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[Bal, Base Class] Karathan Necromancer

Clay_More

First Post
I finally got around to finishing up my karathan necromancer base class, some of you might have noticed the numerous karathan prestige classes I've been posting from time to time as well as the necromancy spells, so I figured that I would finally brush up the base class and get it posted.

The description of the spectral companions is forth-coming. It might seem a bit weak that it can cast only arcane necromancy spells, but I'm working on vastly expanding the necromancy spell list in my campaign to have at least 10 spells of each level with at least 1 fort-save damage spell, 1 debuff (curse) spell, 1 undead boosting spell, 1 practical spell, 1 touch attack damage spell at each level as minimum. What I won't be adding are necromancy spells that buff the caster significantly, and I'll try to not overlap into the other schools with the spells, so you won't be seeing any necromancy versions of existing spells, hopefully. To compensate for the lack of buff and protection spells, I gave the necromancer a greater level of inherent toughness.


Karathan Necromancer


Hit Dice: d6

Class Skills
The Karathan Necromancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (all skills taken individually) (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Level: 2 + Int modifier.

Good Saving Throws: Fortitude, Will
Bad Saving Throws: Reflex
Attack Bonus: As Cleric

Table: The Karathan Necromancer Spell Progression
Spells per Day

Level 0 1 2 3 4 5 6 7 8 9
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 4 2 - - - - - - -
4 6 5 3 - - - - - - -
5 6 5 3 2 - - - - - -
6 6 6 4 3 - - - - - -
7 6 6 4 3 2 - - - - -
8 6 6 5 4 3 - - - - -
9 6 6 5 4 3 2 - - - -
10 6 6 6 5 4 3 - - - -
11 6 6 6 5 4 3 2 - - -
12 6 6 6 6 5 4 3 - - -
13 6 6 6 6 5 4 3 2 - -
14 6 6 6 6 6 5 4 3 - -
15 6 6 6 6 6 5 4 3 2 -
16 6 6 6 6 6 6 5 4 3 -
17 6 6 6 6 6 7 5 4 3 2
18 6 6 6 6 6 6 6 5 4 3
19 6 6 6 6 6 6 6 5 4 3
20 6 6 6 6 6 6 6 6 5 4


Table: The Karathan Necromancer Special Abilities

Level Special
1 Spectral Companion, Spellpower
2 Unholy Essence, Bonus Feat
3 Spectral Possession, Spellpower
4 Taint
5 Spectral Power
6 Unholy Essence, Bonus Feat
7 Spectral Possession, Spellpower
8 Taint
9 Spectral Power
10 Unholy Essence, Bonus Feat
11 Spectral Possession, Spellpower
12 Taint
13 Spectral Power
14 Unholy Essence, Bonus Feat
15 Spectral Possession, Spellpower
16 Taint
17 Spectral Power
18 Unholy Essence, Bonus Feat
19 Spectral Possession, Spellpower
20 Taint

Class Features
All of the following are class features of the karathan necromancer.

Weapon and Armor Proficiency: Karathan necromancers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A karathan necromancer casts arcane spells which are drawn from the sorcerer/ wizard spell list. A karathan necromancer can only cast spells from the school of necromancy as well as universal spells and a small number of spells listed below, all other spells are barred from the karathan necromancer. A karathan necromancer must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the karathan necromancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a karathan necromancer's spell is 10 + the spell level + the karathan necromancer's Intelligence modifier.

Like other spellcasters, a karathan necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Karathan Necromancer Spell Progression. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a karathan necromancer may know any number of spells as long as they are from the school of necromancy, universal list or the list of spells below. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the karathan necromancer decides which spells to prepare.

Once the character has taken at least one level in the karathan necromancer class, he may never again learn spells from outside the school of necromancy, even if he chooses to progress in another arcane spellcasting class.

