Help with this necromantic PrC

Avarice

First Post
Well, I've tried to avoid it, but its come to the point in my campaign where I'd really like to have a decent arcane, necromancy based PrC... some villains of mine are long overdue for some 3e stats. None of the ones I've seen in print have done much for me, so, I decided to write my own. The problem is, of course, that I just don't have much experience balancing these things out, so I thought I'd put this guy before the collective brain of Enworld and see if you all couldn't make him better. Aside from balancing, suggestions on how to ramp up the over-all creepiness factor would be great. Thanks in advance!

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Deadmaster

” Where does it lay, this razor-thin boundary between transcendent thought and madness? How am I to judge, when my children will not be silent? On and on, they whisper… such blasphemies! Or are they merely my own thoughts, projected back to me through the minds of the dead? Perhaps I am insane… it no longer matters. The secrets of the grave are mine, and sanity is not required to wield them…”


In any field of study, there are those who press their discipline beyond the boundaries their peers have set, beyond what others deem advisable. In the study of undeath, these people are the deadmasters. Throwing caution aside, the deadmaster plunges headfirst into the swirling negative energies of death, wrenching control of the walking dead by magic and force of will. Few can match the deadmaster in his chosen craft, though admittedly few would want to; for the price of this power can be high indeed…


Requirements

An aspiring deadmaster must meet all of the following criteria:

Alignment: any evil
Knowledge (undead): 10 ranks.
Knowledge (arcana): 10 ranks.

Feats: spell focus, necromancy; skill focus: knowledge (undead).

Spells: ability to cast animate dead as an arcane spell.
Class Skills

The deadmaster’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), Search (Int), and Spellcraft (Int).

Skill Points per level: 2 + int. modifier

Class Features:

Hit die: d4

Weapon and Armor Proficiency: the deadmaster gains no additional proficiency with weapons or armor

Spells per day: when a deadmaster gains a level (except at levels one, five, and nine), he gains new spells per day as if he had also gained a level in the arcane spellcasting class he belonged to before ascending to this prestige class.

BAB: As wizard

Saving Throws: As wizard

Special Abilities:

1st: Undead Creation: Ghoul, Dominion over Death
2nd: Familiar Rebirth, Mournful Thoughts
3rd: Undead Creation: Shadow, Cryptsight, Wisdom drain: -2
4th: Undead Creation: Ghast, Sepulchral Whispers, Daylight Aversion
5th: Death’s Aura, Embrace of the Grave, Wilting Touch
6th: Undead Creation: Wight, Augmented Animation
7th: Undead Creation: Mummy
8th: Undead Creation: Wraith, Undead Creation: Spectre
9th: Undead Creation: Vampire, Vigil of the Damned, Wisdom drain: -2
10th: Undead Creation: Ghost, Death’s Semblance


A note on syntax: when the text below refers to ‘spellcaster level’, it means the total number of levels at which the deadmaster has gained more arcane spells per day. Non-arcane spellcaster levels or levels in an arcane spellcaster class in which he cannot cast animate dead do not apply. A Fighter 2/Bard 2/Wizard 10/Deadmaster 6 would have a total spellcaster level of 14. When the text refers to ‘cumulative level’, it means the total number of prior arcane caster levels plus the total number of deadmaster levels. Again, non-arcane/non-animate dead spellcaster levels don’t apply. A Fighter 2/Bard 2/Wizard 10/Deadmaster 6 would have a cumulative level of 16.


Undead Creation (sp): Beginning at 1st level, the deadmaster may begin to create various forms of powerful undead, so long as he has access to a suitable corpse(s). This ability is similar to the spells create undead and create greater undead, though it differs in that the material component is a pint of fresh blood from a spellcasting creature, which must be poured into the mouth of the corpse during the ritual. The deadmaster may perform this rite (which must always be conducted under the cover of darkness) up to one time per day per every two levels of the deadmaster class which he possesses (minimum of once per day). Undead created in this fashion aren’t automatically controlled, however, and must be dominated using the Dominion over Death ability (see below).

The deadmaster gains access to new forms of undead at each level except second and fifth.

Dominion over Death (su): By learning to channel the soul-quenching energies of the negative energy plane, the deadmaster gains a great measure of control over the undead; his powers are especially effective against those of his own creation. Against these unfortunate wretches, the deadmaster may channel negative energy like an evilly aligned cleric of his cumulative level, both to rebuke and command (see player’s handbook, page 140). Against undead not of his making, the deadmaster is less effective, rebuking them at his cumulative level – 4. As with the cleric, charisma bonuses apply to either sort of check. The deadmaster may exercise this power a number of times per day equal to three plus his charisma modifier, though he may never command more hit dice worth of undead than he has cumulative levels (with the exception of skeletons and zombies created with the animate dead spell; see below).

