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Old 09-12-2008, 04:41 PM
Fuzzy Necromancer Fuzzy Necromancer is offline
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Join Date: Mar 2007
Posts: 56
Default New Core Class: Necromancer

(I posted this in General since we have no classes section)

READ THIS FIRST!
This is my class. I have put a large amount of time and effort. Although I want to have critique and feedback so I can improve it, please take a few things into account.
First, I do this on the basis that necromancers can be good guys. If you've come here to tell me that necromancy is evil, either keep it to yourself or leave this thread.
Second, I made this because I wanted to make it. If you came to tell me I should stick to PrCs like Pale Master and True Necromancer, and/or use specialist wizards, go away.
Third, it's not completely finished. There are more than a few gaps in the spell list, but I'd like to think I have included enough to give an overall sense of the power level of the class and its spells. Anything which is under contstruction is in blue.
Fourth, if you tell me the whole thing is done horribly wrong or hopelessly overpowered/underpowered/stupid and I should start from scratch or give up, I probably will cry.

Thank you in advance for taking the time to critique this.



NECROMANCER

Adventures: Like most, necromancers go on adventures to acquire treasure, discover arcane secrets, and develop their skills. Unlike most adventurers, they have the added motive/goal of acquiring materials for new undead. This is a serious benefit as there are few situations were one can routinely kill powerful creatures. Most graveyard stock is of little value to a reasonably competent or ambitious necromancer, and it has the added bonus of not incurring the wrath of and inflicting powerful emotional trauma on the relatives of the deceased.

Characteristics: Necromancers are versed in the art of arcane magic. They have a far stronger specialization in necromancy than even the specialist wizards of the same name, and with a particularly strong focus in the magics that animate the undead.
What makes a necromancer different from any other weaver of magic is that they do not use and value magic for its own sake. Their primary concern is undead. Every necromancer has at least some undead under their control, and this theme pervades every iota of their power. A necromancer has undead minions, an undead familiar, and often becomes undead itself.

Alignment: Even in some of the most open-minded cultures raising the dead is taboo, if not outright illegal. People with strong adherence to the common perception of good and evil are repulsed by the notion of practicing the arts of life and undeath. Because of this, necromancers tend towards chaotic alignment or evil, but not necessarily both.

Religion: Even the most altruistic necromancers tend to find themselves dogmatically at odds with most religious orders. Even evil necromancers find themselves in a theological pickle, as most death gods disapprove of mortals encroaching on their territory and manipulating life and death directly. Chaotic necromancers usually worship Intayna. Evil necromancers are generally chunkheads.

Background: Necromancers come from all sorts of places, and odds are they left them quickly with a few dozen torches and pitchforks chasing after them.
There are several different ways a person becomes a necromancer. The first and rarest is �The Gift�. Some people have an inborn talent for necromantic arts, and learn to control and standardize this power. The beginning symptoms occur much like those of a sorcerer, although with a greater resemblance to a true haunting. With a little training and practice their control shifts to a conscious level indistinguishable from that of wizards.
Second are necromancers with �The Calling�. Unlike the gift, this occurs at virtually any point in life, though it seems to come out more often in the later stages of childhood or during a midlife crisis. People with The Calling have a series of recurring dreams involving some deeply personal symbol of life and/or death and begin seeking out the tomes and teachers of this forbidden art.
Finally, the most common are simply those with an interest in the arcane magics of life and death. These may be people with an obsession of a lost love, a lust for immortality, or an insatiable hunger for ultimate power. More often however, they are just introverted and mildly eccentric people with a rebellious streak or an unusual ethical view.

Races: The iconic practitioners of necromancy are the sarli. Humans have an eye for necromancy because of their comparatively short lifespans and their natural inclination to go against the norm, and perhaps to overcompensate for their lack of special powers. Half-orcs occasionally become necromancers despite their lack of ability for the task. The practice of necromancy comes naturally to sentient undead of course.
Because of their long lifespans and loathing Elves and dwarves rarely practice necromancy.

