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| Sigurd van Norhusen07-05-07, 04:06 AM | This is more or less an attempt to rework WotC's True Necromancer to bring it close to its (fictional) historical roots as well as its 2E incarnation. The Elder Necromancer is not intended to be the end-it-all character to deal with undead, but does get a few boons as well as a couple of abilities that might be more flavor- than useful. This thread is dedicated to Bikkusu, in the vain hope that he will not nag. :P Elder Necromancer Requirements Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks Feats: Spell Focus (necromancy) Spells: Must be able to cast summon undead II as a divine spell and command undead as an arcane spell. Special: Turn or rebuke undead. Special: Access to the Life, Death, or Undeath domain. Hit Die: d6 Class Skills: The elder necromancer's class skills are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spellcraft (Int) Skill Points at Each Level: 2 + Int modifier Level BAB Fort Ref Will Special Spells per Day 1st +0 +0 +0 +2 Turn or rebuke undead +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 True Necromancy +1 level of existing divine spellcasting class 3rd +1 +1 +1 +3 Necromantic prowess (+1) +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 4th +2 +1 +1 +4 Combined pool +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 5th +2 +1 +1 +4 Zone of Desecration +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 6th +3 +2 +2 +5 Necromantic prowess (+2) +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 7th +3 +2 +2 +5 Lay on Hands +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 8th +4 +2 +2 +6 Greater Zone of Desecration +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 9th +4 +3 +3 +6 Necromantic prowess (+3) +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 10th +5 +3 +3 +7 Hardened soul +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 11th +5 +3 +3 +7 Knowledge of the Dead +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 12th +6 +4 +4 +8 Necromantic prowess (+4) +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 13th +6 +4 +4 +8 Greater pool +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 14th +7 +4 +4 +9 Additional domain +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class Weapon and Armor Proficiency: elder necromancers gain no additional proficency with any weapons, armors, or shields. Spells per Day: When a new elder necromancer level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of elder necromancer to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a elder necromancer, he must decide to which class he adds each level of elder necromancer for the purpose of determining spells per day. Turn or rebuke undead (Su): elder necromancer class levels stack with levels of all other classes that grant the ability to turn or rebuke undead for the purpose of determining the character's effective cleric level for turning or rebuking. The bonus gained from the necromantic prowess ability, once it is gained, also applies. True Necromancy: elder necromancers are the masters over both life and death, represented by positive and negative energy. For all purposes (forbidden school, spell focus, caster level), spells of the [Healing] subschool are considered to be of the Necromancy school. Necromantic prowess: At 3rd level and every 3 class levels afterwards, a elder necromancer gains unsurpassed power over death. When she turns or rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromantic spell, her effective caster level increases. She may also add the bonus of her necromantic prowress to any saving throws made to resist an undead's mind affecting effects (such as a ghost's frightful moan). Combined pool: At 4th level, a elder necromancer gains greater power over the undead. As a result, both her arcane and divine pools for controlling undead now accumulate. Zone of Desecration (Su): At 5th level, a elder necromancer gains greater authority over undead. Her aura is identical to the effects of the desecrate spell, except that it affects only allied undead. Lay on Hands (Su): At 7th level, a elder necromancer with a Charisma score of 12 or higher can channel positive or negative energy to heal or cause wounds (her own or those of others) by touch. Each day she can heal or inflict a total number of hit points of damage equal to her elder necromancer level x her Charisma bonus. A elder necromancer may choose to divide her healing or harming among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action. Using lay on hands to harm a creature (undead or living) requires a successful melee touch attack and doesn't provoke an attack of opportunity. Greater Zone of Desecration: At 8th level, a elder necromancer extends her greater authority over undead. Her supernatural aura of negative energy (see Zone of Desecration above) now extends to a radius of 10 feet per elder necromancer class level. Hardened soul: At 10th level, a elder necromancer gets a bonus of one half her elder necromancer class levels on saving throws against death effects and on saving throws to remove a negative level. Knowledge of the Dead: A elder necromancer may add one half her elder necromancer class levels on all knowledge(history), knowledge(religion) and knowledge(local) checks. Greater pool: At 13th level, a elder necromancer can now control undead up to three times her accumulated caster levels instead of two times. Additional domain: At 14th level, a elder necromancer can choose to gain either the Life, Death, or Undeath domain, provided that she does not already has access to it. Epic elder necromancer Hit Die: d6 Skill Points at Each Level: 2 + Int modifier Spells: When a elder necromancer level above 14th is gained she gains new spells per day (and spells known, if applicable), as if she had gained a level in an arcane and a diving spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in those classes also increases by +1. Bonus Feats: The epic elder necromancer gains a bonus feat (selected from the list of epic elder necromancer feats) every 5 levels after 15th. Epic Mystic Theurge Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic. Level Special 15th Necromantic prowess (+5) 16th - 17th - 18th - 19th Bonus feat 20th - 21st Necromantic prowess (+6) 22nd - 23rd - 24th Bonus feat |
| Iliyan07-05-07, 08:14 AM | i somehow feel that the true necromancer allready had a too big advantage over any other prestige class, this one only deepens the feeling, he has spells equal to ( lets say max lvl elder necro) 16th lvl wizard( pref a necromancer = even more spells) 16th lvl cleric + you gain alot of prety good bonus feats, and abilities, + the additional domain ability is a bit too much It is true that the character would have to be level 20 to gain all theese abilities, and still not have 9th level spells, but by now, your well on your way to epic >< in my oppinion this prestige class would become too good, a way to rectify that would be to increase the power gain span to 16 levels, but keep the same gain of spellcasting levels ( +13 to arcane& divine) ( or simply make a epic prestige class for the true necromancer) |