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TRUE NECROMANCER (Libris Mortis 51-53)
Power corrupts. Power over life and death corrupts absolutely. The power
to raise an undying servant from the husk of the formerly living is
darkly tempting - and certainly evil. Those who seek such unyielding
obedience from the dead willingly tread the path of necromancy.
Characters who wish to become true necromancers must take levels in both
arcane and divine spellcasting classes, usually cleric and wizard or
cleric and sorcerer. Only then do they begin their sinister schooling,
learning how to combine the foulest aspects of both disciplines into a
single, necromantic whole.
NPC true necromancers are usually found singly-living in an abandoned
graveyard, hidden in the depths of a centuries-old catacomb, or lurking
in an unhallowed mausoleum. Occasionally, true necromancers gather into
small societies or evil associations, but eventually most such groups
are stamped out. At least, so hope those concerned with the triumph of
good over evil in the world.
Hit Die: d6.
REQUIREMENTS
To qualify to become a true necromancer, a character must fulfill all of
the following criteria.
Alignment: Any nongood.
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8
ranks.
Feat: Spell Focus (necromancy).
Spells: Able to cast summon undead II as a divine spell and
command undead as an arcane spell.
Special: Able to rebuke undead.
Special: Access to the Death domain.
CLASS SKILLS
The true necromancer's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Heal (Wis), Knowl- edge (arcana)
(Int), Knowledge (religion) (Int), Profession (Wis), Search (Int), and
Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day/Spells Known |
1st |
+0 |
+0 |
+0 |
+2 |
Rebuke undead |
+1 level of existing arcane spellcasting class |
2nd |
+1 |
+0 |
+0 |
+3 |
Create undead 1/day |
+1 level of existing divine spellcasting class |
3rd |
+1 |
+1 |
+1 |
+3 |
Necromantic prowess (+1) |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
4th |
+2 |
+1 |
+1 |
+4 |
Zone of desecration |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
5th |
+2 |
+1 |
+1 |
+4 |
Create undead 2/day |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
6th |
+3 |
+2 |
+2 |
+5 |
Necromantic prowess (+2) |
+1 level of existing arcane spellcasting class |
7th |
+3 |
+2 |
+2 |
+5 |
Major desecration |
+1 level of existing divine spellcasting class |
8th |
+4 |
+2 |
+2 |
+6 |
Create greater undead 1/day |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
9th |
+4 |
+3 |
+3 |
+6 |
Necromantic prowess (+3) |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
10th |
+5 |
+3 |
+3 |
+7 |
Horrid wilting |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
11th |
+5 |
+3 |
+3 |
+7 |
Create greater undead 2/day |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
12th |
+6 |
+4 |
+4 |
+8 |
Necromantic prowess (+4) |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
13th |
+6 |
+4 |
+4 |
+8 |
Energy drain |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
14th |
+7 |
+4 |
+4 |
+9 |
Wail of the banshee |
+1 level of existing arcane spellcasting class and +1 level
of existing divine spellcasting class |
CLASS FEATURES
All of the following are class features of the true necromancer prestige class.
Weapon and Armor Proficiency: True necromancers gain no
proficiency with any weapons, armor, or shields.
Spells per Day/Spells Known: A true necromancer gains new spells
per day (and spells known, if applicable) as if she had also gained a
level in either an arcane spellcasting class she belonged to before
adding the prestige class, a divine spellcasting class she belonged to
before adding the prestige class, or both, according to the accompanying
table. She does not, however, gain any other benefit a character of that
class would have gained (metamagic or item creation feats and so on; but
see Improved Rebuking and Necromantic Prowess, below). If she had more
than one arcane or divine spellcasting class before becoming a true
necromancer, she must decide to which class she adds the new level for
purposes of determining spells per day and spells known.
Rebuke Undead (Su): True necromancer class levels stack with
levels of all other classes that grant the ability to rebuke undead for
the purpose of determining the character's effective cleric level for
rebuking. See Turn or Rebuke Undead, page 159 of the Player's
Handbook. For example, a 5th-level cleric/3rd-level
sorcerer/2nd-level true necromancer rebukes undead as a 7th-level
cleric. The bonus from her necromantic prowess ability, once it is
gained, also applies.
Create Undead (Sp): On attaining 2nd level, a true necromancer
can cast create undead once per day, as the spell of the same name. She
can use this ability one additional time per day at 5th level and
higher. She must still supply the requisite material components. The
true necromancer's caster level equals her character level plus the
bonus from her necromantic prowess ability, once it is gained.
Necromantic Prowess (Ex): At 3rd level, a true necromancer gains
unsurpassed power over death. When she rebukes undead, casts a
necromancy spell, or uses a spell-like ability that mimics a necromancy
spell, her effective caster level increases. The bonus is +1 at 3rd
level, +2 at 6th level, +3 at 9th level, and +4 at 12th level and
higher.
