https://www.dandwiki.com/w/api.php?action=feedcontributions&user=74.182.83.96&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T07:10:05ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=SRD_Talk:Saving_Throw&diff=629094SRD Talk:Saving Throw2013-07-28T02:35:17Z<p>74.182.83.96: </p>
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<div>== Ability Modifiers Link ==<br />
<br />
The ability modifiers link leads to nothing. Someone more qualified should probably fix that. --[[User:Tug|Tug]] 15:43, 7 April 2008 (MDT)<br />
<br />
:Fixed. Thanks! --[[User:Aarnott|Aarnott]] 16:18, 7 April 2008 (MDT)<br />
<br />
== Denied Saving Throws ==<br />
<br />
Is there a page explaining when you are denied a reflex save? Like under certain circumstances? I can think of helpless, but what other situations deny the ability to save? --[[User:Name Violation|Name Violation]] 03:41, 26 January 2010 (UTC)<br />
<br />
:As best as I recall, there are no circumstances where you lose your saving throw. The penalties may get amazingly big, but you always get to roll d20. --[[User:Dmilewski|Dmilewski]] 22:58, 27 January 2010 (UTC)<br />
<br />
== Applying bonuses to saves? ===<br />
<br />
My character has a +4 Dexterity Modifier, and the armor adds an additional +6 Dexterity Modifier as well. When attempting a Reflex Save, would I be using only the +4, or the whole +10?<br />
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Whole +10. [[Special:Contributions/74.182.83.96|74.182.83.96]] 20:35, 27 July 2013 (MDT)</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Farmer_(3.5e_Class)&diff=586420Farmer (3.5e Class)2012-08-27T05:54:09Z<p>74.182.83.96: Undo revision 586140 by Rouge Luffy (talk)</p>
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<div>{{needsbalance|why does a farmer gain access to spells?}}<br />
{{stub|Missing epic, starting package, and an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Hold yer horses, dag nabbit!<br />
|editing=<br />
|type=Skilled<br />
|desc=Commoners of the world unite! Don't let the normal heroes have all the fun, someone's got to slay the dragon between harvest seasons.<br />
}}<br />
<br />
==Farmer==<br />
<br />
Farming! Yay for farming! If it weren't for us farmers you dern adventurer's wouldn't be enjoyin' that beer right now, ye' here!?<br />
<br />
===Making a Farmer===<br />
<br />
You laugh now, but who do you think makes that food for you heroes while you're eating at the inn? And who has fields for saving against dragons? Right, us farmers! In a way, you adventurers owe us for giving you jobs, dang nabbit.<br />
<br />
'''Abilities:''' Skills are important but the farmer can use his Wisdom to gain them, cause he don't need those fancy city book learnin'. Of course, farmwork is hard, and you need the Constitution to endure, as well as Strength to move the hay and work in the fields.<br />
<br />
'''Races:''' All races have farmers, some more than others. Humans are the pinnacle of farming NPCdom.<br />
<br />
'''Alignment:''' Any, though usually Neutral, and even more True Neutral. Evil farmers slash and burn forests for farming and profit. Good farmers are environmentally friendly.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Farmer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Animal Companion, I Reckon, Don’t Touch My Daughter 1/day, Plant Empathy<br />
|1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Green/Brown Thumb, Farmin' Skills<br />
|2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[SRD:Endurance|Endurance]], Farmer's Health<br />
|2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Turn Pests, Farming Style 1<br />
|2||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Don’t Touch My Daughter 2/day, Stubborn Git<br />
|3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Farm Anywhere, Improved Farmin'<br />
|3||2||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | Mettle<br />
|3||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Farming Style 2<br />
|4||3||2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Landlord of the Farm<br />
|4||3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Don’t Touch My Daughter 3/day, Crop Circles<br />
|4||4||3||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Early to Rise, [[SRD:Speak with Animals|Speak with Animals]] at will<br />
|5||4||3||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Farming Style 3<br />
|5||4||4||3||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Camouflage<br />
|5||5||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | Tireless Worker<br />
|6||5||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Don’t Touch My Daughter 4/day, Crop Circles<br />
|6||5||5||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Farming Style 4<br />
|6||6||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Domestication 1/week<br />
|6||6||5||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Healthy Eatin'<br />
|6||6||6||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Domestication 2/week<br />
|6||6||6||5||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Don’t Touch My Daughter 5/day, Alien Abduction<br />
|6||6||6||6||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Wisdom|Wis]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Farmer.<br />
<br />
'''Weapon and Armor Proficiency:''' Farmers are proficient with the throwing axe, light hammer, handaxe, sap, flail, scythe, and the kama. Farmers are proficient with light armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' The Farmer can employ special infusions that are Wisdom based. These farming infusions are like spells, but are neither arcane nor divine, and have no arcane spell failure. They otherwise act as spells. As they are not spells per se, even if the spell Entangle is on the infusion list, the farmer cannot activate a wand of entangle from a druid's spell without a Use Magic Device check. Wisdom determines which spells a Farmer can use, how many they get, and the save DCs. They know all spells from the list, and prepare them as a cleric. These infusions follow the rules listed in the Eberon class setting for casting infusions, this includes casting time guidelines and all other relevant calculations. Farmers choose their infusions from the following list:<br />
<br />
1st&mdash;[[SRD:Create Water|Create Water]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Guidance|Guidance]], [[SRD:Know Direction|Know Direction]], [[SRD:Mending|Mending]], [[SRD:Purify Food and Drink|Purify Food and Drink]], [[SRD:Calm Animals|Calm Animals]], [[SRD:Charm Animal|Charm Animal]], [[SRD:Detect Animals or Plants|Detect Animals or Plants]], [[SRD:Detect Snares and Pits|Detect Snares and Pits]], [[SRD:Endure Elements|Endure Elements]], [[SRD:Entangle|Entangle]], [[SRD:Goodberry|Goodberry]], [[SRD:Hide from Animals|Hide from Animals]], [[SRD:Longstrider|Longstrider]], [[SRD:Magic Stone|Magic Stone]], [[SRD:Speak with Animals|Speak with Animals]], [[SRD:Summon Nature's Ally I|Summon Nature’s Ally I]]<br />
<br />
2nd&mdash;[[SRD:Animal Messenger|Animal Messenger]], [[SRD:Animal Trance|Animal Trance]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Fire Trap|Fire Trap]], [[SRD:Hold Animal|Hold Animal]], [[SRD:Reduce Animal|Reduce Animal]], [[SRD:Lesser Restoration|Lesser Restoration]], [[SRD:Soften Earth and Stone|Soften Earth and Stone]], [[SRD:Summon Nature's Ally II|Summon Nature’s Ally II]], [[SRD:Warp Wood|Warp Wood]], [[SRD:Wood Shape|Wood Shape]]<br />
<br />
3rd&mdash;[[SRD:Diminish Plants|Diminish Plants]], [[SRD:Dominate Animal|Dominate Animal]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Plant Growth|Plant Growth]], [[SRD:Poison|Poison]], [[SRD:Quench|Quench]], [[SRD:Remove Disease|Remove Disease]], [[SRD:Snare|Snare]], [[SRD:Speak with Plants|Speak with Plants]], [[SRD:Stone Shape|Stone Shape]], [[SRD:Summon Nature's Ally III|Summon Nature’s Ally III]]<br />
<br />
4th&mdash;[[SRD:Antiplant Shell|Antiplant Shell]], [[SRD:Blight|Blight]], [[SRD:Command Plants|Command Plants]], [[SRD:Control Water|Control Water]], [[SRD:Freedom of Movement|Freedom of Movement]], [[SRD:Repel Vermin|Repel Vermin]], [[SRD:Rusting Grasp|Rusting Grasp]], [[SRD:Summon Nature's Ally IV|Summon Nature’s Ally IV]]<br />
<br />
5th&mdash;[[SRD:Animal Growth|Animal Growth]], [[SRD:Awaken|Awaken]], [[SRD:Commune with Nature|Commune with Nature]], [[SRD:Control Winds|Control Winds]], [[SRD:Insect Plague|Insect Plague]], [[SRD:Summon Nature's Ally V|Summon Nature’s Ally V]], [[SRD:Transmute Mud to Rock|Transmute Mud to Rock]], [[SRD:Transmute Rock to Mud|Transmute Rock to Mud]], [[SRD:Wall of Thorns|Wall of Thorns]]<br />
<br />
6th&mdash;[[SRD:Find the Path|Find the Path]], [[SRD:Fire Seeds|Fire Seeds]], [[SRD:Ironwood|Ironwood]], [[SRD:Liveoak|Liveoak]], [[SRD:Move Earth|Move Earth]], [[SRD:Repel Wood|Repel Wood]], [[SRD:Stone Tell|Stone Tell]], [[SRD:Summon Nature's Ally VI|Summon Nature’s Ally VI]], [[SRD:Transport via Plants|Transport via Plants]], [[SRD:Wall of Stone|Wall of Stone]]<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer gains an animal companion as a druid of his farmer level. The animal companion is a horse, dog, cow, bull, ox, goat, ram, camel, bison, lamb, or chicken. so it can be used in the fields.<br />
<br />
'''{{#anc:I Reckon}}:''' The farmer hears a lot of gossip from the locals over time. For that reason they possess an ability similar to bardic knowledge, but instead it is based on their wisdom modifier. A farmer may make a special I Reckon check with a bonus equal to his farmer level + his [[SRD:Wisdom|Wisdom]] modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the farmer has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.<br />
<br />
A successful I Reckon check will not reveal the powers of a magic item but may give a hint as to its general function. A farmer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.<br />
<br />
'''{{#anc:Don’t Touch My Daughter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Farmers can be a protective lot, and dem charismatic strangers always be waltzin' into their towns, takin' their women and then running off leaving babies and red bumpies in their wake. As such a farmer has an almost supernatural smite against them.<br />
<br />
Once per day, a farmer may attempt to smite someone with one normal melee attack. This is similar to the paladin ability but he adds his opponent's Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per farmer level. Them darn charismatic bastards had it comin' to them.<br />
<br />
At 5th level, and at every five levels thereafter, the farmer may use Don’t Touch My Daughter one additional time per day, as indicated on Table: The Farmer, to a maximum of five times per day at 20th level. <br />
<br />
'''{{#anc:Plant Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer can improve the attitude of a plant-creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The farmer rolls 1d20 and adds his farmer level and his Charisma modifier to determine the plant empathy check result.<br />
<br />
To use plant empathy, the farmer and the plant creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a plant in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
<br />
A farmer can also use this ability to influence fay with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. <br />
<br />
'''{{#anc:Farmin' Skills}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Farming is the farmer's life. Even if he's out followin' those no good adventurerin' types, he still remembers his roots. At 2nd level and beyond he adds half his farmer level (rounded down) as a bonus to his Profession (Farming) checks.<br />
<br />
'''{{#anc:Green/Brown Thumb}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 2nd level, a farmer with a Charisma score of 12 or higher can heal plants by touch. Each day he can heal a total number of hit points of damage equal to his farmer level × his Charisma bonus. A farmer may choose to divide his healing among multiple plants, and he doesn’t have to use it all at once. Using Green Thumb is a standard action.<br />
<br />
Alternatively, a farmer can use any or all of this power to harm plant creatures. Using Brown Thumb, the polar opposite of Green Thumb, in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The farmer decides how many of his daily allotment of points to use as damage after successfully touching an plant creature. <br />
<br />
'''{{#anc:Endurance}}:''' Farm work is hard and takes a lot of effort. At 3rd level a farmer gains [[SRD:Endurance|Endurance]] as a bonus feat.<br />
<br />
'''{{#anc:Farmer's Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Working on the farm builds strong, hearty bodies. At 3rd level a farmer gains immunity to all diseases, including supernatural and magical diseases.<br />
<br />
'''{{#anc:Turn Pests}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a farmer reaches 4th level, he knows just the right pesticides to turn plants, vermin, and animals. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns plants, vermin, and animals as a cleric of three levels lower would turn undead.<br />
<br />
'''{{#anc:Farming Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level a farmer decides what his focus in farming will be. At 8th, 12th, and 16th level he gains additional benefits to whatever farming style he originally took.<br />
<br />
''{{#anc:Gardener}} :'' At 4th level, your turning of plants is equal to your farmer level. In addition, the caster level of all plant based spells (such as entangle) have their caster level increased by 1. It increases again at 8th, 12th, and 16th level to a maximum of +4 CL. You also gain half your class level to Knowledge Nature or Survival checks to identify plants.<br />
<br />
''{{#anc:Harvester}} :'' You gain Weapon Focus in all farmer class weapons at 4th level. At 8th level you gain Weapon Specialization, Greater Weapon Focus at 12th level, and then Greater Weapon Specialization at 16th level. It applies to all farmer weapons.<br />
<br />
''{{#anc:Rancher}} :'' At 4th level your effective druid level for your animal companion rises by 1. At 8th, 12th, and 16th level it rises by 1 again to a total of +4 effective levels at 16th level.<br />
<br />
''{{#anc:Agribusiness}} :'' You gain a 25% bonus to Profession checks to earn money at 4th level. At 8th level this bonus becomes 50%, at 12th level it becomes 75%, and at 16th level it becomes 100% effectively doubling your profits.<br />
<br />
'''{{#anc:Stubborn Git}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A farmer tends to be set in his ways. You city folk wouldn't understand. At 5th level, a farmer may add his [[SRD:Charisma|Charisma]] bonus to all his saving throws. This ability does not stack with the paladin ability Divine Grace.<br />
<br />
'''{{#anc:Farm Anywhere}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows all the tricks of the trade. At 8th level, you may attempt to grow crops just about anywhere, even in a desert. As long as there is sand or soil and at least a little water, you may grow crops with irrigation tricks, love, and care.<br />
<br />
'''{{#anc:Improved Farmin'}}:''' At 8th level, farmers are able to make a good profit by growing higher quality crops. You now earn your full Profession check in gold pieces per week from making Profession (farmer) checks.<br />
<br />
'''{{#anc:Landlord of the Farm}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a farmer finally is able to afford workers to farm in his stead and generate profit for him. He gains workers for his farms afar. To determine how many workers are under his employ, see the leadership chart, and treat him as having the leadership feat for determining the number of followers only.<br />
<br />
Every week he may make a Profession Farmer check, and add the levels of all his workers to his check. He gains this as a weekly allowance, even if the farmer himself is not actively farming. If he is actively farming he may make his own check, sans the bonus from the workers, effectively being able to gain money from his farming twice a week.<br />
<br />
If the farmer has the Leadership feat, he may add +2 to his Landlord of the Farm's effective leadership score for determining the number of workers he possesses.<br />
<br />
If the farmer has the Landlord feat (from the Stronghold Builder's Guidebook) and builds a farm, he may add another +2 to his effective leadership score for determining the number of workers.<br />
<br />
'''{{#anc:Crop Circles}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Farmers always seem to attract the attention of alien beings who travel billions of light years, just to abduct their cows and leave strange markings. At 10th level, every night the farmer sleeps there is a 5% chance aliens appear to make crop circles in the closest greenery available. By some wild intuition, a farmer can guess the meaning of these circles, effectively giving him the power to use a [[SRD:Commune|Commune]] spell each time it happens.<br />
<br />
At 15th level, the chance rises to 10%. If there is no vegetation in either case, there can be no crop circles.<br />
<br />
'''{{#anc:Early To Rise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows how to sleep hard to be fresh for another day of hard work. At 11th level, a farmer gains double the normal effect from sleeping for restoring hp and ability damage.<br />
<br />
'''''{{#anc:Speak With Animals}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' being around animals so much gives a farmer knowledge on how to communicate with them. At 11th level they may employ [[SRD:Speak with Animals|Speak with Animals]] at will. <br />
<br />
'''{{#anc:Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Being caked in dirt and wearing plain brown clothes has its advantage after all.<br />
<br />
'''{{#anc:Tireless Worker}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level a farmer's hard work has paid off in the form of incredible endurance. The farmer is now completely immune to the effects of fatigue and exhaustion.<br />
<br />
'''''{{#anc:Domesticate}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Dem' animals beast be behaving. I don't care if it's an owlbear, a tarraskimerwhatever or a devilthinger. They better behave! At 17th level a farmer may employ a [[SRD:Dominate Monster|Dominate Monster]] effect 1/day. At 19th level, they may perform this 2/day.<br />
<br />
'''{{#anc:Healthy Eatin'}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows how to prepare food right. A farmer may attempt a Craft Cooking check, or employ a Heroes' Feast spell, to create some manner of food. Those who eat such food created by the farmer, and their 11 secret herbs and spices, regain hp equal to the farmer's class level. A person can only benefit from this ability once every 24 hours, no matter how much they eat.<br />
<br />
'''{{#anc:Alien Abduction}}:''' Ah told you! Ah told you for the last 10 levels, dem dern aliens been followin' me, and now they done gone and had me. At 20th level, the aliens finally come pay a visit, stealing the farmer away in the night, and returning him before anyone notices. He is a changed man, not simply being a bit for paranoid about aliens, but also becoming an outsider rather than as a humanoid (or whatever the farmer’s creature type was) for the purpose of spells and magical effects. Additionally, the farmer gains damage reduction 10/magic. Unlike other outsiders, the farmer can still be brought back from the dead as if he were a member of her previous creature type.<br />
<br />
====Epic Farmers====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Farmer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Don’t Touch My Daughter 6/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Don’t Touch My Daughter 7/day, Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Wisdom|Wis]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic farmer gains a bonus feat (selected from the list of epic farmer bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Farmer Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====Human Farmer Starting Package====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Wis]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Farmer====<br />
<br />
'''Religion:''' Farmers respect a good god of nature and harvest. Good or evil, farmers do need to survive on the land, weather than means recklessly pillaging new land or caring gently for the planet.<br />
<br />
'''Other Classes:''' Farmers seem to have a resentment for normal PC classes, usually being pushed into NPC status. However, the charismatic, and especially bards, seem to irk them the most. Always stealing their daughters and causing trouble.<br />
<br />
'''Combat:''' A farmer is a strange sort of skillmonkey. He can hold his own in combat, but works best as a buffer, and for assisting the party out of combat.<br />
<br />
'''Advancement:''' Farmers, multiclass? And lose all those farming benefits? I suppose they could work with druidically flavored classes, but they often lack the actual spellcasting required.<br />
<br />
====Farmers in the World====<br />
<br />
{{quote|I got me a farm in the land of Eyieyioh, you should come down and see it. Just stay away from mah daughter...|orig=Oliver McDonald, Human Farmer}}<br />
<br />
Farmers are everywhere, a requirement for any agricultural nation.<br />
<br />
'''Daily Life:''' Wake up in the mornin', feed the chickens, run in terror from the dragon, grumble at the PCs, and go to bed. Well dangit, this time I think I'll follow those PCs and show 'em whats for.<br />
<br />
'''Notables:''' O. McDonald had a farm. I heard is had a lot of very vocal animals here and there.<br />
<br />
'''Organizations:''' Farmers are found in rural parts, and most don't have any official groupings. Still some organizations for better farmer treatment exist.<br />
<br />
'''NPC Reactions:''' NPCs love farmers, they be one of their own. Ironically, this makes them great social fops, especially in more rural areas.<br />
<br />
====Farmer Lore====<br />
<br />
Characters with ranks in Knowledge Local can research Farmers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Local<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shockingly enough, farmers are known for their ability to farm. Not all are NPCs though.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A farmer has great know-how on how to grow plants, to the point of replicating many druidic spells.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A farmer is hounded by aliens from afar. No one is really sure why, but it gives them insight beyond the normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Those who reach this level of success can gain information on a specific farmer, the location of their farms, or important information about them.<br />
|}<br />
<br />
====Farmers in the Game====<br />
<br />
Farmers can gain quite a lot of income, providing steady money for the PCs.<br />
<br />
'''Sample Encounter:''' O. McDonald had a farm. He had one anyway, until that dragon came along. Rather angry, he insists on following the PCs to defeat it, trying to show that he is no mere nameless NPC.<br />
<br />
''EL whatever:'' 10<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Farmer_(3.5e_Class)&diff=586419Farmer (3.5e Class)2012-08-27T05:53:29Z<p>74.182.83.96: Undo revision 586141 by Rouge Luffy (talk)</p>
<hr />
<div>{{stub|Missing epic, starting package, and an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Hold yer horses, dag nabbit!<br />
|editing=<br />
|type=Skilled<br />
|desc=Commoners of the world unite! Don't let the normal heroes have all the fun, someone's got to slay the dragon between harvest seasons.<br />
}}<br />
<br />
==Farmer==<br />
<br />
Farming! Yay for farming! If it weren't for us farmers you dern adventurer's wouldn't be enjoyin' that beer right now, ye' here!?<br />
<br />
===Making a Farmer===<br />
<br />
You laugh now, but who do you think makes that food for you heroes while you're eating at the inn? And who has fields for saving against dragons? Right, us farmers! In a way, you adventurers owe us for giving you jobs, dang nabbit.<br />
<br />
'''Abilities:''' Skills are important but the farmer can use his Wisdom to gain them, cause he don't need those fancy city book learnin'. Of course, farmwork is hard, and you need the Constitution to endure, as well as Strength to move the hay and work in the fields.<br />
<br />
'''Races:''' All races have farmers, some more than others. Humans are the pinnacle of farming NPCdom.<br />
<br />
'''Alignment:''' Any, though usually Neutral, and even more True Neutral. Evil farmers slash and burn forests for farming and profit. Good farmers are environmentally friendly.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Farmer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Animal Companion, I Reckon, Don’t Touch My Daughter 1/day, Plant Empathy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Green/Brown Thumb, Farmin' Skills<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[SRD:Endurance|Endurance]], Farmer's Health<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Turn Pests, Farming Style 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Don’t Touch My Daughter 2/day, Stubborn Git<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Farm Anywhere, Improved Farmin'<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | Mettle<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Farming Style 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Landlord of the Farm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Don’t Touch My Daughter 3/day, Crop Circles<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Early to Rise, [[SRD:Speak with Animals|Speak with Animals]] at will<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Farming Style 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Camouflage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | Tireless Worker<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Don’t Touch My Daughter 4/day, Crop Circles<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Farming Style 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Domestication 1/week<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Healthy Eatin'<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Domestication 2/week<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Don’t Touch My Daughter 5/day, Alien Abduction<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Wisdom|Wis]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Farmer.<br />
<br />
'''Weapon and Armor Proficiency:''' Farmers are proficient with the throwing axe, light hammer, handaxe, sap, flail, scythe, and the kama. Farmers are proficient with light armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' The Farmer can employ special infusions that are Wisdom based. These farming infusions are like spells, but are neither arcane nor divine, and have no arcane spell failure. They otherwise act as spells. As they are not spells per se, even if the spell Entangle is on the infusion list, the farmer cannot activate a wand of entangle from a druid's spell without a Use Magic Device check. Wisdom determines which spells a Farmer can use, how many they get, and the save DCs. They know all spells from the list, and prepare them as a cleric. These infusions follow the rules listed in the Eberon class setting for casting infusions, this includes casting time guidelines and all other relevant calculations. Farmers choose their infusions from the following list:<br />
<br />
1st&mdash;[[SRD:Create Water|Create Water]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Guidance|Guidance]], [[SRD:Know Direction|Know Direction]], [[SRD:Mending|Mending]], [[SRD:Purify Food and Drink|Purify Food and Drink]], [[SRD:Calm Animals|Calm Animals]], [[SRD:Charm Animal|Charm Animal]], [[SRD:Detect Animals or Plants|Detect Animals or Plants]], [[SRD:Detect Snares and Pits|Detect Snares and Pits]], [[SRD:Endure Elements|Endure Elements]], [[SRD:Entangle|Entangle]], [[SRD:Goodberry|Goodberry]], [[SRD:Hide from Animals|Hide from Animals]], [[SRD:Longstrider|Longstrider]], [[SRD:Magic Stone|Magic Stone]], [[SRD:Speak with Animals|Speak with Animals]], [[SRD:Summon Nature's Ally I|Summon Nature’s Ally I]]<br />
<br />
2nd&mdash;[[SRD:Animal Messenger|Animal Messenger]], [[SRD:Animal Trance|Animal Trance]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Fire Trap|Fire Trap]], [[SRD:Hold Animal|Hold Animal]], [[SRD:Reduce Animal|Reduce Animal]], [[SRD:Lesser Restoration|Lesser Restoration]], [[SRD:Soften Earth and Stone|Soften Earth and Stone]], [[SRD:Summon Nature's Ally II|Summon Nature’s Ally II]], [[SRD:Warp Wood|Warp Wood]], [[SRD:Wood Shape|Wood Shape]]<br />
<br />
3rd&mdash;[[SRD:Diminish Plants|Diminish Plants]], [[SRD:Dominate Animal|Dominate Animal]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Plant Growth|Plant Growth]], [[SRD:Poison|Poison]], [[SRD:Quench|Quench]], [[SRD:Remove Disease|Remove Disease]], [[SRD:Snare|Snare]], [[SRD:Speak with Plants|Speak with Plants]], [[SRD:Stone Shape|Stone Shape]], [[SRD:Summon Nature's Ally III|Summon Nature’s Ally III]]<br />
<br />
4th&mdash;[[SRD:Antiplant Shell|Antiplant Shell]], [[SRD:Blight|Blight]], [[SRD:Command Plants|Command Plants]], [[SRD:Control Water|Control Water]], [[SRD:Freedom of Movement|Freedom of Movement]], [[SRD:Repel Vermin|Repel Vermin]], [[SRD:Rusting Grasp|Rusting Grasp]], [[SRD:Summon Nature's Ally IV|Summon Nature’s Ally IV]]<br />
<br />
5th&mdash;[[SRD:Animal Growth|Animal Growth]], [[SRD:Awaken|Awaken]], [[SRD:Commune with Nature|Commune with Nature]], [[SRD:Control Winds|Control Winds]], [[SRD:Insect Plague|Insect Plague]], [[SRD:Summon Nature's Ally V|Summon Nature’s Ally V]], [[SRD:Transmute Mud to Rock|Transmute Mud to Rock]], [[SRD:Transmute Rock to Mud|Transmute Rock to Mud]], [[SRD:Wall of Thorns|Wall of Thorns]]<br />
<br />
6th&mdash;[[SRD:Find the Path|Find the Path]], [[SRD:Fire Seeds|Fire Seeds]], [[SRD:Ironwood|Ironwood]], [[SRD:Liveoak|Liveoak]], [[SRD:Move Earth|Move Earth]], [[SRD:Repel Wood|Repel Wood]], [[SRD:Stone Tell|Stone Tell]], [[SRD:Summon Nature's Ally VI|Summon Nature’s Ally VI]], [[SRD:Transport via Plants|Transport via Plants]], [[SRD:Wall of Stone|Wall of Stone]]<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer gains an animal companion as a druid of his farmer level. The animal companion is a horse, dog, cow, bull, ox, goat, ram, camel, bison, lamb, or chicken. so it can be used in the fields.<br />
<br />
'''{{#anc:I Reckon}}:''' The farmer hears a lot of gossip from the locals over time. For that reason they possess an ability similar to bardic knowledge, but instead it is based on their wisdom modifier. A farmer may make a special I Reckon check with a bonus equal to his farmer level + his [[SRD:Wisdom|Wisdom]] modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the farmer has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.<br />
<br />
A successful I Reckon check will not reveal the powers of a magic item but may give a hint as to its general function. A farmer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.<br />
<br />
'''{{#anc:Don’t Touch My Daughter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Farmers can be a protective lot, and dem charismatic strangers always be waltzin' into their towns, takin' their women and then running off leaving babies and red bumpies in their wake. As such a farmer has an almost supernatural smite against them.<br />
<br />
Once per day, a farmer may attempt to smite someone with one normal melee attack. This is similar to the paladin ability but he adds his opponent's Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per farmer level. Them darn charismatic bastards had it comin' to them.<br />
<br />
At 5th level, and at every five levels thereafter, the farmer may use Don’t Touch My Daughter one additional time per day, as indicated on Table: The Farmer, to a maximum of five times per day at 20th level. <br />
<br />
'''{{#anc:Plant Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer can improve the attitude of a plant-creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The farmer rolls 1d20 and adds his farmer level and his Charisma modifier to determine the plant empathy check result.<br />
<br />
To use plant empathy, the farmer and the plant creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a plant in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
<br />
A farmer can also use this ability to influence fay with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. <br />
<br />
'''{{#anc:Farmin' Skills}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Farming is the farmer's life. Even if he's out followin' those no good adventurerin' types, he still remembers his roots. At 2nd level and beyond he adds half his farmer level (rounded down) as a bonus to his Profession (Farming) checks.<br />
<br />
'''{{#anc:Green/Brown Thumb}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 2nd level, a farmer with a Charisma score of 12 or higher can heal plants by touch. Each day he can heal a total number of hit points of damage equal to his farmer level × his Charisma bonus. A farmer may choose to divide his healing among multiple plants, and he doesn’t have to use it all at once. Using Green Thumb is a standard action.<br />
<br />
Alternatively, a farmer can use any or all of this power to harm plant creatures. Using Brown Thumb, the polar opposite of Green Thumb, in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The farmer decides how many of his daily allotment of points to use as damage after successfully touching an plant creature. <br />
<br />
'''{{#anc:Endurance}}:''' Farm work is hard and takes a lot of effort. At 3rd level a farmer gains [[SRD:Endurance|Endurance]] as a bonus feat.<br />
<br />
'''{{#anc:Farmer's Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Working on the farm builds strong, hearty bodies. At 3rd level a farmer gains immunity to all diseases, including supernatural and magical diseases.<br />
<br />
'''{{#anc:Turn Pests}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a farmer reaches 4th level, he knows just the right pesticides to turn plants, vermin, and animals. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns plants, vermin, and animals as a cleric of three levels lower would turn undead.<br />
<br />
'''{{#anc:Farming Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level a farmer decides what his focus in farming will be. At 8th, 12th, and 16th level he gains additional benefits to whatever farming style he originally took.<br />
<br />
''{{#anc:Gardener}} :'' At 4th level, your turning of plants is equal to your farmer level. In addition, the caster level of all plant based spells (such as entangle) have their caster level increased by 1. It increases again at 8th, 12th, and 16th level to a maximum of +4 CL. You also gain half your class level to Knowledge Nature or Survival checks to identify plants.<br />
<br />
''{{#anc:Harvester}} :'' You gain Weapon Focus in all farmer class weapons at 4th level. At 8th level you gain Weapon Specialization, Greater Weapon Focus at 12th level, and then Greater Weapon Specialization at 16th level. It applies to all farmer weapons.<br />
<br />
''{{#anc:Rancher}} :'' At 4th level your effective druid level for your animal companion rises by 1. At 8th, 12th, and 16th level it rises by 1 again to a total of +4 effective levels at 16th level.<br />
<br />
''{{#anc:Agribusiness}} :'' You gain a 25% bonus to Profession checks to earn money at 4th level. At 8th level this bonus becomes 50%, at 12th level it becomes 75%, and at 16th level it becomes 100% effectively doubling your profits.<br />
<br />
'''{{#anc:Stubborn Git}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A farmer tends to be set in his ways. You city folk wouldn't understand. At 5th level, a farmer may add his [[SRD:Charisma|Charisma]] bonus to all his saving throws. This ability does not stack with the paladin ability Divine Grace.<br />
<br />
'''{{#anc:Farm Anywhere}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows all the tricks of the trade. At 8th level, you may attempt to grow crops just about anywhere, even in a desert. As long as there is sand or soil and at least a little water, you may grow crops with irrigation tricks, love, and care.<br />
<br />
'''{{#anc:Improved Farmin'}}:''' At 8th level, farmers are able to make a good profit by growing higher quality crops. You now earn your full Profession check in gold pieces per week from making Profession (farmer) checks.<br />
