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| Realms of Chaos02-08-08, 12:32 AM | Ashen Necromancer “No matter how much those practitioners of necromancy claim their specialty an art, they always end up looking more like generals than artists.” Alfred Himdul, Archmage Since the discovery of necromantic magic, the threat of undead hordes have lorded over many sentient species. The thought of an army capable of replenishing itself from your fallen troops is enough to inspire fear in even the most stalwart tacticians. Luckily, necromancy is a much deeper and complex art than most give it credit, requiring much study or supplication before the secrets to undead creation are revealed. In most cases, necromancers can be weeded out before they become a problem. To every rule, unfortunately, there is an exception. Ashen Necromancers focus their energies exclusively on the creation and enhancement of undead, getting considerable talent with undead creation at an alarming rate. Although they cast no spells, they are an undeniable threat. Hit Dice: d6 Class Skills: An Ashen Necromancer’s class skills are Bluff, Concentration, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (arcana), Spellcraft, Use Magic Device Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifier Base Fort Ref Will Level Attack Bonus Save Save Save Special 1 +0 +2 +0 +2 Undead Augmentation, Soul Gem 2 +1 +3 +0 +3 Channel Undeath, Bone Armor (+2) 3 +1 +3 +1 +3 Undead Augmentation 4 +2 +4 +1 +4 Craft Dead 5 +2 +4 +1 +4 Undead Augmentation 6 +3 +5 +2 +5 Bone Armor (+3) 7 +3 +5 +2 +5 Undead Augmentation 8 +4 +6 +2 +6 Horde Specialization 9 +4 +6 +3 +6 Undead Augmentation 10 +5 +7 +3 +7 Bone Armor (+4) 11 +5 +7 +3 +7 Undead Augmentation 12 +6/+1 +8 +4 +8 Horde Specialization 13 +6/+1 +8 +4 +8 Undead Augmentation 14 +7/+2 +9 +4 +9 Bone Armor (+5) 15 +7/+2 +9 +5 +9 Undead Augmentation 16 +8/+3 +10 +5 +10 Horde Specialization 17 +8/+3 +10 +5 +10 Undead Augmentation 18 +9/+4 +11 +6 +11 Bone Armor (+6) 19 +9/+4 +11 +6 +11 Undead Augmentation 20 +10/+5 +12 +6 +12 Horde Specialization, Ashen Apotheosis Class Features: The Following are class features of the Ashen Necromancer. Weapon and Armor Proficiency: You gain proficiency with simple weapons and with light armor, but not with shields. Undead Augmentation (Ex): Stating at 1st level, you gain the ability to augment undead. At 1st level, you gain a single first tier augmentation. At every odd level afterwards, you gain access to an additional augmentation and you may increase a previously known augmentation to the next tier. You may only gain access to a new tier of augmentations when you possess at least two augmentations of at least that tier. It is possible to add augmentations to preexisting undead, whether or not they are under your control. Doing so takes 24 hours per tier of the augmentation and costs 500 gp of materials per tier of the augmentation. In addition, the capturing of the proper energies needed takes a spellcraft check (DC 15+ [5 x tier]). A failure on this check results in wasted time and resources. You gain a +2 bonus on all charisma-based checks made against Intelligent creatures outfitted with your undead augmentations for each of your undead augmentations on its person. An unintelligent undead outfitted with your undead augmentations may not take hostile actions against you, even if commanded to do so by its creator. A single undead creature may bear no more than one undead augmentation for every two hit dice they possess (minimum 1). In addition, the added tiers of all undead augmentations created for undead (and soul gems) under your direct control (including those gained through the undead leadership feat, but not intelligent undead won over as allies) may not exceed 4/class level. A single undead augmentation may not be applied to a single creature more than once unless they specifically state otherwise. Soul Gem (Su): Starting at 1st level, you learn the secret to temporary undead animation. By placing an onyx gem worth at least 25 gp/hit dice onto a corpse, the corpse is consumed in black flames as the gem obtains the body’s spiritual imprint. At any later point, you may crush the onyx gem as a full round action to temporarily animate the body imprinted upon the gem as a skeleton or zombie (depending on the state of the corpse at the time of imprinting). This undead creature serves you for 1 minute/level before crumbling into dust. You may not animate an undead with more than twice your level in hit dice (although you may freely imprint them) and a single gem can not bear more than one imprint. Other creatures may shatter an imprinted gem to animate the undead within but the undead is under your control (unless controlled by some outside source) and attacks anyone else who cracks the gem unless you are close enough to order them not to. Undead animated in this way do not count towards your limit of undead controlled. Undead augmentations may be applied to soul gems. These augmentations count towards your maximum and do not take effect until the undead is animated. The augmentation process is simplified when applying it to a soul gem, however, lowering the time needed to 24 hours, regardless of its tier. Bone Armor (Ex): Starting at 2nd level, you learn how to form yourself a suit of armor from bone to enhance your connection to the dead. The armor grants a +2 armor bonus, a –1 armor check penalty, and a maximum +8 dexterity bonus. In addition, you gain darkvision out to 60 feet while wearing this armor. Starting at 6th level, you can craft yourself a new suit of bone armor. The armor grants a +3 armor bonus, a –2 armor check penalty, and a maximum +7 dexterity bonus. In addition to darkvision, you no longer need to eat or drink while wearing this armor. Starting at 10th level, you can craft a vastly improved suit of bone armor. This armor grants a +4 armor bonus, a –3 armor check penalty, and a maximum +6 dexterity bonus. In addition to all previous abilities, you are immune to all poisons and diseases while wearing this armor. Starting at 14th level, you can craft a superior suit of bone armor. This armor grants a +5 armor bonus, a –4 armor check penalty, and a maximum +5 dexterity bonus. In addition to all previous abilities, you no longer need to sleep and gain immunity to fatigue and exhaustion while wearing this armor. Starting at 18th level, you can craft the most protective suit of bone armor possible. This armor grants a +6 armor bonus, a –5 armor check penalty, and a maximum +4 dexterity bonus. In addition to all previous abilities, you gain immunity to mind-affecting effects, ability damage, ability drain, and energy drain while wearing this armor. The construction of this armor takes 24 hours of work and a skeleton of your type and size category. For all purposes, Bone Armor is considered to be light armor. No other