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| Kerik06-24-07, 08:58 PM | This is a class I've been working on for a while and I've given serious thought to balancing out strengths with weaknesses. The basic idea behind this class, the degus, is that anyone with this class has forged a bond with the negative energy plane. This allows them power over undead that has nothing to do with divinity. The people of this class obsess about necromancy to a point that frightens other necromancers. Degusi (plural of degus) have the same attack, save, and hit die progression as sorcerers. Abilities: Charisma powers the degus’s spells. If the player is planning on not becoming undead himself, constitution would certainly be an important attribute, as would dexterity for avoiding harm and making spells more accurate. Alignment: This bit always drives me mad in WotC books. Utilization of negative energies doesn’t mean you’re evil! Their alignments vary just as much as any other class. Some may be good, waging war for the right reasons, while others are evil and putting corpses to use raiding towns and replenishing ranks as they go. It is the same for chaos and law. Class Skills: Concentration, Craft, Decipher Script, Heal, Intimidate, Knowledge History, Knowledge Arcana, Knowledge Religion, Profession, and Spellcraft Restrictions: A degus suffers the same restriction to multiclassing as a monk. Because of the link to the negative energy plane a degus has he may never cast a spell or use any kind of effect channeling positive energy without losing all class features for 24 hours. Being hit by positive energy spell from someone else doesn’t count, but triggering a spelltrigger object does. Class Features 1. Rebuke 2. Detect Undead 3/day 3. Advanced Learning 4. Conversion 5. Detect Undead at Will 6. Advanced Learning, Metabolic Stasis 7. Undead Mastery, Zone of Desecration 8. Obsession, Weakening Aura 9.Advanced Learning, Positive Perception 10. Fear Aura 11. Obsession, Necromantic Prowess I 12. Advanced Learning 13. Necromantic Prowess II 14. Crippling Aura, Obsession 15. Advanced Learning, Necromantic Prowess III, Terror Aura 16. Greater Desecration 17. Necromantic Prowess IV, Obsession 18. Advanced Learning 19. Legionnaire, Necromantic Prowess V 20. Decimating Aura, Despair Aura, Obsession Weapon and Armor Proficiency: Degusi gain proficiency with the dagger, staff, light crossbow, heavy crossbow, and scythe. They are not proficient with any type of armor or shield. Spellcasting: As said above, charisma determines spell saves DCs and maximum spell levels. The degus’s spell list is predetermined and once a necromancer can cast a new level of spells he gains access to the entire list pertaining to that level. The necromancer may cast these without preparation, but must meditate for one hour after eight hours of rest. The spell list must be constructed by your DM with a number of spells per spell level averaging less than twenty. Obsession: At eighth level and every three levels thereafter the degus’s obsession with necromancy pays off and he gains a bonus feat related to necromancy, or, as an alternative, he instead gains the capability to deal 1d6/level negative damage in a five foot burst a number of times per day equal to how many times he chooses to take this option. Conversion: At fourth level the degus is now powered by negative energy instead of positive. This is essentially the same as Tomb Tainted, but not icky. Metabolic Stasis: At sixth level the degus’s biological functions stop, but do not shut off. His body does not deteriorate into an undead appearance at all. Any time a degus is targeted by a spell detecting whether he is alive, undead, or a construct, he instantly becomes aware of it. He decides what result the caster receives. Weakening Aura: At eighth level the degus gains the ability to exude negative energy that breaks down specific substances like glucose and taurine. As a free action, living enemies within five feet of the degus must make a fortitude save equal to 10 + ½ class level + cha mod to avoid becoming fatigued. If the target succeeds on the save he cannot be affected by this ability for 24 hours. This fatigue only lasts so long as the affected creature is within the aura. This aura lasts until dismissed. At fourteenth level the effect is heightened to a -4 penalty to strength and dexterity and extends to ten feet. This effect is now called Crippling Aura. At twentieth level this effect extends to 30ft, and even if the subjects succeed on saving they are still fatigued. If the subjects fail their saves they become exhausted, but if they get out of the area they are only fatigued. If they are still within the area after a minute they must make save another or drop into a coma. At the end of each minute thereafter until ten minutes are elapsed the subject must make another save, with each minute increasing the DC by one. If the subject spends ten minutes within the area of the effect he automatically succumbs unless he rolls a 20. Subjects within said coma cannot be removed from it without at least a limited wish spell. Eventually the subject within the coma will die at the DM’s discretion. Positive Perception: At ninth level a degus can “see” by the radiance of positive energy, but not necessarily life. Fear Aura: Same as normal at tenth level. At fifteenth the effect is panic, and extends to ten feet. At twentieth level the effect is cowering, and the radius extends to 30ft. Even if the subject makes his save he is still shaken, and remains so until further notice. Subjects who fail their saves and remain in the area must make another will save or acquire a mild phobia, scaling upward to a major phobia and insanity the longer they are within the area. See destructive aura for time intervals. Legionnaire: At nineteenth level a degus is able to control an absurd number of undead. Undead with hd less than the character’s cha mod do not count against his limit for commanding undead. This mod does not include magical modifications, but does include inherent bonuses and class features. Undead with additional turn resistance like vampires add their resistances to their hd for this purpose. Undead that were created by the legionnaire who have received additional resistance from feats like Bolster Resistance do not add this resistance to their hd. Spell Progression 0 1 2 3 4 5 6 7 8 9 1 5 3 - - - - - - - - 2 6 4 - - - - - - - - 3 6 5 3 - - - - - - - 4 6 6 4 - - - - - - - 5 6 6 5 3 - - - - - - 6 6 6 6 4 - - - - - - 7 6 6 6 5 3 - - - - - 8 6 6 6 6 4 - - - - - 9 6 6 6 6 5 3 - - - - 10 6 6 6 6 6 4 - - - - 11 6 6 6 6 6 5 3 - - - 12 6 6 6 6 6 6 4 - - - 13 6 6 6 6 6 6 5 3 - - 14 6 6 6 6 6 6 6 4 - - 15 6 6 6 6 6 6 6 5 3 - 16 6 6 6 6 6 6 6 6 4 - 17 6 6 6 6 6 6 6 6 5 3 18 6 6 6 6 6 6 6 6 6 4 19 6 6 6 6 6 6 6 6 6 5 20 6 6 6 6 6 6 6 6 6 6 |
| Kerik06-24-07, 08:59 PM | Ideas for improvement? Overbalanced? Underbalanced? |
| Ezurus06-24-07, 09:03 PM | Isn't the Dred Necromancer (Heroes of Horror) pretty similar to this? |
| Kerik06-24-07, 10:33 PM | Similar, yes, but far better. And besides, the dread necro focuses so much on becoming a lich. Sorry, I accidentally posted this in the wrong forum. Is there a way to move this to the classes forum? |
| katarl06-25-07, 12:35 PM | Don't worry, the wizos will probably move it once they see this. Glad to see you're still in the business, Kerik. It seems... incomplete, i'll post when you've finished. |