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| Sirot08-27-07, 01:27 PM | This is intended as an alternative to the Pale Master (of Libris Mortis, Tome and Blood) that is more accessible to different types of builds and personalties. Derelict "At a certain point in life, you realize you know more dead people than living." http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_87.jpg Necromancy and the undead that arise from its use have always harbored stigma from the foolish, but it's a discipline that can only be truly appreciated by an arcane mastery that is free of the chains that come from divine empowerment. Arcane practitioners who wish to delve into such a calling and even attempt to surpass the divine mights can turn themselves into unmistakable beacons of necromantic energy, quickly garnering fear and persecution. Due to their resultant reclusive and sometimes nomadic nature, these magi have been christened derelicts. As the name suggests, derelicts often avoid large communities due to the lack of subtly in their profession. However, even if they are sometimes deprived from contact with the living, they are not at all anti-social. They often find mutual company among ghouls, vampires and other intelligent undead alongside whatever living creature willing to stand up to their disturbing aura. It is not uncommon to find a growing shred of ruthlessness or insanity in their behavior as the normal moral barriers that usually would hinder him become less relevant as their bonds with the living deteriorate. Valorous intentions do not last long in a person who takes this path, desperate - sometimes even evil actions are often become necessary. If one has have none of those moral obligations to begin with, it's that much easier to survive. Becoming A Derelict Almost all derelicts are strictly arcanists of the wizard or sorcerer variety because of the class' arcane spellcasting requirement, but some do dabble as fighters to gain early marital capabilities to accent the prestige class' features. While you may pursue this class as early as 4th or 5th level, the derelict has fairly steep skill requirements that has to be planned for ahead of time. No ability score is a primary requirement to use any of the class' features, so the derelict is equal opportunity for both the wizard and sorcerer. Any alignment is viable to be a derelict but good characters are usually a rarity with lawful good derelicts being unheard of. Dread Necromancers due to their already impressive arsenal of necromancy spells, often erupt in flames and die in a fire never to be seen again as soon as they take this class Entry Requirements To qualify to become a derelict, a character must fulfill all of the following criteria. Skills: Knowledge (religion) 6 ranks, Knowledge (arcana) 6 ranks. Feats: Spell Focus (necromancy) or Corpsecrafter* Spells: Able to cast command undead as a arcane spell. *found in Libris Mortis. (http://www.wizards.com/default.asp?x=dnd/ex/20041001a&page=1) Game Rule Information The derelict has the following game statistics. Hit Die: d4. Saving Throws: As wizard/sorcerer. Base Attack Bonus: As wizard/sorcerer. Class Skills: The Derelict's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. 1. Anathema, Bad Company 2. Animate Dead, Sacrilege 3. Rigor Mortis 4. Animator's Designs 5. Necrotic Vitality +1 6. Enduring Servitude 7. Necromantic Charge 8. Stories-Bones-Tell 9. Necrotic Vitality +2 10. Counter Turning Class Features All of the following are class features of the derelict prestige class. Weapon and Armor Proficiency: A derelict gains no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: At every level the derelict gains new spells per day (and spells known, if applicable) as if he had also gained a level in a arcane spellcasting class to which she belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on). If he had more than one arcane spellcasting class before becoming a derelict, he must decide to which class to add each level for the purpose of determining spells per day and spells known. Anathema (Su): The namesake of the derelict comes from their sepulchral aura that is unnerving to the living but gives him a certain sway over the dead. Beginning at 1st level, living creatures without the Anathema class feature within 30 feet of the derelict are unsettled by him, treating him as though his charisma was 4 points lower. However, undead perceive the derelict as though he had the undead creature type and he gains an circumstance bonus on all charisma checks equal to half his class level, rounded up when dealing with the undead. This ability effectively makes most mindless undead no longer hostile towards the derelict unless provoked. Bad Company (Su): At 1st level, the derelict will quickly notice that his