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<blockquote data-quote="dwayne" data-source="post: 1929016" data-attributes="member: 25437"><p><strong>Necromonger Lord</strong></p><p></p><p>Here is my Attempt at making a nercomonger lord template.</p><p>I used the lich as a bases.</p><p></p><p>NECROMONGER LORD: the holy half dead</p><p>A necromonger lord is a undead being that has been to the undervers and returned, usually a powerful necromonger whose made the journey and came back as more than what he was. </p><p>A necromonger lord appears just as he did before the transformation but darkness seems to fallow him about. </p><p>necromonger lord speak Common plus any other languages they knew in life.</p><p></p><p>CREATING A NECROMONGER LORD</p><p>“necromonger lord” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature.</p><p>A necromonger lord has all the base creature’s statistics and special abilities except as noted here.</p><p>Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.</p><p>Hit Dice: Increase all current and future Hit Dice to d12s.</p><p>Armor Class: A necromonger lord has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.</p><p>Attack: A necromonger lord has a touch attack that it can use once per round. If the base creature can use weapons, the lich 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.</p><p>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).</p><p>Damage: A necromonger lord without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) halves the damage. A necromonger lord with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.</p><p>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.</p><p>Fear Aura (Ps): necromonger lord s are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the necromonger lord must succeed on a Will save or be affected as though by a fear power from a psion of the necromonger lord’s level. A creature that successfully saves cannot be affected again by the same necromonger lord’s aura for 24 hours.</p><p>Grasp of Death (Ex): Once per day 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 Fort save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) or die instantly.</p><p>Paralyzing Touch (Ex): Any living creature a necromonger lord hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any power that can remove a curse can free the victim (see the bestow curse power description).</p><p>The effect cannot be dispelled. Anyone paralyzed by a necromonger lord seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..</p><p>Special Qualities: A necromonger lord retains all the base creature’s special qualities and gains those described below.</p><p>Damage Reduction (Ex): A necromonger lord’s undead body is tough, giving the creature damage reduction 15/bludgeoning and concussion. </p><p>Immunities (Ex): necromonger lords have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.</p><p>Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a necromonger lord has no Constitution score.</p><p>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.</p><p>Challenge Rating: Same as the base creature + 2.</p><p>Alignment: Any evil.</p><p>Advancement: By character class.</p><p>Level Adjustment: Same as the base creature +4.</p></blockquote><p></p>
[QUOTE="dwayne, post: 1929016, member: 25437"] [b]Necromonger Lord[/b] Here is my Attempt at making a nercomonger lord template. I used the lich as a bases. NECROMONGER LORD: the holy half dead A necromonger lord is a undead being that has been to the undervers and returned, usually a powerful necromonger whose 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 changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Armor Class: A necromonger lord has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. Attack: A necromonger lord has a touch attack that it can use once per round. If the base creature can use weapons, the lich 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 deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) halves the damage. A necromonger lord with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. 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. Fear Aura (Ps): necromonger lord s are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the necromonger lord must succeed on a Will save or be affected as though by a fear power from a psion of the necromonger lord’s level. A creature that successfully saves cannot be affected again by the same necromonger lord’s aura for 24 hours. Grasp of Death (Ex): Once per day 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 Fort save (DC 10 + 1/2 necromonger lord’s HD + necromonger lord’s Cha modifier) or die instantly. Paralyzing Touch (Ex): Any living creature a necromonger lord hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any power that can remove a curse can free the victim (see the bestow curse power description). The effect cannot be dispelled. Anyone paralyzed by a necromonger lord seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. Special Qualities: A necromonger lord retains all the base creature’s special qualities and gains those described below. Damage Reduction (Ex): A necromonger lord’s undead body is tough, giving the creature damage reduction 15/bludgeoning and concussion. Immunities (Ex): necromonger lords have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a necromonger lord has no Constitution score. 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. Alignment: Any evil. Advancement: By character class. Level Adjustment: Same as the base creature +4. [/QUOTE]
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