Necromancer, Acid Sea Variant (3.5e Class)

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Necromancer, Acid Sea Variant
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Necromancer[edit]

(Necromancer Variant for the use of the Ages of the Acid Sea Campaign Setting) Necromancers go against the established order of the world, Perverting death, which is naturally a release of energy, into a source of Energy. The Necromancer gets his power from the Life of the Energyscape, forcing the energy of rebirth to run backwards.

Making a Necromancer[edit]

Necromancers are powerful allies, and wicked foes. However, their unnatural control of Death makes they themselves unnatural. The penalty for disruption of the world order is a disruption of the internal order of the user.

Abilities: Charisma is an important Ability, as it strengthens and regulates the Necromancer's spells. Because they are unable to wear armor, a high dex can make combat easier on a Necromancer.

Races: Any Race can be a necromancer, though humans seem to be more drawn to it's otherworldly powers, and are more willing to make the necessary compromises.

Alignment: any Chaotic

Starting Gold: as wizard

Starting Age: as wizard

Table: The <-class name->

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Aura of Evil, Undead Servant, Deathwatch, Draw Energy 1/day 2 -
2nd +1 +0 +0 +3 Turn/rebuke Undead 3 0
3rd +2 +1 +1 +3 Ghastly visage 3 1
4th +3 +1 +1 +4 3 2 0
5th +3 +1 +1 +4 Draw Energy 2/day, Body of Undeath 3 3 1
6th +4 +2 +2 +5 Improved Deathwatch 3 3 2
7th +4 +2 +2 +5 3 3 2 0
8th +5 +2 +2 +6 3 3 3 1
9th +6/+1 +3 +3 +6 Body of Further Undeath 3 3 3 2
10th +6/+1 +3 +3 +7 Draw Energy 3/day, 3 3 3 2 0
11th +7/+2 +3 +3 +7 3 3 3 3 1
12th +8/+3 +4 +4 +8 Perfect Deathwatch 3 3 3 3 2
13th +9/+4 +4 +4 +8 Body of Greater Undeath 4 3 3 3 2 0
14th +9/+4 +4 +4 +9 4 4 3 3 3 1
15th +10/+5 +5 +5 +9 Draw Energy 4/day 4 4 4 3 3 2
16th +11/+6/+1 +5 +5 +10 4 4 4 4 3 2 0
17th +12/+7/+2 +5 +5 +10 Body of Utmost Undeath 4 4 4 4 4 3 1
18th +12/+7/+2 +6 +6 +11 4 4 4 4 4 4 2
19th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 3
20th +14/+9/+4 +6 +6 +12 Draw Energy 5/day 4 4 4 4 4 4 4

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (int), Decipher Script (int), Disguise (cha), Knowledge (Arcana)(int), Move Silently (dex), Search (int), Sense Motive (wis), Spellcraft (int).

Class Features[edit]

All of the following are class features of the Necromancer.

Weapon and Armor Proficiency: The Necromancer is proficient with all light and simple weapons, but not with any kind of armor or shield. They are also proficient with the Whip and the scythe.

Spells: Necromancers get their spells from a special book known as the Necronomicon. All Necromancers own a copy of this book. The book has all the following spells in it, and explains how to prepare the spells by using the energy of living things as a source. Necromancers cast spells through Charisma, and as such can only cast spells of a level equal to their Charisma score -10 (A necromancer with a charisma score of 16 can cast 6th level spells.) Like sorcerers, Necromancers prepare their spells at the beginning of each day, using their necronomicon as a reference. losing their Necronomicon means losing the ability to cast spells, though they do not lose the remainder of their class abilities. The number of spells a necromancer can prepare for any given day is listed in the table above. Necromancers choose their spells from the following list:

0— Resistance, Acid Spash, Detect Poison, detect magic, Read Magic, Light, Ghost Sound, Touch of Fatigue, arcane Mark, protection from Chaos/Evil/Good/Law, Detect Undead

1st— Endure Elements, Grease, Mage Armor, obscuring mist, Detect Secret Doors, Identify, Charm Person, Burning Hands, Shocking Grasp, Tenser's Floating disc, Disguise Self, Cause Fear, chill touch, Ray of enfeeblement, Command Undead

2nd— Obscure Object, Resist Energy, Detect Thoughts, See Invisibility, Tasha's Hideous Laughter, Touch of Idiocy, Darkness, Scorching Ray, Shatter, Invisibility, Leomund's Trap, Magic Mouth, Minor Image, misdirection, Blindness, Deafness, false Life, Ghoul Touch, scare, Spectral hand, Gentle Repose, Halt Undead