<br />
'''{{#anc:Landlord of the Farm}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a farmer finally is able to afford workers to farm in his stead and generate profit for him. He gains workers for his farms afar. To determine how many workers are under his employ, see the leadership chart, and treat him as having the leadership feat for determining the number of followers only.<br />
<br />
Every week he may make a Profession Farmer check, and add the levels of all his workers to his check. He gains this as a weekly allowance, even if the farmer himself is not actively farming. If he is actively farming he may make his own check, sans the bonus from the workers, effectively being able to gain money from his farming twice a week.<br />
<br />
If the farmer has the Leadership feat, he may add +2 to his Landlord of the Farm's effective leadership score for determining the number of workers he possesses.<br />
<br />
If the farmer has the Landlord feat (from the Stronghold Builder's Guidebook) and builds a farm, he may add another +2 to his effective leadership score for determining the number of workers.<br />
<br />
'''{{#anc:Crop Circles}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Farmers always seem to attract the attention of alien beings who travel billions of light years, just to abduct their cows and leave strange markings. At 10th level, every night the farmer sleeps there is a 5% chance aliens appear to make crop circles in the closest greenery available. By some wild intuition, a farmer can guess the meaning of these circles, effectively giving him the power to use a [[SRD:Commune|Commune]] spell each time it happens.<br />
<br />
At 15th level, the chance rises to 10%. If there is no vegetation in either case, there can be no crop circles.<br />
<br />
'''{{#anc:Early To Rise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows how to sleep hard to be fresh for another day of hard work. At 11th level, a farmer gains double the normal effect from sleeping for restoring hp and ability damage.<br />
<br />
'''''{{#anc:Speak With Animals}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' being around animals so much gives a farmer knowledge on how to communicate with them. At 11th level they may employ [[SRD:Speak with Animals|Speak with Animals]] at will. <br />
<br />
'''{{#anc:Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Being caked in dirt and wearing plain brown clothes has its advantage after all.<br />
<br />
'''{{#anc:Tireless Worker}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level a farmer's hard work has paid off in the form of incredible endurance. The farmer is now completely immune to the effects of fatigue and exhaustion.<br />
<br />
'''''{{#anc:Domesticate}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Dem' animals beast be behaving. I don't care if it's an owlbear, a tarraskimerwhatever or a devilthinger. They better behave! At 17th level a farmer may employ a [[SRD:Dominate Monster|Dominate Monster]] effect 1/day. At 19th level, they may perform this 2/day.<br />
<br />
'''{{#anc:Healthy Eatin'}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A farmer knows how to prepare food right. A farmer may attempt a Craft Cooking check, or employ a Heroes' Feast spell, to create some manner of food. Those who eat such food created by the farmer, and their 11 secret herbs and spices, regain hp equal to the farmer's class level. A person can only benefit from this ability once every 24 hours, no matter how much they eat.<br />
<br />
'''{{#anc:Alien Abduction}}:''' Ah told you! Ah told you for the last 10 levels, dem dern aliens been followin' me, and now they done gone and had me. At 20th level, the aliens finally come pay a visit, stealing the farmer away in the night, and returning him before anyone notices. He is a changed man, not simply being a bit for paranoid about aliens, but also becoming an outsider rather than as a humanoid (or whatever the farmer’s creature type was) for the purpose of spells and magical effects. Additionally, the farmer gains damage reduction 10/magic. Unlike other outsiders, the farmer can still be brought back from the dead as if he were a member of her previous creature type.<br />
<br />
====Epic Farmers====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Farmer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Don’t Touch My Daughter 6/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Don’t Touch My Daughter 7/day, Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Wisdom|Wis]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic farmer gains a bonus feat (selected from the list of epic farmer bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Farmer Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====Human Farmer Starting Package====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Wis]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-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 "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''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. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Farmer====<br />
<br />
'''Religion:''' Farmers respect a good god of nature and harvest. Good or evil, farmers do need to survive on the land, weather than means recklessly pillaging new land or caring gently for the planet.<br />
<br />
'''Other Classes:''' Farmers seem to have a resentment for normal PC classes, usually being pushed into NPC status. However, the charismatic, and especially bards, seem to irk them the most. Always stealing their daughters and causing trouble.<br />
<br />
'''Combat:''' A farmer is a strange sort of skillmonkey. He can hold his own in combat, but works best as a buffer, and for assisting the party out of combat.<br />
<br />
'''Advancement:''' Farmers, multiclass? And lose all those farming benefits? I suppose they could work with druidically flavored classes, but they often lack the actual spellcasting required.<br />
<br />
====Farmers in the World====<br />
<br />
{{quote|I got me a farm in the land of Eyieyioh, you should come down and see it. Just stay away from mah daughter...|orig=Oliver McDonald, Human Farmer}}<br />
<br />
Farmers are everywhere, a requirement for any agricultural nation.<br />
<br />
'''Daily Life:''' Wake up in the mornin', feed the chickens, run in terror from the dragon, grumble at the PCs, and go to bed. Well dangit, this time I think I'll follow those PCs and show 'em whats for.<br />
<br />
'''Notables:''' O. McDonald had a farm. I heard is had a lot of very vocal animals here and there.<br />
<br />
'''Organizations:''' Farmers are found in rural parts, and most don't have any official groupings. Still some organizations for better farmer treatment exist.<br />
<br />
'''NPC Reactions:''' NPCs love farmers, they be one of their own. Ironically, this makes them great social fops, especially in more rural areas.<br />
<br />
====Farmer Lore====<br />
<br />
Characters with ranks in Knowledge Local can research Farmers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Local<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shockingly enough, farmers are known for their ability to farm. Not all are NPCs though.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A farmer has great know-how on how to grow plants, to the point of replicating many druidic spells.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A farmer is hounded by aliens from afar. No one is really sure why, but it gives them insight beyond the normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Those who reach this level of success can gain information on a specific farmer, the location of their farms, or important information about them.<br />
|}<br />
<br />
====Farmers in the Game====<br />
<br />
Farmers can gain quite a lot of income, providing steady money for the PCs.<br />
<br />
'''Sample Encounter:''' O. McDonald had a farm. He had one anyway, until that dragon came along. Rather angry, he insists on following the PCs to defeat it, trying to show that he is no mere nameless NPC.<br />
<br />
''EL whatever:'' 10<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=User_talk:Green_Dragon&diff=520614User talk:Green Dragon2011-06-02T17:43:09Z<p>74.182.83.96: </p>
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<div>{{:User:Green Dragon/Top Template}}<br />
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|page=Talk:Chromatic_Dwarf_(DnD_Creature)<br />
|section=Race<br />
|notifier=Green Dragon<br />
|date_time=23:45, 1 June 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Combat_School_(3.5e_Variant_Rule)<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=23:57, 21 May 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=MediaWiki:Sharedupload<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=23:01, 14 May 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=dndmedia:D&D_Wiki_Media_talk:Copyrights<br />
|section=Image documentation<br />
|notifier=Cuthalion<br />
|date_time=14:11, 11 May 2007 (MDT)<br />
}}<br />
}}<br />
<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 120)<br />
|label5= Archive 5 (Discussions 121 &ndash; 150)<br />
|label6= Archive 6 (Discussions 151 &ndash; 180)<br />
|label7= Archive 7 (Discussions 181 &ndash; 210)<br />
|label8= Archive 8 (Discussions 211 &ndash; 240)<br />
|label9= Archive 9 (Discussions 241 &ndash; 270)<br />
|label10= Archive 10 (Discussions 271 &ndash; 300)<br />
|label11= Archive 11 (Discussions 301 &ndash; 330)<br />
|label12= Archive 12 (Discussions 331 &ndash; 360)<br />
|label13= Archive 13 (Discussions 361 &ndash; 390)<br />
|label14= Archive 14 (Discussions 391 &ndash; 420)<br />
|label15= Archive 15 (Discussions 421 &ndash; 450)<br />
|label16= Archive 16 (Discussions 451 &ndash; 480)<br />
|label17= Archive 17 (Discussions 481 &ndash; 510)<br />
|label18= Archive 18 (Discussions 511 &ndash; 540)<br />
}}<br />
<br />
== Media's Upload File ==<br />
<br />
Everytime I try to log in to upload a pic, I get this.<br />
<br />
<code><tt>A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:</tt></code><br />
<br />
<code><tt>(SQL query hidden)</tt></code><br />
<br />
<code><tt>from within function "User::idFromName". MySQL returned error "1142: SELECT command denied to user 'db89449'@'205.186.184.15' for table 'wdd_user' (internal-db.s89449.gridserver.com)".</tt></code><br />
<br />
--[[User:Jay Freedman|Jay Freedman]] 18:04, 26 February 2010 (UTC)<br />
<br />
:Uploading is working now. --[[User:Green Dragon|Green Dragon]] 03:37, 1 June 2010 (UTC)<br />
<br />
== Formatting Help ==<br />
<br />
I would like to know how to reformat my submitted setting. i am pretty new to this whole thing...<br />
<br />
P.S.~ sorry about completely over-riding your touch-ups, i meant to only make minor corrections, but you see i was in th emiddle of adding a lot of information on the playable races at the time, and i was getting very frustrated at the fact that every time i had an editing conlict, i had to pretty much write everything again. leastways the equivalent amount of work on it, what with taking out the dashes and spaces, and putting in the HTML... {{Unsigned|ChieftainTwilight|15:06, 28 February 2010 (MST)}}<br />
<br />
:First if you press the back button it will retrieve the information you had been typing. Just Copy+Paste into the new version (with some minor editing if needed) and continue posting. Edit conflicts are not really a problem as such except for minor formatting or minor changes which deal with the other user's changes. What do I think of [[Mysteries of Andor (3.5e Campaign Setting)|Mysteries of Andor]]? I find that nothing is really fluffed out. I recommend that you make the deities and then link to them from that page. Although you say many names, what I mean is, what are they? --[[User:Green Dragon|Green Dragon]] 04:41, 2 March 2010 (UTC)<br />
<br />
== Mediawiki is unavailable? ==<br />
<br />
I'm sure you've already been alerted, but just in case, the Mediawiki pictures are not showing up, and Mediawiki comes up saying there is an "Exception caught in Exception Handler". It's not working at all. [[User:Jwguy|Jwguy]] 05:41, 1 March 2010 (UTC)<br />
<br />
== Captcha ==<br />
<br />
Would it be possible to have only IP and non-autoconfirmed users have to fill out the captcha when inserting external links? There are a butt-ton of d20 Modern stubs, but since the "edit this page" is treated as an external link, I have to fill out a captcha for every stub template. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 02:24, 6 March 2010 (UTC)<br />
<br />
== More post-crash problems ==<br />
<br />
I'm sure you're aware, but I'm just letting you know of some other problems I'm finding since the server crash. First of all, the site is sllllloooooooowww. Sometimes it will be zippy, sometimes you will wait 10 seconds and get a "something went wrong" message, but other times, like right now, it will take literally minutes (sometimes up to 5) to open up a page. Which is just an eternity when you are trying to add a class.<br />
<br />
Secondly, no pictures from mediawiki are being loaded correctly. They all just give the name of the image with a link, instead of actually showing the image.<br />
<br />
Keep up the good work! [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 02:53, 9 March 2010 (UTC)<br />
<br />
:I know. I have been told that the current MW install has many problems with it and lead to slowing down the site sometimes. Media will be dealt with. Another thing too, to make this even better (time wise), is that I just heard that MW has serious security flaws and needs to be upgraded. Maybe upgrading will fix many of the problems which are slowing it down sometimes too. And then if it keeps being slow sometimes then I will think of something else. Hopefully wednesday things will get better (this weekend did not happpen). Sometime though, I can promise. --[[User:Green Dragon|Green Dragon]] 03:06, 9 March 2010 (UTC)<br />
<br />
::Ah, that sucks. At least you've got a culprit and a likely fix, though. The worst thing about misbehaving technology is when you don't know what's going wrong. Maybe having a slow wiki will give me time to catch up on some of the things I'm ignoring while I'm spending too much time here ''':)''' [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 05:04, 9 March 2010 (UTC)<br />
<br />
:::That's not what I said, but sure. --[[User:Green Dragon|Green Dragon]] 05:17, 9 March 2010 (UTC)<br />
<br />
== problems ==<br />
<br />
the site takes forever to load. and i cant search.<br />
<br />
== Spam ==<br />
<br />
I think I might know why the spam problem has exploded lately: the Captcha doesn't seem to be working. When you add external links there's no captcha prompt at all. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:38, 15 March 2010 (UTC)<br />
<br />
:That's because, as was said above, ReCaptcha's were showing up for stub, etc templates for users and external links for users. With MW one cannot just say "IP's have them" anymore, it is now for edit types or somesuch for all but users but those in the admin group. In any case they have been removed as such. Maybe if it continues to be a problem. --[[User:Green Dragon|Green Dragon]] 23:20, 15 March 2010 (UTC)<br />
<br />
::Gotcha. It's too bad they don't have more useful options. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 05:24, 16 March 2010 (UTC)<br />
<br />
== Number of Admins ==<br />
<br />
I can't help but notice the large drop in admins, as of late, for whatever reasons be it. And though I hardly have any standing, nor say in the matter, I suggest some sort of action should be taken to renew the community on this wiki, before its community dies down too much to have any hope of revival. And still, I have little idea as to how to do so, I've seen many great communities fall and shrivel. So I'm convinced that unless someone gets out there and attracts some people into the community, not just general traffic into the site, the community will break down, maintenence and upkeep will fall, and I fear this great wiki could fall into a bad state.<br />
<br />
Well, just my thoughts, I thought you should know. I could be terribly wrong and there's a constant amount of community and I'm totally paranoid and pessimistic. But this is how I see it, seeing the constant destruction of admins with no new ones does worry me. --[[User:SgtLion|SgtLion]] 21:19, 15 March 2010 (UTC)<br />
<br />
:What are admins? Do they help? Although I have done no research into the subject I almost feel that ones editing decreases once attaining adminship. Do we need more admins? Yes. Of the top of my head I can maybe think of two or more people who need to be RfA'ed. Know someone? Ask them and then, depending on the result, RfA them please. --[[User:Green Dragon|Green Dragon]] 23:20, 15 March 2010 (UTC)<br />
<br />
::Makes sense. I don't know anyone, but your point is very much valid. --[[User:SgtLion|SgtLion]] 06:13, 16 March 2010 (UTC)<br />
<br />
== Unofficial Errata ==<br />
<br />
I had a discussion on the WotC boards about all the absence of errata for a lot of the previous editions books. For most of these unofficial errata were collected by players.<br />
<br />
My thoughts were that a wiki would be a good place to maintain such unofficial errata, given the transient nature of the WotC boards (most of the older errata threads have been purged). D&D Wiki seems the most natural place to start such an endeavor.<br />
<br />
Is this something you would be willing to accommodate, as I'm not sure it fits entirely with your current content?<br />
<br />
I don't think I've ever contributed here, but I'm a regular at several other wiki's and would try to gather as many unofficial errata as possible if you'd give a green light to such an undertaking.<br />
<br />
I will try to check back at this page for an answer every now and then, other options like e-mail, I can post if you want to.<br />
<br />
Cheers. Adriaan Renting. {{Unsigned|192.87.1.200|13:11, 19 March 2010 (UTC)}}<br />
<br />
:Yes, it would work. Is errata for OGC OGC? I would imagine so. In any case, a good place to start, (especially if it is unofficial errata) is to just make the page and link to it from the publication. Start by taking a look at [[Publication List]] and finding the book (or adding it if it is not added) and then placing a link on the page. For example [[Exemplars of Evil/Unofficial Errata]]. Does that make sense? Do you think that would work? --[[User:Green Dragon|Green Dragon]] 21:29, 19 March 2010 (UTC)<br />
<br />
== Help Talk Pages ==<br />
<br />
:''Discussion moved to [[Help talk:Talk Pages#Subject/Headline]].'' <small>--[[User:Green Dragon|Green Dragon]] 12:37, 11 January 2011 (MST)</small><br />
<br />
== MediaWiki Problems ==<br />
<br />
Hey, I didn't see any 'Contact us' options, and I noticed that you were the owner, so I decided to stop by and ask a quick question ''':)'''. Recently this site has been experiencing more and more problems (i.e. not being able to load properly or going down for short periods of time). I just thought I would point this out and wonder if anything could be done?<br />
<br />
Oh, and I just want to add, I love this site! Be proud! Thanks! --[[User:Vrail|Vrail]] 05:33, 31 March 2010 (UTC)<br />
<br />
:First we need to clean up this site. For example, at this moment, [[3.5e Sorcerer/Wizard Spells]] spells is not able to load. Why is this? The code is not properly done (SMW and so), I think. In any case it returns a database error and eats up a lot of the server. Once all the code problems have been ironed out then we can see if this is still a problem.<br />
:This should happen slowly. Soon D&D Wiki's MW will be upgraded (the current version has a few security problems) and that should make a difference. Then other areas need to be worked on. I hope this helps answer your question, and I look forward to seeing some of your content. --[[User:Green Dragon|Green Dragon]] 19:39, 31 March 2010 (UTC)<br />
<br />
::Well D&D Wiki has been upgraded to MW 1.15.2. Pages like [[3.5e Sorcerer/Wizard Spells]] work now. --[[User:Green Dragon|Green Dragon]] 20:38, 31 March 2010 (UTC)<br />
<br />
:::Things are improving. Only a few problems, for example forms and images, are problems now. They should be fixed soon though. --[[User:Green Dragon|Green Dragon]] 03:32, 1 June 2010 (UTC)<br />
<br />
== MoI (of sorts) ==<br />
<br />
Hi GD, I've got a couple of things to tell you about:<br />
<br />
#First of all, I've finished adding PL categories to all the d20 Modern homebrew equipment, so Phase 1 is complete!<br />
#<span class="plainlinks">[http://www.dandwiki.com/w/index.php?title=User:Jazzman831/workspace&oldid=461878 Here]</span> is my current progress on Phase 2. Let me know what you think before I continue creating the rest of the pages.<br />
#Three items ([[Flashbang (D20 Modern Equipment)|Flashbang]], [[Phosphorus Grenade (D20 Modern Equipment)|Phosphorus Grenade]] and [[Smoke Bomb (D20 Modern Equipment)|Smoke Bomb]]) are created for D&D 4e, not d20 Modern, so I don't know what to do with them. See my opinion on the matter [[Talk:Flashbang (D20 Modern Equipment)|here]].<br />
#MoI: [[Talk:Grenades (D20 Modern Equipment)]]<br />
#MoI: [[Talk:Halo (D20 Modern Campaign Setting)#Rating_2]]<br />
#What do you think of [[User:Jazzman831/preloads#Ranged Weapon Preload|this]] preload/template as a way to standardize ranged weapons? It's the format used in Weapons Locker, and the most useful format I've seen.<br />
#MoI: [[Category talk:Rifle]] (Note also that [[:Category:Longarm]] actually exists; possibly my next project should be standardizing the categorization of the Modern side of things? Where should such discussion take place?)<br />
<br />
Sorry about the long list, but I think that should get us caught up to date. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:30, 1 April 2010 (UTC)<br />
<br />
:I copy-pasted your prototype page for [[D20 Modern Equipment]] onto that page. I changed a few things. Do you think the changes make sense? I modernized the subpages. Once all the subpages are created (so called Phase 2) then [[D20 Modern Equipment]] can be cleaned up. I will deal with the rest of your comment above soon... --[[User:Green Dragon|Green Dragon]] 22:17, 1 April 2010 (UTC)<br />
<br />
::The changes make sense, though in a perfect world the last two categories (not categorized by age or type) should always be empty, correct? Perhaps this is a good way to make sure that everything gets labeled. For the "all" category (I thought about something similar myself), do you want to create a separate page with every PL X item, or just link to the PL X category, which is effectively the same thing? While we're on the subject of the "all" category, I notice some of the totals (PL 2 and 5) don't add up right. I'll try to figure out what's happened; probably something isn't categorized correctly.<br />
<br />
::The only things I really don't like are adding "equipment" to all the pages, because it gets wordy, and removing the PL number from each line of the table. The former isn't really a huge deal, since users probably won't ever type that anyway, but the second is bigger. All of the books (as well as the MSRD) refer to PL primarily by number, not by name, so I think it's better to have the number actually there instead of counting up or down.<br />
<br />
::I hope to get to adding the subpages sometime soon. It'll be a function of how much my carpal tunnel is flaring up and how bored I get... [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:37, 2 April 2010 (UTC)<br />
<br />
:::Alright, subpages are finished, though as I said before, I'm not sure what to do with some of the pages.<br />
:::Have any comments on the rest of my points yet?<br />
:::Also, I think a database has crashed. Every time I try to move a page or use the search I get the following error: <code>145: Table './ddwikidb/wdd_searchindex' is marked as crashed and should be repaired (localhost)</code> [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:08, 6 April 2010 (UTC)<br />
<br />
::::That database problem is no longer a problem.<br />
::::[[D20 Modern Equipment]] looks good. I only wonder about maybe making the all page split by way of the improving, reviewing, or removing templates. I guess we should discuss that there though.<br />
::::I still have not made up my mind about what should happen to the edition-specific items which were moved to another edition. The others things I responded to, and see below.<br />
::::With regard to the preloads please feel free to add them, something is better is nothing. They can always be improved throughout time of course. --[[User:Green Dragon|Green Dragon]] 03:28, 1 June 2010 (UTC)<br />
<br />
:::::Cool. I've actually been creating preloads as I see they've been missing. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:58, 2 June 2010 (UTC)<br />
<br />
::::::With [[D&D 4.0 Future (4e Sourcebook)|4e Future]] and [[User:Vrail|Vrail's]] comment that <br />
{{quote|4e is a rule set, not a time period.<br />
|orig=--[[User:Vrail|Vrail]] 16:50, 16 June 2010 (UTC)}}<br />
::::::I have decided that no time period should be mandated. I think I moved all those back, if there are any others please let me know. --[[User:Green Dragon|Green Dragon]] 20:44, 8 July 2010 (UTC)<br />
<br />
== 3.5e Class White Guard ==<br />
<br />
:''Discussion moved to [[Talk:White Guard (3.5e Class)#Protection]].'' <small>--[[User:Green Dragon|Green Dragon]] 17:43, 10 January 2011 (MST)</small><br />
<br />
== Uploading an Adult Picture ==<br />
<br />
I was hoping to place a certain picture on one of the pages that I'm going to design for my camapign setting. However, this picture has nudity in it. It's not pornographic, a female witch is simply naked. I was wondering if I would be allowed to post this? Or should I send it to you first for clearing? --[[User:Vrail|Vrail]] 05:29, 3 April 2010 (UTC)<br />
<br />
:It should be okay. Just make sure to add [[Template:Adult Theme]] to the top of the page. --[[User:Green Dragon|Green Dragon]] 17:27, 28 April 2010 (UTC)<br />
<br />
== 3.5e Rule Negative Level Adjustment ==<br />
<br />
:''Discussion moved to [[Talk:Negative Level Adjustment (3.5e Variant Rule)#April Fools & Balance]].'' <small>--[[User:Green Dragon|Green Dragon]] 12:56, 11 January 2011 (MST)</small><br />
<br />
== Couple questions ==<br />
<br />
Just a couple things I'd like to ask you about. You mentioned that my class wasn't original and that it's been created before, yet if you search on this web site it's the only one that comes up. Umm? Just wondering about that, cuz I wouldn't know it's unoriginal if nothing else like it is on here. Another question, you mentioned that the Sith aren't all dark users. I took the definition of what a Sith was directly off of the star wars database, so take them up on it if you're really confused about what a Sith is. {{unsigned|Tmblake09}}<br />
<br />
:Urm, Green Dragon didn't say any of those things. [[User:Vrail|Vrail]] said it was unoriginal (and unless you are George Lucas, ''any'' Sith class is by definition unoriginal), and he was also the one who suggested there were good and evil Sith. Generally if you have a problem with a specific article, it's best to take it up on that talk page and not a user talk page -- otherwise, people who look at your class later won't see this discussion.<br />
<br />
:You are correct, by the way, that there aren't any other Sith classes on the wiki (btw GD, [http://media.dandwiki.com/wiki/Sith this] is another Sith class, but it's posted on MW? I didn't even know that was possible), but there are many, many other Star-Wars related entries. [[Jedi Knight (3.5e Class)]], [[Jedi Healer (DnD Class)]], [[Jedi Guardian (D20 Modern Base Class)]], [[Jedi Dualist (Not Duelist) (DnD Prestige Class)]], [[Jedi Consular (D20 Modern Base Class)]] and [[Jedi Sentinel (D20 Modern Base Class)]] all come up with a quick search. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 16:25, 23 April 2010 (UTC)<br />
<br />
== Template Delete ==<br />
<br />
:''Discussion moved to [[Template talk:Delete/why#Goal]].'' <small>--[[User:Green Dragon|Green Dragon]] 13:04, 11 January 2011 (MST)</small><br />
<br />
== Censorship ==<br />
<br />
You've edited a comment I've left on a page. on PokeDM's [[User_talk:PokeDM|Talk]] page. You cropped it down, citing solicitation. I'm forced to say "Not Cool". I went out of my way to not solicit any other websites. I didn't drop a name. I didn't provide a link. Furthermore, I read through the behavioral policy just now and didn't see anything banning solicitation. I was trying to be helpful to a new user, letting him know that other people have tried similar endeavors, and there is help for him if he needs it. --[[User:Badger|Badger]] 06:33, 27 April 2010 (UTC)<br />
<br />
:I have never said we do not edit comments. Comments are edited when needed. What you are doing is spam ([http://en.wikipedia.org/wiki/Article_spam Article Spam]), links to D&D resources can be found on [[DnD Links]]; no where else. Partial censorship is something D&D Wiki has &mdash; to keep spam and non-relevant things at bay. All the recent spam from IP's (see the barnstars some have received) is not allowed &mdash; I think you would understand. It could become a serious problem. <br />
:For example (not notice if you saw it) there was some spam advertising a certain boots company. If I recall correctly they supplied no links. Do you see the problem? It's very simple to understand. --[[User:Green Dragon|Green Dragon]] 03:03, 28 April 2010 (UTC)<br />
<br />
::I think he was just confused and dismayed at why you modified his post and never explained why. Poor communication on both sides resulted in a misunderstanding, but I don't think either side was intentionally being aggressive or anything like that. Anyways, no need to start a feud over a misunderstanding. ''':)'''. --[[User:Vrail|Vrail]] 04:17, 28 April 2010 (UTC)<br />
<br />
:::Right, but you should also mention that no reason needs to be given in text format (maybe in the edit summary). I see what you mean when you mention this, and for the most part the IP (when violating this) knows though his or her ban. Since this user is not getting banned as a result of his or her solicitation (implicit or explicit), you should notice that just the censorship was hinting at this. Since he or she did not, and actually took this kind gesture the wrong way, now he or she knows is all we can say. As a general rule one should always read the edit summaries, and I hope we can say that if something gets censored with such a reason in the edit summary that is the reason. Seems very simple to understand, but I guess not. --[[User:Green Dragon|Green Dragon]] 04:28, 28 April 2010 (UTC)<br />
<br />
::::To be fair Vrail, I was much more aggressive (intentionally) at the end of my comment up there. You just aren't seeing it because it was censored... Anyway, yeah, I was angry because my comment was edited. I don't see how a useful, on-topic, offer of help from an external resource (which was not linked or named) from a registered, contributing user on a fellow user's Talk page should be compared to spam about cheap boots on SRD talk pages. --[[User:Badger|Badger]] 04:39, 28 April 2010 (UTC)<br />
<br />
:::::Why was it solicitation? Because it did not say something like "I would like to tell you that other resources exist dealing with Pokémon in D&D. A simple Google search should give you some results." --[[User:Green Dragon|Green Dragon]] 16:31, 28 April 2010 (UTC)<br />
<br />
::::::I suppose I assumed anyone attempting to make Pokemon monsters for DnD has probably already done a simple Google search. I was trying to provide more specific help with material. Can I leave something akin to "Hey, I noticed you're working on Pokemon for DnD. Leave me a message on my [[User_Talk:Badger|Talk Page]] if you want some help with creation, I know other resources exist that you may find helpful."? --[[User:Badger|Badger]] 20:44, 28 April 2010 (UTC)<br />
<br />
:::::::Email would be the correct option. If someone wanted a possibility for such things then there is the possibility they would not mind recieving an email about such things. --[[User:Green Dragon|Green Dragon]] 21:01, 28 April 2010 (UTC)<br />
<br />
:::::::: The best part of this oppression is that you keep using the verb 'to solicit'. Let us take the most humourous meaning of the word and put it into context; Badger was attempting to bribe PokeDM for sex with name-dropping of! How... dastardly. It's not solicitation, it's advertising. Unless, of course, you think that people finding other sites that have D&D information on is an 'evil action', which wouldn't be too much of a step, to be honest. I mean, Badger doesn't want anything from his actions, except to help, and isn't really persuading the person in anyway nor was he persistent in his name-dropping. Also amusing is how Green Dragon is trying to say that what Badger did is on the same level as spambots. Because what he said had no relevance to the matter at hand for a person called PokeDM! Who'd think he'd want to find pokemon for D&D that other people had made to draw inspiration from. Also, I'll probably be banned for this. After all, I'm some kind of crazy anarchist. SOLICITATION, YES PLZ. --[[User:TK-Squared|TK-Squared]] 11:58, 29 April 2010 (UTC)<br />
<br />
:::::::::No TK, it wasn't the irresistible urge to ''play out fantasies'' with PokeDM that got me caught "soliciting", it's the fact that I mentioned a website exists where PokeDM could find some help. It's not even advertising, in my opinion. It's be like a guy walking around saying "Hey, I see you spilled some mustard on your shirt. Know what could get that out? Soap..." Not the most helpful comment ever, but if you didn't know Soap existed you could certainly get the impression I know a thing or two, and ask me for help on how to find this "Soap". <br />
::::::::: Also, when I said ''play out fantasies'' I meant play a role-playing game with fantasy elements, not have kinky Tome Charizard sex. --[[User:Badger|Badger]] 16:57, 29 April 2010 (UTC)<br />
<br />
::::::::::"''Let's take the most humourous meaning of the word and put it into context''" &mdash; ya, but I don't mean that usage. That is not how English works. You take the correct usage, the one that works.<br />
::::::::::Etymology: Middle English, to disturb, promote, from Anglo-French solliciter, from Latin sollicitare to disturb.<br />
::::::::::;transitive verb<br />
::::::::::# to make petition to : entreat b : to approach with a request or plea <solicited Congress for funding><br />
::::::::::# to urge (as one's cause) strongly<br />
::::::::::# to entice or lure especially into evil b : to proposition (someone) especially as or in the character of a prostitute<br />
::::::::::# to try to obtain by usually urgent requests or pleas <solicited donations><br />
::::::::::;intransitive verb<br />
::::::::::# to make solicitation : importune<br />
::::::::::# of a prostitute : to offer to have sexual relations with someone for money<br />
::::::::::(Merriam Webster)<br />
::::::::::And, yes, it is spam. If he is truly interested in helping PokeDM achieve personal goals then using email to help him find resources is the correct method; please read the discussion before responding. Posting a lasting comment here with soliciting present is not acceptable.<br />
::::::::::And yes, but you should only say "Soap" and if you want to give your preference of a Soap brand then you should only tell him or her, announcing it to everyone is soliciting. And soliciting is not allowed. --[[User:Green Dragon|Green Dragon]] 21:52, 29 April 2010 (UTC)<br />
<br />
:::::::::::{{quote|you should only say "Soap" and if you want to give your preference of a Soap brand then you should only tell him or her, announcing it to everyone is soliciting. And soliciting is not allowed"}} <br />
:::::::::::That is precisely what I did. I told him I knew of soap (a wiki) and if he wanted I could tell him the brand (the wiki's actual name). If you want to go back and read my original comment you'll notice I left it intentionally vague. Unless you think the word "wiki" narrows down the exact website I intended to link. Also, I don't think any of those definitions you posted up there truly apply to what I did. It was one comment on a talk page; hardly urgent, evil, forced, or pleading. It was actually ignored for 2 weeks before you went and edited it. --[[User:Badger|Badger]] 22:08, 29 April 2010 (UTC)<br />
