I originally posted this at the WoTC forum boards under their Prestige Class forum. Figured I'd give it a shot here and see what everyone thinks (again... did it once before, but with the server changes here at ENWorld, I figured I'd repost it and see what happens).
One thing almost immediately noticeable in 3rd Edition D&D, at least to those interested in the spellcasting classes (and the arcane classes such as wizards and sorcerers in particular), is the reliance upon clerical ability for necromancers to hold the same potential power they possessed in 2nd Edition AD&D (augmented by the Complete Book of Necromancers supplement). The arcane necromancer, by and large, does not exist in any real form in 3rd Edition D&D.
Sure, Tome & Blood has the Pale Master and True Necromancer prestige classes. Both, however, have their own frustrations that prevent them from attaining their true potential. The Pale Master, despite only requiring arcane spellcasting ability, has requirements that don't truly fit the prestige class, such as Knowledge (Religion), not to mention the feat requirement of Skill Focus upon the Knowledge (Religion) skill. The True Necromancer is too reliant upon clerical spellcasting ability to really count, and seems more to be a variant cleric prestige class for those who want a smattering of arcane spellcasting ability to augment their already formidable clerical spellcasting power.
What's needed, then, is a prestige class for wizards (and sorcerers, although they have their own unique handicaps and perks to make their lives more interesting) that allow solely for arcane spellcasting ability and power, but also gives some of the clerical spellcasting power to them in creating undead and greater undead without the utter reliance on multi-classing as a cleric, as well as other forms of animation (such as animate dead or the creation of golems) that make necromancers to be feared.
As such, I've taken the liberty of creating a new necromancer prestige class, one perfect for creating villainous NPC necromancers, especially of the greater undead variety such as liches and vampires. All comments and constructive criticism is welcome and encouraged, although I'll warn you ahead of time that this is my first attempt at creating a PrC.
And so, in homage to the 2nd Edition Complete Book of Necromancers supplement, I give you...
The Archetypal Necromancer
Loknar stepped into his laboratory, where a couple of zombies dutifully unloaded the latest supply of corpses from a graveyard nearly a day's journey to the north. His cold, unfeeling eyes swept over the entire laboratory... over the flesh golem, a work still in progress... in a small pen was another corpse, turning into a ghastly shade of blue as the ghoul gauntlet spell he had cast upon the hapless adventurer shortly before his death worked its' magic... so many experiments in necromancy. And this was only the beginning...
The footfalls behind him alerted Loknar to the approach of another being. He turned, nodding towards the shadowed doorway. The being, cloaked in shadow, nodded back silently, then stepped forward into the torchlight, a feral smile apparent. "Soon, all will be in readiness for you, Master Loknar."
Loknar nodded absently. "Good... you have a snack waiting for you in the last pen on the left wall. Try to keep from harming the body too much, though... the last one you fed on was nearly worthless to be reanimated because of the damage you caused."
The associate nodded, the smile growing more feral, if possible, especially when his fangs lengthened. Loknar, remembering to check on another experiment involving his research and study into the secrets of vampirism and lichdom, moved over to another part of the laboratory as his vampire associate began to feed, amid the fearful screams of the soon-to-be corpse.
Necromancy has always carried with it certain stigmas, whether social, academic, or religious in nature. Despite this, scholars of the arcane still insist on studying this mysterious (and frightfully perilous) field of arcane study. Some who study it find that there is more powerful than might be expected, but at a much higher cost than they are prepared to pay for it. Yet, some do pay for it... and then they discover that while power corrupts, it also fuels the drive to attain more and more power in search of those ancient secrets of immortality... and of undeath.
As such, the Archetypal Necromancer is an avid arcane scholar of the Black Arts, using the power he gains through necromancy to control the undead as he wishes, as well as creating various forms of undead and binding spirits through necromancy into other forms (such as golems). This particular realm of arcane study is, admittedly, limited to the arcane spellcasters, but then again, those without arcane spellcasting ability have little use for this prestige class.
Requirements
Alignment: Any non-good
Arcane spellcasting ability of at least third level (with a minimum of seven spells learned from the school of Necromancy).
