D&D 3E/3.5 Elder Dragons

ElectricDragon

Explorer
Darkwood Darkskull
This skull, shaped from darkwood, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin with bane fixed to the unhallow area. The bane effect only affects those that do not worship Nethrancor.
Moderate evocation [evil]; CL 9th; Craft Wondrous Item, bane, unhallow, creator must be evil; Price 90,000 gp; Weight 2.5 lb.

Use the darkskull ritual with the following changes/additions.
Requirements: Craft Wonderous Item; choir of 17 chanters, quality crafted (woodworking or sculpting DC 15) darkwood skull (approximately the size of a human skull, 2.5 lbs.) or fabricate and Craft (woodworking or sculpting) DC 15; a mace or hammer doused in unholy water; a black iron brazier; a sacrificial altar made of obsidian dedicated to Nethrancor and prepared with unhallow and bane; 2 matching emeralds, both crown cut (worth 1,000 gp each) [Craft (lapidary) DC 25 and 8 days crafting to cut and polish the gems and set them as eyes or fabricate and Craft (lapidary) DC 15 (can be combined with above casting of fabricate)]; one willing sacrifice*; bane and unhallow; 5,000 gp worth of herbs, oils, and incense.

Willing sacrifice is a relative term: common means of obtaining “willing” sacrifices include drugs, charms, and feeblemind.

Condition: Constant chanting of supplications to Nethrancor for 8 hours
Condition: Hollow Night holiday
Condition: The witching hour
Location: Hollow Night ritual site
Offerings: 5,000 gp worth of herbs, oils, and incense burned in the black iron brazier

At the beginning of the chanting, the brazier is lit burning the herbs, oils, and incense, then the sacrifice is killed by bashing in its skull with the mace or hammer. When the chanting ends (dawn) the skull is enchanted to furthermore radiate an unhallow effect and a bane effect in the same area (40 ft. radius).
 
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ElectricDragon

Explorer
Obsidian Darkskull
This skull, shaped from darkwood, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin with darkness fixed to the unhallow area.
The darkness effect can only be dispelled by light magic of 5th level or above. Even then, this dispelling is temporary and lasts only for 1d6 rounds (this does not affect the unhallow effect). After which, it pops back into existence and dispels any ongoing light effect of 5th level or below. Normal dispelling attempts still use the level of the magic item but will also affect the unhallow effect.
Moderate evocation [evil]; CL 9th; Craft Wondrous Item, darkness, unhallow, creator must be evil; Price 150,000 gp; Weight 10 lb.

Use the darkskull ritual with the following changes/additions.
Requirements: Craft Wonderous Item; choir of 3 chanters, crudely crafted (masonry or sculpting DC 10) obsidian skull (approximately the size of a human skull, 10 lbs.) or fabricate and Craft (masonry or sculpting) DC 10; a basin made of obsidian filled with unholy water; a black iron brazier; an altar made of obsidian dedicated to Nethrancor and prepared with unhallow and darkness; one willing sacrifice*; darkness and unhallow; 5,000 gp worth of herbs, oils, and incense.

Willing sacrifice is a relative term: common means of obtaining “willing” sacrifices include drugs, charms, and feeblemind.

Condition: Constant chanting of supplications to Nethrancor for 8 hours
Condition: Hollow Night holiday
Condition: The witching hour
Location: Hollow Night ritual site
Offerings: 5,000 gp worth of herbs, oils, and incense burned in the black iron brazier

At the beginning of the chanting, the brazier is lit, burning the herbs, oils, and incense, then the sacrifice is killed by drowning it in the basin of unholy water. When the chanting ends (dawn) the skull is enchanted to furthermore radiate an unhallow effect and a darkness effect in the same area (40 ft. radius).
 
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ElectricDragon

Explorer
Ghost Table
This device is sometimes seen in the possession of a fortune teller or seer. Along with crystal balls, these magical devices are the mainstay of the seer profession. Most often made by clerical liches and found in their lair, ghost tables offer essentially a free commune with their god (Nethrancor) once a week.
This is a small wooden table (about a 3-foot cube) with an ornately carved top. The carvings are a raised design of two teardrop-shaped swirls forming a circle; one swirl inset with ebony, one swirl inset with ivory. Touching the ebony swirl and saying the command word activates the power of speak with dead usable once per day. Touching the ivory swirl and saying the command word activates the power of contact other plane, usable once per one to five weeks.

