There are some PrCs that have awesome flavor but in crunch just fail. Thus, I have taken it upon myself to transform and reinvent some of these maligned PrCs, keeping the concepts and some of the powers of these classes while making them into fully playable base classes that keep the spirit of the original PrC. Since I love necromancers, the first one I thought I would tackle is the True Necromancer. While the class was made into a Theurge class in 3.5e, in 3.0 it was originally a class that advanced either arcane or divine casting, not both at once. Thus, drawing from the early flavor of the class, I have made the True Necromancer an arcane caster who possess some cleric-like powers over the undead.
However, I as I will do with all these reinventions, I take the class beyond what it once was and make it something more. When I hear the name "True Necromancer" what I envision is the archetypal, villainous necromancer who walks around in a black cloak wardrobe and excels at commanding legions of undead. The wizard can do the black cloak part but not the undead legion thing. The cleric and DN can do the undead legion thing but their imagery is not the same as the classic necromancer....however, being a "True Necromancer" to me is more then just adhesion to cliche's...it's about doing what the necromancer archetype was created to do, be an antagonist. Thus, with that in mind, my base class interpretation of the True Necromancer aims to be more then a just a Necromancer. Rather the True Necromancer base class is made to create a truely villainous character who's spells do other, villainous things beyond necromancy, The True Necromancer is able to control and torment the minds of others, twist and corrupt the enviornment, travel between plains and even bind and summon monsters and outsiders to do his bidding. The True Necromancer thus is just as much a villain as he is a necromancer and the class was designed with the primary aims of making a class that keeps the flavor of the TN as a necromancer while making it a necromancer class worthy of BBEGs. Since BBEGs where in mind when I made this, the main issue of this class is obviously it's balance.
I am not that experienced a homebrewer as far as crunch gose and usually use other people's hombrew crunch rather then my own. Thus, I want your opinions on the class. While it is designed primarily for BBEGs, I would also love to see this class, or at the least a watered down version of it as a PC base class. While I am sure the class as it stands now is overpowered, I want your opinions. Is it really that overpowered or is it actually sutiable for PCs as well as BBEGs? I am not looking for rude comments and brutally honest answers which are overly brutal. What I am looking for however is constructive criticism, helpful tips, and ideas for how to improve it since I am quite inexperience at crunch based homrbrew.(As stated before I usually homebrew my own fluff and then use other people's crunch if I desire homebrew in my games.)
So, I introduce the rough draft of the True Necromancer Base Class:
True Necromancer
Class Skills:
Concentration(Con), Spellcraft(Int), Knowledge(Arcane){Int), Knowledge(Religion)(int), Knowledge(The Planes(Int), Knowledge(History)(Int), Bluff(Cha), Intimidate(Cha), Diplomacy(Cha) Profession(Wis)
Hit Dice: d8
Skill Points: 2+ Int modifier(x 4 at first level)
Alignment requirements: Any Evil, though the focus on commanding minions and dominating others that this class has tends draw characters of the lawful evil alignment more then any others.
Proficiencies:
A True Necromancer is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and scythe, but not any type of armor or shield. A True Necromancer suffers arcane spell failure while wearing armor or carrying a shield just as a wizard dose.
BAB: As Cleric
Saves:
Will: As wizard
Fort: As wizard
Ref.: As wizard
Spells per day/spellcasting advancement: As Cleric
Spellcasting:
A True Necromancer casts arcane spells as a wizard dose. However, unlike a wizard a True Necromancer has a somewhat limited(though not specialized to the same extent as other classes like the Dread Necromancer) spell list but to make up for it he dose need not learn spells as a wizard. Rather, a True Necromancer, like a cleric, automatically knows all spells on his spell list of every spell level he can cast. To cast a spell, a True Necromancer must have an charisma score equal to at least 10 + The spell’s level, and the DCs for their spells are 10+ the spell’s level +the True Necromancer’s Cha modifier. Like a wizard, a True Necromancer must prepare these spells ahead of time and rest in the same exact manner as a wizard.(Including the time taken to prepare and rest.) A True Necromancer can also cast Necrotic Cyst spells without taking the Mother Cyst Feat and for the effects of those spells is considered to have a Mother Cyst even if he did not take the feat.