Familiar Rebirth (sp): At 2nd level, the deadmaster may elect to slay his own familiar and raise it up as an undead servant. Completion of this ritual costs the deadmaster only 500 XP (as opposed to the standard 200 XP per caster level for the death of a familiar) and requires one full night to perform. In all other ways, this ability mimics the spell animate dead familiar, as found in the WotC spellbook archive. The bond with his (now zombie-like) familiar does not count toward the number of undead that the deadmaster may control at one time. For purposes of determining the familiar’s abilities (hit points, special powers, etc.), use the character’s cumulative level.

Mournful Thoughts (su): Beginning at 2nd level, the deadmaster may send telepathic messages to undead within 10 feet per deadmaster level. This ability doesn't allow for the undead to respond in kind, however.

Cryptsight (su): At 3rd level, the deadmaster gains detect undead, as per the spell, out to a distance of 20 feet per deadmaster level.

Wisdom Drain: As a consequence of having channeled the insanity-inducing energies of undeath for so long, the deadmaster permanently loses 2 points from his wisdom score at 3rd level. He loses a further 2 points at 9th.

Sepulchral Whispers (sp): Beginning at 4th level, the deadmaster may listen to the surface thoughts of undead within a 10-foot radius per Deadmaster level as a free action. This ability is nearly identical to the spell detect thoughts, though it is only effective against (intelligent) undead. Those targets that fail their initial saving throw are entitled to make new rolls every 10 rounds that the contact is maintained.

Daylight Aversion: At 4th level the deadmaster acquires a phobic dislike of sunlight. From this point on, he suffers a –1 morale penalty to attack rolls, saves, and skill checks when in direct sunlight, or when illuminated with the spell daylight.

Death’s Aura (su): At 5th level, the deadmaster begins to radiate a field of negative energy (radius 20 ft.). This aura is otherwise identical to the spell desecration.

Embrace of the Grave (su): Beginning at 5th level, the deadmaster no longer gains any benefit from ordinary sleep. When he seeks rest, he must instead lie flat upon the bare earth and enter into a trance, at which time the ground opens up and engulfs him. Buried anywhere from one to six feet beneath the sod, he lies in a state of deep hibernation, nourished by warping flows of negative energy. Upon emerging eight hours later, the deadmaster gains the benefits of one full day of bed rest. His resting place is always marked by fresh-turned earth. In a pinch, the deadmaster may elect to rest in a coffin filled with dirt, but gains only the benefits of a normal night’s sleep when doing so.

Wilting Touch (ex): Beginning at 5th level, the touch of the deadmaster’s bare skin is sufficient to cause plants of size small or less to wither and die. Likewise, his touch will cause small amounts of meat and drink (up to 1/2 lb. per deadmaster level) to spoil. Larger sized amounts cannot be ruined, even with multiple touches. The deadmaster may consume food and drink which his touch has corrupted without negative effect, though this ability doesn’t confer immunity to any other form of toxin, including those created by the touch of other deadmasters.

Intelligent plants and/or plants of medium size or larger are unaffected by the wilting touch of the deadmaster.

Augmented Animation (ex): At 6th level and beyond, the deadmaster may control a greater number of skeletons and zombies created with animate dead than previously possible. Instead of controlling a maximum of 2 HD worth of these creatures per caster level, the deadmaster may control up to 4 HD per caster level.

Vigil of the Damned (ex): At 9th level and beyond the deadmaster, saturated with the baneful energies with which he works, no longer needs rest of any kind. His mental acuity and physical stamina are refreshed every night at the stroke of midnight, providing effects identical to one night of normal sleep. If he so desires, the deadmaster may still enter the embrace of the grave, though by this point in his career, the nightmares which he must endure (always an unpleasant side effect of this state) have become truly spectacular in their eeriness. Even so, it still counts as one full day’s worth of bed rest for determining game-related effects.

Death’s Semblance (su): At 10th level, the deadmaster permanently takes on a feature of the living dead. He may choose any one of the following:

1 – Spectral Essence: the character’s skin takes on a milky white pallor, and for up to 30 rounds per day, he may enter into ghostform, as per the spell, as a standard action.

2 – Eyes of the Vampire: the character’s eyes become like dead-black pools of unknowable depth, and when he weeps, he weeps tears of blood. Once per day, he may attempt to dominate anyone within 30 feet by gazing into their eyes and exerting his will (this is a standard action). The victim is entitled to a will save (DC 19 + int modifier) to avoid the effect. This ability functions identically to the spell dominate monster.