creature can benefit from bone armor other than a Necromancer of a sufficient level to create such as suit of armor. In addition, one this armor is donned (a process that takes one minute, with or without help), it is destroyed the moment that it is removed (a full-round action) or that its wearer loses contact with the ground. Therefore, running, charging, jumping, climbing, swimming, flying, falling, teleporting, and levitating all destroy this armor. Channel Undeath (Su): Starting at 2nd level, you learn how to channel negative energy through you. You gain a pool of points equal to your class level x your charisma modifier (minimum x 1) that refresh themselves each day at midnight. As a standard action, you may touch yourself or an undead target to heal them on a point-for-point basis. As this healing comes from negative energy, you may also use this ability to harm the living, although they may make a will save (DC 10 + 1/2 class level + Cha modifier) to take half damage. In addition, so long as you possess at least one point per level, you are healed by negative energy (and positive energy) and unintelligent undead treat you as if you were an undead. Craft Dead (Su): At 4th level, you gain the ability to craft all forms of corporeal undead. Doing so requires 1 corpse of the proper size (larger specimens may not make advanced versions of the intended undead). The Crafting process takes 1 hour per HD of the undead (including turn resistance) and costs 500 gp per HD (also including turn resistance). Furthermore, the process requires a successful Knowledge (religion) check (DC 15 + [2 x Undead’s hit dice, including turn resistance]) Undead created in this way are under your control and count towards your maximum HD of undead controlled. Whenever an undead created in this way is destroyed, however, some of the life force you invested in it is taken directly from you, requiring your to make a Fortitude save (DC 15 + HD x 2) or lose 200 xp per hit dice of that creature. If an augmentation is applied while using craft dead, the time needed overlaps and the augmentation costs only 200 gp per tier. However, the Knowledge (religion) DC is raised by +2 for each tier of undead augmentations applied in this way. You may only craft undead with a CR equal to or less than 1/2 your class level (minimum CR 1) Horde Specialization (Ex): At 8th level, you gain the ability to focus your undead in one of two ways. Either you can grant all undead you control 6 extra hit points or you can gain an undead champion. You can declare an undead creature you control to serve as your undead champion through a 1-hour ritual. At the end of the ritual, that undead creature’s natural weapons are considered evil for the purposes of bypassing damage reduction and gains 2 hit points/class level you possess. In addition, an undead champion can bear four more tiers of augmentations than is normally allowed. At 12th, 16th, and 20th level, you gain this ability additional times, each time either empowering all of their undead further or gaining another undead champion. An undead champion cannot go through the process used to create an undead champion. Ashen Apotheosis (Ex): At 20th level, you achieve the ultimate aim of all necromancers, to conquer death itself. Although you do not gain the undead type, you no longer age and do not die when your time is up. Furthermore, you may bestow yourself with undead augmentations as if you were an undead creature. Augmentations placed on yourself do not count towards your maximum (although your hit dice still limits the number of augmentations you may possess) |
| Realms of Chaos02-08-08, 12:44 AM | Augmentations: Spread Perceptions: Tier 1: If you possess at least one undead within 10 feet of you, you may hear objects out to 20 feet away without a penalty on your listen checks. For every undead close enough to you to be heard without receiving a penalty for distance, you can hear 10 feet further without penalty. Tier 2: As a free action, you can choose to see through the eyes of an undead you have bestowed with this ability for 1 round. If that undead can see another undead you have bestowed with this ability, you instead see through that undead’s eyes as another free action. You may change your perspective any number of times in one round using this method. Tier 3: Whenever an undead you have bestowed with this ability is damaged or destroyed, you instantly learn that fact and learn how they were injured. The explanation is always simple and refers to what was actually dealing the damage (so an undead damaged by a dwarf wielding an axe would inform you that it was damaged by an axe, not a dwarf). Persistant Dead: Tier 1: Undead you bestow with this augmentation heal 1 hit point every 24 hours spent resting. Furthermore, they can stand up from the prone postion as a free action that doesn't provoke attacks of opportunity. Tier 2: Whenever an undead you bestow with this augmentation is damaged, it gains DR 1/-. Every time it is injured, the value of this damage reduction is increased by 1. At the end of one minute, however, this damage reduction is lost, Tier 3: Whenever an undead you bestow with this augmentation is slain, it is revived 24 hours later with 1 hit point unless you wish otherwise. The undead gains only a single opportunity to revive each time they are slain. Toughened Dead: Tier 1: undead you bestow with this augmentation are granted cold resistance 5 and fire resistance 5, if they do not already possess better values (or immunity) against these elements. Tier 2: undead you bestow with this augmentation gain supernatural toughness. They gain a number of extra hit points equal to their Charisma modifier X their HD. Tier 3: undead you bestow with this augmentation gain damage reduction 5/good. Eldritch Dead: Tier 1: undead you bestow with this augmentation gain a +4 bonus on knowledge (arcane) checks and can make such checks untrained. In addition, the undead can make a ranged touch attack that deals 1d6 damage. This attack is treated as a spell-like ability that is usable at will, and is therefore subject to spell-resistance. Tier 2: undead you bestow with this augmentation gain a +4 bonus on concentration checks and spellcraft checks, which they may make untrained. In addition, they may counter an opponent’s spell with pure force of will. If they succeed on the spellcraft check made to identify a spell as it is being cast, they may make a concentration check against a DC of 10 + opponent’s spell level + opponent’s caster level. An undead can only counter spells with a spell level equal to or less than 1/2 of their hit dice. In addition, the ranged touch attack of the undead now deals 2d6 damage. Tier 3: undead you bestow with this augmentation gain a +4 bonus on use magic device checks, can make such checks untrained, and may take 10 on such checks, even when