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Nethermancer Class
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<blockquote data-quote="yennico" data-source="post: 2232431" data-attributes="member: 11978"><p>Here my changes: The nethermancer as prc</p><p>Also known as spirit wizard.</p><p></p><p>Requirements</p><p>Alignment: any non good.</p><p>Attributes: Cha 13+</p><p>Skills: Knowledge (planes) 10 ranks, Knowledge (Undeads) 10 ranks, intimidate 6 ranks, bluff 6 ranks, Languages: Infernal, Celestial, Abyssal </p><p>Feats: Spell focus (necromancy), Persuasive, Dodge, </p><p>Spells: Ability to cast level 5 arcane spells.</p><p></p><p>Hit Dice: as wizard</p><p>Class skills: as wizard plus intimidate, bluff </p><p>BAB: as wizard</p><p>Saves: as wizard</p><p>Weapon and Armor Proficiency: as wizard</p><p>Spell progression: +1 every level</p><p></p><p></p><p>level Special Ability</p><p>1 Templated Familiar </p><p>2 </p><p>3 See Ethereal (= Astral Sight) </p><p>4 </p><p>5 Strike Ethereal, Spirit Dodge</p><p>6</p><p>7 Spirit Hold, Send Away </p><p>8 </p><p>9 Hardy Spirit</p><p>10 </p><p></p><p>Templated Familiar: The familiar can either acquire one approbiate template or the wizard can choose a new familiar which must be an outsider if he has the improved familiar feat. The template can be shadow, fiendish, ghost, or any other with a maximum LA of +2.</p><p>Spirit Dodge:The nethermancer must perform an evil ritual in which he binds a spirit to his body. This ritual is evil because the nethermancer enslaves the spirit.</p><p>The benefit of this ritual: a +1 to AC per 2 levels nethermancer and the nethermancer does +1d6 cold damage in melee combat. If +1 per 2 levels is to powerful reduced the bonus to +1 per 3 levels.</p><p>A successful turning negates temporary the effect of spirit dodge. A turning that destroys the spirit and send the spirit to it´s rest also destroys the binding of the spirit. This negates the effect of spirit dodge as long the nethermancer perfoms a new binding.</p><p>If the nethermancer bound a spirit who is not a material world native, a successful dismissal and banishment can send the spirit back to his home plane.</p><p>A successful dispel magic can also destroy the binding of the spirit.</p><p>Spirit Hold: Because of his knowledge about spirits and undeads the spells of the magic school: enchantment also work on Undeads.</p><p>For the abilities: See Ethereal, Strike Ethereal, Send away and Hardy Spirit see the 3.0 book Magic of Faerun p. 32.</p><p></p><p>If you drop the ability spirit dodge and the requirement: spell focus (necromancy) also good characters can enter this prc.</p></blockquote><p></p>
[QUOTE="yennico, post: 2232431, member: 11978"] Here my changes: The nethermancer as prc Also known as spirit wizard. Requirements Alignment: any non good. Attributes: Cha 13+ Skills: Knowledge (planes) 10 ranks, Knowledge (Undeads) 10 ranks, intimidate 6 ranks, bluff 6 ranks, Languages: Infernal, Celestial, Abyssal Feats: Spell focus (necromancy), Persuasive, Dodge, Spells: Ability to cast level 5 arcane spells. Hit Dice: as wizard Class skills: as wizard plus intimidate, bluff BAB: as wizard Saves: as wizard Weapon and Armor Proficiency: as wizard Spell progression: +1 every level level Special Ability 1 Templated Familiar 2 3 See Ethereal (= Astral Sight) 4 5 Strike Ethereal, Spirit Dodge 6 7 Spirit Hold, Send Away 8 9 Hardy Spirit 10 Templated Familiar: The familiar can either acquire one approbiate template or the wizard can choose a new familiar which must be an outsider if he has the improved familiar feat. The template can be shadow, fiendish, ghost, or any other with a maximum LA of +2. Spirit Dodge:The nethermancer must perform an evil ritual in which he binds a spirit to his body. This ritual is evil because the nethermancer enslaves the spirit. The benefit of this ritual: a +1 to AC per 2 levels nethermancer and the nethermancer does +1d6 cold damage in melee combat. If +1 per 2 levels is to powerful reduced the bonus to +1 per 3 levels. A successful turning negates temporary the effect of spirit dodge. A turning that destroys the spirit and send the spirit to it´s rest also destroys the binding of the spirit. This negates the effect of spirit dodge as long the nethermancer perfoms a new binding. If the nethermancer bound a spirit who is not a material world native, a successful dismissal and banishment can send the spirit back to his home plane. A successful dispel magic can also destroy the binding of the spirit. Spirit Hold: Because of his knowledge about spirits and undeads the spells of the magic school: enchantment also work on Undeads. For the abilities: See Ethereal, Strike Ethereal, Send away and Hardy Spirit see the 3.0 book Magic of Faerun p. 32. If you drop the ability spirit dodge and the requirement: spell focus (necromancy) also good characters can enter this prc. [/QUOTE]
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