Mr.Renunciation
First Post
Yeah, hi. I was mainly wondering if this looks balanced or not. And if not what to modify, add or remove.
Necrophant
Hit Die d6
Necrophants are the chosen speciality priests of Vesharoon the Vaunted, Lord of the Forgotten Crypt. Vesharoon has charged these elite clerics to study the twin faces of eternity: death, and life and from this glean the secrets that will grant his church power over both. Necrophants seek to explore the myriad forms of undeath, in addition to extending the mortal life span itself. Necrophants worship the beauty and power inherent in all undead beings and seek also to duplicate it within themselves. Most necrophants are former clerics, but a few are multiclass necromancer/clerics, or even true necromancers.
NPC necrophants spend much of their time in necromantic research, occasionally venturing out to follow up on some lead, or to document specific undead monsters in the field, thus expanding their churchs knowledge of death, life, and everything in between. Many have created unique necromantic spells, and or servitors in the service of their god.
When adventuring necrophants tend to surround themselves with an entourage of undead servants and bodyguards, often disguising the nature of their protectors with spells, in order to remain hidden from potential enemies, and more importantly rival researchers. They sometimes use their undead minion as a decoy, dressing it in the vestments of their faith, while they themselves adopt the disguise of a humble pilgrim, or scribe.
Requirements:
Alignments: any non-good
Base Save Bonus: Will +5
Skills: Knowledge: Heal 8 ranks, Knowledge: Necrology 4 ranks*, and Knowledge: Religion 8 ranks
Feats: Skill Focus (Religion), True Believer
Spells: able to cast animate dead as a divine spell
Optional: must have had non-hostile interaction with a Intelligent undead creature.
Special: access to the Undeath Domain.
Special: faithful worshiper of Velsharoon (or relevant god of undeath/necromancy).
Class skills:
Concentration (Con), Craft (Int), Diplomacy (Chr), Heal (Wis), Hide (Dex), Knowledge (arcana, history, necrology, religion, the and planes), Move Silently (Dex), Profession (Int), and Spellcraft (Int).
skill points at each level: 2 + int modifier
Lvl BAB Fort Ref Will Special:
1st...+0 +0 +0 +2 rebuke undead, and spectral hand
2nd...+1 +0 +0 +3 animate dead 1/day (sp) +1 level of existing spellcasting class
3rd...+1 +1 +1 +3 corpsecrafter
4th...+2 +1 +1 +4 undead minion +1 level of existing spellcasting class
5th...+2 +1 +1 +4 bonus feat
6th...+3 +2 +2 +5 enhance minion, and +1 level of existing spellcasting class
zombie lord (ex)
7th...+3 +2 +2 +5 bonus feat
8th...+4 +2 +2 +6 minion vision, and +1 level of existing spellcasting class
lesser lifesense (ex)
9th...+4 +3 +3 +6 bonus feat
10th...+5 +3 +3 +7 awaken minion, & +1 level of existing spellcasting class
deathless mastery (ex)
weapon and armor proficiency: the necrophant gains no proficiency in any armor, or weapon.
spells per day/spells known: at 2nd level and every two levels afterward the necrophant gains a level in one of his existing divine spellcaster classes for determining the number of spells he has access to. He does not gain any other level dependant benefits of such class such as bonus feats, skill points, or base saves.
rebuke undead (su): Necrophant classes stack with levels of all other classes that grant that ability for purposes of determining the characters' effective cleric level for rebuking undead.
spectral hand: the necrophant adds the spectral hand spell to his divine spell list as a third level spell.
animate dead (sp): once per day, the necrophant can use animate dead as the spell without need of a material component. Use the characters highest spellcaster level to determine the caster level of the spell. All other restrictions of the spell, apply.
corpsecrafter: as a devout worshipper of Velsharoon, the necrophant's experimentation in the process of undeath, has given him insights into raising more formidable undead. Each undead that the necrophant raises or creates gains a +4 enhancement bonus to Strength, and +2 hit points per Hit Die.
undead minion: at 4th level, the necrophant gains the ability to raise a single undead minion. The necrophant has his choice between a zombie or skeleton undead minion, the only difference being their respective damage reductions and that a zombie minion can speak, though both are non-intelligent. An undead minion raised at 4th level would have 6 HD, +1 Hit Die for each additional level the necrophant waits to raise his minion, to a maximum of 12 HD if raised by a 10th level necrophant. An undead minion, shares a empathic link with the necrophant with an approximate range of 1 mile, additionally the minion has the ability to store a single touch spell of the 6th level or lower, and deliver it on command.