<br />
::::::::::::You should of, however, just said it exists. Then the user can find it him/her self. This is correct. If it is such a singularity then an email with specifics would be in order.<br />
::::::::::::By saying things like "wiki" and so you are soliciting, implicitly, and that is not allowed on D&D Wiki. Saying things exist, however, is okay. Why? Then "other things" are not given an even playing field and you are attempting to influence the readers views. --[[User:Green Dragon|Green Dragon]] 19:38, 2 May 2010 (UTC)<br />
<br />
:::::::::::::How was he supposed to know he could e-mail me to ask for specifics if I didn't mention that he could? Furthermore, given all the recent spamming on this website (which you, yourself, acknowledged a few posts up), I don't want to leave my email address on this site; and I certainly wouldn't ask someone else to do something I was afraid to do. Finally, let's get the straight, right here, right now: the word "wiki", at least in the context of "I know a wiki exists", is solicitation. Quite frankly, if they did know what I mean, then they probably already know everything I do. --[[User:Badger|Badger]] 20:01, 2 May 2010 (UTC)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Since you mentioned my name I thought I'd pipe up. Ironically, I only know what you are talking about because I've seen it censored from people's pages. Had I not seen "removing solicitation" in the RC longs, I probably wouldn't have gone to those user's pages and seen the link in the first place.<br />
:But I digress. You can email a user without posting your email address to spammers. If you have set up your email address in your [[Special:Preferences|preferences]], and have checked the "enable e-mail from other users" box, you can send or be sent an email through the wiki using the Email this User link on a user's page or talk page. This doesn't leave you open to spammers, because they don't actually have a way to access your email address unless you give it to them. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:16, 2 May 2010 (UTC)<br />
<br />
::Exactly. And use <code><tt>Special:EmailUser/<!-username-></tt></code>. As I said above, "''If someone wanted a possibility for [email] then there is the possibility they would not mind recieving an email about such things.''" --[[User:Green Dragon|Green Dragon]] 20:26, 2 May 2010 (UTC)<br />
<br />
:::I have been on this wiki for some time now, and I had no idea that function existed. Thanks for the heads up. And Green Dragon, I still have no idea what "''If someone wanted a possibility for [email] then there is the possibility they would not mind recieving an email about such things.''" means... --[[User:Badger|Badger]] 20:46, 2 May 2010 (UTC)<br />
<br />
:::::I spent a lot of time on a wiki that was a little obsessed with back-channel talk, so I learned pretty quickly about the email user function. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:29, 2 May 2010 (UTC)<br />
<br />
::::Meaning that I hope people make sure their preferences are their preferences. I hope that those who add an email also make sure to select or deselect "Enable e-mail from other users". --[[User:Green Dragon|Green Dragon]] 20:59, 2 May 2010 (UTC)<br />
<br />
:::::Not all users read those boxes carefully, and the box is unchecked by default. It's the kind of thing that most people don't know is there until someone tells them about it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:29, 2 May 2010 (UTC)<br />
<br />
::::::Is that included in Green Dragon's Welcome Message? If not, I move we add it. I know I glanced at the preferences page the day I first signed up, and not again until just now. I know that's on me for not being more careful, and through, but I imagine many people don't know that exists. --[[User:Badger|Badger]] 22:49, 2 May 2010 (UTC)<br />
<br />
:::::::I changed it a bit ([http://www.dandwiki.com/w/index.php?title=User%3AGreen_Dragon%2FWelcome_Message&diff=465597&oldid=428051 diff]). Your thoughts? --[[User:Green Dragon|Green Dragon]] 23:21, 2 May 2010 (UTC)<br />
<br />
::::::::I'm curious as to what prompted the change from "love" to "enjoy", but I do think it is much better. Might it also be beneficial to have a straight-up welcome page for new users? The message is personal and nice, and for that short and sweet is best. But a more in-depth welcome page might also be helpful, perhaps with a list of admins, or very active users, and their areas of expertise. For instance, asking you for campaign writing advice would be useful, but given my time here I think Hooper is who I would direct questions to. Again, you may be able to help with d20 Modern, but there is no doubt in my mind that Jazzman would perhaps be more helpful. Nothing against you or your abilities, but everyone has a strong suit, we should embrace that. --[[User:Badger|Badger]] 03:28, 3 May 2010 (UTC)<br />
<br />
:::::::::One enjoys websites not loves them? Dunno. Sounds better? Dunno.<br />
:::::::::And no. That's not going to happen. Everyone interprets things for themselves and having a D&D Wiki-mandated page telling users how certain things are which is interpreted on a personal scale is not good policy.<br />
:::::::::And if people do not know the generals of wiki's then they need to learn &mdash; but D&D Wiki is not Wikipedia in the sense of a trillion help pages to learn MediaWiki and so. One can go there. We assume if one cares they can first look for it theselves. --[[User:Green Dragon|Green Dragon]] 03:54, 3 May 2010 (UTC)<br />
<br />
== Hello ==<br />
<br />
Good evening Admin. <br />
i have a question.<br />
<br />
<br />
What would you say for a LA+0 Race to have +3 STR, +6 DEX, +3 CON, -6 WIS, -4 INT, -2 CHA() Size= Large. Would you say that would be fair? im considering on making a race thats not too over powered but just right. I would love to make a Na'Vi race. From the movie Avatar. i love that movie and i think it would just be awesome to bring it into D&D Wiki. {{unsigned|Powershart}}<br />
<br />
:I'm not Green Dragon, but I saw this and thought I'd respond anyway. LA +0 seems low for a large creature, especially one that gets a total of +12 to physical stats. Plus you have exactly offset the physical bonuses with mental penalties, and if we use the orc as a precedent, physical stats are more valuable than mental. (By the way, odd numbered stat increases are generally frowned upon, because they don't add a static bonus/penalty.) I'm not sure that Na'Vi would have low Int or Cha, and they ''definitely'' don't have low Wis. They are very spiritual, insightful creatures; if anything, they should get a Wis bonus. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:54, 27 April 2010 (UTC)<br />
<br />
::First racial changes should always be even. Second, large size normally means LA 1-2. With the bonus' to dex it could get very overpowered, for example with ranged fighting. I would recommend upping the LA and tonning down the ability score changes and then it could be LA 1. --[[User:Green Dragon|Green Dragon]] 16:49, 28 April 2010 (UTC)<br />
<br />
think you for welcomeing me even now it's alittle late for my response but it is one.<br />
<br />
== How do I Delete? ==<br />
<br />
I realize that the Special Operative Gunslinger is way off balance, and I want to delete it... How would I go about doing this? {{Unsigned|Rogue The Demonchild|06:02, 4 May 2010 (UTC)}}<br />
<br />
:See also [[:Category:Candidates for Deletion]]. --[[User:Green Dragon|Green Dragon]] 20:33, 4 May 2010 (UTC)<br />
<br />
== Search and DPL Problems ==<br />
<br />
When trying to browse the D&D 3.5 pages, many things do not load in the list, cutting off about a third of the way down to about half the way down. The search function is also broken. These problems have been occurring for a few months, and I am a little upset that I can't access all of the data available on this website. Sorry if you've heard these complaints many times before, but I figured I should report it, since it hasn't been dealt with for a while. {{Unsigned|216.134.174.192|20:37, 5 May 2010 (UTC)}}<br />
<br />
:Both of these problems have been dealt with, and thanks for mentioning the problems. Please see below and [[Talk:All 3.5e Races#DPL Problem]]. --[[User:Green Dragon|Green Dragon]] 02:49, 1 June 2010 (UTC)<br />
<br />
== Trouble with the wiki ==<br />
<br />
Hey, I'm just stopping by to say, and I know this has been said before, but their seem to be some problems with loading pages on the wiki. It seems as though every second time I try to load a new page it says 'error wiki down' or something of the sort. Not to mention it taking a very long time to load pages some times. In addition to this, it is impossible to search and to move pages as it keeps on saying error. I was under the impression that the slowness of the wiki and the constant downs were supposed to be fixed a while ago from your response to my earlier post about this on the discussion page, however it seems to still be causing trouble.<br />
<br />
I don't mean this in a threatening or rude way, so please don't take it the wrong way, but if this keeps up the wiki may start loosing some of its community, which would be a terrible thing as I love the wiki and the people here. So I'm hoping that this can be figured out some how and the wiki can start working at optimal capacity again. Perhaps it is having problems with loading because of spikes that the servers can't handle at certain times of the day? Anyways, hope its worked out, thanks. :)--[[User:Vrail|Vrail]] 21:08, 5 May 2010 (UTC)<br />
<br />
:Search was repaired.<br />
:Moving pages now works.<br />
:With regard to the speed I am going to switch hosting soon again (to something a little different) and from there we can see once again.<br />
:Sound okay? --[[User:Green Dragon|Green Dragon]] 19:55, 7 May 2010 (UTC)<br />
<br />
::AWESOME! [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:24, 7 May 2010 (UTC)<br />
<br />
:::Thats great, thanks for jumping on this so quickly, I look forward to a faster wiki! ''':)''' --[[User:Vrail|Vrail]] 21:30, 7 May 2010 (UTC)<br />
<br />
::::Hosting has been switched and the problems are being ironed out. We'll have to see how it is now and then see. --[[User:Green Dragon|Green Dragon]] 04:12, 30 June 2010 (UTC)<br />
<br />
== Template DnD Prestige Class Infobox ==<br />
<br />
:''Discussion moved to [[Template talk:DnD Prestige Class Infobox#Authors and Adopters Parameters]].'' <small>--[[User:Green Dragon|Green Dragon]] 13:25, 11 January 2011 (MST)</small><br />
<br />
== Moving Pages ==<br />
<br />
I noticed that recently you were moving a number of DnD pages to 4e or 3.5e or their corresponding eddition. Is this being done to all pages? If so, I could help. ''':)''' --[[User:Vrail|Vrail]] 05:17, 8 May 2010 (UTC)<br />
<br />
:Ya, it is. If you would like to [[DnD Rules]] could use some page-moving help. --[[User:Green Dragon|Green Dragon]] 05:21, 8 May 2010 (UTC)<br />
<br />
::So are all the pages on those lists just being moved to 3.5e rather than DnD? Or am I missing something? It just seems like a simple task to have not been completed yet. ''':)''' --[[User:Vrail|Vrail]] 05:39, 8 May 2010 (UTC)<br />
<br />
:::It's been a few days now, just wanted to say I'm still waiting for an answer. I really want to help out, but I don't want to start moving pages and find out I'm doing something wrong. ''':)''' --[[User:Vrail|Vrail]] 03:21, 11 May 2010 (UTC)<br />
<br />
::::That is what needs to be done there. A lot of simple tasks have yet to be completed, a great example is [[Special:ListRedirects]]. --[[User:Green Dragon|Green Dragon]] 03:54, 11 May 2010 (UTC)<br />
<br />
:::::Awesome, just wanted to clarify. I'll start moving some pages, although many may have to wait a bit, it's pretty late at night were I live right now. ''':)''' --[[User:Vrail|Vrail]] 04:36, 11 May 2010 (UTC)<br />
<br />
::::::'''I DID IT!'''. That took a lot more work than I thought it would, but it's finished now, and I can rest happy, knowing the wiki was helped. ''':D''' --[[User:Vrail|Vrail]] 06:50, 11 May 2010 (UTC)<br />
<br />
:::::::I just finished converting all of the 3.5e campaign setting tags from DnD to 3.5e. I was wondering if there were any more big pages to convert? --[[User:Vrail|Vrail]] 19:32, 12 May 2010 (UTC)<br />
<br />
::::::::I can't think of anything that involves moving pages, but if you are looking for something with lots of work, check out [[Special:DoubleRedirects]]. If that interests you, basically what you need to do is change the first redirect to point to the third redirect, skipping the second redirect entirely. But then you have to go to the second redirect, hit the "what links here", and change all those links to point to the third page. Finally, add a deletion tag to the second redirect, and I'll come along behind you and delete the unneeded redirects.<br />
::::::::Of course, it's a lot of work, but it's pretty mindless work. Luckily since we mostly use DPLs instead of direct linking, when you moved all those pages 90% of the links to those pages will have moved with them, and you won't have to change much. Unfortunatly, as of this moment there are 984 double redirects!! If this interests you but I didn't explain it well just leave a message on my talk page and I'll be more clear. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:01, 12 May 2010 (UTC)<br />
<br />
:::::::::Awesome, so I've moved all the big pages of DnD to their correct editions. What a great feeling it is to have finished, that was a lot of work. ''':)''' Anyways, I'll get to work on the double redirects. ''':)''' --[[User:Vrail|Vrail]] 18:29, 13 May 2010 (UTC)<br />
<br />
::::::::::Of course, if you want to do something less mindless, you could update the classes pages and look over their content. Let me know if you are interested. --[[User:Green Dragon|Green Dragon]] 03:05, 17 May 2010 (UTC)<br />
<br />
:::::::::::Lol, that does sound pretty interesting, but I have a lot going right now, perhaps when I finish up my campaign setting, or fix a few more double redirects I'll do it, but right now I just don't think I have the time.<br />
:::::::::::But if the job is still open in a couple of weeks or a month or two I'd love to do it. ''':)'''--[[User:Vrail|Vrail]] 03:36, 17 May 2010 (UTC)<br />
<br />
::::::::::::Well it's open until the task has been completed. I started on [[DnD Base Classes]], and will finish the task sometime in its current state. Just let me know when you have time and still want to, unless you understand what I am talking about then of course at your leisure. --[[User:Green Dragon|Green Dragon]] 03:23, 17 May 2010 (UTC)<br />
<br />
== what would be involved in hosting an OD&D derivative? ==<br />
<br />
There are several old school D&D clones, most of which are ostensibly derived form D&D3.0, like labyrinth lord, OSRIC, Swords & Wizardry.<br />
<br />
Would it be a possibility, assuming one of them consented to be hosted here, to have a section added to be populated with that content? <br />
<br />
Their PDFs can be sometimes a little frustrating to navigate. <br />
<br />
-- Greg.gilbraithATgmail.com<br />
<br />
:Of course. If you need to know how to start your own section please let me know. --[[User:Green Dragon|Green Dragon]] 02:50, 17 May 2010 (UTC)<br />
<br />
== Quests and Encounters ==<br />
<br />
When you try to create a new Quest on the [[3.5e Quests]] page, all it says is AAA. Their is also no page to make encounters. Is their any way for this to be fixed with relative ease? I was just looking into adding an adventure/quest and couldn't create it that way.--[[User:Vrail|Vrail]] 04:16, 15 May 2010 (UTC)<br />
<br />
:Please see [[Talk:DnD Flaws#Flaw Form]]. --[[User:Green Dragon|Green Dragon]] 20:50, 15 May 2010 (UTC)<br />
<br />
::What's the advantage of using a form vs. a preload? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:36, 15 May 2010 (UTC)<br />
<br />
:::Preloads are better. This was discussed somewhere (I think on a form's removed page (please see [[Talk:DnD Flaws#Flaw Form]])). The reason was that preloads make it so wiki syntax is learned sometime whereas forms do not do that. And both are about the same difficulty to understand. --[[User:Green Dragon|Green Dragon]] 02:49, 17 May 2010 (UTC)<br />
<br />
== Deletion ==<br />
<br />
I don't know how to delete things on this wiki; I'm assuming it's a mod's job, but I've honestly got no idea. I'm trying to delete [[Epic Access (3.5e Feat)]] and [[Greater Epic Access (3.5e Feat)]], as I've turned both of them into [[Epic Access (3.5e Variant Rule)]]. If deleting things is a mod's job only, would you delete them for me? If I can actually do it, I'd be more than happy to learn how so I don't bother you or Hooper over this again. Thanks! --[[User:For Valor|For Valor]] 23:36, 16 May 2010 (UTC)<br />
<br />
:Please see [[:Category:Candidates for Deletion]]. --[[User:Green Dragon|Green Dragon]] 02:46, 17 May 2010 (UTC)<br />
<br />
== Spam ==<br />
<br />
Today alone I have already removed four spam posts, and thats just one person on one day. It seems recently the pace of spam has increased. Am I imagining things or did some spam blocking protocol get messed up or something? Anyways, just wondering if there is anything that can be done to help keep spam down. ''':)'''--[[User:Vrail|Vrail]] 20:47, 17 May 2010 (UTC)<br />
<br />
:Oops, just noticed this was already talked about, feel free to delete this comment if you wish. ''':)'''--[[User:Vrail|Vrail]] 20:53, 17 May 2010 (UTC)<br />
<br />
::Honestly, I don't think blocking the spammers really does anything. I've never seen one IP address spam more than one page, so they've got some kind of program that randomizes the IP after every spam post. However, the reason you probably saw more today is because traffic was much lower, so the same amount of spam makes up a higher percentage. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:07, 18 May 2010 (UTC)<br />
<br />
::Actually, I take back that last part. The spammers are out in force today for some reason. Good work, as always, Vrail.<br />
<br />
::The only pattern I ''have'' noticed is that they seem to hit the same pages over and over (can't quite figure out why they choose those pages though). When I see a page has been hit more than once I protect it for a couple months from anonymous edits. Don't really know if that helps or not, I'm hoping that the bot hits a protected page, tries to edit, and isn't smart enough to figure out that it's locked so nothing happens. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 03:09, 18 May 2010 (UTC)<br />
<br />
== 3.5e Page Names ==<br />
<br />
I have noticed that a number of the larger pages in 3.5e are still called DnD (i.e [[DnD Character Options]], [[DnD Classes]], [[DnD Campaign Settings]], etc.). Since all of the pages in these categories have been moved to 3.5e rather than DnD, shouldn't these larger pages be moved too? Anyways, I was just wondering, just say the word and I can do it. ''':)''' --[[User:Vrail|Vrail]] 06:03, 25 May 2010 (UTC)<br />
<br />
:Of course, and please feel free. Also, since they are related to one another, the templates with "DnD" present (e.g. [[Template:DnD Prestige Classes Breadcrumb]]) should also be moved. They are also considered subparts of the 'larger pages' as well. --[[User:Green Dragon|Green Dragon]] 15:45, 25 May 2010 (UTC)<br />
<br />
::When you were changing the links on the 3.5e homebrew page so they skipped the redirect you missed [[DnD Maps|maps]]. Just pointing it out since I can't do it myself. ''':)''' --[[User:Vrail|Vrail]] 23:20, 25 May 2010 (UTC)<br />
<br />
:::Oops, nevermind, just checked and the maps pages are the same for 3.5e and 4e. Sorry, I guess I should check before I talk next time. --[[User:Vrail|Vrail]] 23:24, 25 May 2010 (UTC)<br />
<br />
::::It would make sense to add an addition, but I do not think an edition really defines a map. Maybe if they have creatures detailed (e.g. [[dndmedia:File:Blacksmith's Cellar.jpg|File:Blacksmith's Cellar.jpg]]. Dunno, your thoughts? --[[User:Green Dragon|Green Dragon]] 02:41, 1 June 2010 (UTC)<br />
<br />
== Images Lost ==<br />
<br />
So it appears we have yet again lost all the uploaded images on the wiki. Everywhere that there should be an image is the link, but no image (on my computer at least). What's the deal? I know this happened once before, I want to say when mediawiki was updated. Is that what happened this time? --[[User:Badger|Badger]] 18:40, 25 May 2010 (UTC)<br />
<br />
:I don't know what happened, however I would just like to say that this has happened for my computer to, so it's not just you! ''':)''' --[[User:Vrail|Vrail]] 20:36, 25 May 2010 (UTC)<br />
<br />
::I looked into it a bit more, and figured out that the pictures are still there in the media wiki. However the links are going to the normal D&D wiki categories rather than linking to the files in the media repository. --[[User:Vrail|Vrail]] 21:59, 25 May 2010 (UTC)<br />
<br />
:::Images are working once again. --[[User:Green Dragon|Green Dragon]] 17:48, 10 June 2010 (UTC)<br />
<br />
== Races Not Showing Up ==<br />
<br />
Um, hey Green Dragon. I made 3 races, one used to show up (they're all for D&D 4e) called Hyrulian, and now none of them show up. there was Dark Hylian, Hyrulian (I changed the name once you click on it), and Zora. The Zora is not the same as the 3.5e. I never created that one. Anyway, if you could tell me, that would be nice. Thanks, and thanks for creating D&D Wiki! --[[User:Axl|Axl]] 00:22, 1 June 2010 (UTC)<br />
<br />
:I fixed those. When you add things make sure the categories are correct. Categories make pages show up on other pages and the removal of categories or the incorrect changing of categories will stop that from happening. If you want a category for your user, although not recommended since links on ones userpage is the same thing, please add that in addition. --[[User:Green Dragon|Green Dragon]] 02:36, 1 June 2010 (UTC)<br />
<br />
::Hey ''Green Dragon'', 2 of my races have shown up: ''Dark Hylian'' and ''Hylian''. So you don't have to worry about those two. But, Could you put my '''Zora''' (4e race) one up? Thanks,<br />
::Hmm, Maybe I should watch the introduction someday. All right! Thanks! --[[User:Axl|Axl]] 03:53, 1 June 2010 (UTC) <br />
<br />
:::It is. The template at the top of the [[Zora (4e Race)]] page makes it show up in the lower section. --[[User:Green Dragon|Green Dragon]] 03:58, 1 June 2010 (UTC)<br />
<br />
::::I found out where the Zora race went. I finished the adventurers. Do you have to manually move the Zora so that it won't be edited? Thanks, --[[User:Axl|Axl]] 03:59, 1 June 2010 (UTC)<br />
<br />
:::::If you dealt with the issue on the stub template then feel free to remove the template. When you do it will be moved up to the upper section. --[[User:Green Dragon|Green Dragon]] 04:02, 1 June 2010 (UTC)<br />
<br />
== D&D wiki, whats the status? ==<br />
<br />
Hello fellow D&D gamer,<br />
<br />
I was surfing D&Dwiki, and looking for some maps, and when I finally found them, I sadly realized that the jpeg files were no longer their. Then when I went back to the home page, I also saw that the picture of the Rock worm was gone (which has been their for ages). So what's going on? How's D&D wiki doing? <br />
<br />
<br />
A fan of D&D WIKI!<br />
<br />
Cheers,<br />
<br />
Amrit van der Lely (Netherlands)<br />
<br />
== question ==<br />
<br />
What does d% mean or is that just the drop ratio and if you do give me an answer do you mind telling me how to use the drop system?? {{unsigned|Billojava|2010-06-02 07:54}}<br />
<br />
:[[SRD:Basics#d%|What d% means]]. No idea what you mean by the "drop system". —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:04, 2 June 2010 (UTC)<br />
<br />
::I actually found a really cool d%. It was a big clear and hollow d10, with a smaller solid red d10 inside. When you roll it both roll simultaneously creating a %. It's really awesome.--[[User:Vrail|Vrail]] 16:46, 2 June 2010 (UTC)<br />
<br />
:::I've got a few of those die-inside-a-die for each type, and they're really neat. We also wear '''d%er''' patches, much like bikers wear '''1%er''' patches. Its hilarious. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 16:48, 2 June 2010 (UTC)<br />
<br />
== Fell Knight 4e Powers ==<br />
<br />
Hey,<br />
<br />
If anyone could put down how to create Class 4e powers, that would be great, cause I need to provide a power list for my Fell Knight.<br />
<br />
[[User:Axl|Axl]]<br />
<br />
:[[Add New 4e Power]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:16, 2 June 2010 (UTC)<br />
<br />
== Locking Pages ==<br />
<br />
Hey Green Dragon, Do I really have to let people edit my races that I created? 'Cause, I really don't want anyone editing them. Thanks, --[[User:Axl|Axl]] 22:32, 2 June 2010 (UTC)Axl<br />
<br />
:Yes. Its a collaborative site. If you are not 100 percent okay with others working with you, then don't upload the content. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 23:37, 2 June 2010 (UTC)<br />
<br />
::You can request to get your content locked, but then you cannot edit it either. Let me know what you decide please. --[[User:Green Dragon|Green Dragon]] 23:40, 2 June 2010 (UTC)<br />
<br />
:::How do you lock your content? I'm thinking that's what I'm going to do. Can I unlock it without troubling you? --[[User:Axl|Axl]] 00:19, 3 June 2010 (UTC)<br />
<br />
::::Actually, I'll just let people edit things, and if I don't like it, I'll click the revert button. --[[User:Axl|Axl]] 01:52, 3 June 2010 (UTC)<br />
<br />
:::::If you want your content locked post something on the talk page saying it. Or supply some links to an admin. A few editing deviations exist, of course. --[[User:Green Dragon|Green Dragon]] 20:31, 8 July 2010 (UTC)<br />
<br />
== Power Ideas ==<br />
<br />
Hey, if anyone has any ideas for my classes powers, just put them down [[Fell Knight Powers (4e Power List)|here]].<br />
<br />
Thanks,<br />
--[[User:Axl|Axl]] 19:22, 3 June 2010 (UTC)<br />
<br />
== Tavern re-opening ==<br />
<br />
So it's been a while since the tavern was closed down. I know there was some trouble with it in the past, and doubt as to it's use/need.However, I see dozens of messages on talk pages that are posted minutes apart, and I for one have been hit by plenty of edit conflicts. I know before hosting the channel was an issue, but as I understand that was resolved. Is that still the case? I wonder if there was any other interest in re-opening the tavern. A vote/discussion on the topic would be worth looking into, I think. As for hosting, if the server support isn't there, I'm sure we can find some free IRC hosting. Just something I've been thinking about, it might help to drive some life back into the site, and increase the community user-base. --[[User:Badger|Badger]] 23:19, 3 June 2010 (UTC)<br />
<br />
:GD believed that the tavern was actually a bad thing for the wiki to have, and therefore it was never re added even after the server was fixed. However, reading over the discussion about it (I would post it but I can't remember what it was called), it seemed like more people wanted to keep it then discard it, and it was never really voted on. <br />
<br />
:I know this was dealt with already, but now that it's brought up I'd like to put in my own 2 cents that, I loved the tavern. It was a great resource and could be used for not only common discussion but it can help with people wanting reviews on their pages, or help/advice. It also seemed to help create a more welcoming community and allowed at some point for a D&D game to be played, which was a good idea and seemed fun. For all of these good things about it, it seemed only one negative point could be brought up, the amount of spam on it. However with the ratio of good to bad being 5 to 1, I do think this discussion could be reopened. --[[User:Vrail|Vrail]] 02:18, 4 June 2010 (UTC)<br />
<br />
::I think you are referring to [[Discussion:The_Tavern:_use,_expansion,_and_availability.|this]] discussion. It seemed toward the end of that conversation that Green Dragon was opening up to the idea again, maybe I'm misinterpreting, however. I think we should seriously look into opening it up. From that discussion it appeared that many of the problems were surrounding users no longer involved with this project. --[[User:Badger|Badger]] 20:42, 4 June 2010 (UTC)<br />
<br />
:::Hrm, was the tavern just like a chat room? I've had a lot of bad experiences with off-wiki communication on other wikis... all it does is make people paranoid and exclude people. Even now, with the Tavern dead for 6 months, there are talk pages on this wiki which say "go to the tavern, we are discussing it right now". Well, that only really works if you happen to be there at that moment of time. But if I want to read that discussion to figure out how they reached some decision, I can't. Wikis are designed to have everything visible always, not some stuff visible once.<br />
<br />
:::I can see the value of, say, hammering out class ideas in real time, or chatting about your most recent D&D game, but I don't think any off-site communication should be relied upon for more than that. If someone makes a change to a page based on a tavern discussion, someone else a year down the line needs to be able to understand why that change was made. And no policy discussions should ever be held on the tavern, period.<br />
<br />
:::So to clarify, I'm not strictly against it ''per se'', but we need to be very careful of how it's used. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 23:02, 4 June 2010 (UTC)<br />
<br />
::::I figured the tavern was almost exclusively for "hammering out class ideas in real time, or chatting about your most recent D&D game", and other things, like quick rule questions that don't need to be a discussion forum, like "does DR from multiple places stack?". It was never my intention to have it be anything more than "Hey, can someone check out MyClass?". --[[User:Badger|Badger]] 23:32, 4 June 2010 (UTC)<br />
<br />
:::::In the past it's been used for more than that... naturally I can't remember where I saw it, but there was at least one policy discussion that was discussed on the tavern, and then people who weren't on were very confused. But like I said, as long as we are clear about it's use, it can be a great feature. And really, I don't see why we'd need to host it ourselves... given the bandwidth problems, I'd go so far as to say we don't ''want'' to host it here. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 23:54, 4 June 2010 (UTC)<br />
<br />
::::::That's why I've looked into the free hosting provided by freenode.net. As for policy discussions, I think as long as we remember the tavern is part of a bigger whole, that shouldn't be a problem. I've started a mockup in my [[User:Badger/sandbox1|sandbox]] of what the tavern portal should look like, if you want to suggest changes to text, or see what I'm trying to do, or something.--[[User:Badger|Badger]] 00:01, 5 June 2010 (UTC)<br />
<br />
:::::::I think it would be nice to host it ourselves, just for consistency and easier management and placement. We also have the bandwidth to host it ourselves, unless I misunderstood a previous post on the tavern discussion page. So really it shouldn't be a problem as to us hosting it ourselves.<br />
<br />
:::::::It would be nice to have GD's opinion on this, seeing as it is his decision in the end anyways. Soooo, care to stop by and chat dragon ol' buddy? ''';)''' --[[User:Vrail|Vrail]] 01:40, 5 June 2010 (UTC)<br />
<br />
::::::::I think we ''thought'' we had enough bandwidth, but seeing as we are having bouts of server off-time daily, I think we probably don't have the bandwidth we thought we did... But yeah, obviously we're in a holding pattern until GD weighs in. Then I think we move this conversation to a discussion forum and open it up the the entire wiki, and see if the community actually wants it. --[[User:Badger|Badger]] 02:09, 5 June 2010 (UTC)<br />
<br />
:::::::::Bump. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:42, 17 July 2010 (UTC)<br />
<br />
::::::::::Bump. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 23:52, 13 August 2010 (UTC)<br />
<br />
:::::::::::So then, you've had right around 5 months to read this thread. Any thoughts? --[[User:Badger|Badger]] 15:56, 28 October 2010 (MDT)<br />
<br />
::::::::::::There are some D&D chats on the web. Cheers! --[[User:Aarnott|Aarnott]] 16:52, 28 October 2010 (MDT)<br />
<br />
:::::::::::::Right now the technical expertise are not available. When they are I will respond in the discussion. --[[User:Green Dragon|Green Dragon]] 21:54, 28 October 2010 (MDT)<br />
<br />
::::::::::::::What expertise do we need available? Are you considering returning to an IRC channel run through the wiki, like before? I'm more than willing to learn what we'd need to make that happen. If you want to consider using a free outside server, the expertise is already here (I think). I don't want to volunteer anyone, but I think Jazzman already has the knowledge to maintain a IRC channel. --[[User:Badger|Badger]] 00:28, 29 October 2010 (MDT)<br />
<br />
:::::::::::::::I'm also not sure what kind of technical expertise we need. We can easily (bonus: freely) have an IRC channel set up on a free host, so there's no expert even required. All you'd need is an admin or two to /ban troublemakers... though I hardly doubt that will be a problem anyway. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 12:15, 31 October 2010 (MDT)<br />
<br />
== D20 Future Section? ==<br />
<br />
Does anyone think that there should be a D20 Future section, or do we just put the future stuff in the D20m Homebrew? Thanks, --[[User:Axl|Axl]] 20:48, 4 June 2010 (UTC)<br />
<br />
:d20 Future's already there, it's just not separated out into it's own section; it's integrated in with all the rest of the d20M stuff. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:55, 4 June 2010 (UTC)<br />
<br />
== Legal Disclaimer ==<br />
<br />
Can anyone tell me if I need to put a legal Disclaimer on all my 4e races? My races are: Dark Spike Hylian, Dark Hylian, Forest Hylian, Hylian, Gregar, and Zora. Thanks, --[[User:Axl|Axl]] 23:14, 4 June 2010 (UTC)<br />
<br />
:They're based off Zelda races/classes, right? You bet you do. It's easy, just add the template to the bottom of the page, above the breadcrumbs. --[[User:Badger|Badger]] 23:27, 4 June 2010 (UTC)<br />
<br />
::I do? How come? Is it just because I used the name "Hylian"? Do I have to put in the disclaimer on my Megaman stuff too? Well, I'll get around to that. Thanks though. --[[User:Axl|Axl]] 04:06, 8 June 2010 (UTC)<br />
<br />
:::Um, do you mind giving me the template for that? I'm actually kinda new here on D&D Wiki. Thanks, --[[User:Axl|Axl]] 04:12, 8 June 2010 (UTC)<br />
<br />
::::Sure thing, just add <nowiki>{{Copyright Disclaimer}}</nowiki> to the bottom of the page, just above the breadcrumbs. This should be applied to any material that is inspired by any copyrighted material, so Megaman, Zelda, or anything else you add.--[[User:Badger|Badger]] 04:23, 8 June 2010 (UTC)<br />
<br />
:::::Thanks, --[[User:Axl|Axl]] 20:35, 8 June 2010 (UTC)<br />
<br />
::::::Hey! It worked! Thanks! --[[User:Axl|Axl]] 21:19, 8 June 2010 (UTC)<br />
<br />
== Spam and ReCaptcha ==<br />
<br />
I was talking to Badger and he thinks that dealing with Captcha would be less annoying than dealing with spammers. Many people watch your talk page so we'll see who else agrees.<br />
<br />
The problem we had before was that it was all or nothing. Were we using ReCaptcha or some other service? It looks like ReCaptcha [http://recaptcha.net/plugins/mediawiki/ has been updated] so that only IPs are affected. If that's the case, it should solve both of our problems at once. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:23, 5 June 2010 (UTC)<br />
<br />
:I know you are busy fixing other things, but the spam is terrible right now. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 03:41, 13 July 2010 (UTC)<br />
<br />
::The spam is getting worse. We really need to look into getting captcha implemented for IPs again. With the recent update of Mediawiki we shouldn't have any trouble doing that, right? --[[User:Badger|Badger]] 01:08, 13 August 2010 (UTC)<br />
<br />
:::ReCaptcha is now implemented for all IP edits and user edits with an external link. Please let me know of any problems. --[[User:Green Dragon|Green Dragon]] 22:59, 16 August 2010 (MDT)<br />
<br />
