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| Iabes_Q_c_a_Mahorella09-18-07, 11:45 AM | P.E.A.C.H. Prestige Class: Greater Necromancer Hit Die: d4 Requirements: Feats: Spell Focus (Necromancy) Spells: Ability to cast Animate Dead Other: Rebuke Undead AND/OR School Specialization (Necromancy) Class Skills Concentration (con), Craft (int), Heal (Wis), Knowledge [Arcana] (int), Knowledge [religion] (int), Profession (int), Spellcraft (int) Skill Points at Each Level: 2 + Int modifier Table: The Greater Necromancer Table 1: The Greater Necromancer Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Commanding Spirit of Death, Spell-like ability (Necromancy) 1/day 2nd +1 +0 +0 +3 Death Sense (Su) 3rd +1 +1 +1 +3 Unnatural Aura1-1(Su), Command undead/ extra turning, Greater Necromancer Spells 4th +2 +1 +1 +4 Undead Servant 5th +2 +1 +1 +4 Spell-like ability (Necromancy) 2/day 6th +3 +2 +2 +5 Dark Healing (Su), Tongue of the Dead (Su) 7th +3 +2 +2 +5 Unnatural Aura -2 (Su) 8th +4 +2 +2 +6 Greater Undead Servant 9th +4 +3 +3 +6 Spell-like ability (Necromancy) 3/day 10th +5 +3 +3 +7 Undead Traits, Unnatural Aura 30', Deathwish (Su) 1/day Spells: A Greater Necromancer gains extra spells/day in an existing spell-casting class of their choice at every level. In addition, at third, fifth, seventh, and ninth level, the Greater Necromancer gains access to a unique spell, which is added to all his spell lists at the spell level specified. [note: I removed the chart for this to save space and energy. It's assumed you're smart enough to read that there's a full spell progression Commanding Spirit of Death: Greater Necromancer levels stack with cleric levels for turning levels. [changed the name so it sounds better] Supernatural Ability (Necromancy): The Greater Necromancer chooses one Necromancy spell known to him/her of third level or lower, and permanently gives up one spell slot of that level in order to use that spell as a spell-like ability once per day. This increases to 2/day at fifth level, and again to 3/day at ninth. [changed to supernatural; does seem a bit better for high levels. Death Sense (Su): At second level, the Greater Necromancer can detect the status of creatures around him/her, as per the Deathwatch spell, at will. Unnatural Aura (Su): Upon attaining third level, the Greater Necromancer begins to exude an eerie aura of negative energy to a radius of ten feet. This aura forces any living to make a Will save (DC 10+ half Greater Necromancer level + CHA bonus) or suffer a -1 morale penalty on all rolls. In addition, the aura heals any undead of 1 point of damage for every round they spend within it. At sixth level, this negative energy also heals the Greater Necromancer in the same way. (See Dark Healing) At eighth level, the penalty and negative energy healing double to -2 and 2, respectively. At 10th level, the radius of the Aura extends to 30 feet. Unnatural Aura does not grant temporary HP with Dark Healing. [extends to 30' at 10th level] Undead Servant: at fourth level, the Greater Necromancer can create an Undead Servant, in addition to any familiar s/he may already have. S/he may create a servant with more HD than those of its kind usually have, so long as it has same number or fewer HD than the Greater Necromancer has levels. This requires the Greater Necromancer to expend 500xp+100xp/HD of the creature used, as well as a flawless diamond worth at least 1,000gp. The base undead creature created must be a skeleton, zombie, or ghoul. A mindless undead gains an INT score of 3d6. Greater Undead Servant: same as the Undead Servant, except the base undead can be any undead creature with the same number or fewer HD than the Greater Necromancer has levels. A mindless undead gains an INT score of 3d6. The greater necromancer’s Undead Servant obeys its master’s mental instructions to the best of its abilities, without the Greater Necromancer ever having to speak. If the Undead Servant cannot carry out its commands, it communicates this to its master telepathically. This telepathy functions so long as the two are on the same plane of existence. If the Undead Servant is slain, the Greater Necromancer may spend 24 hours in meditation to summon a new one. A Greater Necromancer may dismiss an Undead Servant in order to call a Greater Undead Servant or a different Undead Servant. THE GREATER NECROMANCER’S UNDEAD SERVANT Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Special 1st–2nd +0 +0 +0 Share spells, Turning immunity 3rd–5th +2 +2 +1 Evasion 6th–8th +4 +4 +2 Immunities 9th–10th +6 +6 +3 Multiattack Undead Servant Basics: Use the base statistics for an undead of the servant’s kind, but make the