presence attracts an unusual audience. At DM's discretion, each day there is a chance that a undead creature indigenous to the area will be lured by the derelict's presence and will meet him in 1d6 hours after nightfall. As a rule of thumb, any undead attracted to derelict will inherently friendly towards him and his companions unless it is provoked into combat first. Intelligent undead who have hostile intentions and destructive mindless undead are unaware of this ability and cannot be compelled by it. A DM is encouraged to create a encounter table for each level of play for the derelict, refer to the sample encounter table for a 7th-level party. Mindless undead who reach the derelict will immediately become the equivalent of followers. They will defend the derelict if he attacked but remain otherwise dormant and ignorant of any commands by the derelict. The derelict may only have 4 HD per class level of mindless undead accompanying him at any one time and he cannot attract additional nonintelligent undead creatures who may make him exceed that limit. This ability does not count against the derelict's normal Hit Die total for controlling undead. If the DM wishes, an intelligent undead creature may instead visit the derelict. Possible reasons for a intelligent undead creature visiting the derelict could be a request to be avenged, bartering of goods or simply an urge for conversation. d% Example Encounters 01-30 No Effect. 31-50 Mundane Skeleton with HD equal to derelict's class - 1d6.* 51-70 Mundane Zombie with HD equal to twice derelict's class - 1d6.* 71-75 Exotic Skeleton with HD equal to derelict's class + 2. 76-80 Exotic Zombie with HD equal to twice derelict's class + 2. 81-85 Ghoul wishing to discuss poetry.† 86-90 Ghast that wishes it's creator destroyed.† 91-94 Band of wights offering gold to kill their cleric pursuer.† 95-99 Crow delivers a note from a mummy for a request to help defend his crypt.† 100 Vampire arrives in secret to tempt the derelict to betray his companions.† * Resultant Hit Dice cannot be less then 1. † Reroll if event occured once before already. Sacrilege (Ex): As a derelict usurps more power, an increasing toll is paid on the arcanist's psyche. At 2nd level, the derelict loses one spell slot of the highest arcane spell level that is currently available to him that adjusts accordingly as the character progresses. (For example, a 3rd-level wizard/2nd-level derelict casts one less 3rd-level spell per day but upon gaining access to 4th-level spells, regains the 3rd-level spell slot and loses a 4th-level spell slot.) Animate Dead (Sp): Starting at 2nd level, the derelict can once per day, use animate dead, as the spell, without the need of a material component. Use the derelict's highest arcane level as the caster level for this effect and all other restrictions of the spell still apply. Rigor Mortis: At 3rd level, the derelict gains intuitive control over his necromantic abilities. He can cast necromancy spells without the need for somatic components as though using the Still Spell feat. Using this ability does not change the spell slot of the altered spell. Animator's Designs (Sp): At 4th level, any undead that the derelict creates using the animate dead spell may receive additional Hit Dice beyond the creature's advancement limit. Any number of additional Hit Dice can be applied during creation as long as the total amount of Hit Dice added to a single creature does exceed the highest arcane caster level of the derelict. However, the animator's designs class feature does not allow the creation of skeletons from creatures with more then 20 HD or zombies from creatures with more then 10 HD. (For example, a medium zombie animated from a human warrior created by a 3rd-level wizard/6th-level derelict using this ability may have up to 11d12 Hit Dice.) Necrotic Vitality (Su): Upon reaching 5th level, the derelict's physical appearance begins to rapdily deteriorate until his body becomes gaunt and ashen. In reality this transformation gives a supernatural resilience to the derelict. At 5th level and again at 9th level, the derelict gains a number of additional hit points equal to his current Hit Dice and gains an additional hit point each he gains a Hit Die after, eventually effectively gaining 2 additional hit points per Hit Die at 9th level. Enduring Servitude (Sp): Starting at 6th level, whenever the derelict's command undead spell finishes its duration, the undead creature must make another successful Will saving throw against command undead or be once again be affected by the spell as though it was just cast by the derelict. Nonintelligent undead creatures get a -4 penalty to their saving throw against this effect. Necromantic Charge (Su): At 7th level, releasing necromantic energies gives the derelict