::::ReCaptcha was not working for edits, just account-related pages. It should now be working for edits too, and please let me know of any problems. --[[User:Green Dragon|Green Dragon]] 00:13, 30 December 2010 (MST)<br />
<br />
== Templates ==<br />
<br />
Can anyone provide the (improvement, Reveiwing, and some other) template? Cause I need it for stuff. Thanks, --[[User:Axl|Axl]] 21:17, 8 June 2010 (UTC)<br />
<br />
:Check out [[Help:Improving, Reviewing, and Removing Templates|this link]] for any of the reviewing templates you need. --[[User:Badger|Badger]] 21:22, 8 June 2010 (UTC)<br />
<br />
::Whoops. I just found out how to do it. Sorry for putting you through the trouble. But thanks. --[[User:Axl|Axl]] 21:27, 8 June 2010 (UTC)<br />
<br />
:::Oh Hey! There's more in that link! Thanks! --[[User:Axl|Axl]] 21:29, 8 June 2010 (UTC)<br />
<br />
== Content Question ==<br />
<br />
I've recently created a Dungeons and Dragons drinking game (cleverly named DnDnD, Dungeons and Dragons and Drinking). A '''real life''' drinking game meant to be played alongside DnD; ''not'' a mechanic for including drinking games in DnD. Before I moved it into variant rules, I thought I would run it past you and see if you think it's appropriate for the wiki. It's currently in [[User:Badger/sandbox2|my sandbox]]. I already added the adult content template, as well as made it clear that we here at Dandwiki support drinking responsibly, and do not condone under-aged drinking. What do you think? Is this in line with the kind of content we want on the wiki? Should I move it into variant rules, or leave it in my sandbox? Thanks, [[User:Badger|Badger]] 01:23, 9 June 2010 (UTC)<br />
<br />
:Seems fine to me. --[[User:Green Dragon|Green Dragon]] 20:24, 8 July 2010 (UTC)<br />
<br />
== Ganteka ==<br />
<br />
Is [[User:Ganteka|Ganteka]] still on D&D Wiki, or is he finished with it and left his account running? --[[User:Axl|Axl]] 03:54, 9 June 2010 (UTC)<br />
<br />
:I do believe Ganteka is gone for good. He's moved elsewhere, if I'm not mistaken. --[[User:Badger|Badger]] 04:18, 9 June 2010 (UTC)<br />
<br />
::Was he the one that created the [[Wolfkin (4e Race)| Wolfkin Race]]? --[[User:Axl|Axl]] 19:57, 9 June 2010 (UTC)<br />
<br />
:::It appears to have been originally made by an unregistered contributor (an IP), but was worked on by [[User:Kernac|Kernac]]. I don't believe Ganteka made any edits to it at all, other than undoing what appears to have been some vandalism. You could always ask any questions on the relevant talk page, rather than Green Dragon's personal talk page. It'd be more likely to be answered by someone with more information. --[[User:Badger|Badger]] 20:13, 9 June 2010 (UTC)<br />
<br />
:::::Do [[Add Instructions]] and [[Special:Contributions/Ganteka]] answer your questions? --[[User:Green Dragon|Green Dragon]] 18:36, 10 June 2010 (UTC)<br />
<br />
::::::When was the [[Wolfkin (4e Race)]] created? Because I only looked at the first page of Ganteka's contributions. <br />
<br />
::::::--[[User:Axl|Axl]] 21:37, 10 June 2010 (UTC)<br />
<br />
:::::::Use the "History" tab. The first edit was Oct 21, 2008, and Ganteka's only contribution was Feb 26, 2009, when he undid vandalism. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:48, 10 June 2010 (UTC)<br />
<br />
== Incomplete Quest ==<br />
<br />
:''Discussion moved to [[Talk:A New World (3.5e Quest)#Stub]]. <small>--[[User:Green Dragon|Green Dragon]] 18:27, 10 June 2010 (UTC)</small><br />
<br />
== Lock down? ==<br />
<br />
While I was doing D&D Wiki yesterday, I tried submitting something, and it just kicked me out, and I couldn't get back in. Is the reason for this is because now there are pictures for like Green Dragon's talk page, and contributions and so on? If anyone could tell me what happened, that would be nice.<br />
<br />
--[[User:Axl|Axl]] 18:01, 10 June 2010 (UTC)<br />
<br />
:Hmmm, I do not know what happened if you were simply barred from the site, that seems a little bit odd. However if you were just getting the message 'the wiki is down' or something of the like, that has been happening a number of times recently. However the time you are mentioning it is most likely that the wiki went down for temporary maintenance to restore the pictures. --[[User:Vrail|Vrail]] 05:18, 12 June 2010 (UTC)<br />
<br />
::Yeah, That's probably it. Thanks.<br />
<br />
--[[User:Axl|Axl]] 20:07, 12 June 2010 (UTC)<br />
<br />
== I'd like to hear from you about reopening the tavern ==<br />
<br />
As I asked you earlier on you talk page, I was wondering about re-opening the tavern. It's been over a week without hearing from you, so I made a discussion to ask the community their thoughts. I'm polling the community to see if we would like to have one again. Here is where you come in. If you have some time (it shouldn't take more than a few minutes), stop by [[Discussion:Re-opening_the_tavern%3F_What_does_the_community_think%3F|the discussion]] and post your thoughts. I look forward to hearing from you on this one. Thanks, [[User:Badger|Badger]] 21:52, 10 June 2010 (UTC)<br />
<br />
:Bump. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:42, 17 July 2010 (UTC)<br />
<br />
::So it's been over a month and a half since this discussion was started (on your talk page, I might add), but you've not yet chimed in. Since you're online now, I thought I might be able to get your attention by reminding you I'd like your opinion. We started a discussion thread (linked [[Discussion:Re-opening_the_tavern%3F_What_does_the_community_think%3F|here]]) and the community seems to embrace the idea; the current vote is about 5 to 1, in favor (I say about, because I don't know that one of the votes "for" is still around). In case you don't want to read all the discussion let me give you the cliff's notes: Free hosting that is run offsite, so as to not tax bandwidth. People want it. We're working on rules too. --[[User:Badger|Badger]] 22:09, 18 July 2010 (UTC)<br />
<br />
:::Bump. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 23:52, 13 August 2010 (UTC)<br />
<br />
== integrated pictures? ==<br />
<br />
Green Dragon?<br />
<br />
Do you know how to integrate pictures into a Race instead of forming a link to it? If you could show me that, that would be nice.<br />
<br />
--[[User:Axl|Axl]] 22:06, 10 June 2010 (UTC)<br />
<br />
:I'm not sure I know what your talking about. However if you just mean having a picture show rather than a link being formed simply link to the file with these brackets {{}} instead of the normal square ones [[]]. You may have been having trouble because the links to pictures have not been working recently. --[[User:Vrail|Vrail]] 05:14, 12 June 2010 (UTC)<br />
<br />
::Yeah. That's true. Some links weren't working, so I took them out. These were links for two of my races. But, I still don't understand how I get the files to integrate on the page that I'm working on once I save the page. I just don't know how it would work.<br />
<br />
--[[User:Axl|Axl]] 20:11, 12 June 2010 (UTC)<br />
<br />
== Barnstars ==<br />
<br />
Hey, I'm just wondering what the barnstars are all about. I searched through the site a little bit, and didn't find any talk pages on them. I also did a google search and it came up with it being a decorative item put on barns. I'm just wondering a few things: Why are they given as awards, who can give one, and can I give one to myself (I'm not saying I will, just wondering ''':)''')? Anyways, thanks! --[[User:Vrail|Vrail]] 05:11, 12 June 2010 (UTC)<br />
<br />
:Does [http://en.wikipedia.org/wiki/Wikipedia:Barnstars Wikipedia:Barnstars] answer your questions? --[[User:Green Dragon|Green Dragon]] 18:52, 12 June 2010 (UTC)<br />
<br />
::Lol, it does thanks a lot! I really should have thought of checking wikipedia. ''':P''' That's a lot of different barnstars... think I can get em all? ''':P''' --[[User:Vrail|Vrail]] 19:31, 12 June 2010 (UTC)<br />
<br />
== hi ==<br />
<br />
hi there...it wud seem the tavern is gone...i miss talking to the guys here...<br />
<br />
:There is actually an ongoing discussion on bringing the tavern back [[Discussion:Re-opening_the_tavern%3F_What_does_the_community_think%3F|here]]. If you would like to see it again you may contribute your thoughts and ideas there. However please try to back up your thoughts with logic, that way your contributions can have more merit to them. ''':)''' --[[User:Vrail|Vrail]] 15:38, 12 June 2010 (UTC)<br />
<br />
<br />
==Knowledge Devotion from "Complete Champion"==<br />
<br />
I currently have a question about a 3.5 edition feat and its rules..<br />
<br />
Knowledge Devotion from "Complete Champion"<br />
<br />
Here is what the feat says in short form:<br />
"You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table..."<br />
<br />
Do these bonuses apply to all weaponlike spells such as Acid Arrow and Ray of Enfeeblement? I'm assuming they do because they require an attack roll and damage roll (if they hit).<br />
<br />
I'm not sure how to check pages on the site anymore, but if you would be kind enough to email me a response at obokuri-eeumi@hotmail.com it would be greatly appreciated. thanks :)<br />
<br />
:Yes they do apply; if you are still checking this page. If not I'll let the e-mail come from GD seeing as you asked him. --[[User:Vrail|Vrail]] 21:45, 13 June 2010 (UTC)<br />
<br />
== Summon soulblade ==<br />
<br />
I have created the class "Soulknife," and wish to begin creating the powers for my class. However, the power I wish to create is called "Summon Soulblade," a title which, when I entered it into the creation bar, sent me to the "Blades of the Ancestors" power's page. I have tried changing the inputted name to "Call Soulblade," and even "Soul Summoning" (two other possible names for the power). I do not know what to do about this, and are concerned as to why this glitch would occur. Thank you for your time, and I appreciate your patience.<br />
<br />
Sincerely,<br />
Nathanmccarthy789<br />
<br />
== D&D 4e Future ==<br />
<br />
Hey Green Dragon, do you think that in the 4e Homebrew section, we could either create a seperate 4e Future homebrew section, or that we could just add in future stuff to the 4e homebrew? Just let me know what you think. The rules will be the same as in 4e, but it will be in the future, instead of the past. --[[User:Axl|Axl]] 00:00, 16 June 2010 (UTC)<br />
<br />
:What is 4e Future? --[[User:Green Dragon|Green Dragon]] 01:50, 16 June 2010 (UTC)<br />
<br />
::It's just something that I wanted created. It's like Dungeons and Dragons 4.0, but instead of being in the past, it will be situated in the future. It will be basically the same (same rules, different equipment, technologically advanced classes) as D&D 4e. So, yeah. Just let me know what you think of it. --[[User:Axl|Axl]] 02:16, 16 June 2010 (UTC)<br />
<br />
:::Your thing? You make the call. If you think it is radically different from 4e then please make a new section (maybe starting from [[4e Rules]], e.g. how [[D20.00 decimal Rules (3.5e Variant Rule)]] was intended) or just a page. If you just make a page it will, of course, have to be discussed and could have any result. If you choose to just merge the content into 4e just make sure it works with 4e, and then I don't think it should matter at all. Of course a rule category could help keep it together (or a sourcebook, of course). --[[User:Green Dragon|Green Dragon]] 02:32, 16 June 2010 (UTC)<br />
<br />
::::Yeah, it'll use the 4e rules, it just uses different equipment and different classes. Shall I put up a vote?<br />
<br />
--[[User:Axl|Axl]] 03:01, 16 June 2010 (UTC)<br />
<br />
:::::4e is a rule set, not a time period. 4e Future, unless the core rules are radically different, is just normal 4e. Many 4e adventures are set in the future. In my personal opinion adding a future section is pointless and illogical. Not to start a debate or anything... ''':P''' --[[User:Vrail|Vrail]] 16:50, 16 June 2010 (UTC)<br />
<br />
::::::Then can I just start inserting futuristic powers, races, classes, and feats?<br />
<br />
::::::--[[User:Axl|Axl]] 19:53, 16 June 2010 (UTC)<br />
<br />
:::::::Yep, that would work fine! Oh, and sorry if I sounded a little rude with my pointless and illogical thing, I was looking for another way to word it except I had to run. ''':)''' --[[User:Vrail|Vrail]] 19:10, 17 June 2010 (UTC)<br />
<br />
:::::::It's fine. Do you think that inside each section, that we should have a link? You know, like: D&D 4.0Future races inside the races folder?<br />
<br />
:::::::--[[User:Axl|Axl]] 17:43, 18 June 2010 (UTC)<br />
<br />
::::::::Hmmm, thats a good idea. That could be really useful for people playing through 4e campaigns set in the future, so that they don't have to sift through hundreds of past based articles. That sounds like it could even be applied to 3.5e and d20M (however opposite, since most d20M articles are based in the future.). --[[User:Vrail|Vrail]] 18:03, 18 June 2010 (UTC)<br />
<br />
:::::::::So, does Green Dragon put in the subcategory, or do I have to do that?<br />
<br />
::::::::::--[[User:Axl|Axl]] 20:19, 18 June 2010 (UTC)<br />
<br />
:::::::::::You can. Again, if you make a rule or sourcebook about it then it's even more organized of course. --[[User:Green Dragon|Green Dragon]] 19:49, 19 June 2010 (UTC)<br />
<br />
::::::::::::Hmm, I'll try to do the best I can.<br />
--[[User:Axl|Axl]] 19:14, 26 June 2010 (UTC)<br />
<br />
== Losing Articles ==<br />
<br />
No, don't worry, I haven't lost any. However I am wondering, is there any possibility of the wiki losing its articles/pages? I'm asking to know if I should be backing up the stuff I post here on my computer or something just in case. Thanks. --[[User:Vrail|Vrail]] 03:39, 20 June 2010 (UTC)<br />
<br />
:It ''has'' happened before, please see also [[Talk:3.5e Flaws#Flaw Form]], but they are going to be recovered. It's not really a problem, no. --[[User:Green Dragon|Green Dragon]] 20:19, 8 July 2010 (UTC)<br />
<br />
::The new hosting setup has redundant hardrives so that is one level of protection of making sure nothing can get lost. A backup solution is in the works. --[[User:Green Dragon|Green Dragon]] 23:14, 16 August 2010 (MDT)<br />
<br />
== Base Class Infobox ==<br />
<br />
I've noticed on some pages you've removed the Base Class Infobox Template along with the Base Class template. Was this accidental? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:43, 20 June 2010 (UTC)<br />
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:Yes, they are not used with the 4e classes anymore (just [[Template:x0]]). Although I don't know what you mean by "Base Class template". --[[User:Green Dragon|Green Dragon]] 20:51, 20 June 2010 (UTC)<br />
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::I meant category. So there's no rating of 4e classes then? And I've been gone a lot the last couple of weeks, where was this announced/talked about? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:57, 20 June 2010 (UTC)<br />
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:::I actually started removing that template a while ago. Actually, I think you are right. You should start this discussion on [[Talk:4e Classes]]. The only reason this has happened is since I find that the template system works better than rating. It has not been discussed. I removed the template since the primary editor/subsequent editors who display their username are not longer displayed in that way. We now assume that one understands MW (as you know). Although why not use both (the template system and a rating system) huh? It's a different topic. --[[User:Green Dragon|Green Dragon]] 21:07, 20 June 2010 (UTC)<br />
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==Hiding text==<br />
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Hey! I'm having some trouble finding the correct way to format something. I'd like to find a way to create hidden text on my page, but the formatting articles on wikipedia haven't helped. Is there a way to format hidden text similar to the way you can show or hide a contents box?<br />
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:To create hidden text you can place the text in between these <nowiki><!-- --></nowiki> i.e. <!-- Hello --> (yes there is text there, check the source code). Alternatively you can use <nowiki><includeonly></nowiki> and close with <nowiki></includeonly></nowiki>.<br />
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:If you want to create an option to show or hide a block of text on the page then you may use this code:<br />
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:<nowiki>{| class="collapsible"</nowiki><br><br />
:<nowiki>|Text</nowiki><br><br />
:<nowiki>|}</nowiki><br />
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:What that would appear as:<br />
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:{| class="collapsible"<br />
|Text<br />
|}<br />
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:Hope that helps, I'm pretty good with wiki code if you need help in the future. ''':)''' --[[User:Vrail|Vrail]] 00:06, 21 June 2010 (UTC)<br />
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::Thanks! Collapsible text was indeed what I was looking for, and I figured there was a solution that I just couldn't find. Also, I'm very new to the wiki scene and navigation is still pretty alien to me, so thanks for the heads up on my Talk page! --[[user:ThatGuyEli|ThatGuyEli]] 16:13, 23 June 2010<br />
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== Blocking IP ==<br />
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For the first time since I became an admin, I've blocked a couple IP's. Hope I did it within acceptable parameters. I am pretty sure they were both outside link spammers. --[[User:Calidore Chase|Calidore Chase]] 17:49, 21 June 2010 (UTC)<br />
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:They look fine, except I would have blocked them longer. But whatever. If it happens again we can do it for a more extended period of time. --[[User:Green Dragon|Green Dragon]] 19:23, 21 June 2010 (UTC)<br />
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== Moving pages ==<br />
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I am currently moving all of the DnD pages to their corresponding editions according to [http://www.dandwiki.com/w/index.php?title=Special%3AAllPages&from=DnD&to=DnD+zz&namespace=0 this] list (all pages starting with DnD). However some pages that start with DnD are edition neutral. Should I move these to 3.5e/4e, or just leave them as DnD? --[[User:Vrail|Vrail]] 00:25, 24 June 2010 (UTC)<br />
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:What pages are edition independent? I could be wrong, but I would guess that most pages are (or should be) slightly different, depending on the edition. If there are truly edition independent pages I would say leave them as "DnD". Just my 2 cents. --[[User:Badger|Badger]] 01:07, 24 June 2010 (UTC)<br />
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::I have actually run into a number of pages that apply to both editions. A few examples would be [[DnD Discussion]], [[DnD Maps]], and [[DnD Guidelines]]. The breadcrumb and categories links to both editions. The page that brought this up was [[DnD Guideline Preload]]. I was getting ready to move it to 3.5e, and I checked the [[DnD Guidelines]] page just to make sure it was for 3.5e and so that I could change the link on that page to 3.5e not DnD. Oh look! It links to both 3.5e and 4e. Anyways, just showing you what I mean. ''':)'''--[[User:Vrail|Vrail]] 03:04, 24 June 2010 (UTC)<br />
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:::I don't know much about DnD 4e, so everything I am about to say may be wrong. With that in mind, here are my thoughts. Discussions are generally about rules, which vary widely between 3.5e and 4e, so we should probably make edition specific ones, so we can provide more exact help. If someone say "how does barbarian rage work?" we have to find out what edition they mean (I assume barbarians still rage in 4e), and then provide help. If it was posted in 4e Discussions we'd not have that problem. Maps I suppose can go wherever, but if they are maps for an adventure/campaign, we could certainly stick them under the edition for which the campaign/quest was written. As for guidelines, it should probably me moved to something like "Wiki Guidelines", as it has nothing to do with actual DnD. Again, these are just my thoughts. --[[User:Badger|Badger]] 19:04, 26 June 2010 (UTC)<br />
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::::Ya, you're right. Feel free to make a 4e one, add an edition identifier in some way, and move the 4e ones over. --[[User:Green Dragon|Green Dragon]] 20:16, 8 July 2010 (UTC)<br />
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== Can't Log In ==<br />
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I was trying to save a response to [[User:Jazzman831|Jazzman]]'s comment on the talk for the [[Mundus (3.5e Class)|mundus]], however when I hit save it said there was a loss of session data and I should try again. I tried twice more and it gave me the same message. It also told me if this error persisted I could log out then back in again, so I logged out. However when I tried to log back in again it gave me this message:<br />
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''"Login error<br><br />
''There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please hit "back" and reload the page you came from, then try again."<br />
<br />
I hit the back button, reloaded the page, and tried again twice. Still nothing. I am unable to log back in to my account. --[[Special:Contributions/206.45.30.209|206.45.30.209]] 18:08, 25 June 2010 (UTC)([[User:Vrail|Vrail]])<br />
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:Ok, I just tried to log in a third time and it worked. That was weird, do you know what happened there? --[[User:Vrail|Vrail]] 19:12, 25 June 2010 (UTC)<br />
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::Actually D&D Wiki maxed out the server's hard disk space, so maybe that had something to do with it. If not I don't know. But I cleared up some space. --[[User:Green Dragon|Green Dragon]] 19:22, 25 June 2010 (UTC)<br />
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:::Out of curiosity, what kind of space are we talking here? Would it be worth it have a fundraiser to buy an additional hard drive (or hard drives, depending on how/if you back stuff up)? Storage comes cheap nowadays. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:18, 26 June 2010 (UTC)<br />
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::::Hosting was switched once again (see also [[User talk:Green Dragon#Trouble with the wiki]]) and space should not be a problem. Since the server failure, actually, D&D Wiki was moved to a hosting setup with mt (mediatemple) so doing a fundraiser for such things is not possible. --[[User:Green Dragon|Green Dragon]] 15:18, 1 July 2010 (UTC)<br />
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== Anti Vandalism Barnstar ==<br />
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I feel that Vrail deserves an Anti Vandalism Barnstar because of he is always removing spam and unwanted or offensive post from the site. I figured that i would nominate him to you. Thank you for reading and i hope that you consider him.--[[User:Grim914|Grim914]] 17:27, 26 June 2010 (UTC)<br />
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:Oh, I agree. Please feel free to give [[User:Vrail|Vrial]] one. Barnstars are given by anyone to anyone. --[[User:Green Dragon|Green Dragon]] 18:14, 26 June 2010 (UTC)<br />
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== Deletion? ==<br />
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Green Dragon? Why hasn't my [[Displacer Disciple Powers (4e Power List)| Displacer Disciple]] power lists been deleted? I have two of them, both up for deletion, I think. The other one is [[Displacer Disciple powers (4e Power List)]]. I created them. Could you also delete the [[Fell Knight Necross (4e Power List)]]? Thanks. --[[User:Axl|Axl]] 19:17, 26 June 2010 (UTC)<br />
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:No one has gone through [[:Category:Candidates for Deletion]]? I can say I have not recently. --[[User:Green Dragon|Green Dragon]] 19:31, 26 June 2010 (UTC)<br />
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::I was going to but I have been really busy the last month-ish. And the couple days I had some free time the wiki has been slow/inaccessible. But it's not like the world's going to end if your pages don't get deleted; they'll be gotten to eventually. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:34, 26 June 2010 (UTC)<br />
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:::Ah, okay. Sorry for bothering you. ''':)''' --[[User:Axl|Axl]] 21:47, 26 June 2010 (UTC)<br />
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::::It will get dealt with though, no worries. --[[User:Green Dragon|Green Dragon]] 20:14, 8 July 2010 (UTC)<br />
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== DPL Problem ==<br />
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Hey Green Dragon, When you go into the D&D 4e races, there's just coding there. Is this because D&D Wiki was moved? --[[User:Axl|Axl]] 02:09, 1 July 2010 (UTC)<br />
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:Ya, it is. The dpl's (dpl, dpl2c, dpl2cu, etc) are not working. They will soon though, don't worry. --[[User:Green Dragon|Green Dragon]] 15:11, 1 July 2010 (UTC)<br />
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::Ok! Thanks for letting me know. --[[User:Axl|Axl]] 19:40, 1 July 2010 (UTC)<br />
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:::Ya, no problem. --[[User:Green Dragon|Green Dragon]] 22:35, 1 July 2010 (UTC)<br />
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== The Site Crashed ==<br />
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How long are it going to be like this?<br />
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:[[Help:Talk Pages| Just a heads up here, don't forget to sign your posts.]] Thanks,<br />
<br />
--[[User:Axl|Axl]] 18:15, 3 July 2010 (UTC)<br />
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== File Problems ==<br />
<br />
Lately I've had a lot of trouble uploading pictures for my campaign setting. In particular, I've run into an error when creating the thumbnail for the images I upload, which would be excellent to have displayed on my pages.<br />
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"''Error creating thumbnail: libgomp: Thread creation failed: Resource temporarily unavailable''" is an example of the problem I'm having. I've tried uploading the image again, but to no avail. Should I try to change the file type of the image on my computer and upload a third time, or is there a solution I don't know about?<br />
<br />
While I've got your attention, is it appropriate of me to be directing all of my questions to you? I get the impression that you are bombarded with questions regularly, and while I would direct them to someone with a little less on their plate, I don't really know how to go about finding that person. [[User:ThatGuyEli|ThatGuyEli]] 17:46, 5 July 2010 (UTC)<br />
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:Hello again. I was just curious about D&D Wiki Media. It seems that thumbnails are no longer showing up when new images are uploaded. Instead, the following error message appears. ''Error creating thumbnail: libgomp: Thread creation failed: Resource temporarily unavailable''. Is this an internal problem? --[[User:Akherontis|Akherontis]] 07:04, 30 July 2010 (UTC)<br />
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::I had a similar problem, but only when trying to decrease the size of an image, keeping the size the same or larger the image showed up. Might this work in the mean time until this is working again if it is an internal problem? --[[User:Vrail|Vrail]] 08:24, 30 July 2010 (UTC)<br />
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:::In a few weeks when D&D Wiki gets moved problems, like this, should get worked on as well. --[[User:Green Dragon|Green Dragon]] 20:20, 30 July 2010 (UTC)<br />
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::::Hey Green Dragon, I just went onto D&D Wiki Media Repository, and I found out that most of the new pictures aren't working. Do you know what's wrong? --[[User:Axl|Axl]] 00:09, 3 August 2010 (UTC)<br />
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:::::Hey Green Dragon? I tried to upload a picture, but it said that "the directory (public) could not be written by the webserver" or something like that. What's goin on? --[[User:Axl|Axl]] 20:22, 3 August 2010 (UTC)<br />
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::::::Is this ever gonna get fixed? I would like to upload more pictures for some armor I'm gonna create (I've already created 1 armor). --[[User:Axl|Axl]] 21:17, 12 August 2010 (UTC)<br />
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:::::::Images and uploading are now working. --[[User:Green Dragon|Green Dragon]] 21:28, 16 August 2010 (MDT)<br />
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== Wiki troubles ==<br />
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I see you are fixing redirects/fixing links. What's our progress on dpls, images, tables and whatnot? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:14, 6 July 2010 (UTC)<br />
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:Oh, also, what does it take to build a bot? I don't know much about programming, but it seems like it shouldn't take much to program a bot to fix the DnD links. Do you know some resource about bot-building? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:16, 6 July 2010 (UTC)<br />
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::My wiki skills are minimal, but my research skills are astounding. Will [http://en.wikipedia.org/wiki/API.php#APIs_for_bots this link] help? It looks like we might be able to build an anti-spam bot, and a redirector bot with relative ease. --[[User:Badger|Badger]] 00:20, 6 July 2010 (UTC)<br />
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:::With regard to the problems of the moving of D&D Wiki, they will be fixed soon. To the best of my knowledge right now the DPL's, DPL2CU's, DPL2C's, Odd-Even, SMW with regard to displaying links, and a few table things (vardefine &mdash; [[Template:Spell]]?). And the reinstalling of imagemagik again (as said above). Do you know of anything else? And API (http://www.dandwiki.com/w/api.php) is a great tool. A few other options exist too of course. --[[User:Green Dragon|Green Dragon]] 00:31, 6 July 2010 (UTC)<br />
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::::When you say "soon", are we thinking soon means "24 hours", "within a week", or "about a month"? Just looking for an estimate on when we can see the wiki up at full capacity again. --[[User:Badger|Badger]] 00:40, 6 July 2010 (UTC)<br />
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:::::(Edit conflict) The Semantic stuff isn't working either, I think. Do you have a timetable? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:44, 6 July 2010 (UTC)<br />
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::::::When you say "''Semantic stuff isn't working either''" do you just mean the links, or am I missing anything? And I do not have a timetable. Soon, is what I'll say I guess. --[[User:Green Dragon|Green Dragon]] 01:36, 6 July 2010 (UTC)<br />
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:::::::Well, it seems to be working now, so I may have spoken too soon. Very recently I saw links that looked like <nowiki>[[3e Prerequisite::Such and so]]</nowiki>, but I just browsed some pages and they seem to be formatted correctly now. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 02:08, 6 July 2010 (UTC)<br />
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::::::::I know what you're talking about, I saw them earlier too. I looked for them again, before posting the above, and couldn't find them either. Dunno. Maybe they got fixed as well as the modern dpl's (I think they were not working earlier either). --[[User:Green Dragon|Green Dragon]] 02:35, 6 July 2010 (UTC)<br />
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:::::::::I would also like to add that mathematical formulas aren't working either.<br />
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:::::::::<math>F = (\frac{3.439*10^-8 ft^3}{slug*seconds^2})(\frac{4.10*10^23 slugs*.031 slugs}{20,931,758.5 ft^2}) = 1 \frac{foot*slug}{second^2} = 1 lb </math><br />
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:::::::::As shown there for an example. --[[User:Vrail|Vrail]] 21:34, 6 July 2010 (UTC)<br />
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== DPLs again? ==<br />
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Hi, one question. The homebrew power lists aren't showing up at the [[4e Powers]]. Is this caused by the DPLs? Thanks. --[[User:Axl|Axl]] 00:01, 7 July 2010 (UTC)<br />
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:Yes, it was. I modernized the dpl's so it is no longer a problem. --[[User:Green Dragon|Green Dragon]] 00:15, 7 July 2010 (UTC)<br />
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::Thanks for fixing it! --[[User:Axl|Axl]] 01:45, 7 July 2010 (UTC)<br />
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:::Ya, no problem. If you bring more pages to my attention which use the old DPL's and not the dpl's I would be more than happy to change them. --[[User:Green Dragon|Green Dragon]] 20:13, 8 July 2010 (UTC)<br />
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::::Yeah, actually, I have one on my talk page (and another one hidden in my [[D&D 4.0 Future (4e Sourcebook)|sourcebook]]), and just more stuff in my sourcebook. I'll see if there's anymore. --[[User:Axl|Axl]] 04:27, 15 July 2010 (UTC)<br />
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::::There's actually some (maybe only 2, I don't know) in the 4e Homebrew. --[[User:Axl|Axl]] 04:31, 15 July 2010 (UTC)<br />
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== Add new equipment? ==<br />
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Can any of you fix this? When I try [[Add New DnD Equipment|Add new Equipment]], It brings me into this 3.5e equipment stuff. Is that the way it's supposed to be? --[[User:Axl|Axl]] 21:19, 7 July 2010 (UTC)<br />
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:The link you provided is for adding [[Add_New_3.5e_Equipment|3.5e Equipment]]. It's designed to add 3.5e Equipment. None of us do much with 4e, and there hasn't been much need to make an official 4e equipment preload yet, I guess. I'm sure someone can set up a pre-load for 4e if you ask. I'd try, but I think an admin has to handle that. --[[User:Badger|Badger]] 21:51, 7 July 2010 (UTC)<br />
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::Please feel free. Just no one has made one yet, but one should be present. --[[User:Green Dragon|Green Dragon]] 20:12, 8 July 2010 (UTC)<br />
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:::So the page is locked, so I can't edit it to add the "add new" forms that I made, but you can find easy ways to add 4e Armor, Weapons, Magic Items, and Vehicles on [[User:Badger/sandbox6|this page]]. The ones on the far right don't do anything, so don't use those yet. I put them there so when I find more 4e Preloads they will be easy to add. I've not tested any of them, so they may need some tweaking. let me know on my talk page, or here (I'm keeping an eye on both). --[[User:Badger|Badger]] 21:08, 17 July 2010 (UTC)<br />
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::::Thanks for helping me out with this. So, I'll test it out and let you know what happens. --[[User:Axl|Axl]] 15:48, 19 July 2010 (UTC)<br />
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== Tables aren't working ==<br />
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Um, Green Dragon? Some tables aren't working. Do they have a different DPL than the others? All right, thanks. --[[User:Axl|Axl]] 21:53, 7 July 2010 (UTC)<br />
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:Kind of. They use [[Template:d20]] which uses vardefine, which is not working. --[[User:Green Dragon|Green Dragon]] 20:10, 8 July 2010 (UTC)<br />
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== Copying from your Userpage ==<br />