Ghost Table Abilities
Moderate Divination and Necromancy - speak with dead 1/day, contact other plane once per 1 to 5 weeks*. The table operates at 12th level for either spell effect (allowing up to 6 questions). Either ability requires concentration for 1 round per question. Both effects use the owner’s voice to answer the questions.

For Speak with Dead, the answers come from the closest corpse* within 30 feet, or; if no corpse is nearby, a random ghost (on the ethereal) is the target. Such a ghost will take one minute to locate and encounter the owner.
*Corpses that were formerly non-intelligent are ignored by this effect.

For Contact Other Plane the answers also use the wielder's voice but come from some more powerful entity. The time until the wielder can use Contact Other Plane again is exactly the same as the duration of Intelligence and Charisma loss (whether the wielder fails the save or not), unless the wielder contacts Nethrancor (which is always only a 1 week wait until this function can be used again). Furthermore, contacting Nethrancor with this ability has no chance of Intelligence and Charisma loss.

Location: within 5 miles of an Infernal Cesspool with an open gate to Nethrancor (gate spell or a very old Infernal Cesspool)
Time: The Witching Hour
Requirements: Craft Wonderous Item, a jasper altar prepared with unhallow, one sacrificial victim, 17 chanters, an appropriate amount of ghost oak wood, an appropriate amount of ebony and ivory, a woodworker or carpenter, a woodcarver or sculptor (and their tools), speak with dead and commune or contact other plane.

The Ritual:
The table must be made of ghost oak (size of intended owner determines amount of ghost oak wood needed: Medium-25 lbs., Large-50 lbs., Huge 100 lbs., and the amount of ivory and ebony needed: Medium-3 lbs. of each, Large-5 lbs. of each, Huge-10 lbs. of each) and the crafting must take place within 5 miles of an Infernal Cesspool. Crafting the table requires a Craft (woodworking, or carpentry) check DC 15 and 8 hours of time; then a further 8 hours and a Craft (woodcarving or sculpting) check DC 15 to inset the ebony and ivory. The only requirement of the ritual, besides the chanters, is a sacrifice of an intelligent creature at the start of the crafting to fuel the magic; means of death is unimportant.
Note: Each failed craft check adds 8 hours to the construction time as pieces have to be adjusted (i.e. carving, planing, etc.) to fit.

Caster Level: 12; Craft Wondrous Item, commune or contact other plane and speak with dead;
Price: 70,000 gp; Weight: (Medium user) 25 lbs; (Large user) 50 lbs; (Huge user) 100 lbs.
Special: Using Contact Other Plane to ask questions of a powerful creature has all the alignment components of the creature contacted (i.e. if Nethrancor is contacted, the spell effect is Lawful and Evil).

Ghost Oaks only grow in unconsecrated graveyards, near mass graves, or around the edges of an Infernal Cesspool.
 
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ElectricDragon

Explorer
Ghost Touch Gloves
The lich, known only as the Keeper, first made these gloves as the first step in making his phylactery incorporeal so he could carry it everywhere without fear. He figured (rightly, it seems, for his ultimate destruction is not recorded) that no one would be able to figure out how the gloves worked to find and destroy his phylactery fallen from his hand as he died; at least not before he could reform and take his vengeance. Later, though, a shadowy assassin by the name of Twilight acquired a pair that allowed it to touch its material treasures once again. Word spread through the Shadow and so the mere rumor of this recipe or a single glove or pair of these gloves can draw these shadowy beings hoping to steal a pair for themselves.

These are soft black leather gloves that seem to shimmer in and out of view.
75% of the time, only one glove is found (75% right handed). The rest of the time a pair is found. Only one glove need be worn, but the ungloved hand cannot use the glove’s abilities.
Most of the gloves (90%) are made for Medium (corporeal) wearers. The rest are for Small (corporeal) wearers. Size is unimportant if incorporeal.

These gloves allow the wearer, if incorporeal, to pick up and manipulate corporeal objects as if having a Strength of 6 (for carrying capacity and weapon requirement only, there is no attack modifier or damage modifier associated with this Strength). Weapons wielded in this manner use the incorporeal creature’s base attack bonus (plus Charisma bonus) with no miss chance.

If the wearer is corporeal, the wearer can manipulate incorporeal objects. Most incorporeal weapons deal no damage to either corporeal or incorporeal opponents; they are for looks only.