List of additional spells

0. Cantrips
Detect Magic
Read Magic

1st. level
Detect Undead
Protection from Good


2nd. level
Darkness
See Invisibility


3rd. level
Arcane Sight
Dispel Magic
Gaseous Form
Magic Circle against Good


4th. level
Crushing Despair
Dimensional Anchor
Globe of Invulnerability, Lesser
Phantasmal Killer
Mnemonic Enhancer


5th. level
Break Enchantment
Cloudkill
Dismissal
Nightmare
Teleport


6th. level
Analyze Dweomer
Antimagic Field
Contingency
Dispel Magic, Greater
Globe of Invulnerability
True Seeing


7th. level
Arcane Sight, Greater
Banishment
Ethereal Jaunt
Power Word Blind
Simulacrum
Spell Turning
Teleport, Greater


8th. level
Antipathy
Binding
Dimensional Lock
Power Word Stun
Protection from Spells
Trap the Soul


9th. level
Etherealness
Gate
Mage's Disjunction
Power Word Kill
Teleportation Circle
Time Stop


Spectral Companion: From level 1, the karathan necromancer gains a spectral companion. The spectral companion is similar to a familiar in many ways, except that it has its own unique class which it advances along. Every time the karathan necromancer gains a level in the karathan necromancer class or any other karathan prestige class, his spectral companion also advances a level. There are four different spectral companions that the karathan necromancer can choose between.

Con-Dera the Witch: Con-Dera is a sinister entity of negative energy that has the ability to weaken the foes of the karathan necromancer to his spells and to protect its master with its deflective aura.

Marmuk the Brute
: Marmuk is a powerful spirit that can physically harass the foes of the karathan necromancer and keep them at bay, while sacrificing his own health to protect his master.

Araman the Guide: Araman is the spirit of a dead necromancer, a powerful arcanist who can bolster the capabilities of his master and guide him in the world of the living.

Oot the Seer: The spirit of Oot is a strong seer, capable of moving gracefully and stealthily through the world to locate the enemies of his master.

The four spectral companions are described in greater detail in their own chapter. Once the karathan necromancer has chosen which type of companion he wishes to have by his side, he can not chose another. His choice is permanent. The companion is under the complete control of the karathan necromancer and will never leave his side unless ordered to do so. As long as the companion is within 240 ft. of the karathan necromancer, he can give it mental commands without spending any actions on doing so. Should the spectral companion die, it can be revived by spending one day on the ressurection ritual and paying 50g per HD of the companion in material components.

Spellpower: At 1st, 3rd, 7th, 11th, 15th and 19th level, the karathan necromancer becomes so familiar with one spell from the school of necromancy that he gains a number of advantages when casting that spell. When gaining the spellpower class ability, the karathan necromancer chooses on spell from the school of necromancy where he gains the following benefits when casting the spell.

- The Saving Throw DC and effective Caster Level and Spell Level of the spell increases by +1. The increase in Spell Level does not affect the spell slot required to cast the spell, it only affects the spell's ability to overcome effects which only affect spells of a certain level.
- The duration of the spell doubles, unless it is instantaneous in which case this benefit has no effect.
- The cost of applying a metamagic feat to the spell is reduced by one point, to a minimum spell level increase of one. For example, adding the Empower Spell metamagic feat to a Spellpower spell will only increase the spell's effective spell level by +1 instead of +2, but adding the Enlarge Spell metamagic feat to a Spellpower spell will not affect the level increase, since Enlarge Spell only increases the spell level by +1.
- If the spell causes damage, it will cause an additional point of damage per damage die.
- If the spell causes a beneficial effect, such as a buff spell, or if the spell causes a negative effect, such as a curse spell, the spell will have its effective increase or decrease increased by +2.
- If the spell animates or conjures a creature, that creature has +2 bonus to attack, damage, natural armor and a +10 ft. bonus to its movement speed.
- If the spell requires a material component or it has a XP cost, the cost of casting the spell is reduced by 50%.
- The karathan necromancer can cast any spell that he has used the Spellpower class ability on by expending a spell slot of the same or higher level. For example, if the karathan necromancer has picked Ray of Enfeeblement as a Spellpower spell (Ray of Enfeeblement is a 1st level spell), then he can cast the spell by expending a spell slot of first level or higher, no matter what spell he has memorized in the given slot.

When the Spellpower class ability is gained again after the first time, another spell is picked as the recipient of the class ability. It is not possible to use Spellpower on the same spell more than once, and it is not possible to repick a spell to be target of the Spellpower class ability.

