green slime
First Post
I'm busy sorting out Prestige Classes for a new campaign I hope to start by the end of the summer. Part of this campaign area has a strong undead nation. As a big fan of the true necromancer from Tome and Blood, (nice idea, bad follow through), I decided to brush it up and produce something that would give players fits, without being over the top.
If someone can tell me how to present a table so it is all nicely aligned (I've seen it done, just don't know how) I'll gladly polish up this presentation.
True Necromancer
Requirements:
Alignment: Any evil
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks
Spellcasting: Ability to cast divine spells, one of which must be animate dead. Ability to cast arcane spells, which must include spectral hand and vampiric touch.
Special: Must have access to the Death domain or Undeath domain
Class Benefits:
Hit Die: d4
Skill points: 2
Class Skills: Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Search (Int), Spellcraft (Int)
True Necromancers gain no proficiency in any weapon or armour.
Class Features
Spells per day: When a new true necromancer level is gained, the character gains new spells per day as if he had gained a level in a divine spellcasting class, and an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of true necromancer to the level of whatever divine and arcane spellcasting class the character has, then determines spells per day and caster level accordingly. He does still gain effective levels for purposes of rebuking undead (see below) and casting certain spells (see necromancer below).
Rebuke (Su): The true necromancer has great influence over the living dead. Whenever he gains a level in this prestige class, he also gains an effective level for the purposes of rebuking undead. All her Necromancer and Cleric levels stack for purposes of rebuking undead. For instance, if a 5th level cleric/5th level Necromancer takes two levels of true necromancer, she rebukes undead as a 12th level cleric.
Necromancer: The true necromancer has unsurpassed power over death. When she casts necromantic spells (from the school of Necromancy or the domain of Death), all her spellcaster levels stack for purposes of determining their effect. He does not gain access to higher level spells faster than normal, but the specified spells behave as though cast by some one of that higher level.
For example, a 5th level cleric/5th level wizard/2nd level true necromancer has added his two level increases to his wizard and cleric classes. If he casts an arcane non-necromantic spell, his caster level is 7th, while for a divine, non-death spell it is 7th. However, if he casts a spell from the Necromancy school or Death domain, her effective caster level is 12th (equal to her character level).
Create Undead (Sp): The true necromancer can create undead as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Zone of Desecration (Su): At 2nd level, the true necromancer begins to exert her authority over undead. As a supernatural ability, she is continuously surrounded by a 20 foot radius of negative energy. The effect is otherwise identical to the desecrate spell.
Harm (Sp): On attaining 2nd level, the true necromancer can cause harm as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Circle of Death (Sp): At 3rd level, the true necromancer can create a circle of death as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Waves of Exhaustion (Sp): On attaining 3rd level, the true necromancer can cause waves of exhaustion to emanate in a 60 foot radius burst as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels. The true necromancer can use this ability one additional time for each second level beyond 3rd (twice at 5th, thrice at 7th, and four times at 9th).
Expanded Desecration (Su): At 4th level, the true necromancer extends her authority over undead. The supernatural area of negative energy surrounding her now extends to a radius of 10 feet per spellcaster level. This is a necromantic effect.
Finger of Death (Sp): At 4th level, the true necromancer casts finger of death as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Create Greater Undead (Sp): On reaching 6th level, the true necromancer can create greater undead once per day as a spell-like ability. She must still supply the requisite material component. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster class levels.
Horrid Wilting (Sp): Once per day at 7th level, the true necromancer can cast horrid wilting as a spell-like ability. She must still supply the requisite material components, including divine focus. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Major Desecration (Su): At 9th level, the true necromancer has her authority over undead further enhanced by her dark deity. The supernatural area of negative energy surrounding her extends to a radius of 10 feet per spellcaster level (and is regarded as a necromantic effect), and the area is considered as though it contains an altar (-6 profane penalty on turning checks, +2 profane bonus to attacks, damage rolls, and saving throws and +2 hp per HD for undead within the area. Furthermore, an animate dead creates twice the amount of undead as usual).
Soul Bind (Sp): Once per day, the 8th level true necromancer can cast soul bind as a spell-like ability. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Energy Drain (Sp): At 9th level, the true necromancer can use energy drain as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster class levels.
Astral Projection (Sp): On attaining 10th level, the true necromancer can project astrally as the spell astral projection, as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Well, there it is. A stronger true necromancer than presented in the T&B, but even weaker than the Mystic Theurge in all but Necromancer abilities. I should point out, that in this campaign, there is no possibility of combining Mystic Theurge and the True Necromancer; the are following entirely different pantheons, never mind deities. The True Necromancers belonging to a Monotheistic religion, Mystic Theurges resticted to the good of magic.
If someone can tell me how to present a table so it is all nicely aligned (I've seen it done, just don't know how) I'll gladly polish up this presentation.
True Necromancer
Requirements:
Alignment: Any evil
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks
Spellcasting: Ability to cast divine spells, one of which must be animate dead. Ability to cast arcane spells, which must include spectral hand and vampiric touch.
Special: Must have access to the Death domain or Undeath domain
Class Benefits:
Hit Die: d4
Skill points: 2
Class Skills: Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Search (Int), Spellcraft (Int)
True Necromancers gain no proficiency in any weapon or armour.