At 6th level the minion gains an enhancement bonus to their AC equal to the necrophant's base attack bonus while within line of sight of the necrophant.
At 8th level the necrophant gains the ability to see (and in the case of zombie minions, speak) but not hear from the perspective of his minion, and command other undead through the minion as well. For purposes of seeing the undead minion is considered to have 60-ft darkvision.
At 10th level, the undead minion awakens gaining an intelligence score equal to 4 + 1d6 + the necrophant's chrisma modifier, limited by the maxium intelligence of their original type, as well as martial weapon proficiency, and proficiency in light, medium, and heavy armor. With DM's discretion it also gains the personality (though not the alignment) it had in life. It doesn't gain any skills or feats it had in life however. If the minion is destroyed, the necrophant must make a DC 20 fortitude saving throw, failure deals half of the damage dealt by the killing blow to the necrophant which blinds and stuns him for 1d10 rounds, success reduces the damage to a quarter of the killing blow, and merely blinds the necrophant for 1 round. A necrophant must spend 200 gp in materials and wait a year and a day to replace one of his minions.
bonus feat: at 5th level and every two levels afterward the necrophant may pick a bonus feat from this list: Bolster Resistance, Deadly Chill, Destruction Retribution, Hardened Flesh, or Nimble Bones.
zombie lord (su): at 6th level the necrophants ability to command undead improves with respect to zombies, from now on the necrophant may control an additional Hit Die worth of zombies per caster level. For example, if a 7th level cleric/6th level necrophant controled nothing but 1 HD zombies he would have a total of thirty-nine 1 HD zombies.
lesser lifesense: at 8th level the necrophant gains the ability to use the emanations of life-energy given off by living creatures, as illumination. Medium and smaller creatures give off enough ambient life-energy to illuminate a 30-ft radius around them, as well as revealing all objects and features within that radius. The life light behaves like normal light in that it is blocked by walls, and so you cannot see through solid objects. The light radius doubles for each additional size catagory of the living creature, to a maximum of a 480-ft radius cast by a colossal creature.
deathless mastery (ex): upon reaching 10th level the necrophant gains all of the virtues of the undead he worships. His body becomes partially mummified, and he becomes immune ot poison, sleep effects, paralysis, death effects, critical hits, ability drain, energy drain, and damage to his physical ability scores (STR, DEX, and CON). He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.
Necrophant
Hit Die d6
Necrophants are the chosen speciality priests of Vesharoon the Vaunted, Lord of the Forgotten Crypt. Vesharoon has charged these elite clerics to study the twin faces of eternity: death, and life and from this glean the secrets that will grant his church power over both. Necrophants seek to explore the myriad forms of undeath, in addition to extending the mortal life span itself. Necrophants worship the beauty and power inherent in all undead beings and seek also to duplicate it within themselves. Most necrophants are former clerics, but a few are multiclass necromancer/clerics, or even true necromancers.
NPC necrophants spend much of their time in necromantic research, occasionally venturing out to follow up on some lead, or to document specific undead monsters in the field, thus expanding their churchs knowledge of death, life, and everything in between. Many have created unique necromantic spells, and or servitors in the service of their god.
When adventuring necrophants tend to surround themselves with an entourage of undead servants and bodyguards, often disguising the nature of their protectors with spells, in order to remain hidden from potential enemies, and more importantly rival researchers. They sometimes use their undead minion as a decoy, dressing it in the vestments of their faith, while they themselves adopt the disguise of a humble pilgrim, or scribe.
Requirements:
Alignments: any non-good
Base Save Bonus: Will +5
Skills: Knowledge: Heal 8 ranks, Knowledge: Necrology 4 ranks*, and Knowledge: Religion 8 ranks
Feats: Skill Focus (Religion), True Believer
Spells: able to cast animate dead as a divine spell
Optional: must have had non-hostile interaction with a Intelligent undead creature.
Special: access to the Undeath Domain.
Special: faithful worshiper of Velsharoon (or relevant god of undeath/necromancy).
