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*Pathfinder & Starfinder
Mystic Theurge + Necromancer = ?
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<blockquote data-quote="Kae'Yoss" data-source="post: 1110662" data-attributes="member: 4134"><p>And you are right. but see below</p><p></p><p></p><p></p><p>I don't think so (usually, this is no problem, since the undead you can destroy are usually mindless ones and don't use much equipment). It's not undead equipment, after all</p><p></p><p></p><p></p><p>I think they can, but they have to use two rounds for it - In the first round (they already have to stand beside the victim), they start it, then everyone else acts, and then they use another standard action to finish their CdG. At this point, they deal the damage and force the save. You note that someone could drag the victim away, crossing the undead.</p><p></p><p></p><p></p><p>AFAIK you cannot recycle destroyed undead.</p><p></p><p></p><p></p><p>Mystic Theurge and True Necromancer:</p><p>I thought about creating a PrC that uses the ideas from these two PrC's.</p><p></p><p>[Houserules now]</p><p>(These is no final PrC, just some thoughts) True Necromancer (Revised)</p><p>Prerequisites: </p><p>3rd-level arcane spells, 3rd-level divine spells.</p><p>Knowledge (Religion) 12+ ranks//as this is the new Know(Undead)</p><p>Knowledge (Arcana) 12+ ranks</p><p>Domains: Either Death or Undeath //if FR is used// Maybe even both, but that would exclude Kiaransalee...</p><p>Special: Ability to Rebuke Undead</p><p>Feats: Spell Focus (Necromancy) //maybe Greater as well// Feats that deal with turning are good as well</p><p>Special: May be no specialist Wizard other than Necromancer //But it's not required</p><p></p><p>Class Features:</p><p>Weak BAB, HD d4 or d6, class skills circa like True Necromancer</p><p>+1 Arcane Caster level, +1 Divine Caster level every level/As with mystic theurge</p><p>Class levels add to level to turn/rebuke undead, and number of undead controlled (both for cleric domination and magic domination) //maybe even the arcane levels</p><p>Necromancy Focus: Effectively specializes in Necromancy for Arcane spells, if not already done so. This means that he chooses two schools to ban. He cannot cast spells from these schools with his arcane class any more, and cannot activate the usual kinds of magic items. This change is retroactive: Even spells known before cannot be cast again (Sorcerers can exchange these spells normally). Unlike other spellcasters, the focus of the True Necromancer lies in the combination of arcane and divine magic. Therefore he neither gets the extra spell slots for school specialization nor the domain spell slots (but since all Death domain spells and almost all Undeath domain spells - Wail of the Banshee being the exception - are Cleric Spells, this won't result in loss of necromantic spells known). They must know (or have in their spellbook) at least one arcane spell of every spell level before they can learn further spells from other schools from that level. //This is not retroactive, so if you don't have a 1st-level arcane necromancy spell, you don't have to get one, but you cannot learn more 1st-level spells before you get a 1st-level necromancy spell.</p><p>True Necromancy: If a spell from the Necromancy school is on both class lists and the True Necromancer has them prepared on both lists, he can cast them simultaneously (losing both spells prepared) to increase the effectivity. This doesn't take double casting time, only the longer of the two. If the spell slots are different, use the higher for every considerations (Concentration DC etc). If he wants to cast it with metamagic, both spells have to be prepared thus.</p><p>This has several effects:</p><p>You can conbine your class level in your original arcane caster level, your original divine caster level, and your True Nekromancer level as caster level. Example: A wizard 5/ cleric 7/ true necromancer/3 would have caster level 15.</p><p>You use the higher spell level and the higher key spellcasting ability score to determine the DC. Example: A sorcerer 6/ cleric 5/ true necromancer 8 with Wis 18 and Cha 14 casts animate dead. He uses his true necromancy to use both a prepared divine animate dead (a 3rd-level spell) and one of his 4th-level sorcerer slots to cast it. His caster level for this is 19, and his save DC is 10 + 4 (4th-level sorcerer spell) +4 (for wis 18) = 18. (Of course, animate dead doesn't have a save DC, but see Cross-Class Necromancy, below)</p><p>Cross-Class Necromancy: On 3rd level, you can choose one of your known 1st-level arcane spells from the necromancy school and cast it from now on also cast it as a 1st-level divine spell with your divine spellcasting class. You can also add your 1st domain spell from the death domain as a 1st-level arcane spell to your spells known (either write it in your spellbook or add it to your spells known. This doesn't count against your limits of spells known). //if you have the undead domain instead, you use that spell, if you have both, you can choose one.</p><p>//You cannot cast these spells if your effective class level in that spellcasting class is not sufficient, but with a wiz/clr or sor/clr combo this should not happen.