Though not required, a successful Craft (leatherworking) check DC 15 enables two additional powers:
First, incorporeal creatures using a corporeal weapon to attack corporeal creatures treat the weapon (if non-magical) as if it had a +1 enhancement bonus for attacks and damage; though the weapon does not gain any such enhancement, the power of the gloves temporarily enhances the weapon while in hand. Magical weapons are not affected.

Second, corporeal creatures gain a natural attack with the gloved hand(s). The glove(s) deal normal unarmed damage (automatically lethal against incorporeal creatures) with no miss chance against incorporeal creatures. There is only the one natural attack even if a pair is worn. Monks wearing these gloves are still treated as unarmed and can deal their enhanced unarmed damage with no miss chance against incorporeal opponents. Otherwise, a character wearing the glove(s) and holding no actual weapons still counts as being armed. In no way do the gloves allow the wearer to see incorporeal creatures; liches usually use a detect invisibility spell or item for that ability.

These gloves are either incorporeal or corporeal whichever the wearer is. Death or destruction of the wearer causes the gloves to become corporeal and thus visible even if their destroyed wearer was incorporeal.

Note: Detect invisibility will reveal both an incorporeal (thus invisible) creature wearing the gloves and the gloves themselves.

Moderate Transmutation; CL 9th; Craft Wondrous Item, fabricate, plane shift; Price: 90,000 gp; Weight:

Location:
Within 5 miles of an Infernal Cesspool
Time: The Witching Hour
Condition: Hollow Night holiday
Requirements: Craft Wondrous Item, fabricate, plane shift, complete displacer beast hide, shadow essence, unholy water font (made of teak and silver, worth 5,000 gp), 1 gallon of unholy water (800 gp: although the cost to make it is only 200 gp, no evil temple sells at cost; or make it yourself), tanning equipment and materials, leatherworking tools, 13 shadows rendered for their essence, 13 sycophants chanting for one hour, a pentagram drawn in blood around the font.

How to Make Shadow Essence: Making this substance requires several things: a large black iron cauldron, 2 gallons of holy water (good temples sell this at cost! So only 400 gp), 13 commanded or controlled shadows. Directions: 1. Command shadows into the cauldron and not to attack. 2. One flask at a time, empty holy water onto the shadows until they are destroyed. 3. The sludgy brown liquid that remains in the bottom of the cauldron is shadow essence; keep it in the cauldron until used as it will quickly evaporate (about an hour) when removed.

Directions: Inside the pentagram tan the displacer beast hide (Survival DC 10 and 2 weeks drying and stretching, a failed check makes the hide unusable for crafting magic items). Put the unholy water and half the shadow essence in the font. Soak the hide in the font for 3 days. Craft the gloves (4 hours, a successful Craft (leatherworking) check DC 15 improves the gloves as listed above). Add the other half of the shadow essence to the font. Soak the completed gloves in the font for one hour while the ritual is performed. The ritual begins with the Witching Hour and the chanting. At mid-hour, the gloves begin to feebly glow and the ritual master must cast the spells on it, using fabricate to include the shadow essence as part of the gloves. When the Witching Hour is over, the gloves stop glowing and assume their normal appearance (all the unholy water and shadow essence is gone and the gloves are dry); proving the ritual worked. It is possible to only make a single glove using this ritual.
 

ElectricDragon

Explorer
Ghoul Gloves
This pair of cream-colored gloves is tipped with long claws. The claws do not interfere with manual dexterity or grasping and seem to be just for looks.
Wearer can use ghoul touch 3/day. Each touch with this ability also does 1d8 slashing damage (Strength bonus or penalty applies to this damage).
Command Word Activated: the gloves deal neither paralysis nor damage when inactive.
Requirements: A recently destroyed ghast, silver skinning knife (10 gp), Craft Magical Arms and Armor, ghoul touch, stinking cloud, a pentagram drawn in fresh blood, Hollow Night holiday, the Witching Hour.
Time: The Witching Hour.
Condition: Hollow Night holiday
Directions: During the Witching Hour, in the pentagram, skin the ghast to make a pair of gloves (being especially careful to use all the claws of the creature) during a ceremony performed on the Hollow Night holiday. Though not required, a Craft (leatherworking) check DC 25 gives the gloves a +1 enhancement bonus to both attacks and damage when activated. Skinning the ghast takes 1 hour and is part of the ceremony. Crafting the gloves takes 4 hours and is part of the ceremony.
Moderate Necromancy, Moderate Evil; CL 5th; Craft Magical Arms and Armor, ghoul touch, stinking cloud; Price: 10,800 gp (12,800 if +1); Cost: 5,400 gp + 432 xp (6,400 gp + 512 xp if +1); Weight: 1 lb.
 

