Reanimator (3.5e Class)
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[edit] Reanimator
The reanimator is one who invests his time in the research of awakening the bodies of the dead to serve him. A reanimator is usually a very evil person, but few use their power in the name of justice. A reanimtor can not only raise normal undead to serve him, but he can also create an undead that serves as a kind of familiar, and he can turn the corpses of his victims into more minor undead with specific functions.
[edit] Making a reanimator
| This section needs a more complete description. For more information please look here |
Reanimators are potent and usually evil beings. Through reviving the bodies of the fallen, the reanimator creates the best allies of all - those who have no will of their own. However, with this being said, the reanimator is very frail and vulnerable to the attacks of his enemies. He can fill the role of a fighter in the group, having his minions lead the group and take lots of damage, or he may protect himself and his allies with them in much the same way.
Abilities: Charisma is important for a reanimator's main skills. Wisdom is good for his secondary abilities. Constitution helps the reanimator live longer.
Races: Humans most generally walk the path of the reanimator, though elves and especially drow will sometimes choose this class.
Alignment: A reanimator can not be good nor chaotic.
Starting Gold: 3d8 &10 (gp).
Starting Age: moderate
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +0 | +2 | Reanimate the Dead, Aura of the undead. | ||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +3 | Gift of Shadows | ||||||||||||||||||||||||||||||||||||
| 3rd | +1 | +1 | +1 | +3 | Minor Creation 1/day | ||||||||||||||||||||||||||||||||||||
| 4th | +2 | +1 | +1 | +4 | Ebon Armor I | ||||||||||||||||||||||||||||||||||||
| 5th | +2 | +1 | +1 | +4 | Infernal Name, Lesser Raising, Minor Creation 3/day | ||||||||||||||||||||||||||||||||||||
| 6th | +3 | +2 | +2 | +5 | ------------------------ | ||||||||||||||||||||||||||||||||||||
| 7th | +3 | +2 | +2 | +5 | Improved Gift of Shadows | ||||||||||||||||||||||||||||||||||||
| 8th | +4 | +2 | +2 | +6 | Ebon Armor II | ||||||||||||||||||||||||||||||||||||
| 9th | +4 | +3 | +3 | +6 | Minor Creation 4/day, Ebon Armor III | ||||||||||||||||||||||||||||||||||||
| 10th | +5 | +3 | +3 | +7 | Major Raising | ||||||||||||||||||||||||||||||||||||
| 11th | +5 | +3 | +3 | +7 | Vengeful Spirit, Greater Gift of Shadows | ||||||||||||||||||||||||||||||||||||
| 12th | +6/+1 | +4 | +4 | +8 | Minor Creation 5/day, | ||||||||||||||||||||||||||||||||||||
| 13th | +6/+1 | +4 | +4 | +8 | --- | ||||||||||||||||||||||||||||||||||||
| 14th | +7/+2 | +4 | +4 | +9 | |||||||||||||||||||||||||||||||||||||
| 15th | +7/+2 | +5 | +5 | +9 | Greater Raising, Minor Creation 6/day | ||||||||||||||||||||||||||||||||||||
| 16th | +8/+3 | +5 | +5 | +10 | Ebon Armor IV | ||||||||||||||||||||||||||||||||||||
| 17th | +8/+3 | +5 | +5 | +10 | Above Death, Ebon Armor V | ||||||||||||||||||||||||||||||||||||
| 18th | +9/+4 | +6 | +6 | +11 | Minor Creation 7/day | ||||||||||||||||||||||||||||||||||||
| 19th | +9/+4 | +6 | +6 | +11 | --- | ||||||||||||||||||||||||||||||||||||
| 20th | +10/+5 | +6 | +6 | +12 | ,legendary raising | ||||||||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
Reanimators can't cast spells and have no physical prowess themselves. A reanimator's true power lies in his ability to raise and bolster his minions in a way that they may effectively serve him. All of the following are class features of the reanimator.
Weapon and Armor Proficiency: Reanimators are proficient with all weapons, and are not proficient with any type of armor or shields.
Reanimate the Dead (Ex): At will, a reanimator may revive one fallen enemy through a necromantic ritual similar to the Animate Dead spell. This costs no gold, requires five uninterrupted minutes to prepare the body, and the HD limit is equal to the user's reanimator levels. The undead creature may be raised with equal or less HD than it had in life, at the reanimator's descression, but never more. The type of undead to be created is chosen from those available based on the tier of Raising the reanimator has access to, based on level (ghouls and ghasts at level 5, mummies and shadows at level 10, etc.) with the restrictions noted in the ability descriptions. This may not be used on the corpses of plants, oozes, constructs, elementals, or undead. The undead you create do not retain the shape or size of the corpse used (skeletons and zombies are always human-based), but do use up the corpse as fuel, leaving only tainted ash.