following changes: Class Level: The character’s Greater Necromancer level Bonus HD: Extra twelve-sided (d12) Hit Dice. Remember that extra Hit Dice improve the Undead Servant’s base attack and base save bonuses. An Undead Servant’s base attack bonus is ½ its HD, as normal for its kind. An Undead Servant has a good Will save (treat it as a character whose level equals the undead’s HD). An Undead Servant gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. An Undead servant cannot have more HD than the Greater Necromancer has levels – any bonus HD beyond that point are lost. Natural Armor Adj.: The number noted here is an improvement to the Undead Servant’s existing natural armor bonus. Str/Dex Adj.: Add this value to the Undead Servant’s Strength and Dexterity scores. Share Spells (Ex): At the Greater Necromancer’s option, s/he may have any spell (but not any spell-like ability) s/he casts upon him/herself also affect his/her Undead Servant. The Undead Servant must be within 5 feet of him/her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Undead Servant if the servant moves farther than 10 feet away and will not affect the Undead again, even if it returns to the Greater Necromancer before the duration expires. Additionally, the Greater Necromancer may cast a spell with a target of “You” on his/her Undead Servant (as a touch range spell) instead of on him/herself. A Greater Necromancer and his/her Undead Servant can share spells even if the spells normally do not affect creatures of the servant’s type (Undead). Turning Immunity (Ex): The Undead Servant is immune to turning and rebuking effect, although it can still be bolstered. Evasion (Ex): If an Undead Servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Immunities (Ex): An Undead Servant that is normally harmed by sunlight, running water, etc., becomes immune to those forms of damage, though they receive a -4 penalty on all rolls in those situations. Multiattack: An Undead Servant gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Undead Servant instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Dark Healing (Su): at sixth level, the Greater Necromancer is somewhat affected by negative energy the same way as undead, converting ½ damage from negative energy to restore HP, effectively neutralizing such spells directed at him/her. This effect converts 100% of negative energy damage if the source of the negative energy is the caster or a creature the caster controls; this includes the Greater Necromancer’s Unnatural Aura. Dark Healing grants any excess as temporary HP, up to his normal HP (Temp HPs=normal HP); any temporary HP beyond this point are lost. Dark Healing also halves ability damage and drain from Undead. Tongue of the Dead (Su): Upon reaching sixth level, a Greater Necromancer can use a full-round action to mimic the effects of a speak with dead spell of a caster level equal to his/her Greater Necromancer level. Undead Traits (Su): At tenth level, the Greater Necromancer has spent so much time around undead that s/he has adopted some of their characteristics, and gains the benefits of the” undead” subtype with the following exceptions: cannot be turned, normal natural healing, normal healing form magic, effective SR (12+caster level) against unwanted Necromantic effects (as opposed to immunity to them,), and vulnerable to mind-influencing effects. This ability provides no benefits it the Greater Necromancer becomes or is already undead, as normal undead traits surpass it. Deathwish (Su): When the Greater Necromancer reaches tenth level, s/he gains the ability to curse a creature so that if it does a specific action (usually attacking the caster with a certain type of weapon,) the creature dies, its spirit magically snuffed out. The Greater Necromancer speaks aloud the name (or an obvious designation) of the target and an action that will result in its death. Both the Greater Necromancer and the target hear and understand the Deathwish, regardless of sound, language, or intelligence barriers, and no other creatures – not even Gods. This ability is a death effect, save DC =19+ Greater Necromancer’s Charisma modifier, with a range of 100 feet line-of-sight, and a permanent duration (but see below). If a creature succeeds on his save, he cannot be affected by that Greater Necromancer’s Deathwish again that day. If the creature fails its save, it is cursed, and if it performs the action specified by the caster, (even if not under its own free will,) it dies (no save.) Only a wish or miracle can restore the creature, and even they have only a 50% chance of functioning correctly. If the wish or miracle fails, the creature is