ElectricDragon

Explorer
Skull Cap
This item looks like nothing more than a bone covering for the head, though some (10%) are painted black. Wearing this cap gives the wearer both a +1 armor bonus to AC and a +1 to +3 armor enhancement bonus. This armor bonus is force so it also applies to incorporeal creatures. It requires no type of armor proficiency to wear. The cap does not affect maximum dexterity, has no armor check penalty, has no chance of arcane spell failure, and no speed reduction. Caster Level determines the enhancement bonus: it is + 1 and +1/6 levels (maximum +3; +1 at 1st to 5th level, +2 at 6th to 11th level, +3 at 12th level or higher). The beauty of this item is that though the armor bonus does not stack with Bracers of Armor, the armor enhancement bonus does.
Requirements: A sacrificial creature of the same size (not necessarily the same race) as the intended wearer tied to a wooden stake, Hollow Night holiday, a vorpal weapon wielded by a creature with the Cleave feat, a cold iron cauldron (300 gp), 5 gallons of unholy water (4,000 gp), 15 lbs. of darkwood (3,000 gp) as fuel, a chorus of 13 chanters, Infernal Cesspool within 150 miles, the Witching Hour.
Time: The Witching Hour
Location: Within 150 miles of an Infernal Cesspool.
Condition: Boiling unholy water.
Condition: Hollow Night holiday
Directions: Fill the cold iron cauldron with the unholy water. Light the darkwood as a fire under the cold iron cauldron. Bring to a boil. The chorus begins to chant at the beginning of the Witching Hour, decapitate the sacrificial creature with the vorpal weapon and with the Cleave stroke, remove the top 1/3 of the skull. Drop the top third of the skull into the boiling cauldron of unholy water and soak for 3 hours to remove brains, cartilage, muscles, and skin. Drain cauldron and cast mage armor on the skull cap. When spell takes effect; the chanting ends. The skull cap can then be painted black, if wanted.
Moderate Abjuration, Moderate Evil; CL 5th; Craft Magical Arms and Armor, mage armor; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3); Cost: 500 gp + 40 xp (+1), 2,000 gp +160 xp (+2), 4,500 gp +360 xp (+3); Weight: 1½ lb.
 

ElectricDragon

Explorer
Vampyric Cloak
This black leather cloak gives the wearer the ability to use vampiric touch 3/day. Wearing the cloak gives the wearer a +6 competence bonus to the Ride and Hide skills,
Using a different command word, the wear can summon a giant zombie bat for up to 12 hours/week (useful for transportation only). The zombie bat comes with saddle, bridle, and harness. The giant zombie bat is Large size, AC 7 with 6 HD (27 hp); it has no attacks; it has blindsight 1200 feet, and is immune to blindness; it is not affected by darkness penalties. The bat has MV 6 fly 12, MC D. If the mount is killed, it can't be summoned for a month. The cloak is always for a Medium wearer.
Requirements: Craft Wondrous Item; giant bat corpse; animate dead; vampiric touch; Hollow Night holiday; the Witching Hour; within 100 miles of an Infernal Cesspool; a chorus of 3 chanters; an intelligent sacrificial creature (means of sacrifice is unimportant); an altar dedicated to Nethrancor prepared with unhallow and deeper darkness.
Time: The Witching Hour.
Location: Within 100 miles of an Infernal Cesspool.
Condition: An altar dedicated to Nethrancor prepared with unhallow and deeper darkness.
Condition: Hollow Night holiday.
Directions: The chorus begins chanting at the beginning of the Witching Hour. The ritual master kills the sacrifice on the altar and casts animate dead and vampiric touch on the giant bat corpse, which then assumes the shape and texture of a leather cloak at the end of the Witching Hour.
Strong Necromancy, Faint Evil; CL 15th; Craft Wondrous Item; animate dead, vampiric touch; Price: 53,100 gp; Cost: 26,550 gp + 2,124 xp (unhallow and deeper darkness cost an extra 4,000 gp); Weight: 3 lbs.
 