True Necromancer Spell List:
Level 0 Spells: Detect Magic, Detect Poison, Touch of Fatigue, Ghost Sound, Message, Ray of Frost, Acid Splash, Inflict Minor Wounds, No Light, Slash Tongue.
Level 1 Spells: Cause Fear, Charm Person, Chill Touch, Command, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Doom, Inflict Light Wounds, Protection from Chaos/Evil/Good/Law, Summon Monster I, Angry Ache, Heartache, Slow Consumption, Sorrow, Stupor, Suspend Disease, Tongue of Baalzebul, Seething Eyebane, Necrotic Awareness, Ray of Enfeeblement, Summon Undead I.
Level 2 Spells: Align Weapon, Command Undead, Calm Emotions, Darkness, Death Knell, Delay Poison, Desecrate, Enthrall, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Shatter, Silence, Summon Monster II, Undetectable Alignment, Addiction, Sap Strength, Spores of the Vrock, Wave of Grief, Wither Limb, Devil's Tongue, Fangs of the Vampire King, Lahm's Finger Darts, Necrotic Cyst, Necrotic Scrying, Summon Undead II, Ghoul Touch, Specteral Hand
Level 3 Spells: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle Against Chaos/Evil/Good/Law, Obscure Object, Speak With Dead, Summon Monster III, Circle of Nausea, Clutch of Orcus, Devil's Eye, Shriveling, Vile Lance, Wrack, Absorb Mind, Love's Pain, Red Fester, Rotting Curse of Urfestra, Serpents of Theggeron, Touch of Juiblex, Necrotic Bloat, Protection from Negative Energy, Protection from Positive Energy, Sheltered Vitality, Summon Undead III, Vampiric Touch
Level 4 Spells: Death Ward, Dimensional Anchor, Dismissal, Imbue with Spell Ability, Inflict Critical Wounds, Scrying, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Damning Darkness, Hell's Power, Indentify Transgressor, Psychic Poison, Stop Heart, Absorb Strength, Consumptive Field, Necrotic Domination, Summon Undead IV, Enervation, Fear, Lesser Geas
Level 5 Spells: Break Enchantment, Greater Command, Dispel Chaos/Evil/Good/Law, Mass Inflict Light Wounds, Insect Plague, Nightmare, Plane Shift, Slay Living, Summon Monster V, Symbol of Pain, Symbol of Sleep, Unhallow, Charnel Fire, False Sending, Heartclutch, Morality Undone, Resonating Resistance, Forbidden Speech, Power Leech, Claws of the Bebilith, Haunt Shift, Incorporeal Nova, Necrotic Burst, Summon Undead V, Dominate Person, Magic Jar, Lesser Planar Binding
Level 6 Spells: Animate Objects, Antimagic Field, Antilife Shell, Banishment, Blade Barrier, Create Undead, Greater Dispel Magic, Forbiddance, Geas/Quest, Greater Glyph of Warding, Harm, Mass Inflict Moderate Wounds, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Word of Recall, Cloud of the Achaierai, Fiendish Quickening, Snare Astral Traveler, Thousand Needles, Consume Likeness, Ghost Trap, Necrotic Eruption, Planar Binding, Circle of Death
Level 7 Spells: Blasphemy, Control Weather, Destruction, Dictum, Ethereal Jaunt, Limited Wish, Mass Inflict Serious Wounds, Regenerate, Repulsion, Finger of Death, Greater Restoration, Greater Scrying, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, True Dominate, Bestow Greater Curse, Fiendish Clarity, Imprison Soul, Wretched Blight, Death by Thorns, Rapture of Rupture, Greater Consumptive Field, Energy Ebb, Necrotic Tumor, Control Undead
Level 8 Spells: Create Greater Undead, Dimensional Lock, Discern Location, Greater Planar Binding, General of Undeath, Greater Harm, Horrid Wilting, Mass Inflict Critical Wounds, Mind Blank, Shield of Law, Greater Spell Immunity, Summon Monster VIII, Symbol of Death, Symbol of Insanity, Unholy Aura, Befoul, Bodak Birth, Pestilence, Evil Weather, Plague of Nightmares, Mass Death Ward, Necrotic Empowerment, Mass Restoration, Veil of Undeath