a surge of power that is visible by momentary shadowy aura. Whenever the derelict casts a necromancy spell or uses a spell-like ability that mimics a necromancy spell, his caster level for that spell increases by 2 and gains a +4 unnamed bonus to Strength (up to a maximum of +12) for 1 minute. Stories-Bones-Tell (Su): Beginning at 8th level, the derelict can speak to the recently departed as though they were among the living. As a standard action, the derelict can touch a corpse to turn it into a medium to speak with its departed soul. If the soul is willing and as long as the derelict maintains contact, the soul can return to it's body to telepathically communicate to the derelict by using speaking whatever languages it knew in life (if any). The corpse must be deceased for less then 1 hour, after which it is no longer usable as a medium for Stories-Bones-Tell and the soul must depart from its original body once more. The body must be mostly intact and not be animated as an undead creature to be used for this ability. If creature was already brought back to life, this ability has no effect. Counter Turning (Su): At 10th level, derelict can once per day negate a turn/rebuke undead and deny further attempts for a short period of time by the caster. To use counter turning, the derelict must first select an opponent as the target and announce that he is readying an action in anticipation of an turning/rebuking attempt with the intention of negating it. If the target tries to turn/bolster undead you must make a successful Knowledge (religion) check (DC 15) followed by opposing charisma or intelligence (whichever is higher). Both checks are considered as a single free action. If both checks succeed, the opponent's turn/rebuke undead is successfully negated and he or she can't attempt again for an additional 1d6+4 rounds after. A failed counter turning check does not use up the ability for that day. |
| Sirot08-29-07, 10:05 PM | Massive update on the derelict to improve his playability and flavor appeal. The class was extended to 10 levels and there were revisions on many of his abilities. I need commentary on any issues you could right away see with him, since I know there is some fine tuning that needs to be done. The problem is that I don't know what needs honing... |
| Propane08-30-07, 03:52 AM | lol looks like an awesome 'evil wizard who has enslaved the town' type of class. Hmm might want to put a limit on how many undead find you and stay from Bad Company, because that looks like it could get out of hand pretty quick (like in the picture you used.) Also some spelling/grammar things, but nothing too bad. I like the limit on the highest level spell thing, kind of a cool alternative to a dead-level |
| Sirot08-31-07, 01:23 AM | I bring another update to the derelict, but this one is in the form of a revised Bad Company, numerous changes to wording on most abilities, some balancing tweaks and another flavor injection. At this point, there should be no more spelling and grammar problems. I took your advice Propane, you should be pleased with what I concocted. As I said before, at this point - I can only advance the prestige class now with comments and criticisms from whoever peeks into the thread. I got a considerable amount of views already - so I know there is some interest in the class out there. Speak up people! =P |
| forsaken111108-31-07, 12:50 PM | Love the flavor, looks like a fun class. Lets see an epic progression. I wanna use it for a BBEG in a game I'm planning. |
| IdleAltruism08-31-07, 01:22 PM | This class is just....to much. Any necromancer would be insane not to take it. They don't give up anything except for one highest level spell slot. Thats it, for a full casting progression free semi limited undead leadership feat. Plus a ton of special abilities.There is just way to much crammed into this class. This class needs a serious nerf. I suggest something like half-casting progression. Also the animators design needs re-working, It just seems a little to much considering the massive amount of undead this class could potential have. I've posted this several times before, Why would I want this class? What does it offer? Besides the rigged number of abilities, what does this offer thats unique? Look at the dread necromancer and various necromancer PrCs out there. What makes this different from them? Really I can't see a difference, it hordes undead has a few special abilities relating to undead. Whats so special about this that players would want to use it besides the fact that its overpowered? This doesn't offer anything new and is basically a dread necromancer. I suggest trying to get as unique as possible, there are already so much stuff on necromancy as it is. Theres a book on it! Just adding similar stuff to the pile is generally a waste of time. |