ElectricDragon

Explorer
The Witching Hour
The witching hour is a variable time set by the distance from the nearest Infernal Cesspool. Each Infernal Cesspool radiates a wave of negative energy at midnight. The wave covers fifty miles each hour and permeates that area. The next hour, the wave travels and permeates a further 50 miles out and this continues each hour for a maximum of four hours (until 3 A.M.: 200 miles away from the Infernal Cesspool). So within 50 miles of an Infernal Cesspool, the Witching hour is at midnight and lasts an hour. 200 miles away from an Infernal Cesspool, the Witching Hour is at 3 A. M. and lasts an hour). After this distance, the wave of negative energy fades away.

This wave of negative energy has several effects:

First, any undead created (no matter the method) within the stated distance gains a permanent +4 profane bonus to AC if within 50 miles of an Infernal Cesspool during the Witching Hour, a +3 profane bonus to AC if within 100 miles of an Infernal Cesspool during the Witching Hour, a +2 profane bonus to AC if within 150 miles of an Infernal Cesspool during the Witching Hour, and a +1 profane bonus to AC if within 200 miles of an Infernal Cesspool during the Witching Hour.

Second, summoned lower planar creatures within the stated distance during this period gain a profane bonus on hp equal to +2 hp/HD if within 100 miles of an Infernal Cesspool during the Witching Hour or +1 hp/HD if within 200 miles of an Infernal Cesspool during the Witching Hour. This bonus lasts until the summoning effect ends.

Third, spells that have the light descriptor and deal damage to undead and those that deal positive energy damage require a Concentration check DC 10 + distance modifier or fail during the Witching Hour. Distance Modifiers are: within 50 miles +8, within 100 miles +6, within 150 miles +4, and within 200 miles +2. Magic items and supernatural abilities with such effects are not affected.

Lastly, certain ceremonies and rituals require the Witching Hour to help power their effects.

Creatures that use positive energy effects (such as clerics that can turn undead) sense this wave as it passes (if awake). They see it as a moderate darkening and feel it as a slight chill on the back of their neck for the hour until it passes. If asleep, the wave can cause (25%) a nightmare that prevents the creature from regaining hp from rest.
 

ElectricDragon

Explorer
Services
Nethrancor trades a secret of undeath for a service. Upon receiving the secret or (if still living) after undeath has been acquired; Nethrancor transports the owing undead creature to his Audience Chamber, takes their soul object for safe-keeping, and doles out a service. Creatures asking for a secret to becoming undead are assigned either a shadow demon or a bone devil as a constant companion to keep them on track and ensure their compliance to become undead.

A service usually takes 50 years to complete, though short ones of only 10 or so years are sometimes available, as are extra long ones of up to 500 years. 90% of the time, a service will be finished in the usual time (50 years). Creatures that die or are destroyed during the performance of the service are revived in Nethrancor’s Vault; their service rendered. Some creatures have been known to set themselves up to be destroyed in order to end their service. Nethrancor does not hold this against them (and require another service) unless it happens more than once.

Services include guardianship of an unholy place (usually an undead dragon’s lair or hoard, but sometimes an Infernal Cesspool Hollow Night ritual site), performance of Hollow Night rituals for a specified time in a specified place (thus helping create another unholy site), and deliverance and teaching of a ritual to a worthy subject (no new rituals are given out for this service, the service provider must already know the ritual to be taught). Most services fall into these three categories. Finishing a service without being destroyed also transports the service provider to the Vault where its soul object can be reacquired and Nethrancor can release the creature.

Below Nethrancor’s Realm
The Grotto of Death houses many chambers below the arena, the first and probably most well-known chamber is the Entry Chamber. This chamber must be passed before any other chambers can be located. Other known chambers are the Vault, the Audience Chamber, and the Planar Scrying Chamber. Entrances and exits are always sized for a Colossal+ creature. The walls, ceilings, and floors of all these chambers can only be affected magically or physically by divine beings of rank 14 or higher. Teleporting and planar travel are proscribed effects below the Grotto; only divine beings of rank 15 or higher can use those abilities in these areas.

The Entry Chamber
There probably is a ritual that allows a lich to transform its body into that of a demi-lich to guard its lair while it travels the planes in search of some esoteric bit of knowledge. Nethrancor does not offer such a ritual for trade even though he provides a creature identical to the demi-lich (in reality an undead demon called a demon-lich) as a lair guardian for those performing a service for him. Services usually take around 50 years to complete, though there are exceptions (both shorter and waaaaay longer).
The Entry Chamber is a 400 ft. x 400 ft. cavern strewn with bones and skulls. The skulls glitter with gems inset in their eye sockets and jaws. The skulls and bones are demon-liches and are innumerable. It is possible to walk through this chamber without touching a single demon-lich, but it will take a Balance check DC 20 each round (20 feet per round, so 20 checks to cross the chamber) to do so. Lower planar creatures, undead, and divine beings of rank 14 or higher need not fear touching the demon-liches, but all other living creatures must be especially wary.
Flying, whether natural or magical, does not work in this chamber.

