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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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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