3 – Smile of the Blood-sucker: the character sprouts vampire’s fangs. Once per day, he may drain the life from a victim by making a successful grapple check and imbedding his fangs in their neck. This attack inflicts 2d4 points of permanent con loss to the victim, and heals the deadmaster 1 hp per point of con drained.

4 – Countenance of Corruption: the character’s face takes on the wizened appearance of a truly ancient member of his race. Once per day as a standard action, he may reveal to those around him the corpse within: the flesh of his face rots and falls away, leaving a bloody skull in its place, its vacant eye sockets crawling with maggots. All those within 30 feet who can see his face must make a will save (DC 17 + int modifier) or suffer insanity, as per the spell.

5 – Ghoul’s Claws: the character’s fingers become gnarled and elongated; razor sharp talons grow forth in place of fingernails. He may now make bare handed melee attacks which do 1d6 + strength bonus in damage. Up to 3 times per day, the deadmaster may elect to deliver the icy paralyzing touch of the ghoul when making a melee attack with his bare hands. The target must make a Fortitude saving throw (DC 14 + int modifier) or be paralyzed for 1d6 + 2 minutes.

6 – Ghast’s Stench: the character now continuously emits an overpowering odor of decaying flesh. All creatures approaching within 15 feet of him must make a Fortitude save (DC 15) or be wracked with nausea, suffering a –2 circumstance penalty to all attacks, saves, and skill checks for 1d6 +4 minutes.

7 – Larval Blood: the character’s blood has transmuted itself into a teaming mass of corruption. Where once flowed warm, red, life-giving fluid, dead white maggots now swarm in their thousands. The deadmaster becomes completely immune to all non-magical disease. In addition, he is no longer subject to the effects of blood loss caused by such things as weapons of wounding, or the bite of a stirge. A vampire’s bite would still be effective, although it would extremely unpleasant for the vampire.

8 – Mummies Skin: the character’s flesh becomes taught and leathery like the preserved skin of a mummy, granting him a natural armor bonus of +4. In addition, he becomes immune to the mummy rot disease.

9 – Shadow’s Aura: the character is permanently surrounded by a nearly skin-tight aura of flickering shadows, granting him a +10 inherent bonus to hide checks when in areas of at least partial darkness. This aura in no way interferes with his ability to see, though it can make it difficult for others to read his facial expressions. In addition the deadmaster may, by making a melee touch attack, do 1d6 points of temporary strength damage to his victim. This ability is usable three times per day.

10 – Banshee’s Voice: The auditory characteristics of the character’s voice have been irrevocably altered, taking on the forlorn qualities of a moaning spirit. Once per day, he may release his angst in a primal scream, duplicating the effects of a wail of the banshee; fort save DC 19 + int modifier.
 
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That's quite an impressive prestige class--especially for a first try.

I do have a few suggestions and critiques though.

First: I'm not certain that the Dreadmaster (I think there's a Tome and Blood prestige class by that name so you might want to rename the class so as to avoid confusion) should gain the ability to animate vampires and ghosts. Vampires seem like the kind of undead that should exist independant of a necromancer's control rather than the kind a necromancer should be calling up willy nilly. Perhaps you could give access to the True Ghoul Template instead.

Ghosts have always seemed like the "natural" version of undead to me rather than the kind that would be produced by powerful necromancers. Maybe you could give access to specters or something else instead.

Second: The prereqs although steep (20 ranks of knowledge skills) and two feats are nothing that a necromancer would probably not take whether or nor he were shooting for this prestige class. Perhaps you should require the would-be dreadmaster to take a feat like Iron Will or Skill Focus: Knowledge (necromancy) instead.

Third: Death's Semblance power number 7--why would a vampire's bite be effective but a stirge's not? The vampire is draining blood just as surely as the stirge. I'd make the dreadmaster immune to all blood drain attacks.

Power 4-Countenance of Corruption is a bit powerful. It's effectively a Quickened Mass Insanity. IMO, you should reduce it to Confusion or make it a standard action and limit the area of effect or make it effect only a single target.

Other than those, this looks like a very good prestige class for creepy bad guys. Have fun.
 

Oh, BTW, I think you've got the creepiness factor all worked out. Maybe if you changed Embrace of the Grave a little bit. Don't require bare ground, but specify that all plants within 5 feet of the area he lies on die. After that, nothing will grow on that ground until it is blessed by a good priest or a druid (not sure what low level spell a druid would use. . . .)

Alternately, you could say that only thorns will grow on that earth thereafter and that the thorns that do grow become twisted and evil. (Use stats for a Vampire Rose (available in the conversion area of the Creature Collection).