rushed or under pressure. In addition, the undead gains access to a single least invocation, chosen from the warlock list (not the dragonfire adept list). Lastly, the ranged touch attack of the undead now deals 3d6 damage. Honor Guard: Tier 1: undead you bestow with this augmentation automatically grant you cover so long as they are within 5 feet from yourself. Tier 2: whenever an undead you bestow with this augmentation hits an opponent with a natural attack, you may channel points from your channel undeath ability to damage or heal your foe by an equal amount, as the channel undeath ability. Tier 3: As long a an undead you bestow with this augmentation is within 30 feet of you when you take damage, you may redirect half of the damage to the undead. This takes no action but you can’t share damage with more than one undead. Increased Perceptions: Tier 1: undead you bestow with this augmentation can see invisible creatures Tier 2: undead you bestow with this augmentation see through the effects of all figments and glamors. The undead may still be the target of such effects, however. Tier 3: undead you bestow with this augmentation can see ethereal creatures. Increased Speed: Tier 1: undead you bestow with this augmentation have their speed increased by 10 feet and gain a +1 bonus on Reflex saves. Tier 2: undead you bestow with this augmentation have their speed increased by 20 feet and gain a +2 bonus on Reflex saves. Tier 3: undead you bestow with this augmentation have their speed increased by 30 feet and gain a +3 bonus on Reflex saves. Increased Priority Tier 1: A damaged undead you bestow with this augmentation transmits its wounds to all other undead creatures without this ability within a 10-foot radius that do not possess this ability at a rate of one hit point per round per eligible “donor”. Tier 2: Undead you bestow with this augmentation cannot be turned or rebuked as long as another undead within a 30-foot radius of it has not been turned or rebuked. Tier 3: As a full-round action, an undead you bestow with this augmentation can destroy any other undead you have created to heal hit points equal to the number of hit dice of the destroyed creature. Rotting Dead Tier 1: Undead you bestow with this augmentation learn how to supplement their decomposing form with the flesh of their foes. Whenever an undead delivers a successful coup de grace, they may take a swift action to remove a chunk of flesh from their target and add it to themselves, healing 1d6 damage. Tier 2: Undead you bestow with this augmentation are surrounded by a terrible stench. Creatures within a 10-foot radius must make a fortitude save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become sickened for as long as they remain in range and 1 round afterwards. A target who successfully saves on this saving throw is immune to that undead’s stench for 24 hours. You are immune to the stench of undead to which you grant this augmentation Tier 3: Undead you bestow with this augmentation are not particularly stable. Whenever such an undead takes damage greater than twice their hit dice from one attack, their form seems to rot further in a rather disturbing manner. Skin may slough off of a zombie, for instance, or ribs may fall off of a skeleton to dangle in the ribcage. Whenever this occurs, all who can see the undead must make a successful fortitude save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become nauseated for 1 round. You are immune to this effect from undead which you have granted this augmentation. Desecrated Dead Tier 1: All holy water to pass within 10 feet of an undead you bestow with this augmentation is instantly transmuted into unholy water (no saving throw). Tier 2: Whenever a turn attempt is made against an undead you bestow with this augmentation, the turner’s holy symbol (if they possess one) is reduced to ashes (or slag) after the attempt, regardless of whether it succeeds or not. Tier 3: Whenever an undead you bestow with this ability makes a critical hit, all damage that they deal is treated as vile damage. Fearful Dead Tier 1: Undead you create gain a +4 bonus on intimidate checks and may attempt to demoralize a foe as a swift action. Tier 2: Undead you bestow with this augmentation emanate an aura of unease around them. Animals will not willingly go within 100 feet of them and becoming frightened for as long as they are forces within such proximity. Other creatures feel unease within a 30-foot radius of the undead, taking a –4 penalty to their Dexterity score (to a minimum of 1) for as long as they remain so close by. Creatures immune to fear effects are immune to this penalty. Tier 3: Once per encounter, an undead you bestow with this augmentation can instill great fear in all targets within a 30-foot radius. All targets must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become frightened for 1 round. Targets adjacent to the undead instead cower in fear for 1 round if they fail their saving throw. Resilient Dead: Tier 1: Undead you bestow with this augmentation gain fast healing 1 and a +1 bonus on Fortitude saves. Tier 2: Undead you bestow with this augmentation gain fast healing 2 and a +2 bonus on Fortitude saves. Tier 3: Undead you bestow with this augmentation gain fast healing 3 and a +3 bonus on Fortitude saves. Herald: Tier 1: undead you bestow with this augmentation can imitate your voice to a great degree. All listening to their voice must make a DC 20 listen check to differentiate it from your own. If you bestow this augmentation upon an undead creature that is unintelligent or that cannot otherwise speak, you may grant one or more preset messages, so long as they add up to no more than 2 words/level. These messages are either called upon when needed (in the case of intelligent undead) or are released in response to certain stimuli (in the case of unintelligent undead), chosen when the messages are set. Messages are set when the undead is bestowed with this augmentation and can be changed with 1 hour of work (spent with the undead). Tier 2: As a swift action, you can destroy an Undead you bestow with this augmentation to deal 1d6 negative energy damage/2 HD to all living creatures within a 30-foot radius. Creatures under your control do not receive a saving throw to resist this ability but undead not under you control may make a Will save (DC 10 + 1/2 class level + Charisma modifier) to resist. Creatures caught in the area of the blast may make a Will save (DC 10 + 1/2 undead’s HD + your charisma modifier) to take half damage. As with all negative energy effects, undead within radius are healed instead of harmed. Tier 3: Undead you bestow with this augmentation gain the ability to control undead you create as if they were you. An undead with this augmentation can control a number of HD of undead up to its HD + its Charisma modifier (if positive). Undead