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Would you mind if I used the [[User:Green Dragon/Top Template|top template]] on your userpage (with a few minor adjustments) for my own userpage? Thanks. --[[User:Vrail|Vrail]] 04:17, 9 July 2010 (UTC)<br />
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:Of course, please feel free. --[[User:Green Dragon|Green Dragon]] 17:58, 9 July 2010 (UTC)<br />
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== Strange bug ==<br />
<br />
I was just going through and moving some DnD pages to 3.5e (which, btw, after my latest stint I'm almost halfway done, a lot of pages!) when I found a bug. When I tried to access the page [[DnD Archetype Feats]] (Unsure if it was already moved) I couldn't load it, then my internet eventually took me to a page that said there was a DNS error. After that I couldn't load any pages on the wiki. I had to close my internet then reopen it to get the wiki working again. Is this happening for anybody else? What's going on? --[[User:Vrail|Vrail]] 02:24, 15 July 2010 (UTC)<br />
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:Something like that happened to me too. I ended restarting Internet Explorer (which wasn't too bad) in order for it to work. --[[User:Axl|Axl]] 04:23, 15 July 2010 (UTC)<br />
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::Does this still happen? --[[User:Green Dragon|Green Dragon]] 22:57, 16 August 2010 (MDT)<br />
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== Moving DnD pages to 3.5e ==<br />
<br />
Just wanted to let you know that my previous comment was slightly wrong about being halfway done. I was a lot closer than halfway, and just finished moving every single page starting with DnD (according to [http://www.dandwiki.com/w/index.php?title=Special%3AAllPages&from=DnD&to=DnD+zz&namespace=0 this] list) to its corresponding edition. I'll have to check the to-do list, but if this was on it I can check it off. :D<br />
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There are a couple of pages that I did not move. These are protected pages (not many, just a couple preloads), eddition neutral pages (again, only a couple of these exist), and the one page mentioned above that I couldn't get to. Also, I may have forgotten to switch the instructions for one or two preloads on the page they link to. I think I got most of them, but if you find any, please change them. :) --[[User:Vrail|Vrail]] 03:34, 15 July 2010 (UTC)<br />
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== Categories ==<br />
<br />
Hey Green Dragon,<br />
<br />
I noticed in the [[:Category:Candidates for Deletion|Candidates for Deletion]] category, that the 4e Future category is going to be deleted and all that stuff moved. Is that really necessary? --[[User:Axl|Axl]] 04:17, 15 July 2010 (UTC)<br />
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:Yup. 4e Future is a sourcebook, not a published SRD, so it needs to be formatted like the other sourcebooks. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:33, 16 July 2010 (UTC)<br />
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::Okay. --[[User:Axl|Axl]] 00:19, 17 July 2010 (UTC)<br />
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== Sourcebooks ==<br />
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Hey Green Dragon, I found that the sourcebooks are still not showing up. --[[User:Axl|Axl]] 00:21, 17 July 2010 (UTC)<br />
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:[[3.5e_Sourcebooks]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 00:30, 17 July 2010 (UTC)<br />
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::4e sourcebooks are using the old DPLs that need to be updated to work. Someone more diligent than I can update them. --[[User:Badger|Badger]] 00:53, 17 July 2010 (UTC)<br />
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:::I went through this morning and fixed the DPLs. Everything shows up properly now. --[[User:Badger|Badger]] 19:51, 17 July 2010 (UTC)<br />
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::::Thanks.<br />
<br />
::::--[[User:Axl|Axl]] 22:45, 19 July 2010 (UTC)<br />
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== A race I posted ==<br />
<br />
I have a question, several months ago I created an article for a homebrew race called the "Heartbound" and it is still not on the list for homebrew races. Is there something I have to do for it to be added to the list? {{unsigned|Firerush}}<br />
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:Fixed. You needed to add [[:Category:Race]]. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:33, 17 July 2010 (UTC)<br />
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== VariablesExtension ==<br />
<br />
I took the liberty of making [[Template:Spell]] not use VariablesExtension (#vardefine) because the spells were messed up. Of course then I realized that other things are broken too. And I don't have permission to edit those (and I am not sure how well they can be made to work without the extension). —[[User:Edwin|edwin]] 16:08, 18 July 2010 (UTC)<br />
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:I noticed your edits on [[Template:Spell]]. It seems to work the same, so thanks a lot for helping fix that. I would gladly unlock pages if you know how to make them work, however I agree in that some may need #vardefine. For example [[Template:d20]] is not working (which I would gladly unlock if you know how to fix it), or [[Template:Weapon Stats2]] which is not locked. In any case, however, many pages by themselves use #vardefine in the tables, so switching it would be a lot of work. It will be fixed sometime. --[[User:Green Dragon|Green Dragon]] 17:01, 18 July 2010 (UTC)<br />
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::I would think it's a better plan to fix what's broken, instead of finding ways around it. If vardefine is going to be eventually fixed, then there's no need to waste time changing the templates around. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 23:54, 18 July 2010 (UTC)<br />
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:::Vardefine is working once again. --[[User:Green Dragon|Green Dragon]] 22:56, 16 August 2010 (MDT)<br />
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== Category DnD ==<br />
<br />
Should this page be merged with to Category 3.5e, and then all pages linking to it be changed to say 3.5e rather than DnD? I'm just wondering because all of the DnD pages (that I can find according to the lists I was given) have been moved to say 3.5e, and as far as I can tell the DnD category applies to 3.5e material only. --[[User:Vrail|Vrail]] 16:07, 19 July 2010 (UTC)<br />
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:No. It actually is going to be expanded once all pages with [[:Category:DnD]] have [[:Category:3.5e]] (which are for 3.5e) with all [[:Category:4e]] pages, as 4e is an edition of D&D. Although, yes, all the 3.5e dpl's need to be changed to use category=3.5e. --[[User:Green Dragon|Green Dragon]] 16:33, 19 July 2010 (UTC)<br />
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== Powers ==<br />
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Um, Green Dragon? My Fell Knight's [[Fell Knight Powers (4e Power List)|Powers]] don't show up. Is that a problem with the DPLs, or are they gone forever? --[[User:Axl|Axl]] 02:32, 20 July 2010 (UTC)<br />
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:There's a pretty easy way to find out. Just look for one of the powers, or adjust the dpls to search for something you know exists. As it is, though, the dpls are broken. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 02:48, 20 July 2010 (UTC)<br />
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::Your DPL tables are the old ones that don't work. Switch them to the new versions and it should show up. [[User:Badger/sandbox4|This link]] shows you the kind of DPL you need for everything to show up correctly. --[[User:Badger|Badger]] 03:54, 20 July 2010 (UTC)<br />
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:::The old DPL's are working once again as well. --[[User:Green Dragon|Green Dragon]] 22:55, 16 August 2010 (MDT)<br />
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== Items ==<br />
<br />
Hey Green Dragon? Is there supposed to be no magical Items in the Arm Slot, Armor, and Weapon items?<br />
--[[User:Axl|Axl]] 03:23, 21 July 2010 (UTC)<br />
<br />
== Server Error ==<br />
<br />
Often times when I try to load a page on the wiki, it will just load a blank page and say it is done. I then have to reload the page 1-2 times before it shows up. Also, usually when I attempt to save a change it just loads a blank page and doesn't save the change. I then have to hit 'back' on my browser bar and try again 5-6 times before it saves. Is anybody else having a similar problem? Can it be fixed? This is happening on firefox btw, it also happens to me on internet explorer, but it is less often and requires only 1 page reload. --[[User:Vrail|Vrail]] 18:30, 23 July 2010 (UTC)<br />
<br />
:The issue is the current hosting setup. I just bought a server and it will be running D&D Wiki by the middle of next month. At that time all the problems should be dealt with. See also [[Talk:4e Creatures#Not Working]]. --[[User:Green Dragon|Green Dragon]] 03:53, 24 July 2010 (UTC)<br />
<br />
::D&D Wiki is now hosted on my server. Thoughts on the loading times and so now? --[[User:Green Dragon|Green Dragon]] 22:54, 16 August 2010 (MDT)<br />
<br />
== Sourcebook Categories ==<br />
<br />
Hey Green Dragon? <br />
My [[D&D 4.0 Future (4e Sourcebook)|sourcebook]] weapons (and probably races and every other stuff that I created) is loose in the [[4e Homebrew]]. I figure it's because that they're categorized as 4e. What do I do? --[[User:Axl|Axl]] 04:00, 24 July 2010 (UTC)<br />
<br />
:Axl, your creations aren't so much "loose in the 4e Homebrew". In fact, that's exactly where they should be. Maybe you didn't catch what Jazzman wrote [[Talk:Add_New_4e_Future_Implement|here]], or what I wrote [[User_talk:Axl#Problems_with_your_Sourcebook|here]]. Everything that you wrote for your sourcebook needs to be categorized under 4e, and should show up as 4e equipment/armor/weapons/whatever. Everything you've written is considered "4e" not "4e Future". "4e Future" does not exist. Anything labeled "4e Future" needs to be changed to "4e" and anything you added the "formatting issue" template to needs to have that template removed. For example, if you have a piece of armor labeled "4e Future Armor" it needs to be moved to "4e Armor", and anything that says "4e Future Equipment" needs to be moved to "4e Equipment". I hope this is clear. --[[User:Badger|Badger]] 06:21, 25 July 2010 (UTC)<br />
<br />
::That's kind of the reason why I made the sourcebook instead of just creating classes, races, etc that are based in the future put into the 4e classes. There's a conversation with [[User:Vrail|Vrail]] somewhere on this talk page. --[[User:Axl|Axl]] 16:45, 26 July 2010 (UTC)<br />
<br />
::The section's called D&D 4e Future. --[[User:Axl|Axl]] 16:47, 26 July 2010 (UTC)<br />
<br />
:::What you should have is a category called "4e Future", and tag all of your content with that. What will happen is if you're looking though a list of all the 4e homebrew, you will see 4e and 4e future, but if you click on the 4e future category you will only see 4e future things. You need to write up all of your content exactly as if it was plain old 4e, including leaving it in the regular namespace like (4e_Armor), and then when you're done you need to add <nowiki>[[Category:4e_Future]]</nowiki> to the bottom of the page. Then on all of your DPLs where you want to list your 4e Future creations you need to add the line <nowiki> |category:4e_Future </nowiki> and all of your creations will pop right up, without anything else from 4e. <br />
:::What your sourcebook should do is tell users how to use any and all content tagged with Category:4e_Future. If you aren't making any new rules, you don't even need a sourcebook. The idea behind the sourcebook is to write out how to play a slightly altered system. A sourcebook is nothing more than a collection of variant rules, but if the rules are identical, then you don't need to write it. I hope this is making sense. --[[User:Badger|Badger]] 18:16, 26 July 2010 (UTC)<br />
<br />
::::I was told to use the category: 4e. --[[User:Axl|Axl]] 00:16, 28 July 2010 (UTC)<br />
<br />
::::I thought it was there. I'll check on my talk page. --[[User:Axl|Axl]] 00:18, 28 July 2010 (UTC)<br />
<br />
:::::You can use more than one category. You should include both "Category:4e" and "Category:4e_Future". Technically, 4e_future should be a sub-category, but we don't seem to use much in the way of sub-categories on this site, so I wouldn't worry about that. --[[User:Badger|Badger]] 00:27, 28 July 2010 (UTC)<br />
<br />
::::::So, how do you make a sub-category? --[[User:Axl|Axl]] 16:53, 2 August 2010 (UTC)<br />
<br />
== is there a way to delete a page? ==<br />
<br />
I created a page and by talk to me before revisions i meant dont just go right in and revise, hence why im simply going to make the class it was on my own laptop and take it off of this site? is there a way to do that?<br />
<br />
:Your English is a bit wacked above, but I'm assuming what you're trying to say is that you created an article, and another user contributed to it. If the article is good quality with contributions from you and the other(s) than it will not be deleted. There is a very clear warning every time someone edits letting them know about this collaborative nature of a wiki. If it is in horrible condition, left incomplete, and unplayable, than anyone can tag it with the delete template, where an admin will eventually get around to it. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 14:29, 25 July 2010 (UTC)<br />
<br />
::That may have been me editing your article. I generally post on the discussion page and discuss things before making a change. However, I noticed a class with grammar issues similar to those in your above comment. I spent a while fixing the grammar, sorry if this disturbed you. --[[User:Vrail|Vrail]] 22:58, 25 July 2010 (UTC)<br />
<br />
== Admin Badge ==<br />
<br />
I was looking around a bit on the wiki and noticed references to an admin badge. I had never seen it so I looked around for it, and realized it had been deleted. Then I looked around for something discussing ''why'' it was deleted, apparently that discussion was on the template's talk page and was deleted to. This was a little bit frustrating. So I was wondering, why was it removed? Also, could the reasoning for its deletion be re added somewhere for reference? It seems a little bit strange that the page discussing its deletion was deleted as well. Thanks! --[[User:Vrail|Vrail]] 03:19, 30 July 2010 (UTC)<br />
<br />
:Talk pages of deleted pages are always deleted as well. Why was it deleted? [[Special:ListAdmins]] was used on [[Meta Pages]] to let people know of a list of admins, and as such the use of that template was nonexistent. As an aesthetic taste thing anyone could make one I guess, just not in a template form (an admin can restore and move of course). --[[User:Green Dragon|Green Dragon]] 04:30, 30 July 2010 (UTC)<br />
<br />
::Good to know, thanks for the quick and well informed response. ''':)''' Do you think it would be worth it to post the reasoning for removing the admin badge somewhere (such as on the [[Special:ListAdmins]] page or the like), or do to little people even care/know about it? --[[User:Vrail|Vrail]] 04:37, 30 July 2010 (UTC)<br />
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:::That's a special page and cannot be modified. If you give me a link to the page I can re-delete it explaining the deletion more. --[[User:Green Dragon|Green Dragon]] 04:41, 30 July 2010 (UTC)<br />
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::::Alright, I was unsure if as the sites owner you could edit special pages or not. Anyways, here's the link <s>Template:AdminBadge</s>. --[[User:Vrail|Vrail]] 04:49, 30 July 2010 (UTC)<br />
<br />
:::::Backend I am sure, but is that really necessary? How does that sound? Does that get the point across and make it less confusing? I am assuming that if one cares they will check the deleted page. --[[User:Green Dragon|Green Dragon]] 04:55, 30 July 2010 (UTC)<br />
<br />
== More broken wiki ==<br />
<br />
I'm not sure what's different about these pages, but none of the Random Ability Order templates are working right. See, eg, <s>Template:Random Ability Order - Table 7</s>. They are all like that. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:39, 30 July 2010 (UTC)<br />
<br />
:Most likely that was a problem associated with the wiki syntax and not anything MW related. --[[User:Green Dragon|Green Dragon]] 22:52, 16 August 2010 (MDT)<br />
<br />
== Xenophon's RfA ==<br />
<br />
I noticed in the rfa's that Xenophon's rfa was approved, and he was never renominated. This would be normal except for the fact that he is not on the admin list. Just wondering what's up with that? --[[User:Vrail|Vrail]] 05:00, 1 August 2010 (UTC)<br />
<br />
:I re-did that section of [[Requests for Adminship]]. Does that explain the Xenophon scenario? Is that is unjust (a different process should be done &mdash; that is now not a policy, it just happened)? Is there anything I missed? Is it easier to understand? --[[User:Green Dragon|Green Dragon]] 03:02, 2 August 2010 (UTC)<br />
<br />
== author template ==<br />
<br />
I am having the darnedest time figuring out the syntax to use for the author template and this page doesn't help explain anything: http://www.dandwiki.com/wiki/Template:Author<br />
<br />
<br />
Following what I've found on others' contributions and the syntax displayed on the template, the closest thing I have come up with is this:<br />
<br />
<nowiki>{{author</nowiki><br />
|<nowiki>[[User:Mercurious|Mercurious]]([[User talk:Mercurious|talk]])</nowiki><br />
|date_created= 07/28/10<br />
|status= Incomplete<br />
}}<br />
<br />
but instead of displaying my linked name and linked talk, it just displays the suggested syntax with the {{{}}} around author_name.<br />
<br />
I've tried looking everywhere I could to not bother anyone, but I'm just plain stuck and some help would be great.<br />
thanks,<br />
josh<br />
<br />
:The author name doesn't work the way you are doing it; see my correction below (in bold). It actually already adds the formatting, so you don't have to do it yourself.<br />
<br />
<nowiki>{{author</nowiki><br />
|'''author_name=Mercurious'''<br />
|date_created= 07/28/10<br />
|status= Incomplete<br />
}}<br />
<br />
:[[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 16:49, 1 August 2010 (UTC)<br />
<br />
Thank you, Jazzman!<br />
<br />
== 4e Power List Preload ==<br />
<br />
Green Dragon? Do you mind if I update the 4e Power List Preload to the new DPLs? --[[User:Axl|Axl]] 20:55, 3 August 2010 (UTC)<br />
<br />
:Not at all, please do. That has to be done huh. --[[User:Green Dragon|Green Dragon]] 17:41, 4 August 2010 (UTC)<br />
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::I'll get right on it then. --[[User:Axl|Axl]] 23:58, 6 August 2010 (UTC)<br />
<br />
:::Well, I finished quite a while ago. But I haven't tested it out yet. But there's one problem. These new DPLs are going wacky. I don't know what's going on. --[[User:Axl|Axl]] 17:31, 7 August 2010 (UTC)<br />
<br />
::::Looking at [[Enchanter Powers (4e Power List)]], for example, it seems fine. Unless you mean you want to add a parameter like <tt><code>|rowcolformat</code></tt>. Could you supply a link to what you are talking about? An example I can think of is [[Featured Articles]], where the dpl displays <html><a href="/wiki/PAGE" title="Talk:PAGE">Talk:PAGE</a></html>. Is it something like this? --[[User:Green Dragon|Green Dragon]] 17:36, 7 August 2010 (UTC)<br />
<br />
:::::Let's see, I don't think I added anything to the Enchanter's powers, so it's fine there, but if you look at the [[Fell Knight Powers (4e Power List)|Fell Knight's]] powers, it's going wacky. --[[User:Axl|Axl]] 23:53, 9 August 2010 (UTC)<br />
<br />
:::::Yeah! Something like that. It just shows the webpage text, it doesn't show the link. --[[User:Axl|Axl]] 02:23, 10 August 2010 (UTC)<br />
<br />
== Kobold's ==<br />
<br />
While browsing this wiki I noticed on the 'Talk:Stone of Monster Summoning (3.5e Equipment)' page you implied that Kobolds are unintellegent idiots. <br />
<br />
Have you not read the 'Races Of The Dragon' supplement? One of my favourite characters of mine was a wise, and INTELLEGENT kobold sorceror. Also I you look Kobolds don't have any penalties for any of the Mental abilities. It is just a prejudice, created when the 'Civilised races' sided with the Kobolds enemy the gnomes. <br />
<br />
I do also take into account that they do the bidding of dragons. In the Neverwinter Nights expansion pack 'Shadows Of Undertide' Deekin my favourite team-mate of all time chooses to go stop following his master. <br />
<br />
Still other then that you have been spot on keep up the good work.<br />
--[[User:Milo v3|Milo High-Hill]] 07:53, 10 August 2010 (UTC)<br />
<br />
:I believe what you are referring to is this: ''(Kobolds coming up with something like that, wow!)''. However earlier he also implied that kobolds are exceptionally smart by the plan that they thought of in this theoretical situation. Basically I think he was saying this just to show they are not quite as smart as earlier implied. A spectacular plan like that and the knowledge of those stones, how to get them, work them, and implement them would often have required a creature with an intelligence bonus. So in this case GD is just showing that they don't have an intelligence bonus, rather than saying they are unintelligent. Hope that clears things up. ''':)''' --[[User:Vrail|Vrail]] 15:29, 10 August 2010 (UTC)<br />
<br />
Yes this does clear it up thanks. I guess I was just so angry, I didn't think. --[[User:Milo v3|Milo High-Hill]] 01:39, 16 August 2010 (UTC)<br />
<br />
== Speedy Deletion Template ==<br />
<br />
So it seems the spammers are getting smarter. They are now creating accounts, and making new pages rather than just spamming old ones. People like Vrail and I revert the edits, but that is leaving blank pages on the wiki. We should get a "Speedy Deletion" template to put on these pages. It would be the same as a delete template, but the idea is it only goes on pages that need to be deleted right away. It could be used for re-directs, and other pages made by accident too. Because admins wouldn't have to judge the merit on the page, it would also be easier to maintain the list, once a week you could just stop by and delete everything. I can mock up a speedy deletion template if you'd like. --[[User:Badger|Badger]] 18:18, 12 August 2010 (UTC)<br />
<br />
:Seems like a good idea to me. --[[User:Axl|Axl]] 20:33, 12 August 2010 (UTC)<br />
<br />
::I went ahead and made a template, let me know what you think. [[User:Badger/sandbox11|Here]] it is. --[[User:Badger|Badger]] 18:24, 19 August 2010 (MDT)<br />
<br />
== Plz Help ==<br />
<br />
I created a class and now when I tried to make a link to the page for it it took me to another persons class and if you search for it in the search bar the same persons page comes up not mine is their a way for me to move the page or change its name because I can't seem to figure it out also can you help me with the lvl table on the page I'm not the best formatter.<br />
--[[User:Dragoona22|Dragoona22]] 23:37, 19 August 2010<br />
<br />
:From what I can tell you are talking about [[Red_Mage,_Variant_(3.5e_Class)|your red mage class]]. It should be known that your class is named" Red Mage, Variant (3.5e Class)", because as you mentioned, a class named Red Mage already exists. So be sure to use that name when making links. If you want to change the name, you can use the "move" tab at the top of the page to move the entire page to a new name; just make sure that name isn't already in use. If you're still having troubles with tables, I can try to help you out. You can always just open up another class' page, and look at how they did it. --[[User:Badger|Badger]] 00:49, 19 August 2010 (MDT)<br />
<br />
== Also... ==<br />
<br />
Also does anyone know a group in the milwuaki area of portland oregon that plays 3.5e and is willing to accept new members. If so leave a note on my talk page or send me and email at dragoona22@hotmail.com put D&D on the suject plz thank you.<br />
--[[User:Dragoona22|Dragoona22]] 23:53, 19 August 2010<br />
<br />
== My RfA ==<br />
<br />
Recently I nominated myself for adminship on the wiki. I don't want to sound like I'm advertising my nomination, however it has been three days without any support or oppose comments. I am just trying to get at least a few people to take notice and comment. My nomination may be found [[Requests for Adminship/Vrail|here]]. Thanks. --[[User:Vrail|Vrail]] 11:16, 18 August 2010 (MDT)<br />
<br />
:I was just recomended by [[User:Badger|Badger]] to contact you or another admin about getting my RfA on a news feed. I still have no support or oppose comments, and while the neutral comments are good, it would be nice to have another few users comment one way or the other. ''':)''' --[[User:Vrail|Vrail]] 15:16, 19 August 2010 (MDT)<br />
<br />
== Variant Guardian, Templates ==<br />
<br />
:''Discussion moved to [[Talk:Guardian, Variant (3.5e Class)#Abandoned]].'' <small>--[[User:Green Dragon|Green Dragon]] 16:30, 4 October 2010 (MDT)</small><br />
<br />
== (class) shroud ==<br />
<br />
Hi I was wanting to know is you could tell me who made the shroud class or more about its skills or if its been abandon if you know thanks --Columbus a.k.a R.I.R 21:51, 25 August 2010 (MDT)<br />
<br />
== ... ==<br />
<br />
I won't tell you which name... but one of your names contains my actual name lol.<br />
<br />
== 4e Sizes ==<br />
<br />
Hey Green Dragon (or anyone else that knows the answer),<br />
<br />
:I would like to know what are the penalty and benefits to being size Large and up to Colossal. Thanks,<br />
<br />
--[[User:Axl|Axl]] 14:49, 16 September 2010 (MDT)<br />
<br />
'''Note:''' I do not have the rule books. That is why I'm asking here.<br />
<br />
--[[User:Axl|Axl]] 16:09, 27 September 2010 (MDT)<br />
<br />
::Never mind. I think I figured it out from the 2 Player's handbooks.<br />
<br />
--[[User:Axl|Axl]] 16:07, 23 December 2010 (MST)<br />
<br />
== Little hiccup on a page. ==<br />
<br />
Hello Green Dragon. I was just leveling my druid yesterday when I noticed a discrepancy on a page of the site, on (http://www.dandwiki.com/wiki/SRD:Druid#Animal_Companion) it says that crocodiles are available to first level druids, whereas further down in the "Alternative Animal Companions" section it states that they are available at as an alternate candidate for the druid's animal companion at level four. I thought I'd let yah know since I checked in the 3.5 PHB and it said that it's not allowed to be used as a level one druid pet (for aquatic environments), unfortunately.<br />
<br />
Taa.<br />
<br />
.Willow.<br />
<br />
== Some guidance please? ==<br />
<br />
<br />
<br />
I've been trying to get the formatting right on my creation Eykanos Drakulzen since i created it. i've rewritten it about 10 times including direct copy/pasting and redoing to hold my info. the skills will not format correctly. please help.<br />
<br />
== very old dnd forum posts—lost ==<br />
<br />
I had made some races on the old DND boards, and decided to do a google search to see if I could find them again (I lost the computer they were originally written on)<br />
<br />
Anyway, searching for one of my races (shatterskin) brought me here. Unfortunately you guys hadn't logged it, and it's no longer backed up on the wizard's boards either. So I was curious—do you have some sort of archive from the old wizards boards? I'd love to see some of my old posts if you have them. Oh, and I'd be totally cool with anything I made being posted here (I might modify them to make them suck less though)<br />
<br />
you can email me at dustin.depenning@gmail.com if you need too<br />
<br />
== Thank You =) ==<br />
<br />
Thanks for the reply. I understand fully your situation and thanks for permission to base some 'Trickster' class features from the 'Tenken'(No plagiarism of course), And ill be sure to let you know when its finished so you can check it out.<br />
<br />
== Uploading Media ==<br />
<br />
How do I add a picture from the file "my pictures"? {{Unsigned|Raweno|21:11, 9 October 2010 (UTC)}}<br />
<br />
:You upload the file to media, [[dndmedia:Special:Upload|Special:Upload]] and then use the standard wiki link syntax on a page you want to display it. --[[User:Green Dragon|Green Dragon]] 19:20, 9 October 2010 (MDT)<br />
<br />
Okay, thanks. --[[User:Raweno|Raweno]]<br />
<br />
<br />
just hypotheticly, could you upload videos?<br />
<br />
== 3.5 Deity The Great Mon Gorge ==<br />
<br />
Hi, I noticed a few changes to one of my contributions, I had left that note on the main page to draw attention to the kind act of the user who drew that (he did it without prompting and its really good, was very thankful) and I can understand moving that to the talk page, but the removal of 'The" from the deities name is in error, 'The" is part of his name and other things reference the use of the "The" (for example the main pantheon page his coffin is referred to T.G.M.G.) If you could change it back I would be thankful, im kinda new to wiki editing (ive been poking at it for some time but still slow) otherwise id just change it back myself. Thank you for keeping an eye on my pages I appreciate that too. --[[User:MCage|MCage]] 20:28, 9 October 2010 (PST)<br />
<br />
:[[User:Kaden|Kaden]] is the uploader of the image. The history for the image and kadens name give a direct, non-discussion, relation to contributions. Anyhow, how does the pagename look now? You move pages by clicking the "move" tab up top. --[[User:Green Dragon|Green Dragon]] 22:10, 9 October 2010 (MDT)<br />
<br />
::Oh yeah thats perfect, thanks for the change and the advice on edits :) --[[User:MCage|MCage]] 23:46, 9 October 2010 (PST)<br />
<br />
== My User Page ==<br />
<br />
So what is the policy on stuff I am allowed to have on my own user page? Linking to a diff where you censored something I wrote doesn't seem very offensive to me. I was literally just offering a helping hand as to that D&D chatrooms already exist.<br />
<br />
So, what is the policy for user pages, exactly? What kind of content is ok and what sort of stuff do you want to censor? --[[User:Aarnott|Aarnott]] 15:13, 29 October 2010 (MDT)<br />
<br />
:See also [[User talk:Green Dragon#Censorship]]. What you are doing is solicitation ([http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia:Vandalism], external linking).<br />
:{{quote|Partial censorship is something D&D Wiki has — to keep spam and non-relevant things at bay. All the recent spam from IP's (see the barnstars some have received) is not allowed — I think you would understand. It could become a serious problem. <br />
|orig=--[[User:Green Dragon|Green Dragon]] 03:03, 28 April 2010 (UTC)<br />
|src=[[User talk:Green Dragon#Censorship]].<br />
}}<br />
:Why was it solicitation? Because it is directing users else how then through [[DnD Links]] and was not decided by the administration to be a beneficial recourse (e.g. Wikipedia's policies). --[[User:Green Dragon|Green Dragon]] 15:26, 29 October 2010 (MDT)<br />
<br />
::Please note you supplied an external link, and then desired users to find it once again. And links are something, "what is a link?" - it has a purpose.<br />
::Revision histories have been "cleaned" - see also [[Talk:Meta Pages]], [[Talk:Main Page]]. If enough problems exist, it is considered.<br />
::And The Tavern software, no matter the software, was specific to D&D Wiki. Re-opening the tavern implies a ''D&D Wiki'' tavern. This is understandable. --[[User:Green Dragon|Green Dragon]] 16:09, 29 October 2010 (MDT)<br />
<br />
:::Are we seriously fighting about this again? Why does it matter? Tons of users have links to other wikis they collaborate on, or links to sites they find helpful. Those go uncensored. If I picked 3 random editors from the recent edits, and checked their user pages I can guarantee they have links to external D&D sites. Are you seriously going to say that no external links are allowed? --[[User:Badger|Badger]] 20:37, 29 October 2010 (MDT)<br />
<br />
::::It's solicitation, ya (although not redundant). They really should discuss on [[DnD Links]] and get the good ones put there. And if it is a beneficial recourse to D&D Wiki that would have to be discussed to. Why did I notice this in particular? Because it's a very blatant user redirection and done in redundancy. --[[User:Green Dragon|Green Dragon]] 21:20, 29 October 2010 (MDT)<br />
<br />
:::::So you're telling me if a user blatantly advertises another site that isn't listed on [[DnD Links]] it should be removed for solicitation? --[[User:Badger|Badger]] 13:17, 30 October 2010 (MDT)<br />
<br />
::::::Ya ([http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia:Vandalism], external linking - more too). But who checks all the time? And I just remove them when I come across them (mostly), however when a user redundantly does it after it has been changed based off policies ([http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia:Vandalism], external linking) it becomes a serious potential problem, and may result in bans like [[User:Aarnott|Aarnott]]. Do you see where I am coming from? --[[User:Green Dragon|Green Dragon]] 13:58, 30 October 2010 (MDT)<br />
<br />
:::::::Is there not a difference between "solicitation" (a policy which is, at best, arbitrarily enforced, and, at worst, enforced with serious bias), and complaining about censorship of said solicitation? Aarnott was banned for solicitation, and, while I understand he's been warned about this in the past (though not [[Warning_Policy|officially]]), he was not banned until ''after'' he complained about censorship. This does not seem right to me. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 12:27, 31 October 2010 (MDT)<br />
<br />
::::::::The official reason Aarnott was banned was because of "Spamming links to external sites (not getting it and continuing soliciting)". Meaning that Aarnott spammed links to external links and then after being told about his actions redundantly continued. Why is this the reason? Since it is true and follows policies and things which the administration can operate through.<br />
::::::::I assume you are asking for the more normal reason, e.g. a colloquial reason. Being censored does not mean one is going to be banned, it just means one should not continue with the problem activity. Aarnott solicited, was warned (through censorship), solicited again on Aarnott's user talk &mdash; the diff, which leads onward, was warned (through undo), and then solicited again twice here. What is too much? To me I see it as we have no time for such behavior &mdash; policies exist for a reason (ask Wikipedia?) and one disregarding them because he/she wants to is not a reason. It's like a virus. As such the administration should operate under such principles. Just my way of looking at it. Does this answer any questions? --[[User:Green Dragon|Green Dragon]] 15:59, 31 October 2010 (MDT)<br />
<br />
:::::::::Are you suggesting that mentioning the website mibbit counts as soliciting? Aarnott had nothing to gain by suggesting it, and we were looking for suggestions and alternate hosting choices. I've mentioned Freenode several times in several tavern discussions, and there has never been a problem there. Mibbit and Freenode are essentially the same service. Also, if you don't technically warn him, I don't think it's fair to punish him as if you had. If you had issued a warning, per the warning policy you established, it's possible that he would have stopped. Furthermore, you've listed 4 incidents where he was "soliciting". Assuming you warned him separately for every single instance he should only be banned for 1 week, not 6 months. --[[User:Badger|Badger]] 16:21, 31 October 2010 (MDT)<br />
<br />
::::::::::Giving a specific link to one, not to a service, definitely is.<br />
::::::::::{{quote|[http://en.wikipedia.org/wiki/Wikipedia:Civility Wikipedia:Civility] is superseded by the [[Warning Policy]] as applicable.<br />
|src=[[Meta Pages]]<br />
}}<br />
::::::::::So no, they are different policy things. The edit itself and the diff are the notifications. --[[User:Green Dragon|Green Dragon]] 16:53, 31 October 2010 (MDT)<br />