Unholy Essence: From level 2 and every fourth level after that, the karathan necromancer is imbued with greater power over his frail, mortal shell. The karathan necromancer gains an additional Hit Point per Hit Die whenever he gains the Unholy Essence class ability. This ability even grants additional Hit Points if the karathan necromancer is undead.

Bonus Feat: At level 2 and every fourth level after that, the karathan necromancer gains a bonus feat. The bonus feat must be a metamagic feat, an item creation feat or any feat with the necromancy descriptor.

Spectral Possession: From level 3, the spectral companion of the karathan necromancer gains the ability to possess living creatures. At level 3, the possession ability can only be used on willing subjects such as the karathan necromancer or his allies. For the spectral companion to possess a creature, that creature must be within 5 ft. of the spectral companion. If the target is unwilling, no possession is possible. When the spectral companion possesses at creature, it completely disappears into that creature and can't be targeted by any attacks, spells or effects. When the spectral companion leaves a creature it has possessed, it is significantly weakened from the possession and must stay Vanished for 5 rounds (see the Vanish ability of spectral companions below). The effect of being possessed by the spectral companion depends on the type of spectral companion the karathan necromancer has and his level.

Con-Dera the Witch
Level 3: The target gains a +2 Deflection Bonus to his Armor Class and a +2 bonus to resist Mind-Affecting spells and abilities.
Level 7: The target gains the Weakening Strike special attack described below. The special ability can be applied to both the targets natural attacks as well as his normal melee attacks. His ranged attacks are not affected. When the potency of the Weakening Strike ability increases at level 9, the potency of the ability in a possessed creature also increases.
Level 11: The targets Deflection Bonus to his Armor Class increases to +4, and his bonus to resist Mind-Affecting spells and abilities increases to +4.
Level 15: The target gains the ability to use the Spectral Strike ability once every 5th round. A Spectral Strike ignores all Natural Armor and Armor bonuses to the targets Armor Class.
Level 19: The Deflection Bonus to Armor Class increases to +6, and the bonus to resist Mind-Affecting spells and abilities increases to +6.

Marmuk the Brute
Level 3: The target gains a +4 bonus to his Strength and a +2 bonus to his Natural Armor. If the target has no Natural Armor, he gains Natural Armor +2.
Level 7: The target suffers only half damage from attacks that cause subdual damage.
Level 11: The Strength bonus from being possessed increases to +6, and the bonus to Natural Armor increases to +3.
Level 15: The target gains a +4 bonus to his Saving Throws against Fear.
Level 19: The Strength bonus from being possessed increases to +8, and the bonus to Natural Armor increases to +4.

Araman the Guide
Level 3: The target gains a +1 bonus to the Saving Throw DC of all spells he casts and the effective caster level of all his spells increases by +1.
Level 7: The target gains a +4 bonus to all Concentration checks and gains a +2 bonus to opposed caster checks.
Level 11: The target gains a +2 bonus to the Saving Throw DC of all spells he casts and the effective caster level of all his spells increases by +2.
Level 15: The target gains a +4 bonus to all Knowledge and Spellcraft checks and his bonus to opposed caster checks increases to +4.
Level 19: The target gains a +3 bonus to the Saving Throw DC of all spells he casts and the effective caster level of all his spells increases by +3.

Oot the Seer
Level 3: The target gains a +4 bonus to all Listen, Search and Spot checks and a +2 bonus to Dexterity.
Level 7: The karathan necromancer gains the ability to communicate mentally with the target if he is within 5 miles of the necromancer. As a free action, the karathan necromancer can open a link to the target that allows him to sense all that the possessed creature senses.
Level 11: The bonus to the targets Dexterity increases to +4, and the target gains the ability to detect invisible creatures as if though he had a permanent See Invisibility spell in effect on him.
Level 15: The target gains the Dark Halo special ability listed under the description of Oot the Seer.
Level 19: The bonus to the targets Dexterity increases to +6, and the target gains permanent True Sight as the spell while Oot the Seer is possessing him.

From level 11, the spectral companion can attempt to possess a creature that is unwilling. Possessing a hostile creature is a standard action that provokes an attack of opportunity. The hostile creature must succeed at a Will Saving Throw (DC 10 + half the karathan necromancer's level + the karathan necromancer's Intelligence Modifier). If the Saving Throw fails, the target is possessed and under full control of the spectral companion. Spells and effects that provide protection from mind-control, such as Protection from Evil, also offer protection against possession. Creatures that are immune to mind-affecting spells and effects can't be possessed.