controlled by undead with this augmentation do not count towards your limit of undead controlled. Loyal Dead: Tier 1: Undead you bestow with this augmentation gain turn resistance +2 and a +1 bonus on will saves. Tier 2: Undead you bestow with this augmentation gain turn resistance +4 and a +2 bonus on will saves. Tier 3: Undead you bestow with this augmentation gain turn resistance +6 and a +3 bonus on will saves. Infiltrator Tier 1: Undead you bestow with this augmentation do not appear to be undead. The undead is not detected by the detect undead spell and is detected as living or inanimate (undead’s choice) by a deathwatch spell. Tier 2: As an immediate action, undead you bestow with this augmentation can assume the disguise of deanimation, becoming a mere pile of parts on the floor. It takes a DC 20 spot check to recognize something strange about the arrangement of the undead’s parts. If this ability is used in response to taking damage, a DC 20 sense motive check allows someone to realize that the undead was not truly destroyed. Pulling itself back together is a full-round action that provokes attacks of opportunity. Tier 3: Undead you bestow with this augmentation can assume the perfect disguise of life. As a swift action, they can grant themselves immunity to holy water, turning and rebuking. Furthermore, while in this state, the undead is healed by positive energy and is harmed by negative energy, just like a living creature. Finally, the undead gains a +10 bonus on disguise checks. This state can be maintained indefinitely and requires a swift action to end. Shadow: Tier 1: attacks made against undead you bestow with this augmentation have a 20% miss chance unless they are made in an area of bright light. Tier 2: undead you bestow with this augmentation deal 1d4 strength or dexterity damage (chosen at the time of augmentation) with each natural attack. Tier 3: undead you bestow with this augmentation exude an area of utter desecration. The area within 20-foot radius of themselves functions as a desecration spell. Warrior: Tier 1: undead you bestow with this augmentation gain proficiency with martial weapons, light and medium armor, and shields (but not tower shields). Even unintelligent undead can gain these proficiencies. Tier 2: undead you bestow with this augmentation gain a bonus fighter feat of your choice. The undead possesses no effective fighter level for the purposes of feats such as weapon specialization. Tier 3: undead you bestow with this augmentation gain an insight bonus to attack rolls equal to 1/4 of the undead’s hit dice. Savage: Tier 1: undead you bestow with this augmentation gain two claw attacks and a bite attack if they do not already possess them, dealing damage appropriate for their size. If they already possess either of these attacks, it now deals damage as if it was one size category larger. Tier 2: undead you bestow with this augmentation gain the scent ability and a +2 bonus to their natural armor. Tier 3: undead you bestow with this ability can fly into a unique rage once per encounter. In the rage, the undead gains a +4 bonus to their Strength and Dexterity scores, a +2 bonus on damage rolls, a +4 bonus on strength-based skill checks and ability checks, and a –2 penalty to AC. As this “rage” is an exhilaration of body and not the mind, no restrictions on spellcasting or skills is placed. The rage can be started as a free action and lasts 3 rounds. Madness: Tier 1: undead you bestow with this augmentation gain the ability to sow madness among their foes. Once per encounter, the undead can cause everyone to make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become confused for 1 round, as the lesser confusion spell. Tier 2: undead you bestow with this augmentation deal an extra 1d4 Wisdom damage with each of their natural attacks. Tier 3: undead you bestow with this augmentation constantly mutter to themselves, creating a hypnotic effect. Anyone within 30 feet of them must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become dazed for 1d4 rounds by the hypnotic muttering. A creature who successfully save against the muttering is immune to that undead’s mutturing for 24 hours. Hexer: Tier 1: undead you bestow with this augmentation can curse those who hit them. Whenever a creature hits such an undead with a natural or melee attack, they must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or take a –2 penalty to their AC for the remainder of the encounter. Whether they succeed or fail their saving throw, the target is immune to the curse from that undead for 24 hours. Tier 2: undead you bestow with this augmentation can curse those nearby with misfortune. All living creatures within a 10-foot radius of the undead take a penalty on their saving throws equal to your charisma modifier. Tier 3: undead you bestow possess the ability to bestow a dying curse. When such an undead is slain, one adjacent living creature other than you is chosen for the curse. If the undead’s killer is adjacent to it, the killer is the target. Otherwise, the target is chosen randomly from all potential targets. The target must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or be cursed as the bestow curse spell (the exact effects of the curse are chosen at the time of augmentation. Specter: Tier 1: undead you bestow with this augmentation are immune to the effects of difficult terrain and can’t be the target of attacks of opportunity. Tier 2: undead you bestow with this augmentation can become invisible to for one round as a standard action. Unintelligent undead can only use this ability if ordered to do so (although they can be ordered to use it every round until intruders arrive). Tier 3: undead you bestow with this augmentation can become incorporeal for 1 minute as a swift action, gaining all benefits and drawbacks of the subtype. While incorporeal, they gain a touch attack that deals damage equal to their most damaging natural attack. This ability may be used no more than once every 5 minutes. Nature’s Necromancy Tier 1: animals, magical beasts, and fey all start out friendly towards undead you bestow with this augmentation. This includes familiars, animal companions, and special mounts. In addition, they gain a +2 bonus on saving throws made to resist the magic of druids. Tier 2: undead you bestow with this augmentation can alter themselves into plants as swift actions. With this change, their type changes from undead to plant, although all other augmentations on them remain active and you still maintain any control you had over them. In addition, while in this form, the undead heals 1 hit point every minute that they spend exposed to the sun. Tier 3: undead you bestow with this augmentation are infested with small animals. Once per encounter, the undead can spew forth a swarm with a CR no higher than 1/2 of the undead’s CR. into