Other Classes: Just like in every other situation, necromancers tend to be the proverbial �black sheep� in an adventuring party. They get along poorly with paladins and clerics because of the public opinion and common dogma regarding undead, and druids resent their perversion of nature. At least, that�s their view. Most necromancers hold the belief that divine spellcasters secretly despise them for encroaching on their territory, and that the average paladin needs a team of strong orcs to remove the pole jammed up their seat.
Although they draw the ire of divine casters in particular, necromancers have a tendency to make just about anybody else uncomfortable. Rogues can sometimes get along with necromancers, appreciating the troubles of a less-than-positive reputation and skills that are frowned upon by society, possessing a general chaotic leaning and understanding the practical and aesthetic value of black clothing. Sorcerers generally know the pains of being shunned by home and family. Wizards tend to look down on their single-minded focus as eccentric. Necromancers connect best with other necromancers, exchanging tricks of the trade and lending a sympathetic ear to those problems that only necromancers suffer, but rarely is more than one necromancer found in the same party.


GAME RULE INFORMATION

Necromancers have the following Game statistics.

Abilities: Necromancers use intelligence to determine their spell�s save dc, bonus spells, and the maximum level of spell they can cast. Constitution is important to a necromancer to provide bonus hit points and compensate for weak fortitude saves, and because they must sometimes sacrifice some of their own life force for their more powerful magics. High charisma is valuable to a necromancer for rebuking/controlling undead and explaining her unique philosophical position to the town guard/paladin/angry mob.

Alignment: Necromancers can be of any alignment.

Hit Die: d4

Base Attack Bonus: necromancers have a base attack bonus equal to � their level.

Saves: necromancers have good will saves and poor fortitude and reflex saves.

Class Skills
Knowledge(arcana), knowledge(religion), intimidate(cha), spellcraft(int), concentration(con), knowledge(the planes), heal(wis), sense motive(wis), move silently(dex), hide(dex), necrology(int), alchemy(int)

A necromancer recieves skill points equal to (2+int mod) times (3 plus necromancer level)

Class Features

Armor and Weapon Proficiency: necromancers are proficient with light armor and all kinds of flails, maces, scythes, and axes. They are proficient with all simple weapons.

Familiar: necromancers have their own familiar list. Necromancers have a stronger connection to their familiars, which are more like a displaced portion of their souls than a mere magical servant.

Spells: Necromancers cast arcane spells. They receive spells per day at the same rate as a wizard, 'but at least two spells of every spell must be Necromanices, and of those at least one must have the Undeath descriptor.

Undead Reconstitution: Necromancers can convert undeath spells into a fine current of negative energy, healing undead for 1d12 per level of the spell sacrificed (max 5d12), +1 for each caster level (max +5 per level of spell sacrificed).

Necronomicon: to a wizard and a necromancer, the word �spellbook� means something almost entirely different. A wizard�s spellbook is simply a class tool. A necromancer�s spellbook, properly referred to as a "Necronomicon" is on the other hand is a specialized magical item more than capable of fending for itself. First of all, if anyone other than the necromancer so much as touches the book, they are subjected to a specific known touch spell chosen beforehand by the necromancer (this effect is defensive in nature, so it can�t be triggered by throwing the book at somebody). Most books are bound with some form of weapon (claw of bone, bite) which deals 1d6 damage and has an attackbonus equal to the necromancer's caster level plus their int bonus (it can only use this on somebody holding it). It usually The book is bound with a seal that has some common command word or clue to its working hidden in plain sight; this seal takes a knowledge(arcana) or spellcraft check dc:16 to open. The necromancer always knows when their book is being opened.
Necromancers still use necromnicon for their normal purposes. They write all spells in it, except for read magic, prestidigitation, and ghostly manifestation, which all necromancers know by heart and can memorize without their spellbook. In addition, they have spells carved into their flesh or engraved on their undead creatures equal to their intelligence bonus plus one, as if they had the spell mastery feat.

Undead Minions: A necromancer controls a total number of skeletons, zombies, crimson clots, and other spell-created undead equal to 5 hit dice per caster level instead of the usual 4 hit dice.

Undead Creation: When a necromancer creates undead with a spell that requires material components, she may instead choose to pay an XP cost, paying 1xp per 5gp of the cost, rounded up.