Alchemy - 6 ranks
Knowledge (Anatomy) OR Heal - 6 ranks
Knowledge (Arcana) - 8 ranks
Knowledge (Undead) - 8 ranks
Feats: Spell Focus (Necromancy) and Skill Focus (Knowledge (Undead))
Special Requirement: Must specialize in the school of Necromancy (wizard only; sorcerers may disregard this special requirement).
Class abilities are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Intelligence modifier
Hit Dice Per Level: D4
Base Attack Bonus
1st Level - +0
2nd Level - +1
3rd Level - +1
4th Level - +2
5th Level - +2
6th Level - +3
7th Level - +3
8th Level - +4
9th Level - +4
10th Level - +5
Saving Throws (Fort/Ref/Will)
1st Level - +0/+0/+2
2nd Level - +0/+0/+3
3rd Level - +1/+1/+3
4th Level - +1/+1/+4
5th Level - +1/+1/+4
6th Level - +2/+2/+5
7th Level - +2/+2/+5
8th Level - +2/+2/+6
9th Level - +3/+3/+6
10th Level - +3/+3/+7
Special Abilities
1st-10th Levels - +1 to existing spellcasting level (caster level only -- does not, however, gain special abilities given by said spellcasting class, such as the bonus feats from the Wizard class); increase in spells per day as per advancement in arcane spellcasting level/class.
1st Level - Rebuke Undead, Animate Dead
2nd Level - Zone of Desecration
4rd Level - Create Undead
5th Level - Major Desecration
7th Level - Create Greater Undead
8th Level - Deathless Mastery/Deathless Master Touch
10th Level - Lichdom Secrets
Turn/Rebuke Undead - The Archetypal Necromancer may rebuke undead as a cleric of the same level as the character's current level in the Archetypal Necromancer prestige class. While lacking the raw power of a true cleric in terms of their capability in rebuking undead, they still find themselves with a better 'mastery' over undead than the usual wizard. This ability may be used a number of times equal to 3 + Charisma modifier per day.
Animate Dead -- As the 5th level wizard/sorcerer spell. This is a spell-like ability, usable once per day.
Zone of Desecration - Centered around the Archetypal Necromancer, this field of negative energy extends in a 20 ft. radius at all times, with effects identical to the desecration spell. This is a supernatural ability.
Create Undead - Identical to the fourth-level clerical spell of the same name, usable once per day as a spell-like ability. Materials must still be provided.
Major Desecration - The zone of desecration increases in radius 10ft. per prestige class level.
Create Greater Undead - Identical to the seventh-level clerical spell of the same name, usable once per day as a spell-like ability. Materials (if any) are still required.
Deathless Mastery - At 8th level, the Archetypal Necromancer gains two new abilities, summed under Deathless Mastery, thanks to the unwavering dedication the Archetypal Necromancer has shown in pursuing his study of the Black Arts. He may be served constantly by an undead thrall with total HD no greater than their caster level (arcane spellcasting level plus current levels in the Archetypal Necromancer prestige class). He chooses his undead vassal from his current capability to personally raise, and it serves him loyally. The undead vassal gains +4 turn resistance, and its' HD do not count towards the Archetypal Necromancer's total HD for controlling undead. He also gains the Deathless Master Touch: The live target, which must be of Large size or smaller, must make a save against DC 17 or be slain instantly. Creatures so killed automatically reanimate one round later under the Archetypal Necromancer's control, as per the animate dead spell. Undead created as a result of this ability do not count against total HD for controlling undead.
Lichdom Secrets - At 10th level, the Archetypal Necromancer learns the secrets and rituals that lead to Lichdom. This does not mean, however, that the Archetypal Necromancer must become a lich, only that the PC knows the process to attain lichdom (as well as knowing the secret processes and rituals associated with creating the phylactery). That decision is left to the DM. If the DM allows it, then the Archetypal Necromancer may gain access to the Lich template as described in the Monster Manual.