| forsaken111108-31-07, 01:24 PM | Or expand it out to a full 20 level base class. I never did like being a normal wizard for 5 levels then suddenly becoming an evil necromancer. Why not make playing with undead a level 1 choice? (No, I don't like the dread necromancer.) |
| IdleAltruism08-31-07, 01:49 PM | Or expand it out to a full 20 level base class. I never did like being a normal wizard for 5 levels then suddenly becoming an evil necromancer. Why not make playing with undead a level 1 choice? (No, I don't like the dread necromancer.) There are several ways to get undead out early on. The main way I could think of is the unearthed arcana variant necromancer, gets a skeleton instead of a familiar. Clerics/sorcerers/wizards/dread necromancers all have the ability to create/control undead and use necromancy. Thats 4 base classes, really don't need another. Necromancers don't have to be evil, its just "easier" to be evil. And if you started out a necromancer you probably started out evil, not this miraculous poof took a level into necromancer PrC now I'm evil. There are plenty of ways of working within the vast amount of material already published to achieve just about anything. |
| Sirot08-31-07, 02:07 PM | This class is just....to much. Any necromancer would be insane not to take it. They don't give up anything except for one highest level spell slot. Thats it, for a full casting progression free semi limited undead leadership feat. Plus a ton of special abilities.There is just way to much crammed into this class. This class needs a serious nerf. I suggest something like half-casting progression. Also the animators design needs re-working, It just seems a little to much considering the massive amount of undead this class could potential have. During my games I've always balanced undead control with its lack of subtly. You'll be surprised on the amount of attention a undead horde brings around, certainly enough to attract eager adventurers or even "holy clean-up squads". This is why I never paid that much attention to the Bad Company ability because you can't exactly tell them "run away my pretties" if things begin to go south. You'll need to destroy them or make liberal use of the command undead spell, both which are not favorable if there is any real sense of urgency. However, in a general sense - without DM specific curtailing, you're right that this class can easily become well out of hand. Animator's Designs does not give the derelict free and more powerful undead, but instead allows him to more easily control smaller amounts of stronger then undead then a push-over army. You still control 4 HD per level, just the distribution of those Hit Die changes. I've posted this several times before, Why would I want this class? What does it offer? Besides the rigged number of abilities, what does this offer thats unique? Look at the dread necromancer and various necromancer PrCs out there. What makes this different from them? Really I can't see a difference, it hordes undead has a few special abilities relating to undead. Whats so special about this that players would want to use it besides the fact that its overpowered? This doesn't offer anything new and is basically a dread necromancer. I suggest trying to get as unique as possible, there are already so much stuff on necromancy as it is. Theres a book on it! Just adding similar stuff to the pile is generally a waste of time. Necromancy and more specifically undead control have always have been the red-headed features of DnD. There is a wealth of necromancy classes because it is iconic and at the same time, always becomes pigeon-holed into a single concept of the evil necromancer who's only hobbies include controlling and becoming undead. This is even more true for arcane caster, look at the Pale Master for example. You bloody rip off your arm and insert a zombie prosthetic to gain magical punching powers, not to mention the forced progression into demi-undeath. Not a lot of characters will willingly do that and to be honest, it's extremely restrictive to roleplay. The dread necromancer is something of a cooke cutter character. I meant this as an alternative class to the usual hijinks, nothing more. Or expand it out to a full 20 level base class. I never did like being a normal wizard for 5 levels then suddenly becoming an evil necromancer. Why not make playing with undead a level 1 choice? (No, I don't like the dread necromancer.) I considered making this fella a base class before and with the above revelation of the questionable strength of the class, I might convert him. I said before that I do not like the dread necromancer, so this can be retooled to fix that problem. However, I like the concepts of the Wizard and Sorcerer already - so I'll keep him as is, a specialization. |