<br />
:::::::::::If the edit and the diff are the notifications, why does the warning policy exist? How can [http://en.wikipedia.org/wiki/Wikipedia:Civility Wikipedia:Civility] be superseded by the [[Warning Policy]] if the only thing the warning policy says is "See Civility"? Also, you didn't address the second half of my comment. --[[User:Badger|Badger]] 17:00, 31 October 2010 (MDT)<br />
<br />
::::::::::::Because civility is just ''one'' policy on Wikipedia.<br />
::::::::::::{{quote|As a general rule [http://en.wikipedia.org/wiki/Wikipedia:List_of_policies Wikipedia's policies] are in effect. Please use common sense with this overarching policy.<br />
|src=[[Meta Pages]]<br />
}}<br />
::::::::::::[http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia:Vandalism], external linking has nothing to do with [http://en.wikipedia.org/wiki/Wikipedia:Civility Wikipedia:Civility]. If you have input into this this is not the place for it, please ask it on [[Talk:Meta Pages]].<br />
::::::::::::The policies answer the bottom part of your comment. If not more information would be appreciated so I could answer them. --[[User:Green Dragon|Green Dragon]] 17:07, 31 October 2010 (MDT)<br />
<br />
:::::::::::::Wikipedia says, very clearly:<br />
{{quote|Even if misguided or ill-considered, any good-faith effort to improve the encyclopedia is not vandalism.}}<br />
:::::::::::::If we replace "encyclopedia" with "Dandwiki Community", surely you agree that is exactly what he did. That's why I will ask this again: "You've listed 4 incidents where he was "soliciting". Assuming you warned him separately for every single instance he should only be banned for 1 week, not 6 months". Why is he banned for 6 months? --[[User:Badger|Badger]] 17:19, 31 October 2010 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:The gray line. Ya, but he should have listed providers like you did above (note, no censorship there). Banning lengths are only for the warning policy, this is the policy thing again. --[[User:Green Dragon|Green Dragon]] 17:25, 31 October 2010 (MDT)<br />
<br />
::So then you feel that a 6 month ban is an appropriate punishment for making multiple links to external sites? --[[User:Badger|Badger]] 17:29, 31 October 2010 (MDT)<br />
<br />
:::You don't feel it is appropriate? One should understand that when the administration does something (e.g. censorship) it has a reason, and the opposition of that reason (not in discussion, in more vandalism) is the wrong action. Some recent IP's have been banned for a year for doing vandalism multiple times. It's following the same trajectory... Thoughts? --[[User:Green Dragon|Green Dragon]] 18:09, 31 October 2010 (MDT)<br />
<br />
::::Aarnott isn't some faceless IP just here to make trouble. You banned him before he could even have a proper discussion. Comparing him to recent IPs spamming pages about boots or whatever else is insulting to him. He was, at one point, an administrator on this site. Personally, I think letting him stick around long enough to have this discussion would have been best, and then banned him for some period of time, not more than a month. Honestly, if you had let him say his piece in this discussion I doubt he'd even need to be banned. Banning isn't meant to be a punishment, it's meant to stop future problems before they can happen. --[[User:Badger|Badger]] 18:16, 31 October 2010 (MDT)<br />
<br />
:::::(Edit Conflict) I'd consider a named user linking to sites that he genuinely finds helpful and thinks will be helpful to the community significantly different than an anonymous person intentionally vandalizing by deleting content or adding vulgar or unproductive material. While he has been warned before, I think there's a pretty significant jump between an implied, indirect verbal warning and a 6-month block. There should probably be some escalation in between there. There's another block on his account, but it seems to be unrelated to this issue. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 18:22, 31 October 2010 (MDT)<br />
<br />
::::::Aarnott's comments to the matter (removed through censorship) I do not think can be considered in the way you want them to be.<br />
::::::[[User:Jazzman831|Jazzman831]] just banned an IP (violated same policy) for infinity. Given the circumstances (user ''has'' been in good standing before) I guess I can change it to 3 months. People need to learn the policies, and banning is meant as a way of getting that done. So, although banning is not a punishment, it has a use for ''after incidents'' as well. --[[User:Green Dragon|Green Dragon]] 17:54, 2 November 2010 (MDT)<br />
<br />
:::::::No I didn't. I blocked someone who is part of a long-term scheme of placing blatant advertisements for a certain brand of footwear which is unrelated to D&D (and let's face it -- probably unused by most D&D players anyway). The user had no contributions that weren't entirely spam. I may have used the same reason in the drop down box, but that doesn't mean I blocked him for the same reason. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:29, 3 November 2010 (MDT)<br />
<br />
::::::::Sorry, the violation of the same policy. I modified it above. --[[User:Green Dragon|Green Dragon]] 20:32, 3 November 2010 (MDT)<br />
<br />
:::::::::Despotism strikes again! --[[User:TK-Squared|TK-Squared]] 06:58, 5 November 2010 (MDT)<br />
<br />
::::::::::Wikipedia's policies are beneficial, although to the stage of despotism I do not think they are there. They are more a needed tool for D&D Wiki to function, not so much a despotism rule. --[[User:Green Dragon|Green Dragon]] 16:01, 5 November 2010 (MDT)<br />
<br />
:::::::::::It's interesting how they are only a much-needed tool here. --[[User:Foxwarrior|Foxwarrior]] 18:02, 6 November 2010 (MDT)<br />
<br />
::::::::::::I have to agree. I don't think any of these links removed because of solicitation of D&D-resource sites caused this wiki to function at a lower level. Removal of spam, sure, but I don't see the need to delete links to other D&D resources. --[[User:Badger|Badger]] 18:52, 6 November 2010 (MDT)<br />
<br />
:::::::::::::There's [[DnD Links]] for that, ya. --[[User:Green Dragon|Green Dragon]] 20:52, 6 November 2010 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:So we can add any useful wikis and other useful sites to that? --[[User:Badger|Badger]] 20:57, 6 November 2010 (MDT)<br />
<br />
::Well the reasons would be sorted through, but ya. But the discussion should be moved there with continued questions. --[[User:Green Dragon|Green Dragon]] 21:00, 6 November 2010 (MDT)<br />
<br />
== Userpage Top Template and My Content ==<br />
<br />
This isn't a major question but I was just wondering how you get the user/talk/contributions/awards bar on the top of your page. Also I was wondering if you could look at some of my posts and tell me if you like them. Thank you and congratulations on the amazing website. [[User:Nomnomking|Nomnomking]] 22:30, 3 November 2010 (UTC)<br />
<br />
:See also [[User:Green Dragon/Top Template]]. You can make one in your own user space.<br />
:I looked over the creations listed on your userpage (not usercontributions though) and gave input where I noticed things which are wrong. As those get corrected please ask me to look over them again for more things (balance, etc) and I would be more then willing to look over them.<br />
:Also all the external links on your userpage you should be moved to [[DnD Links]]. Your userpage should then link to them by way of the page (an example would be [[DnD Links|External Links]]<nowiki>[</nowiki>[[DnD Links#Wizards of the Coast|1]]<nowiki>][</nowiki>[[DnD Links#WotC Tools|2]]<nowiki>]</nowiki>, etc) so you give mention to important ones and keep them on the page they are required to be on.<br />
:Hope this helps. --[[User:Green Dragon|Green Dragon]] 21:52, 3 November 2010 (MDT)<br />
<br />
Thanks<br />
--[[User:Nomnomking|Nomnomking]] 15:47, 4 November 2010<br />
<br />
== Userspace Sandbox ==<br />
<br />
hey, just wondering how to put unfinished work in my sandbox so it doesn't clog up the wiki? Thanks. --[[User:Fathirian Hound|Fathirian Hound]] 09:26, 4 November 2010 (MDT)<br />
<br />
:Just move it (move tab) to your userpage/<!-name->. Then if you remove the categories it will not show up anywhere. --[[User:Green Dragon|Green Dragon]] 10:36, 4 November 2010 (MDT)<br />
<br />
::Will do, thanks. --[[User:Fathirian Hound|Fathirian Hound]] 07:06, 11 November 2010 (MST)<br />
<br />
==ShadowBorn/Shadowborn debate==<br />
<br />
I have gotten complaints about entitling a page [[ShadowBorn]] instead of Shadowborn. Is it really a big deal because i have made many pahes like this. sorry about bothering you again. Also i fixed some of the errors you told me to but not all of them. I will let you know when i do.--[[User:Nomnomking|Nomnomking]] 7:05, 5 November 2010<br />
<br />
== Don't have a clue what I'm doing ==<br />
<br />
I have a few "minor" obstacles that are preventing me from having the slightest idea as to what I'm doing. First, I started my account less than an hour ago. I started frequenting this sight when I decided to do a massive overhaul of all things vampire. I assure you, your sight has nothing vampire related that can compare with what I want to submit. I have written over 100 pages of overhaul in Microsoft word (I'm serious) that has done everything from making a wide variety of bloodlines to roll-playish guidelines. Halfway through this I converted to core 3.5 rules so, in addition to needed tweaks here and there, my overhaul is a mesh between core 2 rules (yes, I still use THAC0...a word many of you haven't used in 100 years) and core 3.5. I'm still in the process of fully converting it but I have gone COMPLETELY off topic here...<br />
<br />
My point is, I have no idea how to use this sight or where I should a submit my overhaul. I assume there is an instruction manual for this sight lying around here somewhere but I can't find it. If it does exist then feel free to point me to it and then point and laugh at my inability to be observant. It's closer to a template then a creature but allows for both PCs and NPCs to be used. To be honest, vampires are far better off and N/PCs then creatures. This template still doesn't account for CR (which I can't seem to figure out) and its format doesn't fit anything I've seen on this sight.<br />
<br />
Where should I submit this and how do I do it?<br />
<br />
P.S<br />
<br />
Sorry for ranting. I do that sometimes.<br />
<br />
PP.S<br />
<br />
I am vaguely aware that there is some kind of rule about balanced spells/templates/etc...(though I have never found it nor any other page that tells me site policies). This overhaul includes 5 "categories" of vampire. While the player normally has access to only 2 of these categories (as the others are a inherent templates), the highest category is an inherent template that converts a humanoid into an ultra uber creature that would warrant a high-level campaign just to destroy it. Where can I find this site's policies on un/balanced creatures? This category of vampire was made specifically to be over powered but they cannot be mass produced. It is rare for more than 40 to exist in any given multiverse at a time. Would this have any bearing on whether or not they are balanced?<br />
<br />
FiddleSticks96 November 14 9:32pm eastern time<br />
<br />
:[[3.5e Bloodlines]] has information to assist with posting bloodlines. See also [[Add a New 3.5e Bloodline]]. Each of the areas has such a method for adding content, save 2e things which you mentioned. You could just add "(2e <tt><!-content-type-></tt>)" though. You could make a vampire variant subtype (through [[User Creature Glossary]]) and make them relate. Does this answer your questions? --[[User:Green Dragon|Green Dragon]] 23:07, 13 November 2010 (MST)<br />
<br />
::Thanks for the quick response. I took a quick look at the bloodlines section but it will likely become very chaotic if I put this ::there. This is a COMPLETE overhaul containing 19 bloodlines (20 if you count the purebloods). Just the part that contains<br />
::alterations specific to each bloodline is 38 pages long. This is a cohesive overhaul that only makes sense when it stays together. How does the subtype section work? Is it like an alternate template used on a creature like a celestial? I need to post ::stuff like the "General" changes to all vampires, which includes 21 pages. Is it possible for me to make more than one entry and ::tie them together with links or something? I know that cleric domains has something like that. - FiddleSticks96<br />
<br />
:::[[3.5e Bloodlines]] will be fine with more bloodlines added. That is why it is there. Each bloodlines being a page with its own name of course. "''[O]nly makes sense when it stays together''", meaning it does not use 3.5e rules? If you could elaborate or supply some material so I could check it would make more sense. --[[User:Green Dragon|Green Dragon]] 00:00, 14 November 2010 (MST)<br />
<br />
::::Elaborate? It's funny you said that because I was just thinking that I should post a sample of what I mean. This will take up some space if you don't mind.<br />
<br />
:::::Space is of no concern. Ya, post something then I can check to make sure it works in an area, and if not we will have to figure something else out. --[[User:Green Dragon|Green Dragon]] 00:05, 14 November 2010 (MST)<br />
<br />
::::::For the most part it follows Core 3.5 rules so it's not like it's foreign or anything. When I say Bloodline I mean something like this. Keep in mind that these are only bonuses/drawbacks specific to this bloodline. This does not include the various other benefits/drawbacks they gain for just being vampires. Notice how the vampire's regenerative ability is referenced but not included? I overhauled that as well:<br />
<br />
:::::::You sure that is a bloodlines, not a [[3.5e Creature Templates|3.5e Creature Template]] or somesuch? I only looked briefly at it, however it does not resemble something like [[UA:Dragon, Brass]]. --[[User:Green Dragon|Green Dragon]] 00:19, 14 November 2010 (MST)<br />
<br />
::::::::That's why I'm saying it probably doesn't fit with bloodlines as it is depicted in that section. For the purposes of this overhaul, a bloodline acts like a strain of vampirism. While someone who is turned into a Yekef vampire as described below, someone who is turned into an Aundae vampire has vastly different alterations and their appearance isn't so distorted. While Yekef are physically powerful, Haarvenu are attractive and and seductive. Quarra vampires are best suited as fighters, while an Anthotis vampire makes for a powerful psionist. Each bloodline has it's own strengths and weaknesses in addition to the general strengths and weaknesses all vampires posses. It is a complete overhaul of vampirism. It isn't too far off as a list of variant rules and templates. I still need to complete the conversion from core 2 rules to core 3.5, but I still need to find the most suitable place to put it. I would also need to put the list of general changes, ways to implement the overhaul, the overview of terms used (such as my explanations as to what the five categories of vampires actually are. This overhaul treats vampires as an actual race capable of sexually reproducing, though it is far more difficult to actually bear children). Maybe I could make a link that explains that it is a set of variant rules as far as vampirism goes. This link could contain a list of links that would take you to the actual bloodlines, rules, or whatever. Sort of like the list of cleric domains. When you click the air domain for example, you are taken to a list of links rather then a list of all the explanations in one sitting. - FiddleSticks96 Nov 14, 1:06pm Eastern Time<br />
<br />
:::::::::Something else I just thought of. Just so there's no confusion, these bloodlines in no way have to follow the "variant rules" that I came up with. They don't have to be used in conjunction with each other. A DM could just as easily pick one bloodline and say that is the only strain of vampirism. This game is made for imagination. As a DM I encourage players and DMs alike to use their imagination. If the DM thinks there needs to be an alteration then they should change it to their preferences. This is just my preferences that can be used, altered, and reused as the community sees fit. I thinks my variations are balanced and fair but others might not. Everyone has their own preference. This is just to expand upon the role playing potential of vampirism.<br />
<br />
::::::::::Do each of the variants have the same advancement as a [[SRD:Vampire|vampire]]? --[[User:Green Dragon|Green Dragon]] 14:43, 14 November 2010 (MST)<br />
<br />
:::::::::::I have yet to grasp monster advancement (Hit Dice rather then Level). The advancement is treated as the same way PCs gain level. A vampire is fully capable of picking up a class and 8 of the bloodlines have an inherent class. The strengths/weaknesses the base creature gets for being part of a bloodline are given all at once, though the effectiveness of many of the powers are dependent on character or class level (usually class level). Basically, they are treated as NPCs.<br />
<br />
:::::::::::Here is an example of a bloodline with no inherent class. The base creature gains this benefits/drawbacks in addition to the general vampire benefits/drawbacks. They do not advance any "vampire class". They simply gain these benefits and continue their existence as "normal":<br />
<br />
::::::::::::As bloodlines (e.g. [[UA:Dragon, Brass]]) are done by levels, what are the changes (by-level) of these? That is what I am asking. Or is is an initial level adjustment (like [[SRD:Vampire|vampire]]) or challenge rating adjustment? --[[User:Green Dragon|Green Dragon]] 15:18, 14 November 2010 (MST)<br />
<br />
:::::::::::::I'm still trying to figure out CR but there is an initial level adjustment for all categories. As the PC will only ever be able to become a Category C or E Vampire (outside of birth). The only level adjustment available to them will be the +3 bonus to all class levels. These are actual gains in levels, with all the benefits that come with leveling up.<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:So [[SRD:Level Adjustment (Creature Statistic)|level adjustment]] does not affect ones class levels with these? --[[User:Green Dragon|Green Dragon]] 15:42, 14 November 2010 (MST)<br />
<br />
::I'm probably wrong but isn't Level Adjustment a way to determine "effective" level and not "actual" level? If level adjustment causes actual level up then it is the same as a +3 level adjustment. Actually, it can be correctly seen that way because all class levels are raised by 3 upon being turned into a vampire. I posted what I mean when I say that the overhaul treats vampires as an actual race below. Also, it's time for me to go to work so I will be unresponsive for awhile.<br />
<br />
:::An aspect to determine effective character level (ECL), ya. If what you are saying is correct, with a "''then it is the same as a +3 level adjustment''" I think it may be templates that you are looking for, for example a [[SRD:Vampire|vampire]] is a template with +8 LA. Does this seem right? If so I can format one so you can see if that is what is intended. --[[User:Green Dragon|Green Dragon]] 15:54, 14 November 2010 (MST)<br />
<br />
::::If they're going to send me home after 2hrs they should just call to tell me not to show up :(. Yeah, templates is what I was going for. Would I be able to set it up where there is a link with the templates list that just says something like "Complete Vampire Overhaul"? The link could then open up with a quick explanation and the following links: "Overview", "Important Notes", "General Changes", "Bloodlines", "Implementations", and "Anti-Vampire Magic". This overhaul includes 2 new classes and an ability that will probably advance in a manner similar to classes. I'm still developing all 3 but I'll finish them sooner or later.<br />
<br />
:::::I made [[Vampire, Montalion]]: [[Vampire, Lesser Montalion (3.5e Template)]], [[Vampire, Montalion (3.5e Template)]], [[Vampire, Greater Montalion (3.5e Template)]] (for credit see history). Is this what you had in mind? Does this make sense? If you want a [[3.5e Sourcebooks|sourcebook]] that could be a route to keep things in check with one another more. --[[User:Green Dragon|Green Dragon]] 21:17, 14 November 2010 (MST)<br />
<br />
::::::Actually no, it doesn't make much sense since those are only the changes that are IN ADDITION to the rest of them. I was thinking more along the lines of a link called "Complete Vampire Overhaul" that would be placed where ever the templates are. I would then be free to offer an explanation as to what it is and add various links that would contain the mass amounts of information about the overhaul. The way the Montalion is set up now it does not account for many of the other changes. If you think I need source books then don't worry. I recently acquired several 3.5 source books including the DM Guide, Monster Manual, and Player Handbook. I'll also be reformatting it after I upload it so it is easy to read and follows the format of this site.<br />
::::::Am I allowed to try and add it in the way I think it would fit best without authorization? If I'm allowed to then could I try setting it up the way I'm thinking about and you can see if you think it will work? If not then can I have permission? I was thinking about adding it in the http://www.dandwiki.com/wiki/3.5e_Creature_Templates for lack of a better known location.<br />
<br />
:::::::Of course. Feel free. I'll take a look at it as it becomes more apparent. --[[User:Green Dragon|Green Dragon]] 11:32, 16 November 2010 (MST)<br />
<br />
::::::::Finally got some free-time. I've started making all the pages but I've got a question. When I added the creature template it didn't show up on the templates page. I can still just punch in the url and it will be there but as far as I can tell, right now it's just a ghost page. I don't see a way to add it on my own either. I assume that you or an admin are the ones who will do this? If there are ghost pages on this site I can use them to avoid confusing people by adding the info for the changes directly into a section of the site. I can just put links on the template page that lead to the appropriate changes. These links would be the only ones that lead to these otherwise "ghost pages". Sound like a good idea?<br />
<br />
:::::::::Oh, I just found where it put the link. It wasn't in the 3.5e Creature Templates but in the Category:LA? section. It should be in the "LA" section and not the "LA?" section but it makes no difference to me. Does it matter if I add all of the information on a single page? I don't know how to add the kind of links that make you scroll down to a different section of the page. Like the little boxes that say "contents" with a list of links.<br />
<br />
::::::::::...Nevermind, I figured that out to. I'm going to shut up for awhile and stop bothering people with questions that I'll probably figure out the answer to on my own.<br />
<br />
:::::::::::Done (mostly). Can you move this to the "LA" section. It's in the "LA?" right now. The only potential problem I can see right now is this message I got "Warning: This page is 243 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections." http://www.dandwiki.com/wiki/Complete_Vampire_Overhaul_%283.5e_Template%29<br />
<br />
== Don't have a clue what I'm doing ==<br />
<br />
My retarded computer posted this twice<br />
<br />
== HTML ==<br />
<br />
Hi, Im Greenstyle. I have a question. I was making a piece of equipment and on the template was "back to" footer. What is it and what consequence does it have on the page?<br />
<br />
:It makes it displayed on equipment pages, found on [[3.5e Equipment]]. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 11:35, 16 November 2010 (MST)<br />
<br />
== HTML ==<br />
<br />
Hi, Im Greenstyle. I have a question. I was making a piece of equipment and on the template was "back to" footer. What is it and what consequence does it have on the page?<br />
Hey... mine did too!<br />
<br />
== Rights ==<br />
<br />
I was wondering: If I use some of the content from this website in a novel, do I have to individualy ask every contributer that orginally created the content? Also if so, thier is a problem. I hope to use the race "Sarli" in my Novel yet my computer is blocked from accessing the "Wizards of the Coast Forums" (Which is the only way I know how to contact "R.M.G.C.L.F.").--[[User:Milo v3|Milo High-Hill]] 18:59, 19 November 2010 (MST)<br />
<br />
:As it is under the [[GNU Free Documentation License 1.2]] section 2 verbatim copying is applicable. There is no need to contact the contributors. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 12:35, 21 November 2010 (MST)<br />
<br />
::Yes this does answer my question. Thank you. Though I still will mention the contributors of DnD Wiki as a courtesy for all the help.--[[User:Milo v3|Milo High-Hill]] 22:59, 22 November 2010 (MST)<br />
<br />
== WoW 4E ==<br />
<br />
Is it possible (by which I mean legal), to make a 4E WoW setting? Do I need Blizzard permission or a disclaimer or something? [[User:Camulus|Camulus]] 12:20, 21 November 2010 (MST)<br />
<br />
:Just make sure to add [[Template:Copyright Disclaimer]] onto the bottom of the pages. That should cover it. Does this answer your question? ---[[User:Green Dragon|Green Dragon]] 12:33, 21 November 2010 (MST)<br />
<br />
::Blizzard is the sort of company that ''will'' issue a cease-and-desist if they ever find out about it. But they probably won't find out about it. --[[User:Foxwarrior|Foxwarrior]] 03:02, 22 November 2010 (MST)<br />
<br />
:::{{quote<br />
|Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the [http://en.wikipedia.org/wiki/Fair_use fair use] clause of the [http://en.wikipedia.org/wiki/Copyright Copyright Law].<br />
|orig=[[Template:Copyright Disclaimer]]<br />
}}<br />
:::--[[User:Green Dragon|Green Dragon]] 14:33, 22 November 2010 (MST)<br />
<br />
== Blood Knight ==<br />
<br />
I finally got around to touching up my Blood Knight page (I know, I know, long overdue) if you wanna take another look. [[User:Dude Bob|Dude Bob]] 17:45, 21 November 2010 (MST)<br />
<br />
:I touched it up as well. If you would not mind taking another look that would be very appreciated. --[[User:Green Dragon|Green Dragon]] 23:20, 5 January 2011 (MST)<br />
<br />
== Spell seeds ==<br />
<br />
I have perused my books but I can't find anything about spell seeds or epic spells in general. The info on most of the spell seeds and epic spells looks so professional so I'm 99% positive that spell seeds are an official part of the game. If they are not I don't care but if they are will some please tell me what book they are discussed in? - FiddleSticks96<br />
<br />
:I'm pretty sure its in the "Epic Level Handbook". I am planning on obtaining it soon myself.--[[User:Milo v3|Milo High-Hill]] 15:25, 30 November 2010 (MST)<br />
<br />
::O.O I have such glorious observational skills. I will look through the epic level hand book now sitting in front of me. I don't know why I didn't think to check this book. Thanks by the way. (--[[User:FiddleSticks96|FiddleSticks96]] 17:54, 30 November 2010 (MST))<br />
<br />
:::[[SRD:Spells#Epic Spell Lists]] may help. --[[User:Green Dragon|Green Dragon]] 20:35, 30 November 2010 (MST)<br />
<br />
== Alignment: Moral Ambiguity ==<br />
<br />
I am thinking about creating a D&D world based off of one of the stories I have written out in my head. One of the most prominent characters of this world, though mostly unknown to most of society, is a demigod whose fate and goal in life is to serve as the protector of the prime material plane he exists on. He is a Pureblood Vampire named Belenthrond with a vicious streak when it comes to eliminating evil. (based on the Complete Vampire Overhaul of course). He draws power from both light and darkness, positive and negative, good and evil...you get my point. While I will probably never make a character sheet for him, as he is immensely powerful, I would like to at least give him a definite alignment. Unfortunately, while he is decidedly benevolent, he is morally ambiguous and, quick frankly, has a definite evil side as well as a good. He supports laws but doesn't think that good should be restrained by them. With that respect, he is Neutral Good; but since he has such an evil side to himself he can't be simply "Good" aligned. He doesn't believe in universal balance between good and evil either. He would much rather utter crush the truly wicked all together so he can't be True Neutral. He isn't disorganized and totally unpredictable either. Chaotic Neutral doesn't fit him at all. Eventually, I decided to make his alignment "Unknowable", because I didn't like how "Neutral Good with Chaotic (and sometimes Evil) tendencies" sounded. Unfortunately, if I were to give him a definite alignment, those might be the only two that will work.<br />
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Here is a quick overview of moral tendencies this character would exhibit:<br />
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''Good Qualities:'' He would sacrifice his own life without hesitation to protect the innocent (though later he learned he was immortal, he didn't always know this, and so this in no way weakens this argument that he is morally good in some regards)<br />
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He sacrificed much in order to continue to protect his world and those who could not protect themselves<br />
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He spent over 1,000 years as the lonely protect of his world until he finally could not stand his loneliness and fell in-love<br />
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He has, on a number of occasions, fought against impossible odds that he would likely not survive<br />
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He can't stand to see innocents suffering and will go out of his way to make their lives better. He is especially intolerant of allowing children to suffer (particularly orphans)<br />
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He is the type of person to choose another's happiness over his own (at one point, his eldest daughter (at the time she was a teenager) was about to be kidnapped. He was in actual combat with the one pulling the strings behind the kidnapping (one of his political rivals and one of the individuals he wasn't able to just outright slay and get away with). This individual cast a spell that was going to destroy a nearby town and everyone in it. Belenthrond had the choice of letting his rival get away with this daughter or letting the town get annihilated (tough choice right?). Well, being the guy that he is, Belenthrond stomped on his own emotions and protected the town. His reasoning was that his daughter was kidnapped to be a hostage. She would be kept alive, for now. Those in the town would not have been so fortunate. Even though he knew she would be kept alive for the time being, he was still subjecting his own daughter to the mercy of the worst kind of scum. She could very well have been killed if he didn't commence a quick rescue. One of his evil qualities explains how something like that is utterly intolerable to him)<br />
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Though he enjoys a good battle against a worthy opponent, he prefers nonviolent solutions to problems<br />
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Even though he will kill without hesitation, he will never intentionally cause harm to a mortal's soul (though he will tamper with demon souls or other such creatures he perceives as wicked)<br />
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''Evil Qualities:'' He respects innocent life but couldn't care less about the lives of the truly wicked. If an opportunity to redeem a wicked being presents itself, he will follow it if it is not too inconvenient, otherwise, he will likely kill them without hesitation if it doesn't cause great suffering to the innocent (He once had the chance to kill the man who killed his lover. This man, though wicked, was the only thing holding together an entire empire. If this man were to die, that empire would have fell into civil war again, causing the many innocent civilians to suffer. In the end, the demigod chose to spare the man's life because it would have caused many innocents to suffer - "As much as I wish to kill you, you are needed to keep this world in balance. I will spare your life...but never appear before me again"<br />
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He cares so little about wicked beings that he has, and still does, use them as test subjects in his magical experiments. Developing spells is a process after all, one that requires the ruffles to be smoothed out. As far as he is concerned, having to crack open and rip apart the minds of a few dozen bandits is a perfectly acceptable way to further his own power, which can then be used to better protect his world<br />
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He will not hesitate to kill, regardless of whose side the being is on. He will do what he can to simply incapacitate, say, a paladin who doesn't seem to get that he is on the paladin's side, but if someone is acting as an obstacle in his path to protect his world, even if they are simply misguided, he will rip them apart to get through them if need be. This hesitation extends to lack of remorse. - "Yes, it was unfortunate, but I will suffer no hindrance. Next time one of your pet paladins stands in my way, perhaps they will remember the price such ignorance."<br />
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He will lie, steal, cheat, assassinate, or otherwise commit all manner of treachery against wicked/corrupt individuals who he perceives as a threat to his world. He perceives the murder of an innocent being wicked but is perfectly okay with murdering the wicked. In particular, he doesn't see anything wrong with stealing when someone truly needs what they stole. He doesn't accept stealing from the poor or otherwise destitute, but if a museum recently acquired a strange or dangerous artifact, he would be perfectly okay with stealing it so he could study it or keep it out of the wrong hands<br />
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He has a political agenda, while being a politician in and of itself isn't evil (no really, I know it sounds hard weird but it's true), there are certain wicked individuals that he cannot just outright eliminate without jeopardizing his political agenda. With that said, these individuals pose a threat to many innocent lives and letting them run a muck; however much effort he puts forth in limiting their movements, is still allowing evil to spread so he doesn't lose political power (of course, he is working vigorously at gaining support against these individuals so he can finally kill them without losing political power)<br />
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While he draws power from light (metaphoric light...as in good), he also draws power from darkness (metaphorical darkness...as in evil). Perhaps his most favorite phrase is "Those who hide their wickedness in the darkness think themselves safe from the light. What they don't realize is that it is what hides within the darkness that they should fear the most".<br />
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He gets violent when people start messing with his family. I mean REAL violent. The kind of violence that kills his enemies very very slowly. - "Hahahahahaha...your right of course. I'm not going to kill you. I'm going to make you wish that I would."<br />
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''Unfortunate, but not evil, qualities:'' He's, well, he's kind of insane. Most ancient undead are.<br />
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Anyway, this pretty much describes my problem. What kind of alignment would someone like this fall under? Do you think Belenthrond is Good? Evil? Neutral? He is certainly an extremist, but that is in part due to his nature (blame his overdeity mother for also having an extremist nature). I simply can't think of any other alignment that fits him except "Unknowable". Help me out here? --[[User:FiddleSticks96|FiddleSticks96]] 23:57, 13 December 2010 (MST)<br />
