dwayne
Adventurer
Ok hows this
NECROMONGER LORD: the holy half dead
A necromonger lord is an undead being that has been to the undervers and returned, usually a powerful necromonger who’s made the journey and came back as more than what he was.
A necromonger lord appears just as he did before the transformation but darkness seems to fallow him about.
necromonger lord speak Common plus any other languages they knew in life.
CREATING A NECROMONGER LORD
“necromonger lord” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature.
A necromonger lord has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type does not change.
Hit Dice: no change.
Armor Class: no change.
Attack: A necromonger lord has a touch attack that it can use at will. If the base creature can use weapons, the necromonger lord retains this ability. A creature with natural weapons retains those natural weapons. A necromonger lord fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A necromonger lord armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A necromonger lord fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A necromonger lord without natural weapons has a touch attack that uses negative energy to rip the soul from a living creature; a Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) will prevent the loss of the soul an instant death.
Special Attacks: A necromonger lord retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier unless otherwise noted.
Soul Rip (Ex): at wil A necromonger lord can surround its hands in a nimbus of black flame that remains until he touches someone. A character touched by A necromonger lord (with a melee touch attack roll) must make a successful Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) or die instantly.
Special Qualities: A necromonger lord retains all the base creature’s special qualities and gains those described below.
Quickness (Ex): necromonger lords can move at an accelerated rate of movement. The Duration of this effect is 1d4+1 rounds the necromonger lord moves and acts more quickly than normal. This extra speed has several effects. When making a full attack action, a necromonger lord may take one extra full round action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,. Example manifesting two powers in a round, two whirlwind attacks or taking a healing injection, move your full movement rate, adjusted, and making a full round of attacks on a subject.)
A necromonger lord gains a +4 bonus on attack rolls and a +4 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the necromonger lord’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Abilities: Increase from the base creature as follows: Str +6, Dex +6, Int +2, Wis +2, Cha +2.
Skills: necromonger lords have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Challenge Rating: Same as the base creature + 2.
Allegiances : The undervers, necromongers.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
NECROMONGER LORD: the holy half dead
A necromonger lord is an undead being that has been to the undervers and returned, usually a powerful necromonger who’s made the journey and came back as more than what he was.
A necromonger lord appears just as he did before the transformation but darkness seems to fallow him about.
necromonger lord speak Common plus any other languages they knew in life.
CREATING A NECROMONGER LORD
“necromonger lord” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature.
A necromonger lord has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type does not change.
Hit Dice: no change.
Armor Class: no change.
Attack: A necromonger lord has a touch attack that it can use at will. If the base creature can use weapons, the necromonger lord retains this ability. A creature with natural weapons retains those natural weapons. A necromonger lord fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A necromonger lord armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A necromonger lord fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A necromonger lord without natural weapons has a touch attack that uses negative energy to rip the soul from a living creature; a Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) will prevent the loss of the soul an instant death.
Special Attacks: A necromonger lord retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier unless otherwise noted.
Soul Rip (Ex): at wil A necromonger lord can surround its hands in a nimbus of black flame that remains until he touches someone. A character touched by A necromonger lord (with a melee touch attack roll) must make a successful Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) or die instantly.
Special Qualities: A necromonger lord retains all the base creature’s special qualities and gains those described below.
Quickness (Ex): necromonger lords can move at an accelerated rate of movement. The Duration of this effect is 1d4+1 rounds the necromonger lord moves and acts more quickly than normal. This extra speed has several effects. When making a full attack action, a necromonger lord may take one extra full round action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,. Example manifesting two powers in a round, two whirlwind attacks or taking a healing injection, move your full movement rate, adjusted, and making a full round of attacks on a subject.)
A necromonger lord gains a +4 bonus on attack rolls and a +4 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the necromonger lord’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Abilities: Increase from the base creature as follows: Str +6, Dex +6, Int +2, Wis +2, Cha +2.
Skills: necromonger lords have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Challenge Rating: Same as the base creature + 2.
Allegiances : The undervers, necromongers.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.