Undead subsumption: when a necromancer creates an undead through a spell, he/she may choose to �subsume� any number of non-sentient undead they control into the creation. Subsumption transforms the undead into a shadowy quasi-corporeal black goo (if it is a zombie/fleshy undead) or a dry white smoke (if it is a skeleton/fleshless undead), which is siphoned into the undead creature being created. The total hit dice of the undead subsumed are added to the racial hit dice of the undead creature created, and the cost of material components (if any) is reduced by 50gp per hit die of undead subsumed.
This is a supernatural ability.


Rebuke/Control Undead: At third level, a necromancer can rebuke/control undead as an evil cleric two levels lower. Unlike clerics, this supernatural ability comes from a direct manifestation of negative energy and necromantic forces rather than a conduit of divine will. A necromancer�s rebuke/control ability requires no divine focus and is not inherently evil or good.

Deathsense(Su): At 8th level, a necromancer has become visually attuned to the vital energies that power the living and the dead. This functions in a manner similar to deathwatch, except the necromantic sight is more precise. They can tell whether living creatures are in perfect health, hurt (less than full to 1/3rd max hp), injured (less than 1/3rd to 2/3rds), weak (less than 2/3rds to 1hp), staggered, dying, or dead, and judge whether undead are in perfect health, damaged (less than full-1/2), fragile (less than 1/2 max hp), or energized (more than max HP, via temporary hit points).

Spectral current(su): at 4th level, a necromancer has learned how to tap directly into ley-lines of life energy. This functions in a manner similar to a paladin's Lay Hands ability, except that it can channel positive or negative energy.

Uncanny Awareness (ex): at 7th level, and again at 14th level, the necromancer's faculties are finely tuned in a manner that is visibly evident, by enlarged or cat-like eyes, perpetually flared, pointed nostrils, etc. They may choose to recieve the special quality scent, low-light vision (darkvision 60ft if they have low-light vision, and darkvision with 30ft more range if they have that already), or blindsight 15ft.

Rise from the Grave: Starting at 11th level, a slain necromancer has a % chance equal to their charisma score plus twice their necromancer level of rising as a Reanimated Walker in 1d4 nights.[/i]

THE NECROMANCER
Code:
Level Attack Fort Ref Will Special 1st +0 +0 +0 +2 Undead Minions, Undead Creation, Undead Subsumption 2nd +1 +0 +0 +3 Familiar 3rd +1 +1 +1 +3 Rebuke/Control Undead 4th +2 +1 +1 +4 - 5th +2 +1 +1 +4 Spectral Current 6th +3 +2 +2 +5 - 7th +3 +2 +2 +5 Deathsense 8th +4 +2 +2 +6 - 9th +4 +3 +3 +6 - 10th +5 +3 +3 +7 - 11th +5 +3 +3 +7 Rise from the Grave 12th +6/+1 +4 +4 +8 - 13th +6/+1 +4 +4 +8 Uncanny Awareness 14th +7/+2 +4 +4 +9 - 15th +7/+2 +5 +5 +9 - 16th +8/+3 +5 +5 +10 - 17th +8/+3 +5 +5 +10 - 18th +9/+4 +6 +6 +11 - 19th +9/+4 +6 +6 +11 - 20th +10/+5 +6 +6 +12 -

Code:
Necromancer Spells Per Day Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1 - - - - - - - - 2nd 4 2 - - - - - - - - 3rd 4 2 1 - - - - - - - 4th 4 3 2 - - - - - - - 5th 4 3 2 1 - - - - - - 6th 4 3 3 2 - - - - - - 7th 5 4 3 2 1 - - - - - 8th 5 4 3 3 2 - - - - - 9th 5 4 4 3 2 1 - - - - 10th 5 4 4 3 3 2 - - - - 11th 5 4 4 4 3 2 1 - - - 12th 5 4 4 4 3 3 2 - - - 13th 5 4 4 4 3 3 2 1 - - 14th 6 4 4 4 4 3 3 2 - - 15th 6 4 4 4 4 3 3 2 1 - 16th 6 4 4 4 4 4 3 3 2 - 17th 6 4 4 4 4 4 3 3 2 1 18th 6 4 4 4 4 4 4 3 3 2 19th 6 4 4 4 4 4 4 4 3 3 20th 6 4 4 4 4 4 4 4 4 4