The Audience Chamber
This is an enormous (1,200 feet diameter) vaguely round chamber with a large dais in the center where Nethrancor holds court. It has many entrances around its circumference from other chambers (including one from the Entry Chamber). Nethrancor is surrounded by his guards and attendants. Postulates for undeath and owers of services wait around the edges of the dais. In this chamber, the Death Father hands out rituals, assigns services, and rewards the faithful. Nethrancor personally attends to each attendee.

The Planar Scrying Chamber
This room is an 800 foot diameter perfect circle with a dome as the ceiling (making the room a hemisphere). All the walls, floor, and ceiling are smoothly polished marble that often seem mirror-like. In the center of the room is a 20 foot diameter pool also made of marble (with a 3 foot high lip around it) containing a silvery liquid. The room is lit by continual flame torches in scones every 5 feet along the outer wall; but the main light in the chamber comes from the silvery liquid. Nethrancor can use this chamber to see, hear, converse, and visit any place where his name, secrets of undeath, or undead creation has been mentioned in the past 24 hours, no matter the plane. Visiting a place can be physical or mental; most times when Nethrancor visits it is a mental visit to the mind of the mentioning creature for up to 1 hour to convince the creature to accept Nethrancor’s advice and knowledge. Only dragons considering becoming undead require an actual physical visit.

The Vault

While performing a service, Nethrancor ensures the survival of the creature performing the service by keeping its soul object (phylactery, soul gem, shadow box, etc.) in his Vault. In the event the creature performing the service is killed or destroyed during the service, it will revive in its normal revivification time period at its soul object (in the Vault) and its service is considered fulfilled. There is usually only a short wait in the Vault as Nethrancor personally checks the Vault at least every 10 years and releases those inside while placing new soul objects. Soul objects not belonging to a creature are treated as if radiating antipathy (a divine necromantic effect that also affects intelligent objects, not an enchantment; saving throws and spell resistance do not apply) to every other creature other than their owner (divine beings of Divine Rank 14 or higher ignore this ability). The demon-lich lair guardian returns to Nethrancor’s realm to the Entry Chamber as soon as the creature whose lair it guards is released from the Vault.
The Vault is another enormous chamber (1,000 feet by 1,000 feet) sealed with a magical door of force that only Nethrancor (or another divine being of divine rank 14 or higher) can open. The door is immune to both physical blows and mortal magic. The force door is the only entrance or exit to this chamber. The walls of the vault are similarly protected from mortal harm.
 
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ElectricDragon

Explorer
Denizens of the Darkness
The secrets of Nethrancor extend into modification of normal undead and the existence of strange otherwise unknown (to the general populace) undead. As always, such secrets are available to undead spellcasters in return for a service. Rituals that turn the caster into an undead can be acquired by individuals that agree to use the ritual to become that type of undead and give fealty to Nethrancor.

BONE MAGE PRESTIGE CLASS
Some necromancers need more than just some skeletons or zombies as fodder to slow down the enemy troops. This modification of a normal skeleton was developed so that necromancers can have their own type of “apprentices” to aid them in all that they do. With the application of the create bone mage* spell, a skeleton becomes a spellcaster, or an alchemist, or a craftsman, or all three. This spell is said to have been researched by Izarkon Bonecrusher, a necromancer from ancient times, but finds itself in use now across much of the known world.
Hit Die: d12
Requirements
To qualify to become a bone mage, a character must fulfill all the following criteria.
Race: Skeleton (Undead)
Feats: Improved Initiative
Special: Must have been the target of the create bone mage spell
Alignment: Neutral Evil
Class Skills
The bone mage’s class skills* (and the key ability for each skill) are Concentration (Cha), Craft (any)
(Cha), Knowledge (arcana) (Cha), Spellcraft (Cha)
*All skills that normally use the bone mage’s Intelligence modifier instead use the bone mage’s
Charisma modifier. These undead spellcasters have no Constitution scores and so use their Charisma
modifier for concentration checks.
Skill Points at each level: 2 + Cha modifier (x4 at first level)