Level 9 Spells: Astral Projection, Energy Drain, Etherealness, Gate, Mass Harm, Monstrous Thrall, Mind Rape, Dominate Monster, Soul Bind, Summon Monster IX, Despoil, Spread of Savagery, Wish, Were-Doom, Apocalypse from the Sky, Storm of Vengeance, Implosion, Necrotic Termination, Plague of Undead, Wail of the Banshee
Class Features:
Rebuke Undead: True Necromancers are the ultimate masters of the undead and thus much like a cleric or dread necromancer have learned how to channel negative energy to command undead. The True Necromancer Rebukes undead as a Cleric of the same class level. This ability functions in the exact same manner as the cleric power and can be used a number of times per day equal to 3 + the True Necromancer’s Cha modifier. Any Prestege class which would advance rebuking advances this rebuking as normal.
Sacrificial Lamb: The True Necromancer is a villain through and through, and thus he learns one of the most vile spellcasting methods in all the planes, their ability to cast corrupt spells without feeling their negative effects. There however, is a price to pay for this ability. Instead of taking the damage or debilitating effects of a corrupt spell, the True Necromancer may have an ally take the damage or debilitating effect instead. Animated Undead and Summons count as allies for this ability. If the ally chosen lacks the ability score which any ability damage would effect that ally is not a valid target and the True Necromancer must chose a different ally or take the damage himself.(So for example, if the True Necromancer was going to use this power to have an ally take CON damage he could not chose any summoned or animated undead as the ones to take the damage in place of him due to the fact undead possess no constitution score) Allies targeted with this ability, even if unwilling, gain no save against the effects or damage you place on them with this power.
Necromantic Infusion: The True Necromancer learns to infuse his body with negative energy, granting him added resilience against enemy's attacks. The True Necromancer uses his Cha modifier in place of his dex modifier for calculating his AC. In addition, at 5th level and every five class levels after 5th he gains an additional +2 to his AC. (So at 10th level he would gain +4 AC, at 15th +6 and so on and so forth.)
Domain: At 2nd level, the True Necromancer chose and gains access to one of the following cleric domains: Death, Deathbound, Undeath, Evil or Corruption. He gains the granted power of that domain. In addition, the True Necromancer gains domain spell slots as a cleric and can prepare the chosen domain’s spells in those slots.(and ONLY those spell slots.) These domain spells are still cast off of the True Necromancer’s primary casting stat, Charisma.
Sinister Aura: At 4th level True Necromancer gains an aura that radiates evil as the aura of an evil cleric of his character levels would.
Bonus Feat: At 5th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
Legions of Undeath: At level 8 the True Necromancer becomes so adapt at necromancy that he can control more undead then any other spellcaster. The True Necromancer can control triple his level in Hit Dice of Undead created by the spell “Animate Dead” rather then double his level. At 13th level, this increases to quadruple his level.
Zone of Desecration: A 10th level True Necromancer is a master of negative energy. The True Necromancer gains a 20 foot zone of negative energy that constantly follows him everywhere he goes. This zone is treated as if it where desecrated and thus gives undead who are within it the same bonuses and benefits a desecrate spell would provide.
Bonus Feat: At 12th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
Major Zone of Desecration: As the True Necromancer becomes even more powerful, the size of his zone of desecration increases. At 15th level his Zone of Desecration extends 10 feet per 2 class levels.