| IdleAltruism08-31-07, 02:32 PM | Animator's Designs does not give the derelict free and more powerful undead, but instead allows him to more easily control smaller amounts of stronger then undead then a push-over army. You still control 4 HD per level, just the distribution of those Hit Die changes. Undead will always be the push over army. But this can be abused. You don't need to control undead and this ability doesn't say they lose the HD when you lose control of them. So as it is you can create an army of 20hd skeletons and then find a way to get them to go to X and X will be overrun with them. I've always found undead armies to be very lacking unless they have a vast number. Even then it would be all but impossible to control that many. They are much more powerful in your lower magic settings. Really only certain special undead creatures can be useful later on. But having an army of 20hd skeletons whether you controlled them or not is nothing to scoff at. Necromancy and more specifically undead control have always have been the red-headed features of DnD. There is a wealth of necromancy classes because it is iconic and at the same time, always becomes pigeon-holed into a single concept of the evil necromancer who's only hobbies include controlling and becoming undead. This is even more true for arcane caster, look at the Pale Master for example. You bloody rip off your arm and insert a zombie prosthetic to gain magical punching powers, not to mention the forced progression into demi-undeath. Not a lot of characters will willingly do that and to be honest, it's extremely restrictive to roleplay. The dread necromancer is something of a cooke cutter character. I meant this as an alternative class to the usual hijinks, nothing more. I understand not wanting to become undead, just using the power of undead to further ones goals, theres lots of reasons to potentially become a necromancer other then death. But generally those iconic classes such as the pale masters/dread necromancer hit the nail on the head for the stereotypical necromancer. But really if you want just a general necromancer the base classes offer alot of potential to be just that. The cleric itself has more then enough flavor to never need to PrC out. The wizard has more then enough options to become a successful necromancer by himself without needing a specific PrC(there are already a few PrCs that would allow the wizard to specialize in necromancy). The dread necromancer itself doesn't need a PrC. A few other classes that could potentially be necromancers. Sorcerer, favored soul, archivist. These classes have no answer for necromancy. I wouldn't really recommend favored soul, it just doesn't seem to fit the necromancer role. Another interesting idea is a druid necromancer, however that would work. Forsaking nature, blah blah might be interesting. A sorcerer necromancer PrC would be very interesting, also the archivist PrC would fit perfectly for the class itself. I suggest working on the classes with potential, the other classes don't need any help. |
| Sirot09-01-07, 12:44 AM | Undead will always be the push over army. But this can be abused. You don't need to control undead and this ability doesn't say they lose the HD when you lose control of them. So as it is you can create an army of 20hd skeletons and then find a way to get them to go to X and X will be overrun with them. I've always found undead armies to be very lacking unless they have a vast number. Even then it would be all but impossible to control that many. They are much more powerful in your lower magic settings. Really only certain special undead creatures can be useful later on. But having an army of 20hd skeletons whether you controlled them or not is nothing to scoff at. I'll need to adjust a few things with the class and while I don't see myself allowing my players to do the "storing undead" trick - I did envision abuse with command undead since it does not allow a will save for mindless undead... I'm going to take a serious look at the mechanics of the class. A sorcerer necromancer PrC would be very interesting, also the archivist PrC would fit perfectly for the class itself. I very much intend on finishing this prestige class but I am going to going to do another revision on it soon. I'll probably make it as flavorful for a sorcerer as it would be for a wizard, make it take advantage of both classes. I very may well separate the class into two (might retool bad company and give to a druid packmaster prestige class). Once I'm happy that I made an all right guy, I'll move onto other projects. I am intending to use this prestige class for a "wine and dine with vampires" sort of NPC who has a few undead body guards. Thanks for your input though. |