A necromancer / rogue combo PrC, based on some feedback I got on the feats I posted earlier, of which I removed two and integrated them into this PrC. Anyways, the fluff is really short, will write more when I upload it to my wiki, but just wanted to hear something for the stats themselves.
Viccorite Lifebane
The viccorites have always been masters of both stealth and necromancy and the viccorite lifebane has been trained to take this art one step further to become a dangerous and slippery assassin.
Hit Dice: d6
Requirements
To qualify to become a viccorite lifebane, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Skills: Hide 10 ranks, Move Silently 10 ranks
Spells: Ability to cast a least one Necromancy spell of 3rd level of higher
Feats: Spell Focus (Necromancy), Viccor's Wisdom
Special: Sneak Attack 2d6+
Class Skills
The viccorite lifebane's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Base Attack Bonus: Medium (as cleric)
Fort Save: Bad (as rogue)
Reflex Save: Good (as rogue)
Will Save: Good (as cleric)
Level Special Spells
1 Sneak Attack +1d6 +1 level of existing class
2 Veil of Viccor
3 Assassins's Spell +1 level of existing class
4 Arcane Boon, Glyph Strike +1 level of existing class
5 Sneak Attack +2d6
6 Stride of the Shapeless +1 level of existing class
7 Veil of Viccor +1 level of existing class
8 Veiled Strike
9 Sneak Attack +3d6 +1 level of existing class
10 Glyph Strike +1 level of existing class
Veil of Viccor (Su): At 2nd level, the viccorite lifebane learns how to use his affinity for hiding to pass between the boundaries between the visible and invisible. As a standard action, the viccorite lifebane may make a Hide check (DC 25). If he succeeds, he becomes invisible as per the spell for 10 rounds. The invisibility isn't a spell-like effect, it is a supernatural effect and can not be dispelled. At 7th level, the viccorite lifebane may choose to become incorporeal instead of invisible when using this ability by succeeding at a Hide check (DC 35). The Veil of Viccor ability can be used a number of times per day equal to the viccorite lifebane's class level plus his Intelligence Modifier. If the viccorite lifebane attempts to use the Veil of Viccor ability, but fails his Hide check, he still looses one use per day of the ability. Attacking while invisible or incorporeal will instantly end the effect. The viccorite lifebane can choose to end the effect as a free action whenever he chooses.
Assassins's Spell (Ex): At 3rd level, the viccorite lifebane learns how to combine spellcasting with his martial abilities in a more efficient manner. The viccorite lifebane can cast a spell that requires a somatic or material component even if he is wielding a weapon in both hands. Additionally, the viccorite lifebane may deliver touch spells with a melee weapon (either a melee touch attack or a normal melee attack, but not with a ranged attack).
Arcane Boon (Sl): At 4th level, the viccorite lifebane learns how to infuse his already potent skills with arcane energy. When performing a skill check for any of the skills on the viccorite lifebane's list of class skills, the viccorite lifebane may choose to sacrifice an arcane spell of 1st spell level or higher to gain a +5 circumstantial bonus to his skill check. Sacrificing a spell in this manner is a free action that does not provoke an attack of opportunity.
Glyph Strike (Su): At 4th level, the viccorite lifebane learns the incredibly potent glyph strike. When performing a sneak attack, the viccorite lifebane may choose to imbue his attack with necromantic energy by sacrificing a spell and reducing the sneak attack damage of the attack. There are three types of glyph strikes.
Poison Glyph - By sacrificing a 1st level necromancy spell and reducing the extra sneak attack damage by 1d6, the viccorite lifebane can imbue his attack with poison energy. If the attack hits and causes damage, the opponent gains a poison glyph that lasts for 24 hours. If the target gathers an amount of poison glyphs equal to his Constitution Modifier +1, he dies instantly.
