Necrotic warrior of Nerull (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
dragor_shadowfury

06-22-07, 09:35 AM
Well, my thierd PrC is reaching for completion, now a lil' critiqe would likely do good.

Necrotic warrior of Nerull

Requirements:
BAB: +5
Skills: Knowledge (religion) +3
Feats: tomb tainted soul, tomb born fortitude
Alignment: non-good
Deity: Nerull
Special: must be tutored in the arts of the necrotic warrior by another necrotic warrior or a cleric of Nerull.

Necrotic warrior of Nerull
level BAB fort ref will special abilities aspects known
1 1 2 0 0 aspects 2
2 2 3 0 0 3
3 3 3 1 1 3
4 4 4 1 1 4
5 5 4 2 2 4
6 6 5 2 2 hidden aspect 5
7 7 5 3 3 5
8 8 6 3 3 6
9 9 6 4 4 6
10 10 7 4 4 Dual aspect 7

HD: 1d10
Class skills:
Climb, hide, intimidate, jump, knowledge (religion), listen, move silently, spot and swim
2+int skill points/level

Class abilities
Aspects (Su):
You know several aspects of undead creatures. You activate an aspect as a standard action and deactivate it as a free action. Every aspect produces a physical transformation while active, which may effect NPC reactions to you, this is an actual physical transformation, and is thus not true sight and the like. While an aspect is active, divinations and mindless undead perceive you as an undead creature with HD equal to your character level. If you are victim of a turning attempt while one of your aspects is active, you are shaken for 2d6 rounds. All aspects are deactivated if the necrotic warrior is unconscious, dying or dead. The save DC for all abilities is 10+class level+cha modifier. The caster level for all spell-like abilities gained from aspects is equal to class level. Disguise checks to hide an aspect is equal to disguise as another race. two abilities with the same effect (Like DR) doesn't stack.
Hidden aspect (Su):
The necrotic warrior may hide an active aspect as a move action. This makes the aspect invisible to viewers. Threat this like a disguise self spell with unlimited duration.
Dual aspect (Su):
The necrotic warrior may activate two aspects at once. Note that he can only hide one of them with his hidden aspect ability.


Aspects:
Ghoul:
1st Gain two claw attacks that deal 1d6 each. +2 bonus to hide and move silently.
4th the claw attacks become paralyzing with duration of 1d4 rounds and a fort save negate, this can be used 1/day, stench like the ghast ability of the same name.
7th gain a bite attack which may also deliver paralysis paralyzing, damage 1d6. +4 to hide and move silently.
10th paralysis duration increase to 1d4 rounds, +6 to hide and move silently, Ghoul touch 1/day, paralysis 2/day.
Appearance: you grow wicked claws, extended teeth and a long tongue.

Vampire:
1st permanent spider climb, blood drain 1d4, heal 5 hp per drain.
4th gaseous form 3/day.
7th dominate person spell-like ability, duration of 10 min/class level, usable 1/day, DR 5/silver.
10th gain 2 slam attacks dealing 1d6 damage and 1 negative level each.
Appearance: Gain pointy fangs and unnaturally pale skin. Your eyeballs become red.

Mummy:
1st gain a slam attack that deal 1d8, +2 str
4th any who see you become paralyzed 1d4 rounds will neg, can effect specific creature 1/day
7th DR 5/good, +4 str
10th mummy rot on slam, +4 natural armor
Appearance: gets wrapped in burial clothes, skin seems rotten.

Ghost:
1st gain fly speed equal to base land speed with perfect maneuverability, gain touch attack that deal 1d6 damage.
4th enemy attacks gain 20% miss chance, as if you were partly incorporeal.
7th gain gaze attack with range 30, that deal 2d10 damage.
10th turn incorporeal, exist on both material and ethereal plane like a ghost.
Appearance: you become semi transparent, and you turn greenish blue.

Nightwalker:
1st haste 1/minute, see in darkness
4th deeper darkness at will, gaze 30 ft. paralyzes 1d4 r, will neg effect specific creature 1/day
7th telepathy 100 ft. unholy blight 1/2 rounds
10th gaze duration increase to 1d8 r, SR 10+class level+cha mod, DR 5/silver and magic
Appearance: skin become black, eyes become ghostly white.

Bleakborn:
1st all natural attacks deal 1d4 additional cold damage,
4th aura of cold: enemies within 30 feet take 1d6 cold damage/round, fort neg
7th fast healing 2 when enemy affected by aura of cold
10th aura of cold damage increase to 1d8, fire damage heals you 3 dmg: 1hp
Appearance: Eyeballs disappear, covered in ice.

Necromental:
1st gain 2 slams that deal 1d6 each, 5 resistance to associated energy
4th +1d6 energy damage to all slam attacks, 10 resistance to associated energy
7th +2 to associated stat, DR 5/good, resistance 15 to associated energy
10th slams give 1 negative level, resistance 20 to associated energy
Appearance:
Special: This aspect has 4 versions matching the 4 elements, the versions come in packages of 2when learning the aspects. You choose which two elements you learn, but two opposed elements cannot be chose at once. Fire oppose water and air oppose earth. Switching element is a move action. All elements have an associated energy type and ability score as listed below:
Fire: fire, dex
Earth: acid, con
Water: cold, str
Air: sonic, dex

More aspects to come
Vadin

02-19-08, 05:34 PM
Threadamancied!

Could you unspoiler the class so its easier to read?
zacnn

02-21-08, 11:22 AM
Cool idea.