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:What do you think about [[SRD:Alignment#Chaotic Good, “Rebel”|chaotic good]]? He seems to act as his conscience directs him with little regard for what others expect of him. He follows his own moral compass, which, although good, may not agree with that of society as can be seen with his approaches to situations. And his "experiments" could potentially be considered as making his own way. Your thoughts? --[[User:Green Dragon|Green Dragon]] 19:44, 29 December 2010 (MST)<br />
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::That actually makes sense. I hadn't thought about it that way before, there are many gray areas in the alignments after all. Hmm...since he is a politician he might be closer to "Chaotic good with Lawful(maybe Neutral?) tendencies". What do you think? [[User:FiddleSticks96|FiddleSticks96]] 22:13, 30 December 2010 (MST)<br />
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== I have a question ==<br />
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There's a page I want to have fixed and spruced up, but I don't know how to fix it. I really want the Moon Scythe class to be a respected class, but it doesn't match the preload.<br />
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I really want to help out, but I'm not good at this wiki-formatting. I was wondering if you could make a mention of this to someone that could do this kind of thing. If you did, I'd really appreciate it. Thanks, [[User:Missingno|Missingno]] 08:08, 24 December 2010 (MST)<br />
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== Locking pages? ==<br />
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I know it's probably asked all too often, but how do I lock pages I make so only I (or mods/admins) can edit them?<br />
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:The groups you can restrict editing from can be found on [[Special:ListGroupRights]]. Which pages for which groups? Only [[D&D Wiki:Administrators]] can lock pages, however I am more then willing to assist you. --[[User:Green Dragon|Green Dragon]] 15:27, 29 December 2010 (MST)<br />
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::Brilliant. The pages are as follows; [[Gardevoir (3.5e Race)|Gardevoir]], [[Gallade (3.5e Race)|Gallade]], [[Zora Mask (3.5e Equipment)|Zora Mask]], [[Hawk Dragon (3.5e Creature)|Hawk Dragon]], [[Improved Water Elemental Bloodline (3.5e_Bloodline)|Improved Water Elemental Bloodline]], [[Arceus (3.5e Deity)|Arceus (Deity)]], [[Immunity to Magic (3.5e Trait)|Magic Immunity (Trait)]], [[Ocarina of Time (3.5e Equipment)|Ocarina of Time]]. --[[User:Phoenix of Chaos|Phoenix of Chaos]] 06:59, 30 December 2010 (MST)<br />
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:::I locked them from IP edits. If you want them locked from all non-administrator edits (however you will not be able to edit them anymore unless you request a page gets unlocked so you can edit it) let me know please and I will do that. --[[User:Green Dragon|Green Dragon]] 10:54, 30 December 2010 (MST)<br />
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==Archiving==<br />
Your talk page could probably use it. A lot of us read it quite a bit, so I wouldn't mind helping you if you don't mind me doing a bit of archiving. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 17:21, 29 December 2010 (MST)<br />
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== Posting ideas. ==<br />
<br />
I am having trouble finding a place to post ideas for others to see and discuss... For instance, I have an idea on how to make a low magic world really low magic, but I'm not finding any place to put the idea up nor am I sure how I would go about posting it for others to actually look and discuss it with me and each other.<br />
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Thanks, Daryl.<br />
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:On this wiki, you have pretty much only one option (as of now). That would be to make a "Discussion" page and post your question. Fair warning, I don't know that anyone regularly checks these pages, so you may not get the answers and community discussion you're after. Since I know you're looking for discussions, I'll chime in, but I don't know how many others will notice it. You can learn how to make a discussion question [[User:Badger/sandbox3/EF2|here]]. However, I've been trying to get a community IRC channel to have chats like the ones you're looking for. If this sounds like something you'd be interested in, you could voice your opinions [[Discussion:Re-opening_the_tavern%3F_What_does_the_community_think%3F|here]]. One last thing, that addresses your particular example, you may just consider making a "[[3.5e_Rules|variant rule]]" page with how you plan to make it work (that is a 3.5e link, for a 4e variant go [[4e_Rules|here]].) Hope this helps! --[[User:Badger|Badger]] 14:31, 3 January 2011 (MST)<br />
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::Hey it's me again! I was wondering since I saw you post on another template if you would look over mine. Its nothing major but it does need to be balanced a little more. If you want to take a look at it, or if you would like to help me complete a creature I am trying to make, you can find my creature [http://www.dandwiki.com/wiki/Dimidium_Troll_%283.5e_Creature%29 here.] If you would like to see what I have on the other creature just leave me a message either here or in my talk page, and I will post its current details in my sandbox. [[User:Lyrad8791|Lyrad8791]] 19:28, 6 January 2011 (MST)<br />
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==Spam==<br />
<br />
There seems to be a few Users on here that are only posting spam. At least as far as I can tell. Stuff like [[http://www.dandwiki.com/wiki/Best_Electronic_Cigarette_Review Best Electronic Cigarette]] and Cell Phone listings. I'm not sure on what the protocol is on here so I am leaving this alone. If you like I can go through to these pages and delete the contents themselves, since I am unsure how to delete the page except by deleting all links to it. Also, it seems the Users who made these pages have also done a redirect on there user page to the pages themselves. Hope this helps clean up the wiki! [[User:Lyrad8791|Lyrad8791]] 23:24, 8 January 2011 (MST)<br />
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== Could someone have a look at my homebrew? ==<br />
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I have made a bit of homebrew lately, and I was wondering if it was balanced. Also I'm having a bit of trouble with "Armor Of Flesh" spell. I don't care who, but I think it would be best if they were an admin. Here they are:<br />
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- [[Naïlo's Cyclone (3.5e Spell)|Naïlo's Cyclone]]<br />
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- [[Naïlo's Match (3.5e Spell)|Naïlo's Match]]<br />
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- [[Armor Of Flesh (3.5e Spell)|Armor Of Flesh]]<br />
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- [[Return Of The Dead Soul (3.5e Spell)|Return Of The Dead Soul]]<br />
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- [[Animate Dead, Greater (3.5e Spell)|Greater Animate Dead]]<br />
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- [[Naïlo's Repressed Memory (3.5e Spell)|Naïlo's Repressed Memory]]<br />
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- [[Naïlo's Repulsion (3.5e Spell)|Naïlo's Repulsion]]<br />
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- [[Paladin, Variant (3.5e Class)|Paladin, Variant]]<br />
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== Your recent edits ==<br />
<br />
Hey, Badger here. Is there any way you can add "minor edit" on the rest of your page updates? I like to keep an eye on recent edits, and your stream of edits is filling the recent edits and I can't see anything else. If you added "minor edits" I could click "hide minor edits" and check on the other changes. Thanks. --[[User:Badger|Badger]] 20:32, 12 January 2011 (MST)<br />
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:[[User:Blue Dragon|Blue Dragon]] switched them to minor as they do not effect the page contents. Sorry about that earlier. --[[User:Green Dragon|Green Dragon]] 20:46, 12 January 2011 (MST)<br />
<br />
::Thanks. --[[User:Badger|Badger]] 22:21, 12 January 2011 (MST)<br />
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== Rating Please ==<br />
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I have created a few classes, and I would very much appreciate if you could rate them for me. The classes are Mime (3.5e Class) and Soldier (3.5e Class), and Dragoon (by RDC) (3.5 PrC). <br />
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Thank you for your time, [[User:Rogue The Demonchild|Rogue The Demonchild]] 21:27, 12 January 2011 (MST)<br />
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== 4 Edition Summaries ==<br />
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Long time no see. I was wondering if I am allowed to put small summaries of the 4 edition races in my Campaign's races page. It would be name, size, stat bonus and racial features.<br />
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I am asking because the races I want to put in are rather small, and it seems strange to just have a couple of things on one page. The official 4 edition races would be for comparison. [[Celen Joad]] 11:05, 13 January 2011 (UTC)<br />
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:Of course. The official races, however, you can't add. --[[User:Green Dragon|Green Dragon]] 17:21, 28 January 2011 (MST)<br />
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== 4e Campaign Settings ==<br />
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:''Discussion moved to [[Talk:4e Campaign Settings#Organizational Structure]].'' <small>--[[User:Green Dragon|Green Dragon]] 11:21, 14 January 2011 (MST)</small><br />
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== 4e Giants, Devils, and Demons ==<br />
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Does anyone think that giants could become a race? --[[User:Axl|Axl]] 17:23, 26 January 2011 (MST)<br />
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:Does [[SRD:Giants, Hill (Race)|this]] & [[SRD:Giants, Stone (Race)|this]] help? --[[User:Milo v3|Milo High-Hill]] 18:57, 26 January 2011 (MST)<br />
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::Er, I mean for D&D 4e. Not 3.5e. Sorry. Do you think that even Devils and Demons could become races in 4e? --[[User:Axl|Axl]] 16:47, 28 January 2011 (MST)<br />
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:::I don't see why not. Some things may give you direction, ideas, and so forth. The [[Horned Devil (4e Race)|horned devil]] you created, the [[Cambion (4e Race)|cambion]], [[Infernal Blooded (4e Race)|infernal blooded]] relate to name a few. With regard to giants, [[Half-Giant (4e Race)|half-giant]], [[Hill Giant (4e Race)|hill giant]] may give you direction, ideas, and so forth to name a few. Does this help at all? --[[User:Green Dragon|Green Dragon]] 17:18, 28 January 2011 (MST)<br />
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::::Do you think that the horned devil is too powerful? --[[User:Axl|Axl]] 21:02, 28 January 2011 (MST)<br />
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:::::I took a look at it, and modified [[Template:Needsbalance]]'s reason. --[[User:Green Dragon|Green Dragon]] 21:39, 28 January 2011 (MST)<br />
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::::::Okay, I looked at it. Maybe, instead, I could make a paragon path that allows wings (I looked in the Player's Handbook 2 and it allows the dragonborn to have an overland flight speed of 12)? --[[User:Axl|Axl]] 21:49, 28 January 2011 (MST)<br />
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:::::::Is that a power though? If you make it something like a power, I imagine that would balance it. A paragon path with the same goal could give you flying results too. --[[User:Green Dragon|Green Dragon]] 22:02, 28 January 2011 (MST)<br />
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::::::::Well, at level 12, it allows you to make a brief flight. But at level 16, you gain the overland flight. But this is only if you choose that paragon path. --[[User:Axl|Axl]] 21:46, 29 January 2011 (MST)<br />
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:::::::::If you supply me a link I could take a look at it. --[[User:Green Dragon|Green Dragon]] 23:12, 6 April 2011 (MDT)<br />
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== Magician ==<br />
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I like the idea for the Magician class-is there a way to contact the author? {{Unsigned|Wonderer|17:12, 29 January 2011 (UTC)}}<br />
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:You'll have to give me more information. Which [[Magician|magician]] related content? --[[User:Green Dragon|Green Dragon]] 22:52, 6 April 2011 (MDT)<br />
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== Warning Policy Input ==<br />
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Hey Green Dragon. I was looking at [[Talk:Hill Giant (4e Race)|Talk:Hill Giant]]. Thank you for trying to keep profanity down, even name calling. --[[User:Axl|Axl]] 21:44, 29 January 2011 (MST)<br />
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:No problem. Do you think the revision history link is superfluous (and counter-productive)? Should the text be condensed? Thoughts? --[[User:Green Dragon|Green Dragon]] 22:44, 6 April 2011 (MDT)<br />
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::The history link... What do you mean by if it's superfluous? I don't think the text should be condensed. Well, lets see... Do you think that giants are really that bad? Can Giants wield Medium weapons? Also, Giants aren't readly accepted into society (they kinda have a bad reputation). Also, weapons cost more (if you get them from a non-giant source, and that's if they even '''want''' to make one for a giant that they know nothing about). --[[User:Axl|Axl]] 14:40, 9 April 2011 (MDT)<br />
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== Giants ==<br />
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Hey Green Dragon. I talked with my brother, and he said that bursts weren't that bad. Do you think that giants should be practically normal, but the user chooses whether to pick a power or a feature (you can only have one or the other; not both)? --[[User:Axl|Axl]] 15:07, 1 February 2011 (MST)<br />
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:I've never seen that used before, and it could make for confusion. I'd recommend just toning down the burst and the class feature, but bursts are interesting, I agree. --[[User:Green Dragon|Green Dragon]] 23:15, 6 April 2011 (MDT)<br />
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== 4e Sourcebook Pumped Up ==<br />
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:''Discussion moved to [[Talk:Pumped Up (4e Sourcebook)#Balance]].'' <small>--[[User:Green Dragon|Green Dragon]] 23:20, 6 April 2011 (MDT)</small><br />
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== Meaning of Meaningful Gestures? ==<br />
<br />
Was reading [[Catgirl,_Domestic_(3.5e_Race)|Catgirls]], and was a tad jarred by the "Meaningful gesture" section under [[Catgirl,_Domestic_(3.5e_Race)#Names|Names]]. Without any explanations given for these gestures, is this meant to be presented as a "Interpret as you will" type listing, or was this something that was going to be expanded upon further? Using known data about real-life felines and fictional Japanese catgirls as a starting point, I have compiled a very extensive list of different Body Language messages which we use for a local Catgirl character, which you are more than welcome to use if you wish. I'll be watching this page for a response. {{Unsigned|96.229.186.168|07:39, 8 February 2011 (UTC)}}<br />
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:That is fine to add that to [[:Category:Catgirl|those pages]]. --[[User:Green Dragon|Green Dragon]] 17:02, 9 February 2011 (MST)<br />
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::Looks good! I added them to other related catgirl pages and moved it into the Relations section. --[[User:Green Dragon|Green Dragon]] 23:06, 6 April 2011 (MDT)<br />
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== Just another new guy asking around... ==<br />
<br />
SO I've been told about the treasure trove of optional ideas that have been continuing the sprit of 3.5 by my newest D&D group and after a (strangely lucid) dream I came up with the following:<br />
<br />
Spell Slayer<br />
<br />
This +3 crystalline Mage Bane Longsword when wielded by a spell caster on impact allows the caster to make a DC 30 Spellcraft check.<br />
On a successful check the sword ether casts vampiric touch (as caster level 6, max 3 times per combat) OR, if the target is a spellcaster it <br />
steals one (1) random spell. Spells stolen this way are stored until the end of combat and are dispelled afterwards. A caster with the Arcane<br />
Strike feat may sacrifice spells stolen in this manner for the bonuses provided by the feat. (For cost see Holy Avenger)<br />
<br />
<br />
Crystalline Weapon property<br />
<br />
This material is primarily used to make weapons for and against spellcasters. It provides an additional (stacks with magical bonuses) equipment <br />
bonus +1 to hit and damage versus targets with magical abilities or properties (supernatural abilities or uncast spells are examples of this). <br />
In addition it provides a +1 to caster level for all spellcasters wielding or possessing such a weapon, hafted weapons do not confer the caster level bonus. All weapons crafted from Crystalline are considered master work. (For cost see Adamantine)<br />
<br />
Now I don't want to post anything retardedly over powered up on the site (like some of the things I have seen/heard) and would like some advice before I throw it up on the site since I haven't seen a forum section (yet).<br />
<br />
<br />
:The best way to get things looked at is to just take the plunge and create the page. If it is retardedly over-powered, people will tell you. Most people here will offer constructive criticism and will genuinely want to help you improve/complete/flesh out your 'fill in the blank'. Spelling and grammar checks are also staples of the site. PS. always remember to sign your comments by typing in two - followed by four ~. --[[User:Calidore Chase|Calidore Chase]] 03:29, 21 February 2011 (MST)<br />
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== Hello ==<br />
<br />
Hey. Umm I'm just joined your site; I'm wondering if there is anything i should know (like guidelines for what and what not to post). I'm kind of wondering how to make classes. P.S.: I'm guessing those little #s in red and green are reputation points. --[[User:Knave67|Knave 67]] 00:19, 22 February 2011 (UTC)<br />
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:Classes for which edition? Any of the "create" boxes will use the correct preload if you use them, giving direction for the class. The preloads (some are listed [[Help:Standards and Formatting (DnD Guideline)#Preloads|here]]) should tell you what the class is. As everything is different in nature, telling you how something should be created is not possible. Of course guidelines exist, and [[DnD Guidelines]] may help you. Most things are balanced off similar things and, as mentioned above, if something is retardedly overpowered people will tell you. Does this help? Also what do you mean by the post scriptum you mentioned above? --[[User:Green Dragon|Green Dragon]] 18:18, 21 February 2011 (MST)<br />
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::He's probably talking about the recent changes log. If that's the case, the red and green numbers represent how many characters were subtracted or added during a page edit. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:15, 21 February 2011 (MST)<br />
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Oh okay I thought it was like a karma system or something along those lines. Also thank you Mr.Chartreuse Wyvern I wanted to make a class but it looks more complicated than a pictureless jigsaw puzzle so right now i'm just browsing the cite looking for boffo nuggets.<br />
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== new type of creature ==<br />
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Hello I'm working on a hybrid type. half giant red dragon. created by a crazy wizard, for would domination basically. however the creatures have morals and are therefore useless to him, so he abandons them. the creatures themselves would be fairly tall I'm think 7 - 8 an a half feet, strength and con bonuses with hits to car a level adjustment. any advice or an opinion on it would be greatly appreciated. {{Unsigned|Wytewulf|22:18, 24 February 2011 (UTC)}}<br />
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:As a [[3.5e Creature Templates|template]] (like the [[SRD:Half-Dragon]]), [[User Creature Glossary|new type]], or [[3.5e Races|race]]? Or what were you intending? --[[User:Green Dragon|Green Dragon]] 22:12, 1 March 2011 (MST)<br />
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== Can you create your own monster and how? ==<br />
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How do you make your own monster? Beacause I've always wanted to make my own "dragon-dillo" (armadillo & dragon combine). --[[User:Ja-Snake|Ja-Snake]] 19:56, 6 March 2011 (MST)<br />
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:See also [[Add a New DnD Creature]]. Things like [[CR Estimation Table (DnD Guideline)]] may help. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 20:18, 6 March 2011 (MST)<br />
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== Classes ==<br />
<br />
Green Dragon, I am new to the d and d wiki community and i cant figure out how to create my own class. I know how to edit and change other classes if they ask for revising, but i want to be able to create my own. I would appreciate it a lot if you could either tell me how or if you could send me a link or something showing how.<br />
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Thank you for your time and consideration<br />
Playerdb<br />
<br />
:Does [[Add New 3.5e Class]] cover your question? --[[User:Green Dragon|Green Dragon]] 22:42, 13 March 2011 (MDT)<br />
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== Deleting images ==<br />
<br />
Can you delete a couple images for me? [http://www.dandwiki.com/wiki/File:Pyromancer.jpg this image] is copyrighted and [http://www.dandwiki.com/wiki/File:Imageremoved.jpg this image] was created instead to tell us that the first image was copyrighted. I don't seem to be able to delete them. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 06:53, 18 March 2011 (MDT)<br />
<br />
:I can (and will later), however if you want to you can too. You can't do it on the page you supplied, you have to do it on media. So go to the file description page, [[dndmedia:File:Pyromancer.jpg]], (make sure your logged in) and delete it. --[[User:Green Dragon|Green Dragon]] 10:33, 18 March 2011 (MDT)<br />
<br />
::Actually the only listed admins for media are you and Blue Dragon. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 12:08, 18 March 2011 (MDT)<br />
<br />
:::Oh ya, huh. I'll try to get that dealt with sometime. And I deleted them by the way. --[[User:Green Dragon|Green Dragon]] 21:23, 18 March 2011 (MDT)<br />
<br />
== update ==<br />
<br />
Hey Green Dragon, you know the "create new equipment" in the D&D 4e equipment section? I think we should change it so that way it follows the 4e format. --[[User:Axl|Axl]] 21:05, 18 March 2011 (MDT)<br />
<br />
:I agree. Do you have a specific idea for implementation? If so I would be more then willing to help you with it. --[[User:Green Dragon|Green Dragon]] 21:24, 18 March 2011 (MDT)<br />
<br />
::[[User: Badger|Badger]] actually has a preload set up (it's how I've been posting 4e stuff on my sourcebook). The link is [[User:Badger/sandbox6|here]] --[[User:Axl|Axl]] 11:57, 26 March 2011 (MDT)<br />
<br />
== Featured Article Nomination? ==<br />
<br />
What do I have to do in order to get an article nominated? --[[User:Axl|Axl]] 12:33, 26 March 2011 (MDT)<br />
<br />
:Um, never mind. --[[User:Axl|Axl]] 12:34, 26 March 2011 (MDT)<br />
<br />
:See also [[Featured Articles#Featured Article Nominees]]. --[[User:Green Dragon|Green Dragon]] 15:39, 26 March 2011 (MDT)<br />
<br />
== Not updating ==<br />
<br />
Hey Green Dragon,<br />
:I tried to update the {{File:Marino.jpg}} picture, but it's not updating. It instead stays in it's previous form. --[[User:Axl|Axl]] 15:40, 28 March 2011 (MDT)<br />
<br />
:okay. It seems that if I make the picture too big, it doesn't revert. --[[User:Axl|Axl]] 15:59, 28 March 2011 (MDT)<br />
<br />
:Still. Could this be fixed? --[[User:Axl|Axl]] 16:09, 28 March 2011 (MDT)<br />
<br />
== Deities secion ==<br />
<br />
I was browsing through the 3.5e Deities section and I encountered multiple entries that were meant only as jokes. Thas is not suitable. This is the first time I use this Wiki, and all those prank articles didn't leave a very good impression. I wish to request an immediate clean-up in the Deities section and remove all fake deities. I understand it may be fun to add Ceiling Cat as a Deity but this kind of humor is not appropriate here.<br />
<br />
:Did they have the April Fool Category? If so I think their ment to be their.--[[User:Milo v3|Milo High-Hill]] 06:10, 11 April 2011 (MDT)<br />
<br />
== Reploids ==<br />
<br />
Hey Green Dragon,<br />
:Do you think that maybe I could add a feat to the [[Reploid (4e Race)|Reploid]] race that gives them automatic plate (I call it total armor) proficiency (even if they don't have proficiency with preceeding armors)? You might also want a look at the link I have up there to see if a fit would even be possible without taking anything out. --[[User:Axl|Axl]] 22:44, 13 April 2011 (MDT)<br />
<br />
::Or do you think that there should just be metalized versions of the armors already set up in regular 4e? Thin metal for cloth armor, thicker armor for leather, etc. --[[User:Axl|Axl]] 23:08, 13 April 2011 (MDT)<br />
<br />
== [[SRD:Bless Water]] ==<br />
<br />
I think holy water in the spell text should be wikilinked. - [[User:BalthCat|BalthCat]] 04:29, 17 April 2011 (MDT)<br />
<br />
== Adding Content ==<br />
<br />
Hi I wanted to know if I could add on the magic items sections some of the info from more of the core books? and if I could how? {{Unsigned|Jaybird|20:50, 18 April 2011 (UTC)}}<br />
<br />
:It depends on the license. Do you know the license? --[[User:Green Dragon|Green Dragon]] 20:03, 18 April 2011 (MDT)<br />
<br />
== help looking ==<br />
<br />
i need help looking for the d20 modern specs for a "big rig 10 to 14 wheeler" if you could send me specs or a site that gives this i would be very greatful.<br />
<br />
:Is [[MSRD:Vehicles#Peterbilt 379]] what you are looking for (see the table above for statistics)? --[[User:Green Dragon|Green Dragon]] 00:32, 25 April 2011 (MDT)<br />
<br />
== Was just wondering... ==<br />
<br />
Just curious as to whether or not I could get my hands on a downloadable export of the mysql db for this site. I was hoping to use it for my own private notes. I play at a few people's places that don't have wifi (one of the doesnt even have internet) It would be helpful to have an SRD and such that I could put my own notes into. Either way, I completely dig the site. Keep up the good work man! -- [[User:Theoneandtruebane|Theoneandtruebane]] 17:10, 29 April 2011 (MDT)<br />
<br />
:Well, as per the GNU FDL, you can use [[Special:Export]] which should help you. You can, of course, convert the XML to different formats such as pdf. --[[User:Green Dragon|Green Dragon]] 21:55, 29 April 2011 (MDT)<br />
<br />
::Many thanx good sir! -- [[User:Theoneandtruebane|Theoneandtruebane]] 10:35, 30 April 2011 (MDT)<br />
<br />
== Question??? ==<br />
<br />
Hey Green Dragon.. This is Dj00345... i have a question for the 2.5e Homebrew that you are letting me create for the wiki.... How can i create a Template for some of the pages????? i notice when i create a new creature that there is already typing on the white screen when you create a creature... i know that is a template... but how do i create my own template myself???? i need to make some of the templates for the other links, like: Deities, Equipment, Spells, Races, Class, and the others, so that when people create a page, then the right information will already be on the screen and all they have to do is create the page.... do you understand what i am saying???? please reply back on my user talk page... thx!!! [[User:Dj00345|Dj00345]] 13:53, 2 May 2011 (MDT)<br />
<br />
:Just create the page. When creating it the formatting guidelines to use can be found [[Add Instructions|here]]. After it is created you use a inputbox and put it on preload=. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 18:59, 5 May 2011 (MDT)<br />
<br />
::yes. [[User:Dj00345|Dj00345]] 20:08, 5 May 2011 (MDT)<br />
<br />
== 3.5e Campaign Setting Teoryran ==<br />
<br />
How can improve my Teoryran Setting. How can I create classes for Teoryran with the same name but different from existing classes of the same name? I am making a new system. Where all base classes are racial and status based on:<br />
<br />
* Each race have four subraces for peasants, nobles, priests and a variable fourth.<br />
* Each subrace have a class<br />
* Each social caste have classes based on them.<br />
<br />
Noble orcs can be samurai and noble humans can be knights. Human and orc serfs can be scoundrels, thiefs or conscriped soldiers. There will be different classes for priests and monks than for nobility. "Big changes" include:<br />
<br />
* only racial classes gives hp<br />
* carrier classes doesn't give HP<br />
* gold is removed<br />
<br />
--[[User:Klas|Klas Wullt]], 01:42 13 May 2011 (MST)<br />
<br />
:For the pages with the same name you include ", Teoryran". For example "Orc, Teoryran (3.5e Race)". For the subraces you include their subrace after the comma (much like the SRD elves). For example "Orc, Teoryran Peasant (3.5e Race)". The classes can then, of course, be their favored class. If it is the fighter, for example, it would be "Fighter, Teoryran (3.5e Class)" and/or "Fighter, Teoryran Peasant (3.5e Class)". For the game mechanic changes you may have to make a [[3.5e Rules|rule]] or include it some way. When you have them made I can take a look at them and see if it makes sense. --[[User:Green Dragon|Green Dragon]] 20:08, 22 May 2011 (MDT)<br />
<br />
== 3.5e Campaign Setting Teoryran ==<br />
<br />
Hello. I need some help for my setting. Teoryran World. How do I sort the pages correctly? {{Unsigned|Klas|01:16, 23 May 2011 (UTC)}}<br />
<br />
:What do you mean by sorting the pages? By category? By name? --[[User:Green Dragon|Green Dragon]] 20:09, 22 May 2011 (MDT)<br />
<br />
Thanks for the Offer.<br />
Here, I just made on class.<br />
Please take a took at it.<br />
Knight, Teoryran(3.5e Class).<br />
<br />
== 3.5e Equipment List - new category (Page editing locked) ==<br />
<br />
Hi Green,<br />
<br />
I'm a new user to Wiki & would appreciate some helpful advice :-)<br />
<br />
Going to start a new D&D campaign this year with a Pirate theme. When people think of Pirates, thier main thoughts are Pirate Ships, Cannons, Flintlock Pistols & Cutlasses.<br />
<br />
Flintlock's can easily be replaced with Hand Crossbow's, Cannons needed some more thought.<br />
<br />
I do not want to introduce gunpowder into the campaign so as an alternative i've decided to go with Gnomish Engineering and introduce some clockwork & steampowered machinery (Steampunk) resulting in Steam Cannon's aboard ships<br />
<br />
Decided the 3.5e equipment list therefore needs a new category of Gnome Engineering, a place for all things clockwork, steampowered or basic engineering (i.e. Piston Water Pumps)<br />
<br />
I don't think this technolgy would change game balance as there are many ancient technologies that have been rediscovered such as the Baghdad Battery & Eygptian Piston Ballista<br />
<br />
Created the Gnome Engineering category but can not link this category to the 3.5e Equipment list, as this page is locked for editing (for very good reasons, looks complicated)<br />
<br />
Are you able to help?<br />
<br />
Thanks<br />
<br />
--[[User:Mufasa|Mufasa]] 10:19, 23 May 2011 (MDT)<br />
<br />
<br />
== Blades Of Keran ==<br />
I was wondering if someone could rate my campaign setting, [[Blades Of Keran (3.5e Campaign Setting)|Blades Of Keran]]. Also I agree with the above request about Gnomish Engineering as my campaign uses Gnomish Devices as well. --[[User:Milo v3|Milo High-Hill]] 17:08, 24 May 2011 (MDT)<br />
<br />
== Economist talk page ==<br />
<br />
So, I was browsing through the recent talk page (as I often do), and I was confused by your recent actions on the talk page of the Economist. Care to elaborate? It seemed like someone asked a question on the discussion, and Jota responded with an answer to the question. You deleted the reply, and gave no reason as to why. Someone (a random IP) then went and undid you revert, presumably because you removed helpful and useful content without a reason. You blocked him for 3 months for edit warring, despite him only having a single contribution to the wiki. What happened to warnings? What happened to the increasing block length? Effectively, you banned someone from the wiki for 3 months because they undid one of your edits, which you made without any reason at all. What's going on? --[[User:Badger|Badger]] 21:05, 24 May 2011 (MDT)<br />
<br />
:This whole "other wiki" kerfuffle is getting out of hand. There's no reason this has to be a zero-sum game. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:30, 24 May 2011 (MDT)<br />
<br />
::The [[Warning Policy]] is only for when one does not edit with civility and etiquette. This is unrelated. Edit warring is a block reason on WIkipedia's policies and therefore effective on D&D Wiki. I don't mean it to be a zero-sum game, but when someone answers with (shortened) "this answer is irrelevant, look elsewhere" it's a obscuration of spamming to external sites. Another common block reason. --[[User:Green Dragon|Green Dragon]] 21:47, 24 May 2011 (MDT)<br />
<br />
:::The zero-sum part is black-holing any mention, however remote of another site*. It's either us or them. If they win, we lose (zero-sum). But there's no reason it has to be that way. Neither wiki is exactly crawling with people, and if we worked together instead of against each other (and looking rather silly while doing it, I might add), we would both be better off. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:12, 24 May 2011 (MDT) *Note, however, that it's only one site that gets people insta-blocked for a quarter. Other sites get mentioned without such severe penalties. In one case, I can think of a site that's mentioned multiple times that nobody seems to have any problem with...<br />
<br />
::::Interesting, but D&D Wiki is not going to have a committee of people who are a self-appointed oligarchy who serve the same function as the [[Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, and removing articles templates]] present. Additionally things on D&D Wiki cannot be stagnant, and things should improve when they can (e.g. user categories being replaced by [[Special:NewPages]], [[Template:Author]] being superseded by history, etc). For example. --[[User:Green Dragon|Green Dragon]] 22:26, 24 May 2011 (MDT)<br />
<br />
:::::GD, no one is telling you to change policy about reviewing content, or anything else of that ilk. Jazzman merely said, and I agree, that we should be allowed to say things exist. We have countless links to other forums and sites that host homebrew content, it seems foolish to block people for mentioning one in particular, no matter the history. We can all act like adults and just let it be. --[[User:Badger|Badger]] 22:40, 24 May 2011 (MDT)<br />
<br />
::::::Links are supposed to do though [[DnD Links]]. All other links are incorrect. However, as I see it, on userpages is okay as long as when one notices it they move it to DnD Links, because to me that seems more like the user is unaware or unknowing. However spamming of external links, yes, does get one banned. Does this kind of answer your question? --[[User:Green Dragon|Green Dragon]] 23:59, 24 May 2011 (MDT)<br />