brought back as an allip (50% chance) or a ghost (50% chance); regardless, the creature cannot be restored to normal by mortal magic after the wish or miracle fails. This curse can be lifted by casing limited wish, Wish, or miracle, followed by remove curse and dispel magic before the designated action is preformed. This ability can be used once per day, but has does not expire on a target. A Greater Necromancer may have a number of Deathwish effects active equal to his/her charisma bonus (minimum 1). [lots of changes on this one] UNIQUE GREATER NECROMANCER SPELLS: Name: Bone Trap School: Necromancy Level: Greater Necromancer Spell; level 3 Components: DF, V, S, F Casting Time: 1 action Range: 50’ Target(s)/Area/Effect: 1 hemisphere of bone, up to 5' radius/ level Duration: 1 round/ level Save: Reflex avoids (see text) SR: No Arcane focus: a pile of bones or a (dead) skeleton Description: Bone Trap creates a prison of bones around the target creature. . If the creature succeeds on his reflex save, he may take an immediate 5’ step out of the area. If a creature cannot escape the range by making a 5’ step, he is not entitled to a save. The bone trap has 60hp and hardness 3 with a break DC of 23. The bones are tight, but holes in them and at joints allow projectiles, rays, or piercing attacks through. The bone trap provides cover on attacks made from one side to the other. Melee attacks are impossible with anything but a piercing weapon. Name: Chill Aura School: Necromancy Level: Greater Necromancer 5 Components: V, S Casting Time: 1 action Range: Personal Target(s)/Area/Effect: 10 ft. radius +5 ft./level centered on the caster Duration: 1 round/ level Save: Fortitude half SR: yes Description: Negative energy emanates from the caster, chilling the surrounding area enough to form frost on solid, unmoving surfaces. Any living creature (besides the caster) within the area takes 1d4 points of damage from negative energy, and 1d4 points of cold damage per round, as well as suffering a -2 penalty to all rolls. This penalty increases to -4 if the creature is wearing or carrying a significant amount of metal (I.e. armor or weapons) Name: Corpse Explosion School: Necromancy Level: Greater Necromancer 7 Components: DF, V, S Casting Time: 1 action Range: Medium (100ft. +10ft. /level) Target(s)/Area/Effect: One freshly dead (no more than 3 days) corpse Duration: instantaneous Save: no (object); Reflex half (see text) SR: no (object) Description: The corpse you specify explodes in a blast of noxious gasses, blood, and half-decayed gore. The blast inflicts 1d8 points of damage per HD of the corpse before it died to anything in a 10-foot radius. Anything between 10 and 30 feet take 1/2 of that damage. In addition, the creatures are stuck with nausea, suffering a -2 penalty to attacks and saves. A copse so destroyed can be brought back to life with nothing less than a true resurrection spell. Name: Extract Skeleton School: Necromancy Level: Greater Necromancer 9 Components: DF, V, S Casting Time: 3 full rounds Range: Touch Target(s)/Area/Effect: creature touched (see text) Duration: instantaneous Save: Fortitude partial (see text) SR: yes Description: The creature you touch dies as its skeleton rips through its flesh and falls to the ground unless it makes the save. The creature is not entitled to a save if it is held or is otherwise helpless. If it makes the save, it takes 1d6 points of damage/level (max 10d6) as its bones writhe within it, which may kill it anyway. The resulting skeleton can be raised as an undead. This spell has no effect on undead creatures, creatures that lack a discernable anatomy, or creatures immune to critical hits. [note: I changed around the spells a bit to reflect the normal wording - like I changed "you" to "the caster"] [last revision: 12/15/07 11:06 PM EST.] |
| teamfireyleader12-15-07, 06:19 PM | P.E.A.C.H. Spell-Like Ability (Necromancy): The Greater Necromancer chooses one Necromancy spell known to him/her of third level or lower, and permanently gives up one spell slot of that level in order to use that spell as a spell-like ability once per day. This increases to 2/day at fifth level, and again to 3/day at ninth. I'd make it supernatural. Death Sense (Su): At second level, the Greater Necromancer can detect the status of creatures around him/her, as per the Deathwatch spell, at will. Ok. Unnatural Aura (Su): Upon attaining third level, the Greater Necromancer begins to exude an eerie aura of negative energy to a radius of ten feet. This aura forces any living to make a Will save or suffer a -1 morale penalty on all rolls. In addition, the aura heals any undead of 1 point of damage for every