Class skills:
Concentration (Con), Craft (Int), Diplomacy (Chr), Heal (Wis), Hide (Dex), Knowledge (arcana, history, necrology, religion, the and planes), Move Silently (Dex), Profession (Int), and Spellcraft (Int).
skill points at each level: 2 + int modifier
Lvl BAB Fort Ref Will Special:
1st...+0 +0 +0 +2 rebuke undead, and spectral hand
2nd...+1 +0 +0 +3 animate dead 1/day (sp) +1 level of existing spellcasting class
3rd...+1 +1 +1 +3 corpsecrafter
4th...+2 +1 +1 +4 undead minion +1 level of existing spellcasting class
5th...+2 +1 +1 +4 bonus feat
6th...+3 +2 +2 +5 enhance minion, and +1 level of existing spellcasting class
zombie lord (ex)
7th...+3 +2 +2 +5 bonus feat
8th...+4 +2 +2 +6 minion vision, and +1 level of existing spellcasting class
lesser lifesense (ex)
9th...+4 +3 +3 +6 bonus feat
10th...+5 +3 +3 +7 awaken minion, & +1 level of existing spellcasting class
deathless mastery (ex)
weapon and armor proficiency: the necrophant gains no proficiency in any armor, or weapon.
spells per day/spells known: at 2nd level and every two levels afterward the necrophant gains a level in one of his existing divine spellcaster classes for determining the number of spells he has access to. He does not gain any other level dependant benefits of such class such as bonus feats, skill points, or base saves.
rebuke undead (su): Necrophant classes stack with levels of all other classes that grant that ability for purposes of determining the characters' effective cleric level for rebuking undead.
spectral hand: the necrophant adds the spectral hand spell to his divine spell list as a third level spell.
animate dead (sp): once per day, the necrophant can use animate dead as the spell without need of a material component. Use the characters highest spellcaster level to determine the caster level of the spell. All other restrictions of the spell, apply.
corpsecrafter: as a devout worshipper of Velsharoon, the necrophant's experimentation in the process of undeath, has given him insights into raising more formidable undead. Each undead that the necrophant raises or creates gains a +4 enhancement bonus to Strength, and +2 hit points per Hit Die.
undead minion: at 4th level, the necrophant gains the ability to raise a single undead minion. The necrophant has his choice between a zombie or skeleton undead minion, the only difference being their respective damage reductions and that a zombie minion can speak, though both are non-intelligent. An undead minion raised at 4th level would have 6 HD, +1 Hit Die for each additional level the necrophant waits to raise his minion, to a maximum of 12 HD if raised by a 10th level necrophant. An undead minion, shares a empathic link with the necrophant with an approximate range of 1 mile, additionally the minion has the ability to store a single touch spell of the 6th level or lower, and deliver it on command.
At 6th level the minion gains an enhancement bonus to their AC equal to the necrophant's base attack bonus while within line of sight of the necrophant.
At 8th level the necrophant gains the ability to see (and in the case of zombie minions, speak) but not hear from the perspective of his minion, and command other undead through the minion as well. For purposes of seeing the undead minion is considered to have 60-ft darkvision.
At 10th level, the undead minion awakens gaining an intelligence score equal to 4 + 1d6 + the necrophant's chrisma modifier, limited by the maxium intelligence of their original type, as well as martial weapon proficiency, and proficiency in light, medium, and heavy armor. With DM's discretion it also gains the personality (though not the alignment) it had in life. It doesn't gain any skills or feats it had in life however. If the minion is destroyed, the necrophant must make a DC 20 fortitude saving throw, failure deals half of the damage dealt by the killing blow to the necrophant which blinds and stuns him for 1d10 rounds, success reduces the damage to a quarter of the killing blow, and merely blinds the necrophant for 1 round. A necrophant must spend 200 gp in materials and wait a year and a day to replace one of his minions.
bonus feat: at 5th level and every two levels afterward the necrophant may pick a bonus feat from this list: Bolster Resistance, Deadly Chill, Destruction Retribution, Hardened Flesh, or Nimble Bones.
zombie lord (su): at 6th level the necrophants ability to command undead improves with respect to zombies, from now on the necrophant may control an additional Hit Die worth of zombies per caster level. For example, if a 7th level cleric/6th level necrophant controled nothing but 1 HD zombies he would have a total of thirty-nine 1 HD zombies.
lesser lifesense: at 8th level the necrophant gains the ability to use the emanations of life-energy given off by living creatures, as illumination. Medium and smaller creatures give off enough ambient life-energy to illuminate a 30-ft radius around them, as well as revealing all objects and features within that radius. The life light behaves like normal light in that it is blocked by walls, and so you cannot see through solid objects. The light radius doubles for each additional size catagory of the living creature, to a maximum of a 480-ft radius cast by a colossal creature.
deathless mastery (ex): upon reaching 10th level the necrophant gains all of the virtues of the undead he worships. His body becomes partially mummified, and he becomes immune ot poison, sleep effects, paralysis, death effects, critical hits, ability drain, energy drain, and damage to his physical ability scores (STR, DEX, and CON). He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.