Code:
Level BAB Fort Refl Will Special Spells per Day
1 +0 +0 +0 +2 Rebuke, Necromancer, Create Undead +1 level of existing arcane class/+1 of existing divine class
2 +1 +0 +0 +3 Zone of Desecration, Harm +1 level of existing arcane class / +1 of existing divine class
3 +1 +1 +1 +3 Circle of Death, Waves of Exhaustion (1/day) +1 level of existing arcane class / +1 of existing divine class
4 +2 +1 +1 +4 Expanded Desecration, Finger of Death +1 level of existing arcane class / +1 of existing divine class
5 +2 +1 +1 +4 Waves of Exhaustion (2/day) +1 level of existing arcane class / +1 of existing divine class
6 +3 +2 +2 +5 Create Greater Undead +1 level of existing arcane class / +1 of existing divine class
7 +3 +2 +2 +5 Horrid Wilting, Waves of Exhaustion (3/day) +1 level of existing arcane class / +1 of existing divine class
8 +4 +2 +2 +6 Major Desecration, Soul Bind +1 level of existing arcane class / +1 of existing divine class
9 +4 +3 +3 +6 Energy Drain, Waves of Exhaustion (4/day) +1 level of existing arcane class / +1 of existing divine class
10 +5 +3 +3 +7 Astral Projection +1 level of existing arcane class / +1 of existing divine class
Class Features
Spells per day: When a new true necromancer level is gained, the character gains new spells per day as if he had gained a level in a divine spellcasting class, and an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of true necromancer to the level of whatever divine and arcane spellcasting class the character has, then determines spells per day and caster level accordingly. He does still gain effective levels for purposes of rebuking undead (see below) and casting certain spells (see necromancer below).
Rebuke (Su): The true necromancer has great influence over the living dead. Whenever he gains a level in this prestige class, he also gains an effective level for the purposes of rebuking undead. All her Necromancer and Cleric levels stack for purposes of rebuking undead. For instance, if a 5th level cleric/5th level Necromancer takes two levels of true necromancer, she rebukes undead as a 12th level cleric.
Necromancer: The true necromancer has unsurpassed power over death. When she casts necromantic spells (from the school of Necromancy or the domain of Death), all her spellcaster levels stack for purposes of determining their effect. He does not gain access to higher level spells faster than normal, but the specified spells behave as though cast by some one of that higher level.
For example, a 5th level cleric/5th level wizard/2nd level true necromancer has added his two level increases to his wizard and cleric classes. If he casts an arcane non-necromantic spell, his caster level is 7th, while for a divine, non-death spell it is 7th. However, if he casts a spell from the Necromancy school or Death domain, her effective caster level is 12th (equal to her character level).
Create Undead (Sp): The true necromancer can create undead as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Zone of Desecration (Su): At 2nd level, the true necromancer begins to exert her authority over undead. As a supernatural ability, she is continuously surrounded by a 20 foot radius of negative energy. The effect is otherwise identical to the desecrate spell.
Harm (Sp): On attaining 2nd level, the true necromancer can cause harm as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Circle of Death (Sp): At 3rd level, the true necromancer can create a circle of death as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Waves of Exhaustion (Sp): On attaining 3rd level, the true necromancer can cause waves of exhaustion to emanate in a 60 foot radius burst as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels. The true necromancer can use this ability one additional time for each second level beyond 3rd (twice at 5th, thrice at 7th, and four times at 9th).
Expanded Desecration (Su): At 4th level, the true necromancer extends her authority over undead. The supernatural area of negative energy surrounding her now extends to a radius of 10 feet per spellcaster level. This is a necromantic effect.
Finger of Death (Sp): At 4th level, the true necromancer casts finger of death as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Create Greater Undead (Sp): On reaching 6th level, the true necromancer can create greater undead once per day as a spell-like ability. She must still supply the requisite material component. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster class levels.
Horrid Wilting (Sp): Once per day at 7th level, the true necromancer can cast horrid wilting as a spell-like ability. She must still supply the requisite material components, including divine focus. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Major Desecration (Su): At 9th level, the true necromancer has her authority over undead further enhanced by her dark deity. The supernatural area of negative energy surrounding her extends to a radius of 10 feet per spellcaster level (and is regarded as a necromantic effect), and the area is considered as though it contains an altar (-6 profane penalty on turning checks, +2 profane bonus to attacks, damage rolls, and saving throws and +2 hp per HD for undead within the area. Furthermore, an animate dead creates twice the amount of undead as usual).
Soul Bind (Sp): Once per day, the 8th level true necromancer can cast soul bind as a spell-like ability. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Energy Drain (Sp): At 9th level, the true necromancer can use energy drain as a spell-like ability, once per day. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster class levels.
Astral Projection (Sp): On attaining 10th level, the true necromancer can project astrally as the spell astral projection, as a spell-like ability, once per day. She must still supply the requisite material components. This ability is considered a necromantic spell, so the character’s effective caster level is the total of all her spellcaster levels.
Well, there it is. A stronger true necromancer than presented in the T&B, but even weaker than the Mystic Theurge in all but Necromancer abilities. I should point out, that in this campaign, there is no possibility of combining Mystic Theurge and the True Necromancer; the are following entirely different pantheons, never mind deities. The True Necromancers belonging to a Monotheistic religion, Mystic Theurges resticted to the good of magic.
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