Necromancer Familiar List
Code:
Familiar: Benefit, Special Bat: Master gains +3 to listen checks, flies and has blindsight Black Cat: +3 move silently, can sense undead as if by a constant detect undead ability (supernatural) Ghost Skull: Master can control 1HD of ghost skulls more per caster level and can recieve control of ghost skulls spawned by it (other bonuses? Wisdom boost? Will save bonus? Bonus to spot checks?), is an undead ghost skull (how more special can you want it?) Raven: Master gains +3 to appraise checks, speaks one language and flies Rat: Master gains +2 bonus to fortitude saves, none Black widow, tarantula, or tiny monstrous spider: +3 to climb checks, can communicate with spider-like creatures when it gains speak with kind and has poison

Advanced Famliars: At fourth level, a necromancer may summon a more powerful familiar, although its special familiar powers advance at a rate two levels lower. If the necromacer's former familiar died, they may raise them as an Advanced version of the same species.
Code:
Corpse Candle: gives +3 to swim, reflection and power only work in still waters where something has died Ghost Cat: Advanced cat, has see invisibility (supernatural) Ghoulish Crow: advanced raven, master can use detect undead as a spell-like ability once per day Necricket: +3 on perform(singing), possess magical powers Necrulous: Taken at 8th level Skullder: advanced spider,and can store one spell of up to 2nd level
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  #2  
Old 09-12-2008, 04:45 PM
Fuzzy Necromancer Fuzzy Necromancer is offline
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Join Date: Mar 2007
Posts: 56
Default Necromancer Spell List

NECROMANCER SPELLS

Note: I have a different view on whether certain spells should be necromancy or not than the core rules. Fear spells are enchantments, and healing spells are necromancies, not conjurations. Spells that have been moved are marked with an asterisk.

0-LEVEL NECROMANCER SPELLS (Palls Open to better name)
Necromancy
Disrupt Undead Deals 1d6 damage to one undead
Ghostly Manifestations Mimicks a minor haunting
Touch of Fatigue
Minor Knit Bones fixes bone fractures
Minor Fleshweave heals cuts
Minor Regrowth restores lost tissue
Reanimations
Create Ghost Skull Ghost skull from severed head or skull
Minor Animate Dead Tiny skeletons or zombie
Windowpane Dust Temporary swarm of dead insects
Animate Arthropod Animates an exoskeleton
Other
Ray of Frost ray deals 1d3 cold damage
Read Magic Read scrolls and spellbooks
Detect Magic* (Universal spell)
prestidigitation performs minor tricks
Ghost sound
dancing lights
Resistance
Mage hand

1st-LEVEL NECROMANCER SPELLS
Necromancy
Chill touch
Cremate See spell name
Deathwatch No evil subtype
Ray of enfeeblement
Flesh Graft semi-animate tissue graft grants bonuses
Control Lesser Undead minor undead creature obeys you
Light Knit Bones converts sonic and bludgeoning damage to subdual
Light Fleshweave converts piercing and slashing to subdual
Light Regrowth Restores lost tissue, converting certain damages to subdual
Ease Pain reduces pain effects and heals some subdual
Rainbow of Weakness colored beams deal ability damage
Reaper�s Raincheck increase target�s lifespan by one day
Reanimations
Lesser Animate Dead: creates up to 2HD worth of skeletons or zombies, plus 1HD per 3 levels.
Dark Scabbing creates several crimson clots
Animate Portion creates different undead depending on the body part targeted
Deadfire temporarily animates burning undead
Other
Magic Weapon
Feather Fall
Invisibility to Undead
Detect Undead
Identify
Protection from Evil/Chaos/Good/Law
Cause Fear*
Vitality Glamer Undead appears living or living person appears undead