There are a number of way to remove possession from both a hostile and a friendly creature. A Dispel Magic cast on a possessed creature will allow the creature to roll another Saving Throw against the possession. Any character with the ability to Turn Undead can use a turn undead attempt on a possessed creature. Using Turn Undead will force the creature to roll another Will Saving Throw, even if it is willfully possessed. The possessed target receives a bonus to his Saving Throw equal to the Charisma Modifier of the person performing the turning. If a spectral companion is removed from a possessed person through Turn Undead, the spectral companion will be supressed for a number of rounds equal to the class level of the person performing the turning plus five, during which the spectral companion can't leave Vanish.

Taint: At level 4 and every fourth level after that, the karathan necromancer becomes increasingly tainted by the necrotic energies he wields.

Level 4: The karathan necromancer starts to grow pale and his hair thins from his exposure to necrotic energy. The karathan necromancer will take damage from spells that normally cause healing (such as cure light wounds), but he will be healed by negative energy as if though he was an undead. Spells from the school of necromancy that cause healing will still heal the karathan necromancer. The karathan necromancer suffers a -2 penalty to all Charisma-based skill checks. If the karathan necromancer is already undead, this ability instead causes him to be healed of an additional 50% when he is healed by negative energy or necromancy spells.

Level 8: The karathan necromancer starts to display visible signs of decay as his skin becomes dried and parched, his lips become increasingly thin and his eyes become red and sunken. The karathan necromancer no longer requires sleep and he gains a +5 bonus to his Saving Throw against any spell that causes sleep. He still needs 8 hours of rest to memorize spells. The penalty to Charisma-based skill checks increases to -4. If the karathan necromancer is already undead, this ability increases his Turn Resistance by +2.

Level 12: The karathan necromancer becomes even more undead in his appearance as his skin starts to peel off, his eyes completely rot away and become replaced with small, red spheres of flickering energy and his limbs become thin and gaunt. The karathan necromancer no longer requires food or water and he gains a +5 bonus to all Saving Throws against disease, poison, level drain and death. The karathan necromancer can be affected by spells and abilities that only affect undead, such as Consecrate. The penalty to Charisma-based skill checks increase to -6. If the karathan necromancer is already undead, this ability gives him a +2 bonus to his Saving Throw against spells that affect undead specifically.

Level 16: The karathan necromancer starts to grow long, yellow nails, his skin is almost gone and his blood dries up and becomes a fine dust. The karathan necromancer has a 50% chance to ignore the effect of critical hits and sneak attacks. If the karathan necromancer is reduced to 0 Hit Points, he is immediately killed. The penalty to Charisma-based skills checks increase to -8. If the karathan necromancer is already undead, this ability increases his Turn Resistance by an additional +2. This stacks with the Turn Resistance bonus granted at level 8.

Level 20: The karathan necromancer becomes so tied to the necrotic energies he wields that he is incapable of surviving as a living creature. At level 20, if the karathan necromancer hasn't already become undead, he must choose to become undead in one way or another (becomming a lich, vampire, mummy or other form of free-willed undead). Untill he has become undead, he will be incapable of gaining any further levels. When the karathan necromancer becomes undead, he gains the bonuses granted to undead from the Taint class ability.

Spectral Power: At level 5 and every fourth level after that, the spectral companion of the karathan necromancer gains a new power based on the level of the karathan necromancer and the type of spectral companion.

Con-Dera the Witch
Level 5: One every 5th. round, Con-Dera can perform a spectral attack that ignores any armor and natural armor bonuses to the targets Armor class. A spectral attack is performed like a regular attack.
Level 9: The Saving Throw penalty of the Weakening Strike ability increases from -1 to -2.
Level 13: The spectral attack ability gained at 5th level can now be used every 3rd round instead of every 5th.
Level 17: The Deflection bonus gained from the Masters Embrace special quality is doubled. The ability still only grants the normal Intelligence Modifier in Deflection Bonus to the masters Armor Class.