Disease Glyph - By sacrificing a 2nd level necromancy spell and reducing the extra sneak attack damage by 2d6, the viccorite lifebane can imbue his attack with disease energy. If the attack hits and causes damage, the opponent gains a disease glyph that lasts for 24 hours. If the target gathers an amount of disease glyphs equal to his Constitution Modifier +1, he dies instantly and his body becomes virulent for a brief moment. Anyone within 5 ft. of a target that dies from disease glyphs must succeed at a Fortitude Saving Throw (DC equal to 10 + the viccorite lifebane's class level + the viccorite lifebane's Intelligence Modifier) or gain a disease glyph.
Dark Glyph - By sacrificing a 4th level necromancy spell and reducing the extra sneak attack damage by 4d6, the viccorite lifebane can imbue his attack with dark, animating energy. If the attack hits and causes damage, the opponent gains a dark glyph that lasts for 24 hours. If the target gathers an amount of dark glyphs equal to his Constitution Modifier +1, he dies instantly. Anyone slain by dark glyphs and anyone killed with 2 or more dark glyphs on them will animate one round later as a zombie with the mirage zombie template applied to them, under the complete control of the viccorite lifebane. The viccorite lifebane can control an infinite amount of mirage zombies, but each zombie will only remain animated for 24 hours after it has been created, after which it will crumble into dust.
A glyph strike can only be performed if the viccorite lifebane is able to sacrifice both the spell and the extra sneak attack damage. It is not possible, for example, for a viccorite lifebane to perform a dark glyph strike if he only causes 3d6 points of additional damage on a sneak attack, since the dark glyph strike requires him to decrease his sneak attack damage by 4d6. Creatures which are immune to sneak attacks are also immune to glyph strike. At 10th level, the viccorite lifebane places two glyphs on his target when he performs a successful glyph strike instead of one. It is not possible to apply more than one glyph with an attack.
Stride of the Shapeless (Su): At 6th level, when the viccorite lifebane is invisible or incorporeal, his movement speed becomes doubled.
Veiled Strike (Su): At 8th level, whenever the viccorite lifebane performs a successful sneak attack or glyph strike, he may choose to use his veil of viccor ability as a free action instead of a standard action. The veil of viccor ability must be used immediately after the sneak attack or glyph strike.
Viccorite Lifebane
The viccorites have always been masters of both stealth and necromancy and the viccorite lifebane has been trained to take this art one step further to become a dangerous and slippery assassin.
Hit Dice: d6
Requirements
To qualify to become a viccorite lifebane, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Skills: Hide 10 ranks, Move Silently 10 ranks
Spells: Ability to cast a least one Necromancy spell of 3rd level of higher
Feats: Spell Focus (Necromancy), Viccor's Wisdom
Special: Sneak Attack 2d6+
Class Skills
The viccorite lifebane's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Base Attack Bonus: Medium (as cleric)
Fort Save: Bad (as rogue)
Reflex Save: Good (as rogue)
Will Save: Good (as cleric)
Level Special Spells
1 Sneak Attack +1d6 +1 level of existing class
2 Veil of Viccor
3 Assassins's Spell +1 level of existing class
4 Arcane Boon, Glyph Strike +1 level of existing class
5 Sneak Attack +2d6
6 Stride of the Shapeless +1 level of existing class
7 Veil of Viccor +1 level of existing class
8 Veiled Strike
9 Sneak Attack +3d6 +1 level of existing class
10 Glyph Strike +1 level of existing class
Veil of Viccor (Su): At 2nd level, the viccorite lifebane learns how to use his affinity for hiding to pass between the boundaries between the visible and invisible. As a standard action, the viccorite lifebane may make a Hide check (DC 25). If he succeeds, he becomes invisible as per the spell for 10 rounds. The invisibility isn't a spell-like effect, it is a supernatural effect and can not be dispelled. At 7th level, the viccorite lifebane may choose to become incorporeal instead of invisible when using this ability by succeeding at a Hide check (DC 35). The Veil of Viccor ability can be used a number of times per day equal to the viccorite lifebane's class level plus his Intelligence Modifier. If the viccorite lifebane attempts to use the Veil of Viccor ability, but fails his Hide check, he still looses one use per day of the ability. Attacking while invisible or incorporeal will instantly end the effect. The viccorite lifebane can choose to end the effect as a free action whenever he chooses.