Table: The Bone Mage
Spells/Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0th1st2nd3rd4th
1​
+0​
+0​
+0​
+2​
2​
2​
+1​
+0​
+0​
+3​
3​
0*​
3​
+1​
+1​
+1​
+3​
3​
1​
4​
+2​
+1​
+1​
+4​
3​
2​
0*​
5​
+2​
+1​
+1​
+4​
3​
3​
1​
6​
+3​
+2​
+2​
+5​
3​
3​
2​
7​
+3​
+2​
+2​
+5​
3​
3​
2​
0*​
8​
+4​
+2​
+2​
+6​
3​
3​
3​
1​
9​
+4​
+3​
+3​
+6​
3​
3​
3​
2​
10​
+5​
+3​
+3​
+7​
Unholy Blast​
3​
3​
3​
2​
0*​
*When a bone mage gets 0 spells per day on the above chart, it only gets its bonus spells of that level that it can cast. If it has no bonus spells at that level, it cannot cast any spells of that level yet.




Table: Bone Mage Spells Known
Level
0th
1st
2nd
3rd
4th
1​
4​
2​
5​
21​
3​
6​
3​
4​
6​
3​
21​
5​
6​
4​
3​
6​
6​
4​
3​
7​
6​
4​
4​
21​
8​
6​
4​
4​
3​
9​
6​
4​
4​
3​
10​
6​
4​
4​
4​
21​
1Provided the bone mage has a high enough Charisma to have a bonus spell at this level.



Class Features:
All of the following are class features of the bone mage (BMg).
Weapon and Armor Proficiency: The bone mage gains proficiency in all simple weapons. The bone mage gains no proficiencies in any type of armor or shield. In fact, it loses any proficiencies it might have had in any type of armor or shield.
Spells/Day: The bone mage improves in spellcasting ability, spells known, and number of spells per day as a bard, but chooses its spells from the sorcerer list. Its caster level equals its bone mage level. The saving throw Difficulty Class for its spells is 10 + Charisma modifier + spell level. The bone mage must have a Charisma of at least 10 + the spell level in order to cast a spell. The creator chooses the bone mage’s spells known from among his own spells known. The bone mage's spells are set once chosen; there is no option to trade spells later. The bone mage must use all normal components to cast spells. It is necessary to provide the bone mage with both material and focus components, usually by way of a pouch and belt.
Experience Points: As long as the bone mage gains experience points, the bone mage’s creator suffers a 20% experience point penalty for each encounter in which the bone mage participates. At first level, the bone mage begins gaining experience points like a PC. In order for the bone mage to gain experience points, the creator must give some of his experience points to the bone mage, thus the penalty. Each encounter that the bone mage successfully completes garners it the experience points given up by its creator for that encounter. This reduction in experience points is treated as if the bone mage’s creator had acquired an experience point penalty from uneven classes; and this penalty lasts until the bone mage stops gaining experience points. The bone mage gains no experience points for encounters in which it does not participate. The bone mage stops gaining experience points after it reaches 10th level.
Skills: At first level the bone mage gains skill points as if it were a first level character (2 + Charisma modifier) times four. At every additional level, it gains 2 + Charisma modifier skill points just like normal characters. The creator of the bone mage chooses which skills he wants his bone mage to learn each level. Only skills the creator knows himself can be taught to the bone mage and the bone mage can never have more ranks in any skill than its creator. For purposes of this calculation, the “monster” HD of the skeleton does not count for number of skill points or maximum ranks. The bone mage cannot learn cross-class skills.
Feats: Just like normal characters, bone mages gain a feat at first level and at every level evenly divisible by 3 (1, 3, 6, and 9). For this purpose, the “monster” HD possessed by the bone mage does not count. This will give the bone mage one extra feat (skeletons have Improved Initiative as their first feat) and the bone mage gains feats as if this/these “monster” HD did not exist. The bone mage can only gain feats that are possessed by its creator. The creator chooses which feats the bone mage learns.
Unholy Blast (Su): At tenth level, the bone mage gains an unholy blast. Once per day, the bone mage can make a ranged touch attack that deals 3d6 unholy damage against an opponent of good alignment. This attack has no effect against a creature that is not good-aligned. A purple ray springs forth from the outstretched hands or other appendage of the bone mage to strike at any target up to medium range (200 ft.). This is a standard action.