any two adjacent squares within a 30-foot radius of itself as a full-round action. If an undead takes 20 or more damage from a single attack, if this use for the encounter is not used, the undead may use it as an immediate action. Infector: Tier 1: undead you bestow with this augmentation pass on a single mundane disease with their natural weapons. They may transmute any disease allowed via the contagion spell, chosen when the augmentation is added, although it is delivered by the undead creature’s natural attack. In addition, all inanimate plants that come into contact with the undead are instantly slain and all plant creatures take an extra 1d6 damage from the undead’s natural attacks. Tier 2: undead you bestow with this augmentation infect their surroundings. Any potable liquid or edible substance that passes within 30 feet of the undead are instantly rendered poisoned and inedible to all but you. Magical foods (such as those conjured by heroes feast) and potions receive saving throws to resist this effect (DC 10 + 1/2 undead’s HD + your charisma modifier). Any such food or drink consumed requires its owner to succeed on a Fortitude save (DC 15 + your charisma modifier) or take 1d4 Constitution damage. One minute later, if they failed their original Fortitude save, they must make another at the same DC or take another 1d4 Constitution damage. Tier 3: undead you bestow with this augmentation spread the curse of undeath far and wide. Any creature to be slain by the undead or by their disease or poison is reanimated a zombie (or skeleton) 1d4 days later unless a bless spell is cast upon the corpse. This reanimation occurs even if the undead you bestowed with this augmentation is slain. These zombies and skeletons are under your control but count towards your limit of controlled undead. Necromancer: Tier 1: You can scribe spells upon undead that you bestow with this augmentation, turning them into miniature spellbooks. Any undead creature can only possess a number of spell levels of spells equal to 1/2 their HD (minimum 1 spell level). In addition, the undead can only cast the spells by themselves if they possess a charisma score of at least 10 + spell’s spell level. The spell’s DC is determined by your charisma score. The undead gains two 0 level spell slots and one 1st level spell slot, gaining bonus spell slots for having a high charisma score. Only sorcerer/wizard spells from the necromancy school can be learned in this way. As long as the undead is within 30 feet of you, you can force a spell to be cast, even if the undead’s charisma score isn’t high enough to cast the spell, so long as your charisma score is. Casting a spell with a casting time of 1 standard action or less in this way takes 1 full-round action and all other spells have their casting time doubled. Undead given spells in this way do not need to prepare spells, casting spontaneously as a sorcerer or bard. In addition, the undead don’t need to rest to regain their spell slots. Instead, so long as you gain 8 hours of rest each night and then reflect on the nature of death for one hour, all undead bearing this augmentation have their spell slots refreshed. Undead may use metamagic feats to alter spells learned in this way, although they must be taken as usual. Tier 2: Undead you bestow with this augmentation gain an extra 0-level, 1st-level, and 2nd level spell slot. Tier 3: Undead you bestow with this augmentation gain an extra 0-level, 1st-level, 2nd-level, and 3rd-level spell slot. In addition, the undead gains 0 4th-level spell slots, allowing them to cast 4th level spells if their charisma score is high enough. NOTE: This augmentation can be applied to an undead creature more than once, granting them more spell slots each time. Shadow Magic: Tier 1: You grant an undead that you bestow with this augmentation the ability to cat mysteries. The undead can only cast the mysteries by themselves if they possess an intelligence score of at least 10 + spell level. The spell’s DC is determined by your charisma score. The undead learns 2 fundamentals, each of which it can use 3 times per day as a supernatural ability. In addition, they learn one 1st-level apprentice mystery, which they can cast 1/day as a arcane spell. A long a the undead is within 30 feet of you, you can force a mystery to be cast, even if the undead’s intelligence score isn’t high enough to cat the mystery, so long as your intelligence score it. Casting a mystery in this way takes 1 full-round action. Undead do not need to rest to regain their daily uses of mysteries and fundamentals. Instead, so long as you get 8 hours of rest and then spend 30 minutes in quiet meditation, all undead bearing this augmentation have their daily use refrehed. Undead may use metashadow feats to alter mysteries learned in this way, although they must be taken as usual. Tier 2: Undead you bestow with this augmentation gain the 2nd-level apprentice mystery of the path that the 1st-level mystery originated from, usable once per day as an arcane spell. Tier 3: Undead you bestow with this augmentation gain the 3rd-level apprentice mystery of the path that the 1st- and 2nd-level mysteries originated from. In addition, all mysteries from that path may now be cast twice per day as spell-like abilities. NOTE: This augmentation can be applied to an undead creature more than once, granting them new fundamentals and mysteries each time. A single path may not be learned twice. Incarnum: Tier 1: Undead you bestow with this augmentation gain a limited ability to shape soulmelds. They may form up to 2 soulmelds at any given time, selected from the incarnate soulmeld list. The DC of a saving throws against a soulmeld is 10 + number of points of essential invested in soulmeld + undead’s wisdom modifier. Their meldshaper level is equal to their hit dice. The maximum number of soulmelds that the undead can have shaped simultaneously is equal to their wisdom score –10, or two, whichever is less. In addition, the undead gains a number of points of essential equal to your Wisdom modifier. As a swift action, they may allocate their essential investments in their soulmelds each round. If an undead’s wisdom score is to low for them to form any of their soulmelds, you may spend one hour working with them to force a single soulmeld into existence, so long as your wisdom score is at least 11. Undead do not study or prepare their soulmelds in advance. Instead, you must get 8 hours of sleep and spend 1 hour focusing on your undead, which allows all undead you have betowed with this augmentation to shape their soulmelds for the day. The undead may not shape soulmelds with the good descriptor. Tier 2: Undead you bestow with this augmentation can form up to 3 soulmelds, gain an additional point of essentia, and can bind soulmelds to their crown charka. Tier 3: Undead you bestow with this augmentation