3rd— Dispel Magic, Explosive runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, deep Slumber, Hold person, Displacement, illusory script, invisibility sphere, Major image, Ray of exhaustion, Vampiric Touch, Animate Dead, fear

4th— Remove Curse, Arcane Eye, detect Scrying, locate creature, scrying, charm Monster, Confusion, Crushing despair, Geas, lesser, Otiluke's resilient sphere, illusory Wall, invisibility, greater, phantasmal killer, bestow curse, contagion, enervation

5th— Dismissal, Cloudkill, teleport, dominate person, feeble mind, hold monster, dream, false vision, Nightmare, persistent image, Blight, Magic Jar, Symbol of Pain, Waves of fatigue, Create Undead, Undeath to Death

6th— Dispel magic, greater, Repulsion, Acid fog, symbol of persuasion, Contingency, mislead, permanent image, programmed image, Circle of death, Eyebite, symbol of fear


Aura of Evil (Ex): The power of a Necromancer's Aura of Evil is equal to his Necromancer level, just like Evil aura of a Cleric of an Evil deity.

Undead Servant:A 1st level necromancer can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.

Deathwatch (Sp): At first level the Necromancer has the ability to sense beings who are dead, close to dead, or undead, as per the spell deathwatch. They are able to use this ability as a free action, and do not need to dispense a spell slot of any level for the day. The number of times a Necromancer can use this ability per day is equal to 1+their charisma modifier. As with the spell, the range of a Necromancer's Deathwatch is 30ft, but increases to 60ft at 6th Level, and again to 120ft at 12th level.

Draw Energy (Su): At first level the Necromancer obtains the ability to steal and contain the potential energy of a dying or recently deceased individual for later use. To use this ability they must possess and unholy symbol with which to contain the energy. The necromancer must first use his Deathwatch ability, and without moving from the place where he used Deathwatch, can then drain the Potential energy from all Dead or helpless creatures within their deathwatch range. A creature who is subject to this ability dies. If they attempt to use this ability on a creature who is conscious and below 0 HP, The creature must make a will save or be killed and drained of their energy. A necromancer cannot draw energy from a creature whose HP is above 0. When potential energy is pulled from a corpse, the symbol is charged with a number of Energy 'points' equal to the HD of the creature(s) that have been drained of their energy. The maximum number of 'points' that can be charged into the symbol is equal to the User's Necromancer level + his charisma modifier. At any time after their symbol has been charged with energy, the necromancer can expel negative energy from the symbol as a standard action, dealing one point of damage per expended energy point to all creatures in it's Deathwatch area.

Turn Undead (Su): A Necromancer of 2nd level can turn undead a number of times per day equal to 3 + his charisma modifier. He turns undead like a cleric of two levels lower would.

Ghastly Visage (Su): A necromancer, as he gets more acquainted with undeath, his body begins to exude a general presence of malice. general towns people tend to steer clear of him. He gains a -2 to diplomacy checks and +2 to bluff checks when dealing with average town folks.

Body of Undeath (Su): As a necromancer steeps deeper into undeath, his perversion of the Energyscape starts to effect his physical form in negative ways. His physical body begins to dystrophy as he gains greater affinity with undeath. He takes a permanent -2 to his constitution score. However, he gains a +4 on all saving throws against sleep, stun, paralysis, poison, or disease.

Body of Further Undeath (Su): At 9th level a necromancer's body continues to dystrophy. He loses an additional 2 points of constitution permanently. Conversely, his magically altered body has stronger resistance to forces that would seek to destroy it. He gains a +4 on saving throws made to resist Ability Damage.

Body of Greater Undeath (Su): At 13th level A necromancer loses another 2 constitution points permanently. His corpse-like body gains a +2 natural armor bonus as a result.

Body of Utmost Undeath (Su): At 17th level a necromancer loses another 2 constitution points, and as a result he gains 30% resistance to Critical hits. His body is sustained by negative energy more so than by bodily functions, and as such he is not as vulnerable to some critical hits.


Ex-Necromancers[edit]

Necromancers who become lawful lose all their class abilities. Necromancers who cease worshiping the necronomicon die.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
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->

<-Lather, rinse...->

<-... repeat.->

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[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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[edit]

Playing a <-class name->[edit]

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[edit]

<-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[edit]

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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-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.->.



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