Ability Increases
The bone mage will always spend level-gained ability points to improve its Charisma. Because of its extra HD, a bone mage is treated as its total Hit Dice rather than its bone mage level for ability increases, so ability increases come at 3rd, and 7th levels for one-HD skeletons.
Commands
A bone mage can be commanded to do a task until told to stop. For instance, “make Alchemist’s Fire until I return”, or “make long swords for one month.” If supplies to make the ordered item run out, the bone mage will continue to “make” the things, skipping the steps with the missing ingredients.
Control
A bone mage no longer counts for the purpose of the number of undead you can control according to the animate dead spell. The create bone mage spell provides the source for control of bone mages. Other than experience points, there is no limit to the number of bone mages you may control.
Item Creation Feats
The bone mage can help the creator make magic items that it has the feat(s) to make; but it can neither do this on its own, nor pay any of the experience point costs for making such items. Such help will decrease the amount of time to make an item by up to 1 day/3 levels of the bone mage (max 3 days at 9th level), but does not affect the cost in gold pieces or experience points. Making a magic item always takes at least one day.
Magic Item Usage
The bone mage can use most magic items. Even potions can be consumed by (and have effect on) the bone mage. The bone mage must otherwise follow all normal rules of magic item activation (e.g. a scroll must be deciphered first, etc.).
Spells
At first level, the bone mage gains some spellcasting ability. A bone mage only casts spells when ordered to do so and then only those spells it was ordered to cast. As such, directing a bone mage to cast spells in combat is a free action each round. Otherwise, it will stand around doing nothing. The bone mage acts on its own initiative number; and if it has not already received orders this round, will delay its action until –10 minus its initiative number, or until it receives an order. Directing a bone mage to attack physically in combat is as normal for skeletons animated by the animate dead spell.

Example Bone Mages:

Young Adult Red Dragon Skeleton, 10th Level Bone Mage
Huge Undead (Fire)
Hit Dice:19d12 + 10d12 (188 hp)
Initiative:+5
Speed:40 ft. (8 squares)
Armor Class:12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple:+14/+32
Attack:Bite +22 melee (2d8+10)
Full Attack:Bite +22 melee (2d8+10) and 2 claws +17 melee (2d6+5) and 2 wings +17 melee (1d8+5) and tail slap +17 melee (2d6+15)
Space/Reach:15 ft./10 ft.
Special Attacks:Spells, unholy blast 1/day
Special Qualities:Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits
Saves:Fort +9, Ref +10, Will +15
Abilities:Str 31, Dex 12, Con —, Int —, Wis 10, Cha 16
Skills:Concentration +16, Knowledge (religion) +16, Knowledge (arcana) +16, Spellcraft +16
Feats:Eschew Material, Greater Spell Focus (necromancy), Improved Initiative, Spell Focus (necromancy)
Environment:Any
Organization:Cohort
Challenge Rating:17
Treasure:None
Alignment:Always neutral evil
Advancement:
Level Adjustment:




Spells/Day:
3/4/4/3; save DC 13 + spell level (*15 + spell level for necromancy spells)
Spells Known:
0th acid splash, arcane mark, detect magic, mage hand, open/close, read magic
1st burning hands, cause fear*, feather fall, magic missile
2nd flaming sphere, scorching ray, scare*, shatter
3rd displacement, fireball, lightning bolt, ray of exhaustion*
This bone mage is made for combat.


Cloud Giant Skeleton, 3rd Level Bone Mage
Huge Undead
Hit Dice:17d12 + 3d12 (130 hp)
Initiative:+6
Speed:50 ft. (10 squares)
Armor Class:13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple:+8/+28
Attack:Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Full Attack:Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Space/Reach:15 ft./15 ft.
Special Attacks:Spells
Special Qualities:Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits
Saves:Fort +6, Ref +8, Will +13
Abilities:Str 35, Dex 15, Con —, Int —, Wis 10, Cha 13
Skills:Concentration +1, Craft (weaponsmithing) +7, Knowledge (arcana) +7, Spellcraft +7
Feats:Craft Magic Arms and Armor, Improved Initiative
Environment:Temperate mountains
Organization:Cohort
Challenge Rating:10
Treasure:None
Alignment:Always neutral evil
Advancement:By class
Level Adjustment:




Spells/Day:
3/1; save DC 11 + spell level
Spells Known:
0th arcane mark, detect magic, mage hand, mending, ray of frost, read magic
1st mage armor, magic missile, magic weapon
This bone mage is made for assisting in making weapons.
 
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