</p><p>At 4th level, you can do the same with 2nd-level spells, on 5th level with 3rd-level spells, and so on, until on 10th level you exchange 8th-level spells.</p><p></p><p></p><p></p><p>Critics (and raves) are welcome</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1110662, member: 4134"] And you are right. but see below I don't think so (usually, this is no problem, since the undead you can destroy are usually mindless ones and don't use much equipment). It's not undead equipment, after all I think they can, but they have to use two rounds for it - In the first round (they already have to stand beside the victim), they start it, then everyone else acts, and then they use another standard action to finish their CdG. At this point, they deal the damage and force the save. You note that someone could drag the victim away, crossing the undead. AFAIK you cannot recycle destroyed undead. Mystic Theurge and True Necromancer: I thought about creating a PrC that uses the ideas from these two PrC's. [Houserules now] (These is no final PrC, just some thoughts) True Necromancer (Revised) Prerequisites: 3rd-level arcane spells, 3rd-level divine spells. Knowledge (Religion) 12+ ranks//as this is the new Know(Undead) Knowledge (Arcana) 12+ ranks Domains: Either Death or Undeath //if FR is used// Maybe even both, but that would exclude Kiaransalee... Special: Ability to Rebuke Undead Feats: Spell Focus (Necromancy) //maybe Greater as well// Feats that deal with turning are good as well Special: May be no specialist Wizard other than Necromancer //But it's not required Class Features: Weak BAB, HD d4 or d6, class skills circa like True Necromancer +1 Arcane Caster level, +1 Divine Caster level every level/As with mystic theurge Class levels add to level to turn/rebuke undead, and number of undead controlled (both for cleric domination and magic domination) //maybe even the arcane levels Necromancy Focus: Effectively specializes in Necromancy for Arcane spells, if not already done so. This means that he chooses two schools to ban. He cannot cast spells from these schools with his arcane class any more, and cannot activate the usual kinds of magic items. This change is retroactive: Even spells known before cannot be cast again (Sorcerers can exchange these spells normally). Unlike other spellcasters, the focus of the True Necromancer lies in the combination of arcane and divine magic. Therefore he neither gets the extra spell slots for school specialization nor the domain spell slots (but since all Death domain spells and almost all Undeath domain spells - Wail of the Banshee being the exception - are Cleric Spells, this won't result in loss of necromantic spells known). They must know (or have in their spellbook) at least one arcane spell of every spell level before they can learn further spells from other schools from that level. //This is not retroactive, so if you don't have a 1st-level arcane necromancy spell, you don't have to get one, but you cannot learn more 1st-level spells before you get a 1st-level necromancy spell. True Necromancy: If a spell from the Necromancy school is on both class lists and the True Necromancer has them prepared on both lists, he can cast them simultaneously (losing both spells prepared) to increase the effectivity. This doesn't take double casting time, only the longer of the two. If the spell slots are different, use the higher for every considerations (Concentration DC etc). If he wants to cast it with metamagic, both spells have to be prepared thus. This has several effects: You can conbine your class level in your original arcane caster level, your original divine caster level, and your True Nekromancer level as caster level. Example: A wizard 5/ cleric 7/ true necromancer/3 would have caster level 15. You use the higher spell level and the higher key spellcasting ability score to determine the DC. Example: A sorcerer 6/ cleric 5/ true necromancer 8 with Wis 18 and Cha 14 casts animate dead. He uses his true necromancy to use both a prepared divine animate dead (a 3rd-level spell) and one of his 4th-level sorcerer slots to cast it. His caster level for this is 19, and his save DC is 10 + 4 (4th-level sorcerer spell) +4 (for wis 18) = 18. (Of course, animate dead doesn't have a save DC, but see Cross-Class Necromancy, below) Cross-Class Necromancy: On 3rd level, you can choose one of your known 1st-level arcane spells from the necromancy school and cast it from now on also cast it as a 1st-level divine spell with your divine spellcasting class. You can also add your 1st domain spell from the death domain as a 1st-level arcane spell to your spells known (either write it in your spellbook or add it to your spells known. This doesn't count against your limits of spells known). //if you have the undead domain instead, you use that spell, if you have both, you can choose one. //You cannot cast these spells if your effective class level in that spellcasting class is not sufficient, but with a wiz/clr or sor/clr combo this should not happen. At 4th level, you can do the same with 2nd-level spells, on 5th level with 3rd-level spells, and so on, until on 10th level you exchange 8th-level spells. Critics (and raves) are welcome [/QUOTE]
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