Comments, suggestions, etc.? If anyone's interested in possibly giving this a go and play-testing it, feel free. The only thing I ask in return is that you report your findings and tell me what you think.
One thing almost immediately noticeable in 3rd Edition D&D, at least to those interested in the spellcasting classes (and the arcane classes such as wizards and sorcerers in particular), is the reliance upon clerical ability for necromancers to hold the same potential power they possessed in 2nd Edition AD&D (augmented by the Complete Book of Necromancers supplement). The arcane necromancer, by and large, does not exist in any real form in 3rd Edition D&D.
Sure, Tome & Blood has the Pale Master and True Necromancer prestige classes. Both, however, have their own frustrations that prevent them from attaining their true potential. The Pale Master, despite only requiring arcane spellcasting ability, has requirements that don't truly fit the prestige class, such as Knowledge (Religion), not to mention the feat requirement of Skill Focus upon the Knowledge (Religion) skill. The True Necromancer is too reliant upon clerical spellcasting ability to really count, and seems more to be a variant cleric prestige class for those who want a smattering of arcane spellcasting ability to augment their already formidable clerical spellcasting power.
What's needed, then, is a prestige class for wizards (and sorcerers, although they have their own unique handicaps and perks to make their lives more interesting) that allow solely for arcane spellcasting ability and power, but also gives some of the clerical spellcasting power to them in creating undead and greater undead without the utter reliance on multi-classing as a cleric, as well as other forms of animation (such as animate dead or the creation of golems) that make necromancers to be feared.
As such, I've taken the liberty of creating a new necromancer prestige class, one perfect for creating villainous NPC necromancers, especially of the greater undead variety such as liches and vampires. All comments and constructive criticism is welcome and encouraged, although I'll warn you ahead of time that this is my first attempt at creating a PrC.
And so, in homage to the 2nd Edition Complete Book of Necromancers supplement, I give you...
The Archetypal Necromancer
Loknar stepped into his laboratory, where a couple of zombies dutifully unloaded the latest supply of corpses from a graveyard nearly a day's journey to the north. His cold, unfeeling eyes swept over the entire laboratory... over the flesh golem, a work still in progress... in a small pen was another corpse, turning into a ghastly shade of blue as the ghoul gauntlet spell he had cast upon the hapless adventurer shortly before his death worked its' magic... so many experiments in necromancy. And this was only the beginning...
The footfalls behind him alerted Loknar to the approach of another being. He turned, nodding towards the shadowed doorway. The being, cloaked in shadow, nodded back silently, then stepped forward into the torchlight, a feral smile apparent. "Soon, all will be in readiness for you, Master Loknar."
Loknar nodded absently. "Good... you have a snack waiting for you in the last pen on the left wall. Try to keep from harming the body too much, though... the last one you fed on was nearly worthless to be reanimated because of the damage you caused."
The associate nodded, the smile growing more feral, if possible, especially when his fangs lengthened. Loknar, remembering to check on another experiment involving his research and study into the secrets of vampirism and lichdom, moved over to another part of the laboratory as his vampire associate began to feed, amid the fearful screams of the soon-to-be corpse.
Necromancy has always carried with it certain stigmas, whether social, academic, or religious in nature. Despite this, scholars of the arcane still insist on studying this mysterious (and frightfully perilous) field of arcane study. Some who study it find that there is more powerful than might be expected, but at a much higher cost than they are prepared to pay for it. Yet, some do pay for it... and then they discover that while power corrupts, it also fuels the drive to attain more and more power in search of those ancient secrets of immortality... and of undeath.
As such, the Archetypal Necromancer is an avid arcane scholar of the Black Arts, using the power he gains through necromancy to control the undead as he wishes, as well as creating various forms of undead and binding spirits through necromancy into other forms (such as golems). This particular realm of arcane study is, admittedly, limited to the arcane spellcasters, but then again, those without arcane spellcasting ability have little use for this prestige class.
Requirements
Alignment: Any non-good
Arcane spellcasting ability of at least third level (with a minimum of seven spells learned from the school of Necromancy).