Assassins's Spell (Ex): At 3rd level, the viccorite lifebane learns how to combine spellcasting with his martial abilities in a more efficient manner. The viccorite lifebane can cast a spell that requires a somatic or material component even if he is wielding a weapon in both hands. Additionally, the viccorite lifebane may deliver touch spells with a melee weapon (either a melee touch attack or a normal melee attack, but not with a ranged attack).
Arcane Boon (Sl): At 4th level, the viccorite lifebane learns how to infuse his already potent skills with arcane energy. When performing a skill check for any of the skills on the viccorite lifebane's list of class skills, the viccorite lifebane may choose to sacrifice an arcane spell of 1st spell level or higher to gain a +5 circumstantial bonus to his skill check. Sacrificing a spell in this manner is a free action that does not provoke an attack of opportunity.
Glyph Strike (Su): At 4th level, the viccorite lifebane learns the incredibly potent glyph strike. When performing a sneak attack, the viccorite lifebane may choose to imbue his attack with necromantic energy by sacrificing a spell and reducing the sneak attack damage of the attack. There are three types of glyph strikes.
Poison Glyph - By sacrificing a 1st level necromancy spell and reducing the extra sneak attack damage by 1d6, the viccorite lifebane can imbue his attack with poison energy. If the attack hits and causes damage, the opponent gains a poison glyph that lasts for 24 hours. If the target gathers an amount of poison glyphs equal to his Constitution Modifier +1, he dies instantly.
Disease Glyph - By sacrificing a 2nd level necromancy spell and reducing the extra sneak attack damage by 2d6, the viccorite lifebane can imbue his attack with disease energy. If the attack hits and causes damage, the opponent gains a disease glyph that lasts for 24 hours. If the target gathers an amount of disease glyphs equal to his Constitution Modifier +1, he dies instantly and his body becomes virulent for a brief moment. Anyone within 5 ft. of a target that dies from disease glyphs must succeed at a Fortitude Saving Throw (DC equal to 10 + the viccorite lifebane's class level + the viccorite lifebane's Intelligence Modifier) or gain a disease glyph.
Dark Glyph - By sacrificing a 4th level necromancy spell and reducing the extra sneak attack damage by 4d6, the viccorite lifebane can imbue his attack with dark, animating energy. If the attack hits and causes damage, the opponent gains a dark glyph that lasts for 24 hours. If the target gathers an amount of dark glyphs equal to his Constitution Modifier +1, he dies instantly. Anyone slain by dark glyphs and anyone killed with 2 or more dark glyphs on them will animate one round later as a zombie with the mirage zombie template applied to them, under the complete control of the viccorite lifebane. The viccorite lifebane can control an infinite amount of mirage zombies, but each zombie will only remain animated for 24 hours after it has been created, after which it will crumble into dust.
A glyph strike can only be performed if the viccorite lifebane is able to sacrifice both the spell and the extra sneak attack damage. It is not possible, for example, for a viccorite lifebane to perform a dark glyph strike if he only causes 3d6 points of additional damage on a sneak attack, since the dark glyph strike requires him to decrease his sneak attack damage by 4d6. Creatures which are immune to sneak attacks are also immune to glyph strike. At 10th level, the viccorite lifebane places two glyphs on his target when he performs a successful glyph strike instead of one. It is not possible to apply more than one glyph with an attack.
Stride of the Shapeless (Su): At 6th level, when the viccorite lifebane is invisible or incorporeal, his movement speed becomes doubled.
Veiled Strike (Su): At 8th level, whenever the viccorite lifebane performs a successful sneak attack or glyph strike, he may choose to use his veil of viccor ability as a free action instead of a standard action. The veil of viccor ability must be used immediately after the sneak attack or glyph strike.