Once again, good work.
 

Elder-Basilisk said:
That's quite an impressive prestige class--especially for a first try.

I do have a few suggestions and critiques though.

First: I'm not certain that the Dreadmaster (I think there's a Tome and Blood prestige class by that name so you might want to rename the class so as to avoid confusion) should gain the ability to animate vampires and ghosts. Vampires seem like the kind of undead that should exist independant of a necromancer's control rather than the kind a necromancer should be calling up willy nilly. Perhaps you could give access to the True Ghoul Template instead.

Ghosts have always seemed like the "natural" version of undead to me rather than the kind that would be produced by powerful necromancers. Maybe you could give access to specters or something else instead.

Second: The prereqs although steep (20 ranks of knowledge skills) and two feats are nothing that a necromancer would probably not take whether or nor he were shooting for this prestige class. Perhaps you should require the would-be dreadmaster to take a feat like Iron Will or Skill Focus: Knowledge (necromancy) instead.

Third: Death's Semblance power number 7--why would a vampire's bite be effective but a stirge's not? The vampire is draining blood just as surely as the stirge. I'd make the dreadmaster immune to all blood drain attacks.

Power 4-Countenance of Corruption is a bit powerful. It's effectively a Quickened Mass Insanity. IMO, you should reduce it to Confusion or make it a standard action and limit the area of effect or make it effect only a single target.

Other than those, this looks like a very good prestige class for creepy bad guys. Have fun.

Hey Elder-Basalisk. Thanks for the kind words and suggestions! First off, if you take another look, you'll notice that the PrC is thedeadmaster, not the dreadmaster. :cool: Not very original I know, but the inspiration tank kinda ran dry about the time I was going to choose a name. :D

You make a good point about the pre-reqs, though. I think I'll take your advice and change the second feat to skill focus knowledge (undeath). With regards to the vampires and ghosts being replaced by the true ghoul template, I'm going to have to do some research before I make a decision. Is that a Monte Cook creation? Seems like I remember hearing his name mentioned along with it. Of course, I guess I could always use Piratecat's, if thats still posted around here somewhere...

Let's see; death's semblance #7 - why is the vampire's bite effective? The way I see it, the vamp is draining more than just blood, he's draining life essence, and the deadmaster is still (technically) alive. Hmm... it is a high level ability though... it probably isn't unreasonable to give him that as well. I'll give it some thought.

As to the Countenance of Corruption, that's a good catch on your part. :) At first I had it written up as only effecting a single person; it made sense as a free action then (at least to me!). Then I decided it was far too weak compared to the Banshee's Voice, so I cranked up the number of targets, while meaning to change it to a standard action. Well, I got it halfway done... It'll be changed momentarily.

Thanks again!
 


Lich?

Most advanced necromancers, or super-specialized necromancers seem to eventually want to aspire to lichdom. Aspects of your prestige class reeked (excuse the pun) of the lich template, so I will suggest some of the liches powers for your prc.

Your pre-requisites imply the character must be at least 7th level.

So the lichs fear aura which makes creatures of 5 HD or less make a will save or be affected as if fear of the liches level (in this case we will use cumulative level). This usually extends to 60ft, for the prc you could use 10ft. I rate this as a weak ability, you merely frighten villagers, which may make things more difficult in some situations. Against, more worthy foes, it is entirely worthless. I would replace mournful thoughts with Fear Aura 10ft.

Familiar rebirth is sort-of one sided, why not just make the sorc or wizard acquire the spell? I would get rid of this ability.

The wisdom loss just doesn't jive with me. I understood it for access to the shadow weave in FRCS, but for a presitge class, it doesn't seem like you should take too many negatives (unless they are things like inadvertantly scaring away all low-level commoners you meet, thats part of the job.) I would get rid of this, perhaps even replace with +2 CHA, showing the necromancer's growing strength with the negative plane.

Sepulcharal Whispers has a cool name, but is ultimately...not powerful? I mean, what you have a chance of detecting what vampires and greater mummies (most likely your allies, or possibly servants) are thinking? Since the only thing the deadmaster is gaining at 4th level, besides daylight aversion, is the ability to make ghasts, I propose a touch attack. The touch attack will deal 1d8+5 points of damage to living creatures, with a will save of DC 15 + Cha modifier for half. This models the lich's touch attack. Perhaps this could even heal the necromancer's undead minions? Sepulcharal Touch?

Death's Aura is powerful, and certainly a good ability. Wilting Touch is mostly roleplaying, as is Embrace of the Grave.

And then they don't gain anything except the ability to make different undead until 9th. And lets face it, its mostly a flavor/role-playing ability. I suggest (especially in light of denying the spell-casters another level) you move Death's Semblance to 9th level.

