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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="ForeverSlayer" data-source="post: 6283522" data-attributes="member: 91812"><p>Necromancy School</p><p>The dread and feared necromancer commands undead</p><p>and uses the foul power of unlife against his enemies.</p><p>Power over Undead (Su): You receive Command Undead</p><p>or Turn Undead as a bonus feat. You can channel energy</p><p>a number of times per day equal to 3 + your Intelligence</p><p>modifier, but only to use the selected feat. You can take</p><p>other feats to add to this ability, such as Extra Channel</p><p>and Improved Channel, but not feats that alter this ability,</p><p>such as Elemental Channel and Alignment Channel. The</p><p>DC to save against these feats is equal to 10 + 1/2 your</p><p>wizard level + your Charisma modifier. At 20th level,</p><p>undead cannot add their channel resistance to the save</p><p>against this ability.</p><p>Grave Touch (Sp): As a standard action, you can make</p><p>a melee touch attack that causes a living creature to</p><p>become shaken for a number of rounds equal to 1/2 your</p><p>wizard level (minimum 1). If you touch a shaken creature</p><p>with this ability, it becomes frightened for 1 round if it</p><p>has fewer Hit Dice than your wizard level. You can use</p><p>this ability a number of times per day equal to 3 + your</p><p>Intelligence modifier.</p><p>Life Sight (Su): At 8th level, you gain blindsight to a range of</p><p>10 feet for a number of rounds per day equal to your wizard</p><p>level. This ability only allows you to detect living creatures</p><p>and undead creatures. This sight also tells you whether a</p><p>creature is living or undead. Constructs and other creatures</p><p>that are neither living nor undead cannot be seen with</p><p>this ability. The range of this ability increases by 10 feet at</p><p>12th level, and by an additional 10 feet for every four levels</p><p>beyond 12th. These rounds do not need to be consecutive.</p><p></p><p>This is the Pathfinder Specialist Necromancer Wizard. You get what you want right off the bat.</p></blockquote><p></p>
[QUOTE="ForeverSlayer, post: 6283522, member: 91812"] Necromancy School The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive. This is the Pathfinder Specialist Necromancer Wizard. You get what you want right off the bat. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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