Bonus Feat: At 16th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
True Immortality: At the height of his power the True Necromancer surpasses the chains of mortality. At level 20 the True Necromancer becomes immortal. He no longer ages and his appearance, if not already youthful, returns to a youthful state. In addition, if the True Necromancer is killed he becomes a ghost and automatically succeeds his rejuvenation check.
However, I as I will do with all these reinventions, I take the class beyond what it once was and make it something more. When I hear the name "True Necromancer" what I envision is the archetypal, villainous necromancer who walks around in a black cloak wardrobe and excels at commanding legions of undead. The wizard can do the black cloak part but not the undead legion thing. The cleric and DN can do the undead legion thing but their imagery is not the same as the classic necromancer....however, being a "True Necromancer" to me is more then just adhesion to cliche's...it's about doing what the necromancer archetype was created to do, be an antagonist. Thus, with that in mind, my base class interpretation of the True Necromancer aims to be more then a just a Necromancer. Rather the True Necromancer base class is made to create a truely villainous character who's spells do other, villainous things beyond necromancy, The True Necromancer is able to control and torment the minds of others, twist and corrupt the enviornment, travel between plains and even bind and summon monsters and outsiders to do his bidding. The True Necromancer thus is just as much a villain as he is a necromancer and the class was designed with the primary aims of making a class that keeps the flavor of the TN as a necromancer while making it a necromancer class worthy of BBEGs. Since BBEGs where in mind when I made this, the main issue of this class is obviously it's balance.
I am not that experienced a homebrewer as far as crunch gose and usually use other people's hombrew crunch rather then my own. Thus, I want your opinions on the class. While it is designed primarily for BBEGs, I would also love to see this class, or at the least a watered down version of it as a PC base class. While I am sure the class as it stands now is overpowered, I want your opinions. Is it really that overpowered or is it actually sutiable for PCs as well as BBEGs? I am not looking for rude comments and brutally honest answers which are overly brutal. What I am looking for however is constructive criticism, helpful tips, and ideas for how to improve it since I am quite inexperience at crunch based homrbrew.(As stated before I usually homebrew my own fluff and then use other people's crunch if I desire homebrew in my games.)
So, I introduce the rough draft of the True Necromancer Base Class:
True Necromancer
Class Skills:
Concentration(Con), Spellcraft(Int), Knowledge(Arcane){Int), Knowledge(Religion)(int), Knowledge(The Planes(Int), Knowledge(History)(Int), Bluff(Cha), Intimidate(Cha), Diplomacy(Cha) Profession(Wis)
Hit Dice: d8
Skill Points: 2+ Int modifier(x 4 at first level)
Alignment requirements: Any Evil, though the focus on commanding minions and dominating others that this class has tends draw characters of the lawful evil alignment more then any others.
Proficiencies:
A True Necromancer is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and scythe, but not any type of armor or shield. A True Necromancer suffers arcane spell failure while wearing armor or carrying a shield just as a wizard dose.
BAB: As Cleric
Saves:
Will: As wizard
Fort: As wizard
Ref.: As wizard
Spells per day/spellcasting advancement: As Cleric
Spellcasting:
A True Necromancer casts arcane spells as a wizard dose. However, unlike a wizard a True Necromancer has a somewhat limited(though not specialized to the same extent as other classes like the Dread Necromancer) spell list but to make up for it he dose need not learn spells as a wizard. Rather, a True Necromancer, like a cleric, automatically knows all spells on his spell list of every spell level he can cast. To cast a spell, a True Necromancer must have an charisma score equal to at least 10 + The spell’s level, and the DCs for their spells are 10+ the spell’s level +the True Necromancer’s Cha modifier. Like a wizard, a True Necromancer must prepare these spells ahead of time and rest in the same exact manner as a wizard.(Including the time taken to prepare and rest.) A True Necromancer can also cast Necrotic Cyst spells without taking the Mother Cyst Feat and for the effects of those spells is considered to have a Mother Cyst even if he did not take the feat.
True Necromancer Spell List:
Level 0 Spells: Detect Magic, Detect Poison, Touch of Fatigue, Ghost Sound, Message, Ray of Frost, Acid Splash, Inflict Minor Wounds, No Light, Slash Tongue.