And for 10th? The culmination of your prestige class deserves to be awe-inspiring. Personally I suggest that the necromancer has lost any hold he had to his life. He is forced to create a phylactery as the liches (note- He will be level 17 at this point). Waive any feat requirements for making it, but retain 1/2 the gold cost. 60,000 gp. If the character cannot construct the phylactery, he remains at 9th level deadmaster. Upon hiding his life essence in the phylactery the deadmaster becomes a kind of lich. He gains all the undead traits, loses his con score, gains a +4 turn resistance, damage reduction 15/+1, +3 natural armor, and will reappear 10d10 days after being destroyed if his phylactery has not been found and destroyed.

If these changes are not what you were going for, I apologize. I admit I liked the overall flavor of your prc, just found it to be a little under-powered. Lots of neat role-playing stuff though.

Technik
 

I agree that a deadmaster would likely become a lich. I think one of the virtues of the class is that it complements and does not overlap a lich's special abilities. A few of the 10th level special abilities don't work too well- larval blood in a lich is kind of redundant, as is ghoul touch.

I concur with Elder Basilisk (he's a clever guy- listen to him!) about the creation of vampires and ghosts. I would drop them both, and spread create wraith and create mummy over two levels.

I could see the Countenance of Corruption as affecting a single individual who is close by- perhaps 5 ft. away. The other options that Elder Basilisk mention would work, too. (Did I mention that he's a clever guy?)

I would also try to find a way to arrange special abilities so the deadmaster gives up only two caster levels, not three. Maybe switch levels 5 and 6, and give the deadmaster a +1 to caster level at level 9. This would ruin the smooth Embrace of the Grave/Vigil of the Damned progression, but perhaps you could combine these abilities as one 6th level ability.

A very flavorful, very fun prestige class. Good job!
 

Re: Lich?

Technik4 said:


If these changes are not what you were going for, I apologize.

Technik

Not at all; I appreciate you taking the time to wade through all of that text and come up with some cool suggestions. Thanks! :)

Admittedly, a deadmaster might very well want to take that final step and become a lich; I guess I just wanted to keep the two separate. Besides, if he wanted it badly enough, the deadmaster could achieve lichdom long before he would be able to get it as a 10th level deadmaster (level 19, overall, given that he has to be able to cast a 5th level spell to get into the Pclass, vs. level 11 for a starter-lich).

I love your idea about putting in charisma boosts, though. It would really make sense given their growing supernatural presence. Would it make this too much of a 'must have' PrC for a sorcerer, though? I may have to risk it... But I'm afraid I just can't bring myself to cut out the wisdom penalties. I know they weaken the class a bit, but I really want his connections to the dark side to be taxing to his mind. I need a way to show the deadmaster's growing disconnection with the world around him, and since I don't want to institute a sanity point system, wisdom drains will have to do.
 

Cheiromancer said:
I agree that a deadmaster would likely become a lich. I think one of the virtues of the class is that it complements and does not overlap a lich's special abilities. A few of the 10th level special abilities don't work too well- larval blood in a lich is kind of redundant, as is ghoul touch.

I concur with Elder Basilisk (he's a clever guy- listen to him!) about the creation of vampires and ghosts. I would drop them both, and spread create wraith and create mummy over two levels.

I could see the Countenance of Corruption as affecting a single individual who is close by- perhaps 5 ft. away. The other options that Elder Basilisk mention would work, too. (Did I mention that he's a clever guy?)

I would also try to find a way to arrange special abilities so the deadmaster gives up only two caster levels, not three. Maybe switch levels 5 and 6, and give the deadmaster a +1 to caster level at level 9. This would ruin the smooth Embrace of the Grave/Vigil of the Damned progression, but perhaps you could combine these abilities as one 6th level ability.

A very flavorful, very fun prestige class. Good job!

Hello Cheiromancer. I can see your point with the vampires and ghosts. The thing is, as it stands now IMC, high level evil clerics can create both using create greater undead. I don't want to deny the deadmaster undead related powers that I still grant to clerics; and if I limit both, then both become weaker without compensation. Besides, just because the deadmaster can create these guys doesn't mean he can control them, especially if they've got some class levels.

As for the Countenance of Corruption, I'm not sure I want to limit it down quite that far. If I did, it would basically be a limited form of a 7th level spell. As a 10th level ability of a hard-to-qualify-for PrC, that seems kinda weak. Maybe if I reduced the area of effect from 30 feet to 10?

I think I will follow your suggestion and add a caster level, though. Just need to figure out how to make it fit...
 

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