can form up to 4 soulmelds, gain another additional point of essential (making two extra), and can bind soulmelds to their feet and hand charkas. Martial: Tier 1: Undead you bestow with this augmentation gain a limited ability to unleash martial maneuvers. The disciplines available to them are shadow hand, setting sun, tiger claw, and white raven. They start with knowledge of 2 martial maneuvers, which are extraordinary abilities unless otherwise noted in their description. In addition, all maneuver that they know are readied at the beginning of each encounter. The undead begin an encounter with all of their maneuvers unexpended. When they initiate a maneuver, they expend it for the current encounter, of each is used once per encounter. The undead’s initiator level is equal to their hit dice but they may not obtain any maneuver or stance of 5th level or higher. The undead can recover an expended maneuver by ripping at their physical form as a full-round action, dealing them 5 damage. When this occurs, they choose one expended maneuver to refresh. Unintelligent undead are granted the knowledge of how to do this. Tier 2: Undead you bestow with this augmentation now gain 3 martial maneuvers. Tier 3: Undead you bestow with this augmentation now gain 4 martial maneuvers and one stance. Binding: Tier 1: You can bind a single vestige to all undead you bestow with this augmentation. You must select a 1st-level vestige. To do so, you must first draw its unique symbol upon a surface, making the image at least 5 feet across. This takes 1 minute of concentration and provokes attacks of opportunity. The seal must be used within one minute of its completion and you must meet all of the vestige’s special requirements (if any) to summon it. Afterwards, you must call out the vestige’s name and title as you touch the seal. This is a full-round action. Unless some effect prevents you from being heard, a manifestation of the vestige appears in the seal. This manifestation is merely a figment that is recognizable as such by any who interact or study it. If you fail to address the manifestation within 1 round, it disappears. The vestige speaks in whatever language you called it in. To make a pact with it, you must make a binding check (1d20 + your charisma modifier). The process takes 1 minute. You cannot make a rushed binding check. Whether you succeed or fail, all undead you bestow with this augmentation are granted the powers granted by the vestige for 24 hours. During that time, the vestige cannot be expelled from any of them. If you fail the binding check, the vestige exerts its influence over all intelligent creature you have bestowed with this augmentation and yourself. As long as they are bound, each undead you have bestowed with this augmentation shows the vestige’s sign. If you have failed the binding check, you also show the sign. Vestiges cannot be targeted or expelled through any means although they are suppressed within the area of an Antimagic Field. The Save DC for any supernatural power granted by a vestige is 10+ 1/2 the undead’s HD + your charisma modifier. In addition, each bestowed creature’s effective binder level is either 1/2 the undead’s HD or the minimum level needed to bind to that vestige, whichever is greater. Tier 2: You can bind vestiges up to 2nd level to all undead you bestow with this augmentation and get a +2 bonus on binding checks. In addition, if you succeed on a binding check, you may suppress the sign of the vestige. Once suppressed, it cannot be displayed by any means. Tier 3: You can bind vestiges up to 3rd level to all undead you bestow with this augmentation and get a +4 bonus on binding checks. In addition, you may bind to 2 vestiges. True speech Tier 1: undead you bestow with this augmentation gain the ability to change the world around them through utterances, powerful combinations of truenames. They know one 1st –level utterance from the Lexicon of the Evolving Mind. This utterance is treated as a supernatural ability. Its save DC is 10 + 1/2 undead’s HD + your charisma modifier. In addition, any undead you bestow with this augmentation gains a number of ranks in truespeech equal to half of their hit dice. If they already possess skill points in this skill, their ranks are increased to half of their hit dice or are unaffected if they already possess more. In order for an unintelligent undead to use utterances, they must be within 30 feet of you and you must spiritually force it out of them, a process that takes a full-round action.. Tier 2: undead you bestow with this augmentation gain an extra 1st-level utterance and a bonus 2nd-level utterance from the Lexicon of the Evolving Mind Tier 3: undead you bestow with this augmentation gain an extra 1st-, 2nd-, and 3rd-level utterances from the Lexicon of the Evolving Mind. Psionics: Tier 1: Undead you bestow with this augmentation gain the ability to manipulate their surroundings with their mind through psionics. The undead gains two 1st-level psionic powers from the psion/wilder list and 5 power points. The undead’s effective manifester level is 1/2 their hit dice (minimum 1). The save DC against psionic powers is 10 + power’s level + your intelligence modifier. Unintelligent undead you bestow with augmentation can only use psionic powers if they are within 30 feet of you and you must spiritually force it out of them, a process that takes a full-round action. Undead you bestow with this augmentation do not need to renew their own power points. Instead, so long as you get 8 hours of rest and spend one hour engaged in mental exercise each day, all undead you have bestowed with this augmentation have their power points renewed. Tier 2: undead you bestow with this augmentation receive 15 power points and gain access to an additional 1st- and 2nd-level power. Tier 3: undead you bestow with this augmentation receive 25 power points and gain access to an additional 1st-, 2nd-, and 3rd-level power. Vessels of Blaspheme: Tier 1: undead you bestow with this ability gain the ability to cast a small amount of divine magic. The undead gains 2 0-level spells slots and 1 1st-level spell slot, gaining bonus spell slots for having a high wisdom score. The undead can only cast the spells by themselves if they possess a wisdom score of at least 10 + spell’s spell level. The spell’s DC is determined by your wisdom score. Only cleric spells of the necromancy school or possessing the evil descriptor can be prepared. Undead you have bestowed with this augmentation do not need to rest or pray. Instead, you must rest for at least 8 hours and spend 10 minutes of prayer for each undead to have their spells for the day refreshed. This time must be spent in the presence of the undead you have bestowed this augmentation. At the end of this time, the spells for the day have been prepared (according to the undead’s whims if they possess an intelligence score and according to yours if they do not). As long as the undead is within 30 feet of you, you can force a spell to be cast, even if the undead’s wisdom score isn’t high enough to cast the spell, so long a your wisdom score is. Casting a spell with a casting time of 1 standard action or less in this way takes 1-full-round action and all other spells have their cating time doubled. Undead may use metamagic feats to alter spells learned in this way, although they must be taken as usual. Tier 2: undead you bestow with this augmentation gain a bonus 0-, 1st-. and 2nd-level spell slot. Tier 3: undead you bestow with this augmentation gain a bonus 0-, 1st-, 2nd-, and 3rd-level spell slot. In addition, the undead gains 0 4th-level spell slots, allowing them to cast 4th level spells if their wisdom score is high enough. NOTE: This augmentation can be applied to an undead creature more than once, granting them more spell slots each time. |
