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| Iabes_Q_c_a_Mahorella09-18-07, 12:00 PM | sory; I posted this in the "classes" forum, not here. so- 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 Level Base Attack Bonus Fort Save Ref Save Will Save Special —————— Spells per Day ——–——— 1st +0 +0 +0 +2 Commanding Spirit of Death, Spell-like ability (Necromancy) 1/day +1level of existing class 2nd +1 +0 +0 +3 Death Sense (Su) +1level of existing class 3rd +1 +1 +1 +3 Unnatural Aura1-1(Su), Command undead/ extra turning +1level of existing class , Bone Trap 4th +2 +1 +1 +4 Undead Servant +1level of existing class 5th +2 +1 +1 +4 Spell-like ability (Necromancy) 2/day +1level of existing class , Chill Aura 6th +3 +2 +2 +5 Dark Healing (Su), Necro-Linguistics +1level of existing class 7th +3 +2 +2 +5 Unnatural Aura -2 (Su) +1level of existing class , Corpse Explosion 8th +4 +2 +2 +6 Greater Undead Servant +1level of existing class 9th +4 +3 +3 +6 Spell-like ability (Necromancy) 3/day +1level of existing class , Extract Skeleton 10th +5 +3 +3 +7 Undead Traits, Deathwish (Su) 1/day +1level of existing class Class Features Weapon and Armor Proficiency: Greater Necromancers gain no proficiency with any weapons or armor. Spells: A Greater Necromancer gains an extra spell/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. Commanding Spirit of Death: Greater Necromancer levels stack with cleric levels for turning levels. 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. 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 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. 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. 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. 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 day before creating a new one. An undead servant can be sacrificed (slain) by the Greater Necromancer in order to call a Greater Undead Servant without having to wait this time. 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 level 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 Fortitude 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 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. 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. 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. 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 venerable to mind-influencing effects. 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) UNIQUE GREATER NECROMANCER SPELLS: Name: Bone Trap School: Necromancy Level: Greater Necromancer Spell; level 3 Components: DF, V, S, F Casting Time: 1 full round Range: 50’ Target(s)/Area/Effect: 1 hemisphere of bone, up to 5' radius/ level Duration: 1 round/ level Save: reflex negates SR: no Description: Bone Trap creates a prison of bone around the target creature. The bone trap has 60hp and hardness 3 with a break DC of 23. Arcane focus: a pile of bones or a (dead) skeleton 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: 2 rounds/ level Save: Fortitude half SR: yes Description: Negative energy emanates from you, chilling the surrounding area enough to form frost on solid, unmoving surfaces. Any living creature (besides you) 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. Arcane focus: a freshly dead corpse 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) The resulting skeleton can be raised as an undead. This spell has no effect on undead creatures. |