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| Kurashu07-15-07, 01:44 PM | Here is a prestige class I came up with and plan on introducing to my homebrew. The Necroblade "The necroblades? They're an esoteric order of necromantic warriors. They channel foul energies into their weapons. Abhorrent knights, that's all you really need to remember." - Saul Harn, scholar and paladin. Necroblades, often called nefarious warriors of the abyss. However, this is a misnomer as they have no connections to demonic forces of any sort. Rather, they are fetid warriors of undeath, and many seek to embody this perceived virtue for themselves. Entry Requirements Alignment: Any non-good Base Attack Bonus: +4 Feats: Weapon Focus (Any martial or exotic weapon), Spell Focus (Necromancy) Skills: Knowledge (Religion) 8 ranks, Intimidate 4 ranks, Spellcraft 8 ranks Spells: Must be able to cast 2nd level necromancy spells Special: Must have only cast necromancy spells for the last level. Special: Must be invited to join the Necroblades by an established member. Special: If cleric, must possess at least one of the following domains: Death, Undeath, or Deathbound. Mechanics Base Attack Bonus Progression: 3/4 (maybe full) Good Saves: Will Hit Die Size: d8 Skill Points: 2 + INT Skills: Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (Arcana/Religion) (INT), Ride (DEX), Spellcraft (INT) Spellcasting: Spellcasting is advanced on even levels. Rebuke Undead, Necrotic Strike +1d4, Armored Mage Tomb Tainted Soul, Fear Aura Necrotic Strike +2d4, Darkvision Bonus Feat, Undying Fortitude Necrotic Strike +3d4 Stalwart Skin Necrotic Strike +4d4 Bonus Feat Necrotic Strike +5d4 -- Necrotic Strike +6d4 Bonus Feat Necrotic Strike +7d4, Undeath Epitome Weapon and Armor Proficiencies: Necroblades gain no proficiencies with weapons or armor. Spells per Day/Spells Known: From 2nd level on, when an even necroblade level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. 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 necroblade to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a necroblade, he must decide to which class he adds each level of necroblade for the purpose of determining spells per day. Advanced Learning (Ex): As a result to his necromantic training, a necroblade learns new necromantic spells. Whenever a necroblade gains a level of spellcasting, he learns a new necromancy spell, up to the highest level he can cast, drawn from any spell lists. Whenever a spell is on multiple spell lists, use the lower level to determine if the necroblade can learn it. Once learned, the spell is cast just like any other spell. Armored Mage (Ex): One of the first techniques taught to a incoming necroblade is the ability to wear light armor, bucklers, and light shields without risking spell failure. However, medium and heavy armor, as well as other types of shields still cause spell failure. Rebuke Undead (Su): At first level, a necroblade gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of his Necroblade level. If the necroblade possessed this ability before, it stacks with his necroblade levels. Necrotic Strike (Su): Necroblades are known for their ability to channel negative energy. As a swift action, he may energize his weapon with negative energy, dealing an extra 1d4 damage per odd level (1d4 at 1st, 2d4 at 3rd, et cetera). This energy only applies to the first attack that hits in the round it is applied in. If the necroblade misses with all attacks made in the same round, the energy fades, but it does not count against his daily limit of necrotic strikes. This negative energy damage only affects living creatures, therefore constructs and undead are unaffected. This damage only applies on actual attacks, special attacks like trip and disarm are not affected by the negative energy, however, the extra attack from a successful trip would be. The necroblade may use this a number of times per day equal to 3 + His charisma modifier. An affected creature may attempt a will save (DC: 10 + Necroblade Class Level + Charisma Modifier) for half damage. Tomb Tainted Soul: A Necroblade's attachment to the negative energy plane grows stronger. From 2nd level on, he no longer benefits from regular healing. Instead, a Necroblade receives healing from negative energy. He is harmed by positive energy from now on. If a Necroblade already has the Tomb Tainted Soul feat, he may choose another feat with the perquisites of Tomb Tainted Soul. Fear Aura (Su): Beginning at 2nd level, a necroblade exudes a 5-foot-radius fear as a free action. Enemies in the area must succeed on a Will save (DC = 10 + 1/2 his class level + Charisma Modifier) or become shaken. Irregardless of the save, the same creature can not be affected by the same necroblade's fear aura again for 24 hours. Darkvision (Ex): At 3rd level, the fog of darkness begins to clear for a necroblade, who gains darkvision out to 60 feet. If the necroblade already had darkvision, it is increased by 30 feet. Bonus Feat: Necroblades advance the art of spell and sword. At 4th, 8th, and 12th levels, they may select a bonus feat drawn from the following list: Extra Turning, any feat with a prerequisite of Tomb Tainted Soul, any profane divine feat, or any fighter bonus feat. The necroblade must still qualify for this feat. Undying Fortitude (Ex): Beginning at 4th level, a necroblade enhances his ties to undeath. He gains a +4 bonus on fortitude saves except against effects that also affect objects. Stalwart Skin (Ex): At 6th level, negative energy surges into the necroblade and he becomes immune to nonlethal damage, disease, and stunning. Undeath Epitome (Ex): Upon reaching 13th level, the necroblade's connection to the negative energy plane is complete. He must return to his cabal and sacrifice himself to the other members of the order. After three days he raises as an undead. The necroblade's type changes to Undead but retains any subtypes he had in life, he loses his constitution score as well as additional hit points from constitution and instead gains his charisma modifier to hit points, all of his hit dice become d12s (reroll all previous hit die), but do not recalculate base attack bonuses or base saves. Things I would like to revise in particular: Make the transformation to undeath more gradual. Change Undeath Empitome. I was thinking that the necroblade would raise as a death knight, but I don't know. I'm open for suggestions on this. I'm considering adding negative effects to the Necrotic Strike feature that can be subbed in instead of damage. What they are, I don't know yet. Suggestions are highly apperciated. Anything else you guys see fit to point out is cool too. |
| JellyPooga07-15-07, 01:56 PM | For inspiration/ideas, all I can say is "See my Sig" |
| malak9207-15-07, 07:19 PM | I like the class, ive played a necro character before, but what are you shooting for in the class, extreme undead control either hordes of brainless folk? A negative energy type who fights with weapons and or spells? or just a really cool undead guy? Which ever path this class is developed for the final abilities should prove to be excellent. Some that helps bring the class to a players perspective. I liked the idea of undead epitome but like i said if your going for undead basis, he should get it at a lower level and replace the finaly ability with something based towards the person being an undead, fighting machine. |