Alchemy - 6 ranks
Knowledge (Anatomy) OR Heal - 6 ranks
Knowledge (Arcana) - 8 ranks
Knowledge (Undead) - 8 ranks
Feats: Spell Focus (Necromancy) and Skill Focus (Knowledge (Undead))
Special Requirement: Must specialize in the school of Necromancy (wizard only; sorcerers may disregard this special requirement).
Class abilities are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Intelligence modifier
Hit Dice Per Level: D4
Base Attack Bonus
1st Level - +0
2nd Level - +1
3rd Level - +1
4th Level - +2
5th Level - +2
6th Level - +3
7th Level - +3
8th Level - +4
9th Level - +4
10th Level - +5
Saving Throws (Fort/Ref/Will)
1st Level - +0/+0/+2
2nd Level - +0/+0/+3
3rd Level - +1/+1/+3
4th Level - +1/+1/+4
5th Level - +1/+1/+4
6th Level - +2/+2/+5
7th Level - +2/+2/+5
8th Level - +2/+2/+6
9th Level - +3/+3/+6
10th Level - +3/+3/+7
Special Abilities
1st-10th Levels - +1 to existing spellcasting level (caster level only -- does not, however, gain special abilities given by said spellcasting class, such as the bonus feats from the Wizard class); increase in spells per day as per advancement in arcane spellcasting level/class.
1st Level - Rebuke Undead, Animate Dead
2nd Level - Zone of Desecration
4rd Level - Create Undead
5th Level - Major Desecration
7th Level - Create Greater Undead
8th Level - Deathless Mastery/Deathless Master Touch
10th Level - Lichdom Secrets
Turn/Rebuke Undead - The Archetypal Necromancer may rebuke undead as a cleric of the same level as the character's current level in the Archetypal Necromancer prestige class. While lacking the raw power of a true cleric in terms of their capability in rebuking undead, they still find themselves with a better 'mastery' over undead than the usual wizard. This ability may be used a number of times equal to 3 + Charisma modifier per day.
Animate Dead -- As the 5th level wizard/sorcerer spell. This is a spell-like ability, usable once per day.
Zone of Desecration - Centered around the Archetypal Necromancer, this field of negative energy extends in a 20 ft. radius at all times, with effects identical to the desecration spell. This is a supernatural ability.
Create Undead - Identical to the fourth-level clerical spell of the same name, usable once per day as a spell-like ability. Materials must still be provided.
Major Desecration - The zone of desecration increases in radius 10ft. per prestige class level.
Create Greater Undead - Identical to the seventh-level clerical spell of the same name, usable once per day as a spell-like ability. Materials (if any) are still required.
Deathless Mastery - At 8th level, the Archetypal Necromancer gains two new abilities, summed under Deathless Mastery, thanks to the unwavering dedication the Archetypal Necromancer has shown in pursuing his study of the Black Arts. He may be served constantly by an undead thrall with total HD no greater than their caster level (arcane spellcasting level plus current levels in the Archetypal Necromancer prestige class). He chooses his undead vassal from his current capability to personally raise, and it serves him loyally. The undead vassal gains +4 turn resistance, and its' HD do not count towards the Archetypal Necromancer's total HD for controlling undead. He also gains the Deathless Master Touch: The live target, which must be of Large size or smaller, must make a save against DC 17 or be slain instantly. Creatures so killed automatically reanimate one round later under the Archetypal Necromancer's control, as per the animate dead spell. Undead created as a result of this ability do not count against total HD for controlling undead.
Lichdom Secrets - At 10th level, the Archetypal Necromancer learns the secrets and rituals that lead to Lichdom. This does not mean, however, that the Archetypal Necromancer must become a lich, only that the PC knows the process to attain lichdom (as well as knowing the secret processes and rituals associated with creating the phylactery). That decision is left to the DM. If the DM allows it, then the Archetypal Necromancer may gain access to the Lich template as described in the Monster Manual.
Comments, suggestions, etc.? If anyone's interested in possibly giving this a go and play-testing it, feel free. The only thing I ask in return is that you report your findings and tell me what you think.