| Realms of Chaos02-08-08, 12:45 AM | Ashen Necromancer Feats: Soul Gem Mastery You are more adept at utilizing soul gems Prerequisites: Soul Gem class feature Benefits: As a full-round action, you may utilize two soul gems instead of merely one. Special: This feat may be taken multiple times. Each time, you may use one additional soul gem in a round. Greater Augmentations You may an undead an additional augmentation. Prerequisites: Undead Augmentation class feature Benefits: You may bestow an additional augmentation upon any given undead, as if it possessed two more hit dice than it actually possesses. Reserve Augmentation You can grant an undead a last-ditch augmentation for dire straights. Prerequisites: Greater Augmentations, Undead Augmentation class feature. Benefits: You may craft another additional augmentation into an undead. However, this augmentation is not always active. If the undead is unintelligent, either you or its creator may activate this augmentation. If the undead is intelligent, only it may choose to activate it. Either way, activation is a swift action. The power of the reserve augmentation is harmful to the undead as they channel more energy than it was created to accept. Every round, a creature with an active reserve augmentation takes 3 damage/tier of the augmentation. An intelligent undead may make a fortitude save (DC 10 + 1/2 class level + tier of augmentation) each round to negate the damage. Once an intelligent undead has succeeded on three consecutive saving throws, they may deactivate their reserve augmentation. Unintelligent undead may not make saving throws to resist damage and may not deactivate their reserve augmentations, instead becoming doomed from the moment their reserve augmentation is activated. Flesh of the Dead You are better at resisting attacks against your vitals. Prerequisites: Channel Undead class feature Benefits: While you have at least one point remaining in your pool, you may add your constitution modifier as a bonus to your AC against critical conformation rolls and subtract your constitution modifier from any nonlethal damage taken (to a minimum of 0 damage). |
| Realms of Chaos02-08-08, 12:57 AM | Responses to comments (both actual and anticipated): Q: Didn't I see something like this before? A: There is a chance that you might've. I was inspired to make this necromancer by Katarl's Ultimate Corpsecrafter thread. I simply elaborated upon the mechanics, upped the number of enhancements from 18 to 30, and gave each ability 3 steps instead of 2. Q: Don't you think that most players will choose power A over power B? A: Of course. No matter how I try to balance things, there are always going to be better and worse augmentations. However, some players may choose the less optimal ones because it suits their character. Of course, as this was made for villains, you could always have them choose one of the more off-the-wall augmentations to wow, confuse, or terrify your players with. Q: Aren't the augmentations a bit strong? A: Before you acuse me of overpowering my augmentations, keep in mind that you gain access to 2nd tier abilities at 3rd level but to 3rd tier abilities at 7th level. I do admit to having given some abilities a bit in access of what a 7th level character should have (such as 4th level spells). At the same time, I don't think that a player using this will truly be stealing the spotlight away from the party any more than a Artificer would. Much like the artificer, you have to invest lots of time, money, and (if your creations are killed) xp. Your better than a character with the leadership feat, mind you, but things should never get too far out of hand. Q: If I give a zombie the eldritch dead augmentation, can it blast foes or use magic items even though it's unintelligent? A: This is a tough question that actually extends beyond this augmentation. The real question here is an unintelligent undead granted a new ability will be able to use that new ability. To round it off simply, an undead is capable of performing any action granted to it by an augmentation but can perform no action independently. As such, a zombie ordered to fight intruders will use any new attack forms granted to it to aid its task but will not use magic items (even ones that happen to hurt foes) as that is a separate action that the undead was never ordered to perform. |
| JaronK02-08-08, 02:17 AM | The big question, as always when someone makes a necromancer base class, is this: Isn't the Dread Necromancer already a really good, well made, balanced necromancer class with great flavor? Is this really needed when a class that's so good already exists and does the same thing? Next question: you say craft dead counts against your control pool. Which one? Your animate dead pool? Furthermore, isn't that ability a bit much, considering how many really powerful undead can't otherwise be created (Slaymates, Ghostly Visages, etc)? It's also odd that a necromancer lacks rebuke undead. Also, if you're all about upgrading undead, the class should get heal as a class skill, so you can take Graft Flesh: Undead. JaronK |