round they spend within it. At sixth level, this negative energy also heals the Greater Necromancer in the same way. (See Dark Healing) At eighth level, the penalty and negative energy healing double to -2 and 2, respectively. Unnatural Aura does not grant temporary HP with Dark Healing. At tenth it extends to 30ft? Undead Servant: at fourth level, the Greater Necromancer can create an Undead Servant, in additionShould replace to any familiar s/he may already have. S/he may create a servant with more HD than those of its kind usually have, so long as it has same number or fewer HD than the Greater Necromancer has levels.Should be class levels. This requires the Greater Necromancer to expend 500xp+100xp/HD of the creature used, as well as a flawless diamond worth at least 1,000gp. The base undead creature created must be a skeleton, zombie, or ghoul. Greater Undead Servant: same as the Undead Servant except the base undead can be any undead creature with the same number or fewer HD than the Greater Necromancer has levelsClass levels. The greater necromancer’s Undead Servant obeys its master’s mental instructions to the best of its abilities, without the Greater Necromancer ever having to speak. If the Undead Servant cannot carry out its commands, it communicates this to its master telepathically. This telepathy functions so long as the two are on the same plane of existence. If the Undead Servant is slain, the Greater Necromancer must wait a year and a dayMaybe next new moon? before creating a new one. An undead servant can be sacrificedDoes this mean you replace it? (slainDestroyed) by the Greater Necromancer in order to call a Greater Undead Servant without having to wait this timeWhy?. THE GREATER NECROMANCER’S UNDEAD SERVANT Class Level Bonus HD Int. Score Natural Armor Adj. Str/Dex Adj. Special 1st–2nd +0 3 +0 +0 Share spells, Turning immunity 3rd–5th +2 5 +2 +1 Evasion 6th–8th +4 9 +4 +2 Immunities 9th–10th +6 12 +6 +3 Multiattack Undead Servant Basics: Use the base statistics for an undead of the servant’s kind, but make the following changes. Class Level: The character’s Greater Necromancer levels Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal Remember that extra Hit Dice improve the Undead Servant’s base attack and base save bonuses. An Undead Servant’s base attack bonus is the same as that of a Greater Necromancer of a level equal to the undead’s HD. An Undead Servant has good FortitudeIt's dead! and Reflex saves (treat it as a character whose level equals the undead’s HD). An Undead Servant gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. Int. Adj.: The intelligence bonus? Natural Armor Adj.: The number noted here is an improvement to the Undead Servant’s existing natural armor bonus. Str/Dex Adj.: Add this value to the Undead Servant’s Strength and Dexterity scores. Share Spells (Ex): At the Greater Necromancer’s option, s/he may have any spell (but not any spell-like ability) s/he casts upon him/herself also affect his/her Undead Servant. The Undead Servant must be within 5 feet of him/her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Undead Servant if the servant moves farther than 10 feet away and will not affect the Undead again, even if it returns to the Greater Necromancer before the duration expires. Additionally, the Greater Necromancer may cast a spell with a target of “You” on his/her Undead Servant (as a touch range spell) instead of on him/herself. A Greater Necromancer and his/her Undead Servant can share spells even if the spells normally do not affect creatures of the servant’s type (Undead). Turning Immunity (Ex): The Undead Servant is immune to turning. Evasion (Ex): If an Undead Servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Immunities (Ex): An Undead Servant that is normally harmed by sunlight, running water, etc., becomes immune to those forms of damage, though they receive a -2 penalty on all rolls in those situations. Multiattack: An Undead Servant gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Undead Servant instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Overpowered to the maximumCut the power and make it every new moonOtherwise ok Dark Healing (Su): at sixth level, the Greater Necromancer is somewhat affected by negative energy the same way as undead, converting ½ damage from negative energy to restore HP, effectively neutralizing such spells directed at him/her. This effect functions to convert 100% of negative energy damage if the source of the negative energy is the caster or a creature the caster controls; this includes the Greater Necromancer’s Unnatural Aura. Dark Healing grants any excess as temporary HP. Dark