2nd-LEVEL NECROMANCER SPELLS
Necromancy
Ghoul Touch
Bull Strength*
Endurance*
Life Transfusion you transfer a spark of life essence to heal the target
Gentle Repose
Grimfield Spell similar to Desecrate
Reanimations
Chill of the Grave creates an ethreen
Mind over Meat: temporarily control dead body
Socket�s Glow see through a skeleton's eyes
Great Skeleton Creates more powerful skeleton
Other
Gravebind illusionary undead grab opponent, deal subdual damage
Scare*
Darkness
Continual Flame
Daylight



3rd-LEVEL NECROMANCER SPELLS
Necromancy
Blindness/Deafness*
Contagion
Gentle Repose
Halt Undead
Vampiric Touch
Remove Blindness/Deafness
Remove Disease
Speak with Dead
Reanimations
Animate Dead This spell has the (Undeath) descriptor instead of the [Evil] descriptor
Animate Death Mount creates skeletal horse with green fire
Dreadfield saturates area with negative energy, strengthening undead and making body portions and spilt blood rise as undead spontaneously
Pyrewalker Creates burning undead
Other
Deeper Darkness
Dispel Magic
Gaseous Form
Greater Magic Weapon
Magic Circle Against Chaos/Evil/Good/Law
Negative Energy Protection


4th-LEVEL NECROMANCER SPELLS
Necromancy
Death Ward
Enervation Creatures slain by these negative levels do not rise as wights
Neutralize Poison
Open Ressurection: restores a person to life with possibility of horrible failures
Poison
Reanimations
Deathchill Maelstrom deals cold and negative energy damage, creatures slain become ethreen
Dreadful Sickness Target falls ill and rises as a zombie
Skeleton Warrior: Skeleton retains certain class levels, gets mild sentience
The Dead Talk Back Animates zombie and allows it to answer questions
Vessel of Flesh you are telepathically linked to a zombie and can use it to carry a touch spell
Other
Edvard�s Black Tentacles
Fire Shield
Fear
Fly
Water Breathing

5th-LEVEL NECROMANCER SPELLS
Necromancy
Magic Jar
Circle of Doom
Commune with Dead Achieves true communication with dead spirits
Slay Living
Reanimations
Raise as Undead Subject is raised as an undead creature with mind and soul intact
Sigil of Undeath Creates chance that creature will rise as undead when slain
Unspoken Animation Raises skeletons and zombies without components
Other
Ethereal Jaunt
Plane Shift
Telekinesis
Teleport
Contact Other Plane
Permanency

6th-LEVEL NECROMANCER SPELLS
Necromancy
Tenser's Transformation*
Circle of Death
Reanimations
Bind Body and Spirit As Reanimate Dead, but the subject is under your control.
Cone of Death cone kills lesser creatures, deals damage, and creates undead
Create Gloomshade creates shapeless incorporeal undead that obeys your command
Other
Dismissal
Prying Eyes
True Seeing
Flesh to Stone
Stone to Flesh
Eyebite
Control Weather


7th-LEVEL NECROMANCER SPELLS
Necromancy
Control Undead
Finger of Death
Restore Life Willing sentient undead is restored to true life
Reanimations
Create Death Vassal Creates sentient undead that obeys you and can control some undead of its own
Other
Animate Objects
Shadow Walk
Force Wall
Legend Lore
Grasping Hand
Teleport WithoutError
Limited Wish

8th-LEVEL NECROMANCER SPELLS
Necromancy
Clone
Vital Vibration duplicates Antipathy or Sympathy, but only works on undead or on living creatures (choose one)
Trap the Soul*
Horrid Wilting
Reanimations
Reanimative Virus Target falls ill and rises as a Reanimated creature
Other
Symbol
Etherealness
Iron Body
Telekinetic Sphere



9th-LEVEL NECROMANCER SPELLS
Necromancy
Rejuvinate as restore life, but works on any undead creature
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
Power Word, Kill*
Reanimations
Army of Darkness: creates a troop of armed undead that fight for 1 night
Other
Wish
Polymorph Any Object
Gate


Note: New Spells created for this class shall be posted in a seperate thread due to forum space constrants on characters per post.
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