| Realms of Chaos02-08-08, 09:53 AM | I beleive I can answer your questions reasonably well. Issue 1: Yes, I do believe this is needed, filling in a niche that the dread necromancer fails to fit. Although the dread necromancer indeed fits the traditional roles of ascenscion to undeath and can bring about armies relatively well, their ability to control undead is delayed. Furthermore, they possess a wider focus than simply bring back the dead and control them. On the other hand, my class is made to do 2 things, and do them well: craft undead and enhance them. Even at low levels, when the dread necromancer would be able to do no more than rebuke a single skeleton and summon a few (for 1 round) via summon undead I, this guy can have ten or more soul gems on their person. Furthermore, the class' mechanics allows for personalization of undead to create almost limitless possibilities for enemies and PC ashen necromancers, giving a break from the traditional zombies and skeletons. Although Katarl made feats to allow similar additions to undead, those take up a feat slot and this does not. Lastly, this guy is unique in that it is not restricted to simply rebuking weak creatures and those other mindless dead. With this guy, you can actually custom craft the undead you desire, making it a more entertaining play experience and also providing a perfectly logical explaination to why your necromancer may have a bodak ally when they're not nearly strong enough to rebuke it. The Dread Necromancer works fine for the evil wizard on the tip of the tower. This guy is the general of the undead horde that is bowling over cities. In fact, these guys work excellently together, with the Dread Necromancer acting as the mastermind and the Ashen Necromancer taking to the battlefield (or visa-versa). Remember, after all, that an Ashen Necromancer can add augmentations to undead that they don't personally control without it counting towards their limit of 4 tiers/level. Issue 2: Yes, generally speaking, whenever any source says that it counts towards your limit of controlled undead, it refers to the 4/level, unless it is in the context of rebuke undead. Furthermore, keep in mind that both of the example undead you gave are actually pretty useless. As you don't cast spells, the pale aura of the slaymate does nothing for you. Also, as you can only craft corporeal creatures, the ghostly visage is out of the question. Even so, I guess that a CR cap is needed to prevent players from making nightshades and Deathbringers. I'll add that immediately. Issue 3: Note that the specialist wizard also lacks rebuke undead. Seriously, though, rebuke undead is not what this guy does. This guy makes new undead from scratch. He does not, however, take control of existing undead. This is an unusual distinction from most necromancers, I know (even wizards get control undead and command undead) but it makes complete sense to the flavor of the class and does not seem to hinder the Ashen necromancer in any noticeable way. Unless you are fighting another necromancer, that is (in which case your augmentations should make your undead better than their undead). Issue 4: Arguably, it can be said that craft is needed more than heal to patch up undead skin, as you really don't care if you rupture a major organ or create a large gash in the process (they don't need those organs anyway). If anything, it might make you a more reckless doctor than most. :P . Even so, I guess I can't argue that it doesn't belong, so in it goes. :) Edit: I gave the Ashen necromancer the opportunity to avoid losing experience points when their crafted undead fall, through a pretty difficult Fortitude save. |
| katarl02-08-08, 02:46 PM | oooh, pretty. I've been asked to renew the corpsecrafter project, so i may have to steal some of these augmentations. :D |
| Realms of Chaos02-08-08, 06:35 PM | oooh, pretty. I've been asked to renew the corpsecrafter project, so i may have to steal some of these augmentations. :D But of course. :D I'm just glad you're not mad at me for using your idea. Does anyone else have something to say? |
| Realms of Chaos02-09-08, 07:57 PM | Bump? |
| plaguewraith02-10-08, 12:18 PM | my dm likes it, he's putting three as generals in our next campaign with a dread necromancer as the mastermind |
| ShadeOfDeciet02-11-08, 09:11 PM | Now, as I read it, there's no limit on the amount of augmentation available to Undead a specific Ashen Necromancer does not control, yes? Aside from the Undead-in-question's HD. This would, then, allow a team of two (or more) Ashen Necromancer's to freely augment each other's Undead, with no class-based limit, therefore allowing a horde of empowered, vile-damage-dealing abominations in the form of [perfectly] disguisable skeletons, zombies, and much, much worse? Sounds so very fun, especially with a campaign coming up I'm DM'ing... EDIT: You know, nevermind, really... it no where near game-breaking given the cost and time required of making and augmenting Undead to begin with.. still, an interesting way to look at it. While I'm at it, any ideas for class specific feats? The only one's I could really think of are 'Expert Crafter' (lower time and/or cost of creating undead) and 'Expert Augmenter' (lower time and/or cost of augmenting undead), but neither seem like they'd be worth a feat slot... |
| Realms of Chaos02-12-08, 12:20 AM | When I hear that someone intends to use something I have created, it really just makes my day. :D In the post that I was previously reserving, I have put up a couple of ashen necromancer feats. |
| Realms of Chaos02-15-08, 06:47 PM | Bump Is it okay, now? |
| ciaran02-15-08, 08:57 PM | Maybe add one or more of these to the Ashen Apotheosis feature: Inflict spells cure you Impervious to Con damage and/or Poison Take additional damage from Undead bane weapons and spells with special effects for undead Fortification (something to do with your organs shrinking or what not) A 20th level abilty, I believe, should always be very special for the player with the patience to get that far. |
| Realms of Chaos02-16-08, 01:36 PM | Um... most of your suggestions seem a bit redundant you are already cured by negative energy due to channel undeath. you are already immune to poision and disease and a whole bunch of other stuff due to your bone armor. As for critical hits, those are pretty much the only immunity that you don't have by 20th level but I don't see much reason to spontaneously grant it. Unlike other (dread) necromancers, your goal isn't to turn yourself into an undead. Your goal is to lead the dead. living forever is very conveniant. The ability to bestow yourself with augmentations makes sense. Your organs shrivel up...not so much. The ability to augment yourself should prove as a huge incentive as only then can you actually cast spells (by imbuing yourself with the proper augmentation). |
| Avoraciopoctules05-29-08, 03:15 AM | This class looks quite interesting and customizable, but the Bone Armor seems a little odd. So it just falls to pieces whenever you hop over a a stream or climb over a rock? The restriction of the armor self-destructing whenever it loses contact with the ground seems arbitrary and a little weird. I could see it if the power of the armor came from the earth in some fashion, but if it's necromantic armor, why not something more antithetical such as exposure to natural sunlight (and perhaps just nullifying the armor's abilities, rather than destroying it outright)? I'd much prefer it if you could retain your Bone Armor while sitting in a throne carried by 4 ogre skeletons/zombies, but as things are worded, that doesn't look very viable. |