The undead created by this ability are linked to the reanimator in such a way that he must command them to attack or use abilities telepathically, requiring a full round of concentration as if he were casting a spell with verbal and somatic componants; otherwise, they follow the reanimator around and carry out simple, non-combat commands. If the reanimator would be subject to anything that would normally cause him to make a concentration check as if he were casting a spell, he must do so as if it were a spell in level equal to half the HD of undead controlled, rounded down. If this check is failed, he must either give up control of his undead that turn, or take one point of damage per HD of undead he controls to have them carry out the combat order. If the reanimator is ever rendered unconcious or for whatever reason, his undead wait in place for their next command, but will defend themselves if attacked. The reanimator may intentionally destroy any undead under his control as a standard action. If the reanimator is killed, his undead return to death with him.
These undead may be turned or rebuked, but never destroyed or controlled. A reanimator may make a check as a free action, adding his reanimator levels and charisma bonus, DC 15 + total hit dice of all turned/rebuked undead, in order to free all of them from this effect, repeatable once per round.
A zombie raised by this ability does not gain the double HD noted in the template description. Raising a creature that causes the total HD of the undead under control to become greater than the user has reanimator levels is not possible. Wearing any type of armor or shield interferes with the control of the reanimator's minions resulting in this HD limit being halved.
Aura of Undeath (Ex): The reanimator constantly emits an aura of negative energies only detectable to other reanimators, the reanimator's own undead, and those using a detect evil spell, where the reanimator has an aura as an evil cleric of the same level.
The range of this aura is 5 ft. for every point of charisma bonus the reanimator has. For example, Kyle, the Elven reanimator, has a charisma of 17 giving him a bonus of +3, meaning his aura's range would be 15 ft. Even if the reanimator has no charisma bonus or a penalty, the range of this ability is still 5 ft. Any of the reanimator's undead within range of this aura gain a special ability as noted on the table below.
This aura has a very negative effect on the subconcious of strangers, and any charisma based check carried out by a reanimator when interacting with a non-evil NPC within range takes a -8 penalty; the aura cannot be suppressed.
| Type | Ability Bonus| | Skeleton | +1 to attack and damage roll per HD of the skeleton. | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ghoul | +1 to attack roll for each similarly controlled undead within 5 ft (max of +4). | ||||||||||||||||||||||||||||||||||||||||
| Ghast | Able to eat one corpse per day (rendering it useless for other purposes), healing Xd4 where X is the HD of the ghoul. | ||||||||||||||||||||||||||||||||||||||||
| Wraith | Negates daylight powerlessness of the wraith | ||||||||||||||||||||||||||||||||||||||||
| Morhg | Increases the DC of the fortitude save cuased by Paralyzing Touch by one fourth of the morhg's HD, rounded down. | ||||||||||||||||||||||||||||||||||||||||
| Bodak | Negates vulnerability to sunlight of the bodak. | ||||||||||||||||||||||||||||||||||||||||
| Devourer | Devourers may only use their spell-like abilities while inside the aura. | Zombie | 1 bonus AC per HD of the zombie. | ||||||||||||||||||||||||||||||||||||||
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
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| 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-> | ||||||||||||||||||||||||||||||||||||||||
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<-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 Reanimator 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->.
[edit] <-Sample race of your choice-> Reanimator Starting Package
| This section needs a more complete description. For more information please look here |
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.->.
[edit] Campaign Information
[edit] Playing a Reanimator
Necessary information for playing a Reanimator.
Religion: Normally Reanimators worship Wee Jas being associated with death and magic.
Other Classes: Reanimators tend to be used to the company of undead and therefore are not very sociable.
Combat: back line or maybe near he front to utilize some of his combat raising.
Advancement: Suggested, Dread Necromancer.
[edit] Reanimators in the World
Template:Reactions from the world around Reanimators and what happens in daily life of a Reanimator.
| “ | corpses are people in need of a little... fixing. | ” |
| —Henretic, Human Reanimator | ||
Reanimators tend to be unsociable and hostile so they tend to have not to many people like them.
Daily Life: Raise dead from graveyard in the night but stay close to party during the day and keeping his undead hidden.
Notables: Alenterok Elven Reanimator.
Organizations:they tend to meet in cemetery's and talk bout their undead to more or less brag but they can plan takeovers of city's by keeping undead posted all around the graveyard.
NPC Reactions: Dislike for no other reason than the smell of death and the undeath aura.
[edit] Reanimator Lore
Template:Lore about Reanimators
Characters with ranks in knowledge religion can research Reanimators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | These types of necromancers specialize in raising the dead. |
| 10 | Reanimators have no casting ability. |
| 15 | They can raise powerful undead and some minor at will. |
| 20 | Reanimators meet in cemetery's and can easily help any party destroy a village or an opponent of any kind. |
[edit] Reanimators in the Game
| This section needs a more complete description. For more information please look here |
<-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 whatever: <-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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