Kurashu
First Post
Ok. I've been doing some work on my homebrew stuff lately. I've cooked up a PrC called the Necroblade. I'd like it to be balanced to be useable by PCs. I'll spare the fluff for now. It's the mechanics I want to deal with.
In particular, I'd like suggestions for Undeath Epitome. However, anything is fair game.
In particular, I'd like suggestions for Undeath Epitome. However, anything is fair game.
Entry Requirements
Alignment: Any non-good
Base Attack Bonus: +4
Feats: Undead leadership, Weapon Focus (Any slashing weapon), Spell Focus (Necromancy)
Skills: Knowledge (Religion) 8 ranks,
Spells: Must be able to cast 3rd level necromancy spells
Special: Must have primarily cast necromancy spells for the last level.
Special: Must be invited to join the Necroblades by an established member.
Mechanics
Base Attack Bonus Progression: Full (Maybe Med)
Good Saves: Fort and Will
Hit Die Size: d8 (maybe d10)
Skill Points: 2 + INT
Skills: Concentration (CON), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Knowledge (Arcana/Religion) (INT), Ride (DEX), Spellcraft (INT)
Code:Level Special Spellcasting 1st Rebuke Undead, Necrotic Strike +1d6 2nd Tomb Tainted Soul +1 Spellcasting 3rd Advanced Learning, Necrotic Strike +2d6 4th Bonus Feat +1 Spellcasting 5th Necrotic Strike +3d6 6th Advanced Learning, Mother Cyst +1 Spellcasting 7th Necrotic Strike +4d6 8th Bonus Feat +1 Spellcasting 9th Advanced Learning, Necrotic Strike +5d6 10th +1 Spellcasting 11th Necrotic Strike +6d6 12th Advanced Learning, Bonus Feat +1 Spellcasting 13th Necrotic Strike +7d6, Undeath Epitome
Rebuke Undead (Su): At first level, a necroblade gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of his Necroblade level.
Necrotic Strike (Su): Necroblades are known for their ability to channel negative energy. As a free action, he may energize his weapon with negative damage. For every odd level he has the weapon deals an extra 1d6 of damage (1d6 at 1st, 2d6 at 3rd, et cetera). This energy only applies to the first hit of a full attack.
Tomb Tainted Soul: A Necroblade's attachment to the negative energy plane grows stronger. From 2nd level on, he no longer benefits from regular healing. Instead, a Necroblade receives healing from negative energy. He is harmed by positive energy from now on. If a Necroblade already has the Tomb Tainted Soul feat, he may choose another feat with the perquisites of Tomb Tainted Soul.
Bonus Feat: Necroblades advance the art of spell and sword. At 4th, 8th, and 12th levels, they may select a bonus feat drawn from the following list: Extra Turning, any feat with a prerequisite of Tomb Tainted Soul, any divine feat, or any fighter feat. The Necroblade must still meet the requirements for the feat.
Advanced Learning (Ex): As a result to his necromantic training, a Necroblade learns new necromantic spells. At 3rd, 6th, 9th, and 12th levels Necroblade learns a new necromancy spell, up to the highest level he can cast, drawn from either the cleric or wizard spell lists. Whenever a spell is both a cleric or wizard spell, use the lower level to determine if the Necroblade can learn it. Once learned, the spell is cast just like any other spell.
Mother Cyst: As his connection to the negative energy plane grows even greater, a cyst forms in his body. This cyst allows him access to special necromancy spells. If a Necroblade already has the Mother Cyst feat, he gains no benefit from this.
Undeath Epitome (Ex): The connection to the negative energy plane is complete. The Necroblade becomes an undead being. A Necroblade ventures to his Camarilla and is prepared for the Ritual of Crucimigration. Once completed, the Necroblade rises as a Necropolitian. The Necroblade does not have the pay the 1000 XP cost usually paid for this transformation. In addition, the Necroblade may use his Charisma to determine bonus hit points.