Level 1 Spells: Cause Fear, Charm Person, Chill Touch, Command, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Doom, Inflict Light Wounds, Protection from Chaos/Evil/Good/Law, Summon Monster I, Angry Ache, Heartache, Slow Consumption, Sorrow, Stupor, Suspend Disease, Tongue of Baalzebul, Seething Eyebane, Necrotic Awareness, Ray of Enfeeblement, Summon Undead I.
Level 2 Spells: Align Weapon, Command Undead, Calm Emotions, Darkness, Death Knell, Delay Poison, Desecrate, Enthrall, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Shatter, Silence, Summon Monster II, Undetectable Alignment, Addiction, Sap Strength, Spores of the Vrock, Wave of Grief, Wither Limb, Devil's Tongue, Fangs of the Vampire King, Lahm's Finger Darts, Necrotic Cyst, Necrotic Scrying, Summon Undead II, Ghoul Touch, Specteral Hand
Level 3 Spells: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle Against Chaos/Evil/Good/Law, Obscure Object, Speak With Dead, Summon Monster III, Circle of Nausea, Clutch of Orcus, Devil's Eye, Shriveling, Vile Lance, Wrack, Absorb Mind, Love's Pain, Red Fester, Rotting Curse of Urfestra, Serpents of Theggeron, Touch of Juiblex, Necrotic Bloat, Protection from Negative Energy, Protection from Positive Energy, Sheltered Vitality, Summon Undead III, Vampiric Touch
Level 4 Spells: Death Ward, Dimensional Anchor, Dismissal, Imbue with Spell Ability, Inflict Critical Wounds, Scrying, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Damning Darkness, Hell's Power, Indentify Transgressor, Psychic Poison, Stop Heart, Absorb Strength, Consumptive Field, Necrotic Domination, Summon Undead IV, Enervation, Fear, Lesser Geas
Level 5 Spells: Break Enchantment, Greater Command, Dispel Chaos/Evil/Good/Law, Mass Inflict Light Wounds, Insect Plague, Nightmare, Plane Shift, Slay Living, Summon Monster V, Symbol of Pain, Symbol of Sleep, Unhallow, Charnel Fire, False Sending, Heartclutch, Morality Undone, Resonating Resistance, Forbidden Speech, Power Leech, Claws of the Bebilith, Haunt Shift, Incorporeal Nova, Necrotic Burst, Summon Undead V, Dominate Person, Magic Jar, Lesser Planar Binding
Level 6 Spells: Animate Objects, Antimagic Field, Antilife Shell, Banishment, Blade Barrier, Create Undead, Greater Dispel Magic, Forbiddance, Geas/Quest, Greater Glyph of Warding, Harm, Mass Inflict Moderate Wounds, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Word of Recall, Cloud of the Achaierai, Fiendish Quickening, Snare Astral Traveler, Thousand Needles, Consume Likeness, Ghost Trap, Necrotic Eruption, Planar Binding, Circle of Death
Level 7 Spells: Blasphemy, Control Weather, Destruction, Dictum, Ethereal Jaunt, Limited Wish, Mass Inflict Serious Wounds, Regenerate, Repulsion, Finger of Death, Greater Restoration, Greater Scrying, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, True Dominate, Bestow Greater Curse, Fiendish Clarity, Imprison Soul, Wretched Blight, Death by Thorns, Rapture of Rupture, Greater Consumptive Field, Energy Ebb, Necrotic Tumor, Control Undead
Level 8 Spells: Create Greater Undead, Dimensional Lock, Discern Location, Greater Planar Binding, General of Undeath, Greater Harm, Horrid Wilting, Mass Inflict Critical Wounds, Mind Blank, Shield of Law, Greater Spell Immunity, Summon Monster VIII, Symbol of Death, Symbol of Insanity, Unholy Aura, Befoul, Bodak Birth, Pestilence, Evil Weather, Plague of Nightmares, Mass Death Ward, Necrotic Empowerment, Mass Restoration, Veil of Undeath
Level 9 Spells: Astral Projection, Energy Drain, Etherealness, Gate, Mass Harm, Monstrous Thrall, Mind Rape, Dominate Monster, Soul Bind, Summon Monster IX, Despoil, Spread of Savagery, Wish, Were-Doom, Apocalypse from the Sky, Storm of Vengeance, Implosion, Necrotic Termination, Plague of Undead, Wail of the Banshee
Class Features:
Rebuke Undead: True Necromancers are the ultimate masters of the undead and thus much like a cleric or dread necromancer have learned how to channel negative energy to command undead. The True Necromancer Rebukes undead as a Cleric of the same class level. This ability functions in the exact same manner as the cleric power and can be used a number of times per day equal to 3 + the True Necromancer’s Cha modifier. Any Prestege class which would advance rebuking advances this rebuking as normal.