Zone of Desecration (Su): At 4th level, a true necromancer begins
to exert her authority over undead. This aura is identical to the
effects of the desecrate spell (see page 218 of the Player's
Handbook) except that it affects only allied undead.
Major Desecration (Su): At 7th level, a true necromancer extends
her authority over undead. The supernatural aura of negative energy
surrounding her (see Zone of Desecration, above) now extends to a radius
of 10 feet per true necromancer class level.
Create Greater Undead (Sp): On reaching 8th level, a true
necromancer can cast create greater undead (see page 215 of the Player's
Handbook) once per day, as the spell. She can use this ability one
additional time per day at 11th level and higher. She must still supply
the requisite material component. The true necromancer's caster level
equals her character level plus the bonus from her necromantic prowess
ability.
Horrid Wilting (Sp): At 10th level and higher, a true necromancer
can use horrid wilting once per day, with a caster level equal to her
character level plus her bonus from the necromantic prowess ability.
Energy Drain (Sp): At 13th level and higher, a true necromancer
can use energy drain once per day, with a caster level equal to
her character level plus her bonus from the necromantic prowess ability.
Wail of the Banshee (Sp): At 14th level, a true necromancer can
use wail of the banshee once per day, with a caster level equal
to her character level plus her bonus from the necromantic prowess
ability.
SAMPLE TRUE NECROMANCER
As a disciple of Nerull, Thredra Aranax has studied both divine and
arcane magic to better perfect her mastery over undead. Thredra is a
true believer in the power of death, seeing it as the source of both
divine and arcane power.
Thredra Aranax the True Necromancer: Female human necromancer
3/cleric 3/true necromancer 5; CR 11; Medium humanoid; HD 3d4+3 plus
3d8+3 plus 5d6+5; hp 47; Init +0; Spd 30 ft.; AC 14, touch 11,
flat-footed 14; Base Atk +5; Grp +4; Atk or Full Atk +5 melee
(1d4-1/19-20, masterwork dagger) or +6 ranged (1d4-1/19-20, masterwork
dagger); SA necromantic prowess +1, rebuke undead 8/day (+3, 2d6+10,
9th), spells; SQ create undead 2/day, familiar, zone of
desecration; AL NE; SV Fort +8, Ref +5, Will +16; Str 8, Dex 10, Con 12,
Int 17, Wis 18, Cha 13.
Skills and Feats: Concentration +15, Heal +15, Knowledge (arcana)
+17, Knowledge (religion) +17, Search +12, Spellcraft +19, Survival +1
(+3 following tracks); Extra Turning, Greater Spell Focus (necromancy),
Greater Spell Penetration, Scribe ScrollB, Spell Focus (necromancy),
Spell Penetration.
Create Undead (Sp): Thredra can use create undead twice per day,
as the spell of the same name. Caster level 12th.
Familiar: Thredra chooses not to summon a familiar, seeing a
potential familiar as more of a vulnerability than an asset.
Zone of Desecration (Su): Thedra is continuously surrounded by a
20-foot-radius aura of negative energy, identical to
the desecrate spell.
Cleric Spells Prepared (caster level 7th): 0-detect magic
(2), light (2), read magic (2); 1st-bless, cure
light wounds (2), protection from
goodDE, sanctuary, shield of faith;
2nd-bear's endurance, cure moderate wounds, death
knellDEN (DC 18), hold person (DC
16), silence (DC 16); 3rd-blindness/deafnessN
(DC 19), dispel magic, invisibility purge, magic circle
against goodDE; 4th-cure critical
wounds, summon monster IV, unholy blightDE
(DC 18).
D: Domain spell. Domains: Death (death touch 1/day, damage
3d6), Evil (cast evil spells [E] at +1 caster level).
N: Necromancy spell, +1 caster level because of necromantic
prowess.
Wizard Spells Prepared (caster level 7th; prohibited schools
abjuration and illusion): 0-acid splash, mage
hand, open/close, touch of fatigueN (2) (+4
melee touch; DC 15); 1st-cause fearN (DC 16), charm
person (DC 14), detect undead, magic missile, magic
weapon, ray of enfeeblementN (+5 ranged touch);
2nd-command undeadN (DC
17), darkvision, ghoul touchN (2) (+4 melee
touch; DC 17), spider climb; 3rd-fireball (DC
16), fly, ray of exhaustionN (+5 ranged touch;
DC 18), vampiric touchN;
4th-enervationN (2) (+5 ranged touch).
N: Necromancy spell, +1 caster level because of necromantic prowess.
Spellbook: as above plus 0-all except abjuration and illusion;
1st-identify, magic weapon, shield; 2nd-Melf's
acid arrow, see invisibility; 3rd-slow, stinking
cloud; 4th-animate dead.
Possessions: amulet of natural armor +1, bracers of
armor +2, ring of protection +1, periapt of Wisdom
+2, headband of intellect +2, cloak of resistance
+2, potion of cure serious wounds, masterwork dagger, 300 gp.
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