastery
8 +4 +2 +2 +6 Raise Dead 1/day
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Providing Spirits
11 +5 +3 +3 +7 Improved Minion
12 +6/+1 +4 +4 +8 Create Undead
13 +6/+1 +4 +4 +8 Corpse Explosion
14 +7/+2 +4 +4 +9 Raise Dead 2/day, Second Minion
15 +7/+2 +5 +5 +9 True Death
16 +8/+3 +5 +5 +10 Create Greater Undead 1/day
17 +8/+3 +5 +5 +10 Marut Specialization
18 +9/+4 +6 +6 +11 Finger of Death
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Create Greater Undead 2/day, Raise Dead 3/day (No material component), Undead


Abilities
Command Undead: you are able to command and bolster undead as a cleric equal to your Necromancer level.
Undead Minion: A Necromancer begins play with an undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion requires 24 hours of meditation and intense spell casting, this ritual use’s up 250 gold pieces in resources.

Necromantic arms: at second level, a necromancer can use the spirits of the dead to create a weapon or piece of armor of his choice for the number of hours equal to his necromancer level. At second level, he can only a light weapon or piece of armor. At fourth it becomes medium (or weapons like the longsword). At sixth it becomes heavy (or two handed weapons). These can be used by any of the necromancer’s allies. They are considered magic for bypassing DR and also get the +1 bonus which increases every five levels

Undead Commander: at third level, the necromancer gains the ability to command hordes of undead. At third level, he can expend a 2nd level spell to control up to 5 HD of undead. At 8th it increases to 10 HD. At 13th it increases 15 HD and so on until 18th level and 20 HD of undead.

Spell focus: Necromancy: at fourth level, a necromancer gains Spell Focus: Necromancy as a bonus feat.

Undead Brutes: All skeletons and zombies created by the necromancer gain a +4 to strength, +1 to natural armor class and +1 hit point per hit dice.

Summon Sprits: At 6th level, a necromancer can use a spell similar to the Summon Monster spell except he summons a ghost with all of the abilities of a fighter equal to his necromancer level subtracted by 3.

Undead Mastery: At 7th level the necromancer’s power over undead grows to such a point that it hampers any outside influences from controlling or rebuking the undead monsters that they create. In essence, undead created by a necromancer gain their masters Charisma modifier as a bonus to all turn/rebuke checks when within 100 feet from there creator.

Raise Dead: at 8th level, a necromancer can cast Animate Dead up to 1/day. Upon gaining this ability, he loses 2 4th level spell slots. At level 14, he is able to use animate dead 2/day. At level 20, 3/day and doesn’t have to use the material component.

Providing Spirits: at tenth level, a necromancer does not have to use any material components for a necromancy spell of his choice 3rd level or lower.

Improved Minion: at this level, the necromancer can craft a ghoul or 3rd level ghost by only paying 500 exp and 1000 GP. this ability functions just like the level one undead minion ability

Create Undead: this ability works the same as the Raise dead ability except that you are able to create undead 3/day and it doesn’t increase with levels. You sacrifice a spell slot of 2 6th level spell slots in order to use this ability.

Corpse Explosion: 3/day a necromancer can target a corpse of an enemy within 30 ft. and he can choose to make it explode, dealing xd8 damage to everyone within 15 feet. X being the hit die of the creature.

Second minion: at the level, the necromancer is able to create a second minion identical to the minion that was able to be created at first level.

True Death: at this level, the necromancer is able to access the Death Domain for spells. You must sacrifice a spell slot equal to the level of the domain spell in order to cast it.

Create Greater Undead: this ability functions just like Create undead except you are required to sacrifice 2 8th level spell slots in order to use this ability. it is only usable 1/day at 16 then 2/day at 20

Marut Specialization: at this level, the necromancer knows that he will probably be a target from the inevitable. He gains Favored Enemy (Marut) and gains +3 morale bonus to all saves to resist Marut’s effects.

Finger of Death: at this level, the necromancer can use Finger of Death up to 1/day. This ability requires the sacrificing of 2 7th level spell slots.

Undead: at this final level, the necromancer can finally become the undead menace of all time. He gains the Undead Subtype with these exceptions:
1: he still needs mortal sustenance (air,food,water)
2: he retains his constitution score and thus doesn’t use his Charisma modifier on concentration checks.




OK, coding is done. It's not perfect, but it's readable.
Azual

11-20-04, 04:12 PM
MaverickWolf, ty so much, it looks 100% cooler and easier to read
:clap: :bow: :clap: :bow:
Origin

11-20-04, 05:41 PM
I have never seen a necromancer this cool! Well balanced, ACTUALLY HELPFUL skills and stuff, and a class in it's own, not a prestige class. Great!
Azual

11-20-04, 08:06 PM
I have never seen a necromancer this cool! Well balanced, ACTUALLY HELPFUL skills and stuff, and a class in it's own, not a prestige class. Great!

YAY this is soo nice! the best i got for the TECHNOMANCER was
"what in the Nine Hells of Baator is this?"
Thank you :D
Shadowbane

11-20-04, 10:20 PM
Azual,

This is a great class and I would love to take it out for a spin. Good job!
Azual

11-20-04, 11:01 PM
Azual,

This is a great class and I would love to take it out for a spin. Good job!
Thx man so much.
:D
YAY PEOPLE LIKE MY CLASS!
R.M.G.C.L.F.

12-12-04, 10:43 AM
First thing, change raise dead class ability to animate dead. Raise dead is already the name of a spell that brings back people to true life, mind body and soul intact, whereas animate dead, the spell this emulates, transforms corpses into mindless skeletons and zombies.

Second, you say that a necromancer seeks the path of neutrality. Does this mean they always have to be neutral, or just usually? If so, what neutral? Can they be any neutral (neutral good, neutral evil, chaotic neutral, or lawful neutral)? Do they have to be neutral towards good and evil (limiting them to chaotic neutral, true neutral, and lawful neutral) or can they be true neutral only with indifference to all ethical and moral forces? If they sway from the path of neutrality, what happens? Do they loose all class abilities and spells like a wayward cleric, or what?

Various class features, such as true death and finger of death, say they require the sacrifice of some spell slots or other benefit. Does this mean they are optional? If so, is it a choice made at a daily basis or once and for all?

You don't list the necromancer's weapon and armor proficiencies. Is it automatically proficient with its undead arms, or is it limited to those it is listed as proficient with?

Corpse explosion doesn't specify the kind of damage. Is it fire, negative energy, or something else? Does it allow a reflex save for half like most area effects? If so what is the dc?

Can undead minions deliver touch spells or use empathy or share any familiar traits, or are they simply more unliving servants?

I suggest adding knowledge(religion) as a class skill, since that covers most knowledge of undead and the path of souls between life and death.

Interesting work. I'm glad you didn't turn this into a generic dark-power "Muhahaha" baby-stabber type.
R.M.G.C.L.F.

12-13-04, 07:04 PM
bump
AlRiKlv.3

01-05-05, 04:14 PM
KEWL
He is my new class
farce

01-05-05, 04:48 PM
i suggest giving the players more options in creating their minion; why should they have to have a fighter ghost or a human skeleton--think through this a little bit and i believe you will have an enjoyable, well rounded character
xdude800

01-31-05, 01:12 PM
dude you like totally ripping off
the true necro from libris mortis
now that is a cool prestige class
Samrin

01-31-06, 08:59 PM
that would be a good point.. if this was a prestige class. however he has created a base class.. so your argument is invalid :P