Healing also halves ability damage and drain from Undead. Ok Necro-Linguistics: Upon reaching sixth level, a Greater Necromancer can understand the way in which undead creatures communicate. The Greater Necromancer can use a full-round action to mimic the effects of a speak with dead spell of a caster level equal to his/her Greater Necromancer level. Ok how does this work? you learn to speak to undead (vampires speak common and so do alot of others) And you get speak with dead?! Huh?! Change the fluff or change the ability. Speak to mindless undead? Undead Traits (Su): At tenth level, the Greater Necromancer has spent so much time around undead that s/he has adopted some of their characteristics, and gains the benefits of the” undead” subtype with the following exceptions: cannot be turned, normal natural healing, normal healing form magic, effective SR 10 against unwanted Necromantic effects (as opposed to immunity to them,), and vunarable to mind-influencing effects. S...R...10?!?!? OKay... You start this class at what level? And how many times will this be useful? 1/20 only on a fumble. Deathwish (Su): When the Greater Necromancer reaches tenth level, s/he gains the ability to curse a creature so that if it does a specific action (usually attacking the caster with a certain type of weapon,) the creature dies, its spirit magically snuffed out. Treat this ability as a ray spell, (save DC =19+ Greater Necromancer’s Charisma modifier), with a range of 100 feet line-of-sight, and a permanent duration (but see below). If the creature fails its save, it is cursed, and if it performs the action specified by the caster, (even if not under its own free will,) it dies (no save.) Only a wish or miracle can restore the creature, and even they have only a 50% chance of functioning correctly. If the wish or miracle fails, the creature is brought back as an allip (50% chance) or a ghost (50% chance); regardless, the creature cannot be restored to normal by mortal magic after the wish or miracle fails. This curse can be lifted by casing limited wish, Wish, or miracle, followed by remove curse and dispel magic before the designated action is preformed. A Greater Necromancer may have a number of Deathwish effects active equal to his/her charisma bonus (minimum 1) You have to let them know they are under the curse and against what. Overally a good class but both underpowered and overpowered. Overpowered: An NPC loyal to you with HD equal to yours?! Comes back once per year?!?!?!?!?!? Under:everything else by a hair. Also please use a code box (# button on list above reply) and notepad to format tables better. |
| Magius_Rerecros12-15-07, 08:44 PM | +1 for better formatting. |
| Iabes_Q_c_a_Mahorella12-15-07, 09:42 PM | yeah I did this when I sucked at formatting... [edit: yup, I still do] I've updated it quite a bit since one of my players pointed out some massive flaws. Also, the undead servant feature is suppodsed to replicate a Druid's animal companion, and that class feature was done by copying the Druid Animal Companion table from the SRD and re-working it, so there are some flaws. It's also why it says "year-and-a-day" that the same for both familiars and Animal Companions - in 3.0; whups. changed that. [edit:] alright, I've changed it reflect my most recent changes. |
| katarl12-16-07, 11:00 AM | nice. play diablo much? |
| Iabes_Q_c_a_Mahorella12-16-07, 01:02 PM | a bit of Diablo II LoD, yeah. Lv 46 Druid AoE DoTs FTW. But corpse exlposion was epic, and I figured Bone Trap was cool, so I merged them into a new PrC I'd been working on. Seriously though, I've got a player who wants to use this, and I need to make sure it dosne't rape my game.... I mean, they're already ECL 25 Vampires, but still... |
| teamfireyleader03-26-08, 05:45 PM | Death wish is still too powerful. It is a lvl 9 effect that you can get at 15th level? that you have only the limit of your charisma bonus?! How many custom charisma increasing items can you have????!!!!! (tell me if i'm missing some) Cha bonus untyped:18 base+6 cloak, +6 armour, +6 helmet, +6 necklace, +6 bracers, +12 2xrings, +6 boots, +6 potion, +6 sword (or other weapon), +6 rod, and anything else you can think of!!!! 84 charisma!!!!! 37 active curses. "Bob, if you breath my curse will kill you meaning that i can curse someone else! (cue manical laughter)" curse to prevent a) moving b) breathing c) holding their breath (yeh that is evil) d) thinking e) using spells powers mysteries manuvers etc. f) speaking. g) commanding someone else to kill you. Overpowered to hell. Sorry it just is. |
| angelofsorrow6603-26-08, 08:44 PM | change the name to Arch Necromancer. it sounds cooler |