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 Martyr Necromancer
The road to necromancy is often very difficult and unrewarding. A quick path to such power is the somewhat masochistic way of the Martyr Necromancer, where one puts his essence into the creation of an undead husk. The creation is somewhat direct and very intimidating to most people, and is therefore avoided by most. The few impatient and desperate individuals, however, enjoy their creations to an extent that can never truly be understood by any other necromancer. Within a party, many do not trust him, even though he may work very well with them. Druids and paladins have an intense distrust of undead and allies of undead, so a party with more than one of those may not be a good place for a martyr necromancer. He works as a weak spell caster with a very powerful fighter friend, meaning he can fill a few roles.
 Making a Martyr Necromancer
On the positive side, players get to create fighters stronger than the actual fighters within the party and can adapt them based on the situation. On the negative side, protecting the caster from danger and keeping track of the fine tuning are somewhat tedious jobs.
Abilities: Most of the abilities are as important as the player thinks they are. Sure, the spells are based off of Charisma, but the class only gains spells up to 4th level. Intelligence is also somewhat important in terms of learning more skills. However, the rest of the stats depend on what the player wishes his minion to be able to do. Read on to see what sacrifices bring what benefits.
Races: Any race has the potential to become a Martyr Necromancer, but it is mostly a road for the impatient. Humans, orcs, and other short-lived races are drawn to this race more than the others.
Alignment: The sheer amount of undead energy constantly coursing through the necromancer makes any detection claim he is evil. This is not always consistent with his true alignment, however. Martyr Necromancers lean towards evil, but no inherent barriers prevent them from being good.
Starting Gold: 5d10 gold (27.5)
|Saving Throws||Special||Spells per Day|| Power
| Maximum Power|
|1st||+0||+0||+0||+2||Extra Undead HD, Drain Life 1d4, Sacrifice Self||6||-||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Drain Life 2d4, Undead Feat||6||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Extra Undead HD 2, Drain Life 3d4||6||6||—||—||—||—||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Drain Life 4d4||6||6||—||—||—||—||—||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Drain Life 5d4, Undead Feat||6||6||6||—||—||—||—||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Extra Undead HD 3, Improved Sacrifice||6||6||6||—||—||—||—||—||—||—||—||—||—|
|11th||+5||+3||+3||+7||Drain Life 6d4||6||6||6||6||—||—||—||—||—||—||—||—||—|
|13th||+6/1||+4||+4||+8||Drain Life 7d4||6||6||6||6||—||—||—||—||—||—||—||—||—|
|15th||+7/+2||+5||+5||+9||Drain Life 8d4, Extra Undead HD 4, Undead Feat, Imbue Living||6||6||6||6||6||—||—||—||—||—||—||—||—|
|17th||+8/+3||+5||+5||+10||Drain Life 9d4||6||6||6||6||6||—||—||—||—||—||—||—||—|
|19th||+9/+4||+6||+6||+11||Drain Life 10d4||6||6||6||6||6||—||—||—||—||—||—||—||—|
|20th||+10/+5||+6||+6||+12||Extra Undead HD 5, Undead Clone||6||6||6||6||6||—||—||—||—||—||—||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
 Class Features
Sacrifice self is the primary feature of the Martyr Necromancer. He places his essence into void and trades it for an undead minion he can control. The minion looks however visually the caster wishes, though it must be obviously undead and maintains its movement of 30 ft and medium size. The caster and minion share the same mind, meaning the caster sees and acts independently of the minion and vice versa, though they also share images and thoughts, really maintaining a dual mindset with knowledge from both locations. This process is a standard action. It is capable of taking damage instead of its master when the Martyr Necromancer is attacked. He can choose to spend his own hit dice and attributes to create and enhance an undead creature. He takes temporary damage to his maximum health equal to Xd4 where X is the number of hit dice being spent. The hit dice can only be from the Martyr Necromancer class. For every hit die spent, the undead minion gains a hit die of 1d12. The undead is treated as having a slam attack of 1d10 damage per 3 hit dice, rounded down. If it has 5 hit dice, it deals 2d10 damage with no attack bonus. Normally it also has an armor class of 10. He can also choose to spend attributes, which give unique bonuses. These attribute points must be from his base score, not from item modifiers. If the undead dies before being dismissed, the Martyr Necromancer loses all he placed in his minion unless he can have 24 hours of rest, interrupted or not. Dismissing the minion is a swift action which can only be done on the caster's turn. The attribute bonuses are as follows:
Strength- Undead gains +1 bludgeoning damage and +2 to hit for every point of strength invested.