Sacrificial Lamb: The True Necromancer is a villain through and through, and thus he learns one of the most vile spellcasting methods in all the planes, their ability to cast corrupt spells without feeling their negative effects. There however, is a price to pay for this ability. Instead of taking the damage or debilitating effects of a corrupt spell, the True Necromancer may have an ally take the damage or debilitating effect instead. Animated Undead and Summons count as allies for this ability. If the ally chosen lacks the ability score which any ability damage would effect that ally is not a valid target and the True Necromancer must chose a different ally or take the damage himself.(So for example, if the True Necromancer was going to use this power to have an ally take CON damage he could not chose any summoned or animated undead as the ones to take the damage in place of him due to the fact undead possess no constitution score) Allies targeted with this ability, even if unwilling, gain no save against the effects or damage you place on them with this power.
Necromantic Infusion: The True Necromancer learns to infuse his body with negative energy, granting him added resilience against enemy's attacks. The True Necromancer uses his Cha modifier in place of his dex modifier for calculating his AC. In addition, at 5th level and every five class levels after 5th he gains an additional +2 to his AC. (So at 10th level he would gain +4 AC, at 15th +6 and so on and so forth.)
Domain: At 2nd level, the True Necromancer chose and gains access to one of the following cleric domains: Death, Deathbound, Undeath, Evil or Corruption. He gains the granted power of that domain. In addition, the True Necromancer gains domain spell slots as a cleric and can prepare the chosen domain’s spells in those slots.(and ONLY those spell slots.) These domain spells are still cast off of the True Necromancer’s primary casting stat, Charisma.
Sinister Aura: At 4th level True Necromancer gains an aura that radiates evil as the aura of an evil cleric of his character levels would.
Bonus Feat: At 5th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
Legions of Undeath: At level 8 the True Necromancer becomes so adapt at necromancy that he can control more undead then any other spellcaster. The True Necromancer can control triple his level in Hit Dice of Undead created by the spell “Animate Dead” rather then double his level. At 13th level, this increases to quadruple his level.
Zone of Desecration: A 10th level True Necromancer is a master of negative energy. The True Necromancer gains a 20 foot zone of negative energy that constantly follows him everywhere he goes. This zone is treated as if it where desecrated and thus gives undead who are within it the same bonuses and benefits a desecrate spell would provide.
Bonus Feat: At 12th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
Major Zone of Desecration: As the True Necromancer becomes even more powerful, the size of his zone of desecration increases. At 15th level his Zone of Desecration extends 10 feet per 2 class levels.
Bonus Feat: At 16th level, the True Necromancer gains a bonus feat for which he qualifies that must be chosen from the following list: Spell Focus(Evil), Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Undead Leadership and all Corpsecrafter feats.
True Immortality: At the height of his power the True Necromancer surpasses the chains of mortality. At level 20 the True Necromancer becomes immortal. He no longer ages and his appearance, if not already youthful, returns to a youthful state. In addition, if the True Necromancer is killed he becomes a ghost and automatically succeeds his rejuvenation check.
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