Marmuk the Brute
Level 5: Marmuk the Brute gains a bonus to his Attack Roll when performing attacks of opportunity equal to his masters Intelligence Modifier.
Level 9: Marmuk the Brute gains an additional 2 points of Natural Armor and the Improved Evasion ability.
Level 13: While Marmuk the Brute is alive, his master can choose to let 50% of the damage taken from any given attack be transferred to Marmuk.
Level 17: Marmuk the Brute grants his master the Evasion ability if he is within 5 ft. of him and a +2 bonus to Reflex Saving Throws.

Araman the Guide
Level 5: The master of Araman the Guide gains a +2 bonus to any skills in which Araman has at least 5 ranks. The bonus increases by an additional point for every 5 ranks Araman has above 5.
Level 9: The master of Araman the Guide gains an additional 0, 1st and 2nd level spell slots from Araman the Guide's Masters Wisdom ability.
Level 13: The master of Araman the Guide gains a +5 bonus to all Concentration checks while Araman the Guide is within 5 ft.
Level 17: Araman the Guide gains the ability to cast a number of necromancy spells per day equal to the bonus spells he grants his master. He casts these spells at half the caster level of his master and he has access to the same selection of spells as his master.

Oot the Seer
Level 5: Oot the Guide gains the ability to detect invisible creatures out to a range of 60 ft. instead of 30 ft. and his Darkvision extends to 120 ft. instead of 60 ft.
Level 9: Oot the Guide gains the ability to use Blink once every 5th. round.
Level 13: When Oot the Guide has successfully attacked an opponent with his Dark Halo ability, that opponent will be incapable of using any spells or abilities that hides or disguises his position for a number of rounds equal to Oot the Guide's HD. The opponent will also be incapable of hiding from the master of Oot the Guide.
Level 17: Oot the Guide gains a +10 ft. bonus to his regular movement speed and his fly speed, and re-appearing from its Vanish ability becomes a standard action instead of a 5 round action.
 

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Clay_More

First Post
Spectral Companion

Spectral Traits

- Turn Resistance 5
- Evasion (Ex): The spectral companion is able to better avoid attacks that require it to succeed at a Reflex Saving Throw. If succeeding at a Reflex Saving Throw allows the spectral companion to suffer only half damage from a spell or effect, it instead suffer no damage if it succeeds at its Reflex Saving Throw.
- Vanish (Su): As a full round action, the spectral companion can become incorporeal and completely invisible. While vanished, the Spectral Companion provides no benefits to its master, can not attack or perform any other actions besides moving. Spells which usually detect invisibility can not detect the spectral companion, but spells that detect magic will be able to sense the presence of necromantic energy. It takes 5 full rounds for the spectral companion to re-appear, during which it can be attacked, but perform no other actions than moving.

Con-Dera the Witch
Medium-Sized Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +2 (Dexterity)
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Slam +2 melee (1d6/19-20)
Full Attack: Slam +2 melee (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Weakening strike
Special Qualities: Darkvision 60 ft, masters embrace, spectral traits, undead traits
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 10, Dex 14, Con -, Int 12, Wis 14, Cha 14
Skills: Chosen by master
Feats: Toughness, Weapon Finesse (Slam)
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Standard Alignment: Same as master
Advancement: By Spectral Companion class
Level Adjustment: -

Con-Dera the Witch resembles a cloud of smoldering, black energies with a pair of black, atrophied arms emerging from the cloud.

Weakening Strike (Su): When Con-Dera causes damage with a melee attack, the target will suffer a -1 penalty to all Saving Throws made to resist spells cast by the karathan necromancer against them. This penalty is cumulative and stacks a maximum number of times equal to the karathan necromancer's level.

Master's Embrace (Ex): Con-Dera receives a Deflection bonus to his Armor Class equal to the Intelligence Modifier of his master. The master will also receive this Deflection bonus to his Armor Class if he is within 5 ft. of Con-Dera.

Marmuk the Brute
Medium-Sized Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +1 (Dexterity)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/+0
Attack: Slam +3 melee (1d8+3/19-20)
Full Attack: Slam +3 melee (1d8+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Obstructive strike
Special Qualities: Darkvision 60 ft, masters boon, spectral traits, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 16, Dex 12, Con -, Int 10, Wis 10, Cha 10
Skills: Chosen by master
Feats: Combat Reflexes, Toughness
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Standard Alignment: Same as master
Advancement: By Spectral Companion class
Level Adjustment: -

Marmuk the Brute resembles a towering pillar of crackling energy with two massive arms made of black liquid and a pair of angry, red eyes.