Dexterity- Undead gains a +4% miss chance defense for every point of dexterity invested. This cannot exceed 90%
Constitution- Undead gains damage reduction 1/- for every two points of constitution invested.
Wisdom- Undead gains spell resistance of 2 for every wisdom invested.
Intelligence- Undead gains +1 negative energy damage for every two points of intelligence invested.
Charisma- Undead gains an aura of fear, DC 2 per point of charisma invested. The aura has a 10 foot radius. Any enemy that fails the will save will either be forced to run away (if it has 5 or more less hit dice than the undead) or be shaken (if it has less hit dice than the undead). Creatures with more hit dice than the undead creature are immune to this effect.
Drain Life is a melee touch attack which can be transmitted through the minion. It deals as much damage as the chart says it does and heals the caster as much as it damages the enemy. This is a standard action. When in the minion, one drain life can be stored per hit die it has and all are expended the next time the minion hits an enemy. The hit points recovered from drain life can go to the caster and minion simultaneously provided the total hit points gained are equivalent or less than the damage from the life drain.
Extra Undead HD (hit die) means the necromancer has a free hit die to spend on his minion. He gets one of these at level 1, 5, 10, 15, and 20. All the benefits associated with giving hit dice are applied to the minion, but the caster does not have to lose a hit die for the minion to have it. This means a caster at level 1 has two hit dice it can give to the minion.
Undead Feat adds style to the minion. The player chooses a feat, ignoring class and attribute requirements for the feat. These feats are given to the undead minion while it is summoned. If weapon proficiencies are chosen, the negative energy damage bonuses the minion can have do not apply to the weapon damage.
Improved sacrifice affects the attribute spending of Sacrifice Self. In all examples of spending, the reward is doubled. Another way of thinking of it is the cost is halved. Either way, the Martyr Necromancer feels much more satisfaction with his resources.
Imbue Living allows the Martyr Necromancer to sacrifice his attributes and direct the benefits to himself and other allies. This is a great place to put "useless" points the player does not feel like giving his minion.
The Undead Clone is an addition to the Martyr Necromancer's arsenal. At no additional cost, he can summon a weaker version of his current minion. This clone looks somewhat smaller than the true minion. Its stats are equivalent to half of the current minion's stats. If the true minion has 12 hit points and an attack bonus of 2, the clone has 6 hit points and an attack bonus of 1.
All of the following are class features of the Martyr Necromancer.
Weapon and Armor Proficiency: Simple weapons and no armor.
Spells: Martyr Necromancers cast arcane spells with the potential of sorcerers but the discovery rate of Paladins. They are based off of Charisma, as Martyr Necromancers are self-taught for the most part. Martyr Necromancers choose their spells from the following list:
0— All necromancy cantrips
1st— All first level necromancy school and death domain spells
2nd— All second level necromancy school and death domain spells
3rd— All third level necromancy school and death domain spells
4th— All fourth level necromancy school and death domain spells
Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:
0—<-powers, powers, powers->
1st—<-powers, powers, powers->
2nd—<-powers, powers, powers->
3rd—<-powers, powers, powers->
4th—<-powers, powers, powers->
5th—<-powers, powers, powers->
6th—<-powers, powers, powers->
7th—<-powers, powers, powers->
8th—<-powers, powers, powers->
9th—<-powers, powers, powers->
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-psi-like class feature-> (Ps): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-supernatural class feature-> (Su): <-class feature game rule information->
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
 Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.