Obstructive Strike (Ex): Marmuk gains a bonus to his damage with all attacks of opportunity equal to his masters Intelligence Modifier.

Master's Boon (Ex): Marmuk has a number of bonus Hit Points equal to his master's level times his Hit Dice.

Araman the Guide
Medium-Sized Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 15 ft. (perfect)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Slam +0 melee (1d4/19-20)
Full Attack: Slam +0 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft, masters wisdom, sage, spectral traits, undead traits
Saves: Fort +0, Ref +0, Will +5
Abilities: Str 10, Dex 10, Con -, Int 16, Wis 16, Cha 14
Skills: Chosen by master
Feats: Skill Focus (one knowledge skill chosen by master), Toughness
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Standard Alignment: Same as master
Advancement: By Spectral Companion class
Level Adjustment: -

Araman the Guide resembles a perfect sphere of grey matter that moves by slowly hovering across the ground.

Masters Wisdom (Ex): While Araman the Guide is alive, his master gains one additional spell slot of each spell level that may be used to memorize spells from the school of Necromancy.

Sage (Ex): Araman the Guide starts with an additional eight skill points and gains an additional two skill points each time it gains a Hit Dice. The extra skill points may only be used for Profession or Knowledge skills.

Oot the Seer
Medium-Sized Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +2 (Dexterity)
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 15 (+3 natural, +2 dexterity), touch 12, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Slam +0 melee (1d6/19-20)
Full Attack: Slam +0 melee (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark Halo
Special Qualities: Darkvision 60 ft, masters sight, spectral traits, undead traits
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 10, Dex 14, Con -, Int 12, Wis 16, Cha 12
Skills: Chosen by master
Feats: Skill Focus (spot and listen), Toughness
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Standard Alignment: Same as master
Advancement: By Spectral Companion class
Level Adjustment: -

Oot the Seer resembles a shadowy, vague, gaunt figure with slender limbs and two large, completely white eyes. Oot walks slowly and ponderously.

Dark Halo (Su): When Oot the Seer causes damage to a creature with his slam attack, the target must succeed at a Fortitude Saving Throw (DC equal to 10 + half of Oot's HD + Oot's Wisdom Modifier) or instantly have all spells and effects on him that prevent other creatures from properly seeing him dispelled. This ability will affect spells such as Blur, Disguise Self, Invisibility and Mirror Image.

Masters Sight (Su):
Oot the Seer gains a +2 bonus to all Listen, Search and Spot checks and he can detect invisible creatures within 30 ft. as if though under the effect of the Detect Invisible spell.
 

Clay_More

First Post
Okay, did some major revisions.

- Removed the Return ability and instead put in a Taint ability similar to the Tomb-Born feats from Libris Mortis.

- Gave the Spectral Companion the ability to possess creatures, friendly players in the beginning and later hostile creatures.

- Added a small list of non-necromancy spells that the necromancer can cast, to avoid them being to gimp, especially at later levels. Mostly transport / anti-caster spells, as well as some spells that fit a more "evil" theme, such as darkness, power word spells and such.
 

Knightfall

World of Kulan DM
This is an interesting class. I've only skimmed it so far, but it is very flavorful and unique. However, you might want to explain the background of the class a bit.

Who are these Karathans? Why is necomancy important to them? That sort of thing. I find that knowing more about a "regional" class or prestige classes' background helps me understand the class better.

Just my 2 cents,

KF72
 

Clay_More

First Post
Hiya Knightfall, thanks for the reply.

I'm going to add some fluff to them in a short while, working on a bit of the background story on the Black Kingdoms at the moment, was just describing some of the Badlands around them in the setting thread.

I'll probably have it up in a day or two, along with more modifications to the class itself, got some good feedback on IRC that I'll put in there.
 


Drowbane

First Post
Clay_More, its good to see you posting your creations again! I remain a huge fan. I've only skimmed over this version of the K-Necro (I think I have an older version in my files), but I'll give it some proper attention when I'm more lucid.
 

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