<br />
:::::::So, by your own admission, Jota and everyone else can post links to their other wikis on their user page, but not in the main namespace? Seems fair to me. I'll go ahead and add links to [[DnD Links]]. I'll assume users can still write something like "If you have any other questions, leave a message on my talk page", where they can post links to other sites (as you said yourself, user pages are fine for external links). Alright, sounds good. I'm glad we've finally come to some sort of agreement on this. --[[User:Badger|Badger]] 01:05, 25 May 2011 (MDT)<br />
<br />
::::::::No, that's taking it out of context. "on userpages is okay as long as when one notices it they move it to DnD Links" should be read as a full statement. Otherwise it's still a violation of policy. --[[User:Green Dragon|Green Dragon]] 11:24, 25 May 2011 (MDT)<br />
<br />
:::::::::You're telling me that there shouldn't be any external links on User Pages then? I was under the impression that if they were also listed on DnD Links, that would be fine. Sometimes you'd want to give a more specific link, like say one to a particular article. The way you've phrased it, it seems like there should be no external links anywhere but on that DnD Links page. That doesn't make any sense at all. --[[User:Badger|Badger]] 13:50, 25 May 2011 (MDT)<br />
<br />
::::::::::Well, maybe something like the w: could be made (as a template) for each link. Really, however, one should just direct one to [[DnD Links]] (that's why they are <tt><nowiki>{{#anc:}}</nowiki></tt>'ed). --[[User:Green Dragon|Green Dragon]] 13:41, 25 May 2011 (MDT)<br />
<br />
:::::::::::I understand what you're saying. I'm saying why make someone go to DnD Links, and then search the other site, when you could just as easily link to the exact page in the first place? DnD Links is certainly a good page, and designed for ease of reference, but I think it works best as a general tool, and for specific purposes one might as well link directly from one page to another, without using DnD Links. --[[User:Badger|Badger]] 13:50, 25 May 2011 (MDT)<br />
<br />
<-- Again, why? Can someone give me a reason why we are never allowed to link to other sites? I'm just not seeing the reasoning here other than to annex The Site Which Shall Not Be Named, and even that I can't see any good reasoning for. [[User:Hooper|Hooper]] is allowed to link to [[O.G.R.E.]] (which has it's own wiki page, btw; we aren't even allowed to ''mention'' the Other Wiki) with no repercussions, but an anon who undid an outright deletion of a post that vaguely mentions That Other Wiki was banned, without warning, for 3 months. Did they murder your favorite pet or something? Will the site really blow up if I decide to link to some innocent site that doesn't happen to me mentioned on DnD Links (which, judging by the traffic on that page, nobody looks at anyway)?<br />
<br />
Sadly, I've seen this exact same scenario on wikis before: site 1 does something that subset of the site doesn't like. Said subset creates their own wiki. Wiki 1 bans mentions of Wiki 2. Wiki 2 uses this as reasoning to orchestrate more and bigger attacks against Wiki 1. As the bickering continues both sites end up looking silly and losing who would otherwise be valuable members. The more we block them the more they will do things like [[Special:Contributions/Bird|Bird]] did, which are ultimately more harmful to the site than anything the users would do if we just played nice with them. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:40, 25 May 2011 (MDT)<br />
<br />
:So, should we do something like w: then? Currently, [[User:Hooper|Hooper]] should not be linking to any site not by way of [[DnD Links]]. I'm just following policy, be it fledgling or not. --[[User:Green Dragon|Green Dragon]] 16:00, 25 May 2011 (MDT)<br />
<br />
::I don't know what w: means. What I want to do is allow people to link to other sites without having to go through DND links first. If that's what w: is then yes, we should do that.<br />
<br />
::If Hooper's not allowed to link to these sites, then do you want to clean out his userpage and delete [[O.G.R.E.]]? Because I can't see the reason for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:03, 25 May 2011 (MDT)<br />
<br />
:Ironically, the best description I know of for the events that transpired is on the other wiki. A bunch of people decided to make a "rating committee". GD didn't like it. There was a bunch of silly squabbling, and the other wiki left, taking a ton of content and users with them. GD and everyone else were upset about who took what content, and the legality of that. Honestly, in my mind, this is the sort of thing that, after a week, could have blown over. Clearly we just need to share a beer, play some D&D, and realize how silly this fight is. Also, start allowing each other to link to each other's wikis. I can't speak with any certainty, but I am pretty sure they allow links to this wiki. --[[User:Badger|Badger]] 15:58, 25 May 2011 (MDT)<br />
<br />
::Go for it. I don't really want to do any cleaning out of userpages right now&ndash; I'm working on [[4e Deities]] as it is. I agree this is silly, however if links really are needed then someone (again, I don't care to do this) should make something like how [[Template:Background Information (Halo Supplement)]] treats links for each link. --[[User:Green Dragon|Green Dragon]] 17:11, 25 May 2011 (MDT)<br />
<br />
:::I'm not going to delete [[O.G.R.E.]] because it doesn't bother me and I don't understand why it's not allowed. I don't want to go angering Hooper, who's contributions are numerous and high-quality, if I don't have to. If you have time to block people for mentioning one site, I'm not sure why you are too busy to block people for mentioning another site. So how about instead we just allow everyone to link to sites?<br />
<br />
:::And if all we have to do in order to link to D&D wiki (err, the *other* one, anyway) is to create a template, then that's a piece of cake. Heck, I can make one that works even ''better'' than the one you linked to. Now everyone's happy! [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:45, 25 May 2011 (MDT) (BTW Green Dragon, I think you are having problems with your browser. For some reason when you edit it deletes parts of the page on accident).<br />
<br />
::::I'm not entirely sure why we need a template, especially one that would go at the bottom of the page like you linked. Maybe one at the top of the talk page? But, what would the template say, "This page contains external links. DanDWiki does not have any affiliation with any externally linked sites. Links do no necessarily reflect the views of DanDWiki and its owners"? --[[User:Badger|Badger]] 20:06, 25 May 2011 (MDT)<br />
<br />
:::::That's a good idea. And it could incorporate the switch extension. I just meant "like how [[Template:Background Information (Halo Supplement)]] treats links". --[[User:Green Dragon|Green Dragon]] 20:29, 25 May 2011 (MDT)<br />
<br />
::::::How about this:<br />
<br />
{| align=center border=1 cellpadding=2 cellspacing=2 style="text-align: center; background:#F4F0EC; color:black"<br />
! style= "background:#71A6D2" | <big><big>Attention!</big></big><br />
|-<br />
| '''This page contains external links.'''<br/><small>D&D Wiki does not have any affiliation with any externally linked sites. <br> Links do no necessarily reflect the views of D&D Wiki</small><br />
|}<br />
<br />
::::::It makes no sense to have a template for individual sites, or even as a way to include the link in the template. If it pleases the wiki, we can just make a <nowiki>{{template:external_link}}</nowiki> and go from there. Throw this up on a page, and we can have external links anywhere we want. Problem solved. --[[User:Badger|Badger]] 20:56, 25 May 2011 (MDT)<br />
<br />
:::::::I don't like how obtrusive that is. I would prefer something much less obtrusive, comparable to an expansion of the MW external link symbol. For example: <nowiki>[www.address.{{{1}}}] ([[DnD Links#site|link information]]</nowiki> [[File:Externallink.png|12px]] this external link does not have any affiliation with D&D Wiki) And, I would prefer having a hard list of sites because as the internet is full of sites with varying degrees of quality it is good to have some quality control over how it effects D&D Wiki. --[[User:Green Dragon|Green Dragon]] 11:35, 26 May 2011 (MDT)<br />
<br />
::::::::Ok, well, considering that external links already have an associated image (or at least a symbol), why don't you just include a line of text below the edit window (by which I mean below the line "You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!") that says something to the effect of "Links to external sites must be deemed appropriate; inappropriate links subject to removal. See [[DnD Links]] for list of appropriate links." and we'll just say any page or subpage of a link on the DnD Links page can be freely linked to. I think the problem with including a template in this process is that we already have a ton of templates that we don't use because they are confusing or hard to find. Considering there is already a button for external links, we might as well use that. --[[User:Badger|Badger]] 12:18, 26 May 2011 (MDT)<br />
<br />
:::::::::What are your thoughts on just making a [[Meta Pages#Policies|policy]] which covers it and then adding text on [[DnD Links]] explaining it's function. --[[User:Green Dragon|Green Dragon]] 17:27, 26 May 2011 (MDT)<br />
<br />
::::::::::That sounds like the best possible plan. We allow external links, add a line in the policy about external links, and a brief summary about what should and should not be linked on the DnD links page. I'm glad we've finally come to some sort of agreement, and don't require the use of templates or other things that may be confusing to new users. --[[User:Badger|Badger]] 19:35, 26 May 2011 (MDT)<br />
<br />
:::::::::::I just wanted to comment on something said much earlier. It was ''"Note, however, that it's only one site that gets people insta-blocked for a quarter. Other sites get mentioned without such severe penalties. In one case, I can think of a site that's mentioned multiple times that nobody seems to have any problem with..."''. Not true. I literally was blocked on [http://dungeons.wikia.com/index.php?title=Special%3ALog&type=block&user=&page=&year=&month=-1 September 20th, 2009] after making four edits to that wiki - one redirecting a talk page to me, and three asking for a diff in a respectful manner. The block summary even stated some harsh thing. Don't pretend that one wiki is a white knight in this issue. I still don't understand why people won't just stay at their chosen wiki home, and ignore the other. ''(also, I only added the actual link because I'm understanding its now okay on talk pages? If thats not so delete it. I'm honestly having a hard time following.)''<br />
:::::::::::Now, as far as O.G.R.E.s is concerned. It is my understanding, and perhaps I am wrong in this understanding, that long ago it was decided not to link to "competing sites". OGREs may be another wiki ''(for now, but when our webmaster isn't paid, things take time)'' but it isn't a competing site. We're not looking for the same kind of content. Now maybe I'm wrong, and if so, delete it. But in my opinion, the D&D Other section is perfect for articles discussing the different gaming organizations and may be very pertinent to the common D&D Wiki browser's interest. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:35, 29 May 2011 (MDT)<br />
<br />
::::::::::::Even if they did block you, that's not really a good reason to insta-block ''them''. Simply linking to that site isn't, in and of itself, a legitimate reason in my mind to block someone for ''3 months'', especially considering the specific case we were talking about. (Let's face it, were it anyone but GD, we might have thought the original reversion was vandalism; it is only because we saw his name beside it that we know it wasn't).<br />
<br />
::::::::::::As for O.G.R.E, I don't actually think it should be deleted, just as I don't think links to the other wiki should be deleted. But as far as I can tell, there's no differentiation between what links we are allowed to link to. Under the current rules as written, if we insta-ban people for mentioning one, it's completely hypocritical to pretend links to the other don't even exist. I'm not actually arguing that we enforce the rules against all sites, I think we need to change the rule entirely. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:05, 29 May 2011 (MDT)<br />
<br />
:::::::::::::What's an instablock? The block was for edit warring, see also [http://www.dandwiki.com/w/index.php?title=Special:Log&type=block&page=User%3A63.23.72.173]. It's unrelated. I have no idea about O.G.R.E.. Is it on [[DnD Links]]? Has it been looked over? If it's anything like your video channel (which I have seen) then i'd be fine. Of course this discussion is for elsewhere. --[[User:Green Dragon|Green Dragon]] 22:11, 29 May 2011 (MDT)<br />
<br />
::::::::::::::[http://www.dandwiki.com/wiki/Special:Contributions/216.66.140.248 This] is an insta-block. A user's very first ever edit was a reversion of unexplained deletion of Jota's response. The guy can't be accused of edit warring when there were (liberally) only 2 reverts, only one of which was this guy a participant. If we go by [http://en.wikipedia.org/wiki/Wikipedia:3RR#The_three-revert_rule WP:3RR], it's not a revert war until one editor does ''three'' reverts in a 24-hour period. That editor hadn't even had three ''edits''. (The IP you linked to, by the way, only had 2 reverts, and was never even given a warning before he was blocked for 3 months.) Not only that, but had an IP or a new user deleted Jota's comment without explanation, the reversion of said deletion would probably be given exception from the 3RR, because to all appearances, deleting someone else's talk page comments is usually itself vandalism. Adding them back almost never is. At worst, the two IPs should have been given an explanation of how what they were doing was not allowed, a warning to discontinue their actions, and ''maybe'' blocked for a day to cool down. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:34, 30 May 2011 (MDT) [http://www.dandwiki.com/w/index.php?title=User_talk:Green_Dragon&diff=next&oldid=520281]<br />
<br />
== Hi ==<br />
I need help with footers and links.<br />
<br />
:Could you be a little more specific? I've been working on a new user guide for some time now. It's not nearly complete, but it may be able to help you with some of your questions. You can find that [[User:Badger/sandbox3|here]].If you show me what you are trying to do, I can probably help. Drop a message on [[User_talk:Badger|my talk page]], and I'll see if I can help you work through your problems. --[[User:Badger|Badger]] 14:54, 25 May 2011 (MDT)<br />
<br />
== hello ==<br />
<br />
I have almost finnished 3/8 planned racial caste races.<br />
Please have a look at the Human noble and human peasant <br />
and Ork noble races.<br />
Links are found at Teoryran info about Races.<br />
<br />
The race pages are to big, <br />
any suggestions of how to cut them up and<br />
sort them in different sections?<br />
<br />
== hi ==<br />
<br />
Mmm, well I needed the pages sorted after supplement.<br />
I needed to put lots of class and race descriptions of personality, the world<br />
and their lands somewhere else.<br />
<br />
== hi ==<br />
<br />
Mmm, well I needed the pages sorted after supplement.<br />
I needed to put lots of class and race descriptions of personality, the world<br />
and their lands somewhere else.<br />
<br />
:What do you mean? [[Races of Teoryran (Teoryran World Supplement)]] is understandable. It is missing its footer though. Is that what you mean? --[[User:Green Dragon|Green Dragon]] 19:52, 26 May 2011 (MDT)<br />
<br />
Yes; sorry for being unclear.<br />
I Lack footers and I am unsure where to put my classes<br />
if they are not exactly base classes either?<br />
Variant rules?<br />
Should I greate a new page for racial classes?<br />
Or are they paragon classes?<br />
I am worried that some of the pages about info for the setting<br />
lack addresses and take up extra memory.<br />
<br />
<br />
Hello.<br />
We need a racial class category like that from Savage Species.<br />
Savage Species offers levels all the way up<br />
and they don’t just raise abilities at level 3.<br />
Can I make a suppliment page<br />
where I have my own classess,<br />
I might do it, you can delete if its improper.<br />
I would like some criticism for my classes.<br />
<br />
== hi ==<br />
<br />
Hello how to you I find this this page.<br />
<br />
== Edit Revert? ==<br />
<br />
Why did you revert my edit on [[Talk:DnD Links]]? I didn't break any of your rules and, furthermore, I contributed to the discussion. You shouldn't just censor things because you don't agree with them... --[[User:Aarnott|Aarnott]] 13:44, 30 May 2011 (MDT)<br />
<br />
:Because it's not adding anything new to the discussion. It's not pertinent, see also the reason. --[[User:Green Dragon|Green Dragon]] 13:49, 30 May 2011 (MDT)<br />
<br />
::"Because it's not adding anything new to the discussion."<br />
::False. I gave an illustration of how GNU (and similarly GPL) actually works in practice and showed that the emphasis on the licenses was initially for code libraries/projects. That emphasis is a very important distinction because it provides more basis for the argument I'm making. This also provides some historical context for my argument.<br />
::I brought up how MySQL's licensing can be seen as a parallel example (actually I could have brought up Wikipedia too -- how do you think they transitioned from GPL 1.2 to GPL 1.3? Relicensing.).<br />
<br />
::"It's not pertinent, see also the reason."<br />
::Your reason is a complete strawman argument. ie. You are attacking an argument I didn't even make. Let's examine the exact "reason" you gave:<br />
::"wrong - there is no section 11 clause to the GNU FDL v1.2 (that's the whole -i think- MSQL legal dilema)"<br />
::Now go back to what I wrote. Did I write ''anything'' about section 11? No. In fact, earlier I already explained that section 11 does not apply in this case because this wiki is under GNU FDL 1.2 (the exact thing I said was "Anon, you are actually incorrect, unfortunately. This wiki uses GNU FDL 1.2 and no licenses can just suddenly retroactively patch a previous license.", see the context).<br />
::Also, you "think" that is the whole "MSQL legal dilema", but I never even said that this has anything to do at all with MySQL's legal dilemma. I was strictly comparing the fact that MySQL was able to transition to a dual license to authorship as a concept.<br />
::And, just to be a bit cheeky: you censored a well-written post meant to explain in detail my stance in a discussion. The whole point of that post was because you clearly were not responding intelligibly to what I had written earlier, so it seemed necessary to go into more detail. That's a pretty standard thing in a discussion. Elaborating on a point when the other party doesn't seem to understand.<br />
::What I'd like to hear is how you think authorship and licensing actually works. All you've done is say that others are wrong, but you have yet to provide any evidence to back up your claims. --[[User:Aarnott|Aarnott]] 14:10, 30 May 2011 (MDT)<br />
<br />
:::It may not even be MySQL I am referring to. There is a conglomerate of companies which has a problem with previous GNU FDL licensing and now it is uncertain who owns their things. Since they used section 11 and did some version changing and things, they now have this problem. Last I saw one had to give over some billion worth in rights to the other or something along those lines. <br />
:::It just doesn't matter how people use the GNU FDL v1.2. Who cares? We go by the license and law, and that is the discussion (mostly). What the GNU FDL has been used for is not.<br />
:::I have said repeatedly that like Wikipedia's terms of use, law is. Of course things like licenses are interchangeable. What's not to read? --[[User:Green Dragon|Green Dragon]] 14:28, 30 May 2011 (MDT)<br />
<br />
::::"There is a conglomerate of companies..."<br />
::::How does this point have anything to do with your website? Your website is not a company and you and it have no ownership over the material others put on it. You have ownership of the database and the webserver (or at least the rental agreement if you rent).<br />
::::"We go by the license and law, and that is the discussion (mostly)"<br />
::::What law? The one I showed was clearly false? Again, I ask very simply: explain how you actually think authorship and licensing works (with regard to this wiki). It seems you are either unwilling or unable to back up your claims, which isn't surprising considering that they hold no weight whatsoever.<br />
::::"I have said repeatedly that like Wikipedia's terms of use, law is."<br />
::::Since the following sentences probably hinge on that one, I'm just going to have to ask you to rephrase it. From the way I read it: "I have said repeatedly that, similar to Wikipedia's terms of use, law is an entity that exists". Which is true... But it doesn't really say anything worthwhile. I could say something similar and it would have just as much meaning to me: I have said repeatedly that like Wikipedia's terms of use, bacon is. --[[User:Aarnott|Aarnott]] 14:57, 30 May 2011 (MDT)<br />
::::PS. If you really do follow wikipedia's rules, then you broke them by reverting my edit. See [[w:Wikipedia:TPO]].<br />
<br />
:::::I know. It's just an interesting story. That, though, is the only way whatever you are talking about is possible. D&D Wiki licenses content, like Wikipedia (see their Terms of Use). What's not to understand? --[[User:Green Dragon|Green Dragon]] 15:04, 30 May 2011 (MDT)<br />
<br />
::::::"D&D Wiki licenses content"<br />
::::::From whom? Licenses need to be granted by some entity by definition... Yes. You just argued my point for me. You still haven't explained how you think it actually works though (yes, this is my third time asking on this page alone). --[[User:Aarnott|Aarnott]] 15:12, 30 May 2011 (MDT)<br />
<br />
:::::::No, your not thinking about this. How does Wikipedia do it? They are only reserved. --[[User:Green Dragon|Green Dragon]] 15:14, 30 May 2011 (MDT)<br />
<br />
::::::::I will entertain your questions even though you won't answer mine. I'm not sure which terms of use you want to to explain (the old one that uses GNU FDL 1.2 or the new one that uses GNU FDL 1.3. I'll explain the one that matters<br />
<br />
::::::::'''GNU FDL 1.2 (last revision found at [[w:Wikipedia:Terms_of_use&oldid=30325726]]):'''<br />
::::::::After all the boring text telling us that every page is protected under US copyright laws, you are bound to the terms even if you don't read them, that pages are licensed under GNU FDL 1.2, and that page histories meet the terms of the GNU FDL, there is a wonderful gem of bolded text (which I'm going to bold the important part in my quote below).<br />
::::::::"you are hereby being given notice under Title 17 USC that it is your responsibility to comply with the copyright laws in regards to this archival material and your copying it may be considered infringement ('''specifically if any of the materials being stored in those prior versions are copyrighted materials that were submitted to Wikipedia without the author/authors or copyright holder's/holders' permission(s)''')."<br />
::::::::Huh? The author has to give permission to have it put on Wikipedia? It's almost as if the author has rights to their own work! You know, like the right to license their work as they see fit. Note also that the terms of use do not have any such mention of forgoing the author's right to relicense their own work. It just talks about the fact that you can't take materials that have a copyright and add the GNU FDL license without having the author's consent.<br />
<br />
::::::::Now for the GNU FDL 1.3, there is little point in explaining because we have already determined that this wiki does not use that license anyways, but if it did, a CC-by-SA license can be added to ''other author's'' work. Yeah, if this site was GNU FDL 1.3 that would just mean that moving content and relicensing would not require the author's consent.<br />
<br />
::::::::Attempt #4: Care to explain how you think it works (and maybe throw in some specific quotes to support your argument this time)? --[[User:Aarnott|Aarnott]] 15:37, 30 May 2011 (MDT)<br />
<br />
:::::::::'''Do not submit copyrighted work without permission!''' &mdash; what's not to understand? The adherence to the license? "you are bound to the terms even if you don't read them, that pages are licensed under GNU FDL 1.2" --[[User:Green Dragon|Green Dragon]] 15:41, 30 May 2011 (MDT)<br />
<br />
::::::::::You aren't getting it. Whose permission is required for copyrighted work? All you are pointing out is exactly what I just said: you can't submit the copyrighted work of others'. You can totally submit your own copyrighted work because you obviously have your own permission. --[[User:Aarnott|Aarnott]] 15:47, 30 May 2011 (MDT)<br />
<br />
:::::::::::Your not getting it. "you are bound to the terms even if you don't read them", meaning that you are bound to the terms. With regard to copyrighting through the USA Copyright Office, a different scenario, was it done? And I think Wikipedia's Terms of Use cover that to some extend now. --[[User:Green Dragon|Green Dragon]] 16:19, 30 May 2011 (MDT)<br />
<br />
::::::::::::Can I link to an external site (the US Copyright Office site)? On their FAQ, you will clearly see the following text:<br />
::::::::::::"Do I have to register with your office to be protected? No. In general, registration is voluntary. Copyright exists from the moment the work is created. You will have to register, however, if you wish to bring a lawsuit for infringement of a U.S. work."<br />
::::::::::::So, I don't see what the copyright office has to do with anything.<br />
::::::::::::I totally agree that Terms of Use function in a way that makes them binding even if they are not read. But the fact of the matter is, anything I write is copyrighted (by me), and I can license that work as I see fit. You agree that the GNU FDL is a license, not a contract, right (this is a VERY important distinction)? --[[User:Aarnott|Aarnott]] 16:46, 30 May 2011 (MDT)<br />
<br />
:::::::::::::I mean previously copyrighted work. And, no, submitting it here licenses it. For example: "Therefore, for any text you hold the copyright to, by submitting it, you agree to license it under the". --[[User:Green Dragon|Green Dragon]] 16:50, 30 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Previously copyrighted work is not a big deal either because none of the content that was moved was copyrighted by someone who didn't hold the copyright.<br />
:Just to be perfectly clear: you agree the GNU FDL is a license, not a contract, yes or no? --[[User:Aarnott|Aarnott]] 17:02, 30 May 2011 (MDT)<br />
<br />
::I think the problem is GD thinks licensing content here grants DandWiki ''exclusive'' license to the content. It doesn't. --[[User:Badger|Badger]] 17:06, 30 May 2011 (MDT)<br />
<br />
:::Indeed. Exclusive licenses require a contract, which this website does not have. That's what I was getting to ''';)'''. --[[User:Aarnott|Aarnott]] 17:12, 30 May 2011 (MDT)<br />
<br />
::::It doesn't. See also the [[Coin Golem (3.5e Creature)]]. All I am saying is there is a licensing problem (as it ''is'' the GNU FDL v1.2) which undermines D&D Wiki in various ways if it is not that license. --[[User:Green Dragon|Green Dragon]] 17:45, 30 May 2011 (MDT)<br />
<br />
:::::Right. But the point of the GNU FDL is not for authors, it is for collaborators. The author is licensing a ''copy'' of their work (whatever it may be) under the GNU FDL. It is not an exclusive license. That ''copy'' must follow all the rules and regulations of the GNU FDL. If the same user decides they want to license their work under a different license, they don't have to pay any attention to the GNU FDL because they are licensing a completely separate ''copy'' -- even if the content is exactly the same. --[[User:Aarnott|Aarnott]] 17:56, 30 May 2011 (MDT)<br />
<br />
::::::No. For example "Therefore, for any text you hold the copyright to, by submitting it, you agree to license it under the" --[[User:Green Dragon|Green Dragon]] 19:42, 30 May 2011 (MDT)<br />
<br />
:::::::You are correct. When you submit content you are agreeing to license it under the GNU FDL v1.2. However, you are ''not'' agreeing to ''exclusively'' license it under the GNU FDL v1.2, ''nor are you giving up your copyright''. You are free to release it under other licenses (which may have other conditions), to other people, whenever you want. --[[User:Badger|Badger]] 12:56, 31 May 2011 (MDT)<br />
<br />
::::::::Not if what it is licensed under forbids it. For example "no other conditions whatsoever" means just that. --[[User:Green Dragon|Green Dragon]] 12:54, 1 June 2011 (MDT)<br />
<br />
== Campaign Setting ==<br />
<br />
My campaign setting is no longer showing up on the 3.5e Homebrew for campaign settings. I don't really know much about moving pages and such so I actually need help with this. --[[User:Grim914|Grim914]] 00:02, 31 May 2011 (MDT)<br />
<br />
I fixed it.--[[User:Milo v3|Milo High-Hill]] 01:30, 31 May 2011 (MDT)<br />
<br />
I need help with balancing my classes.<br />
<br />
I also have a question.<br />
<br />
Can I write off, feats from books and put under the class?<br />
I found some cannon feats I wanted to use?<br />
<br />
-------<br />
<br />
Thanks, I don't know who that is. --[[User:Grim914|Grim914]] 22:39, 31 May 2011 (MDT)<br />
<br />
== Race Posts ==<br />
<br />
I recently posted a race, but cannot find it when I go through the Homebrew races for 3.5e. Did I not post it correctly? The name of the race is Kyree (plural).<br />
<br />
== Race Posts ==<br />
<br />
I recently posted a race, but cannot find it when I go through the Homebrew races for 3.5e. Did I not post it correctly? The name of the race is Kyree (plural).<br />
[[User:Grimli93|Grimli93]] 10:31, 1 June 2011 (MDT)<br />
<br />
:I'm pretty sure I fixed it. You left the <!- and -!> on in the category sections. I also fixed a few other problems on the page without changing any of your work.--[[User:Milo v3|Milo High-Hill]] 02:21, 2 June 2011 (MDT)<br />
<br />
== Why does everyone hate you? ==<br />
<br />
Everyone hates you at the other wiki. What did you do?--[[Special:Contributions/75.40.72.247|75.40.72.247]] 07:55, 2 June 2011 (MDT)<br />
<br />
:Hate isn't the right word, exactly. ''Take serious issues with his management style'' would be nearer the mark. If you want to read up on it, try here: http://dungeons.wikia.com/wiki/User_blog:Ganteka_Future/The_days_of_The_Tavern,_The_Meltdown,_and_memories for Ganteka's account and here: http://dungeons.wikia.com/wiki/User_blog:Surgo/All_About_the_Break-Up for Surgo's views. Wikia was a transition to where the new wiki is now, and it had space for blogs. Which was nifty, but not worth the ads and funky formatting. --Genowhirl.</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Help_talk:D%26D_Links&diff=520232Help talk:D&D Links2011-05-30T03:15:03Z<p>74.182.83.96: Wait a tick! That was new input after all! And as a new contributor the discussion, readers of the debate should be able to view my concerns and sincere request for clarification.</p>
<hr />
<div>== Kingdoms of Kalamar ==<br />
I recently started working Kalamar as a setting in my tabletop games, and would love to post some information here... But that would take too long right now. HOWEVER, could we put the link to the Living Kingdoms of Kalamar website?<br />
Link: http://www.kenzerco.com/index.php?cPath=25_28<br />
Thanks! -- [[User:xidoraven|xido]] 10:33, 19 September 2007 (MDT)<br />
<br />
== Very usefull links ==<br />
<br />
Here are a few links that I find VERY usefull. Sinse I am unclear about copyright rules I felt it was better to post them here in discussion. Feel free to add or delete them as you see fit.<br />
<br />
I find these links to be very usefull in my own campain writing.<br />
<br />
http://nine.frenchboys.net/<br />
The best name genorator I have found. Simple and effective.<br />
<br />
http://www.pathguy.com/cg35.htm<br />
A very good charecter genoration tool. I use this for all the importaint NPCs that I make. Also, it helps to put a players charecter through this so you can double check your math.<br />
<br />
http://www.20000-names.com/<br />
Lots of good names. The website is annoyingly full of advertisments.<br />
<br />
http://www.aarg.net/~minam/npc2.cgi<br />
A good NPC genorator. It is faster and more random then the genorator above, and also will create multiple charecters at once. It will add a few random background details that are usefull for when your players start asking annoying questions.<br />
<br />
http://forums.rpghost.com/<br />
This Forum looks usefull, but I havnt had time to explore it much. I cant recomend it yet but I hope I will be able to soon.<br />
<br />
--[[User:Mander|Mander]] 15:57, 1 December 2007 (MST)<br />
<br />
:Free free to add them, they all look good. --[[User:Green Dragon|Green Dragon]] 23:14, 4 December 2007 (MST)<br />
<br />
::Sweet. Dont add them for me, I need to learn this stuff. --[[User:Mander|Mander]] 14:24, 5 December 2007 (MST)<br />
<br />
:::Okay, will do. --[[User:Green Dragon|Green Dragon]] 14:34, 5 December 2007 (MST)<br />
<br />
::::Um... cant seem to find an edit button. Apparently I failed my seach check.--[[User:Mander|Mander]] 14:37, 5 December 2007 (MST)<br />
<br />
:::::Ah... I forgot to check if this page is protected, which it is. I will un-protect it until you have added them (about half an hour). --[[User:Green Dragon|Green Dragon]] 14:42, 5 December 2007 (MST)<br />
<br />
::::::Sorry about the bad timing. I logged out right after my last post, and didnt check back untell now. I can't make the change today because right now it is (trumpit fanfare!) game time! Im sure you wouldn't hold THAT against me.--[[User:Mander|Mander]] 16:57, 5 December 2007 (MST)<br />
<br />
:::::::Not at all ''':)'''. I'll just leave it unlocked until you edit it. --[[User:Green Dragon|Green Dragon]] 18:48, 5 December 2007 (MST)<br />
<br />
::::::::Done --[[User:Mander|Mander]] 14:51, 6 December 2007 (MST)<br />
<br />
:::::::::Thanks for doing that, and that page has been locked again. --[[User:Green Dragon|Green Dragon]]<br />
<br />
== Point Buy Calculator ==<br />
<br />
I found a quick-to-load, quick-to-run point buy calcuator at http://www.hackslash.net/?p=73. It's probably fairly basic, but was a godsend to me as a noobie. There are some other D&D typish tools at the site as well. --[[User:Arohanui|Arohanui]] 13:26, 17 January 2008 (MST)<br />
<br />
:I have added it. --[[User:Green Dragon|Green Dragon]] 20:00, 18 January 2008 (MST)<br />
<br />
== Character Sheet ==<br />
<br />
Personally one of my favorite character sheets. Well organized and color coded for easy use. [http://www.mediafire.com/?m1jerz3gypp Created by SombreNote] {{Unsigned|76.111.162.234|18:47, 8 April 2008 (MST)} <br />
<br />
:To add this we would need a static link which does not just redirect the visitor to another link. If you can supply such a link this will be considered. --[[User:Green Dragon|Green Dragon]] 02:00, 9 April 2008 (MDT)<br />
<br />
::I changed the link to the download page.<br />
<br />
== Useful resources ==<br />
<br />
I'd like to post some websites that have useful, and *free* resources.<br />
<br />
The first is Planewalker--Spells, Creatures, and Equipment<br />
<br />
<br />
http://www.planewalker.com/snail/travel.php (the spells)<br />
<br />
http://www.planewalker.com/snail/equipment.php (the equipment, the top section is for undefined items and the lower sections have equipment, magical items, and artifacts)<br />
<br />
http://www.planewalker.com/codex/monsters.php (creatures)<br />
<br />
== Naming Error ==<br />
<br />
Basic DnD is reproduced as [http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord], OSRIC is ADnD 1st edition, which are different games.<br />
<br />
== New Campaign World ==<br />
<br />
http://www.zyanyacampaign.com/ - Has a lot of free content, as well as forums and chatrooms for gaming.<br />
<br />
== New Section? ==<br />
Should we add a section of links to Gaming Organizations/Groups, such as RPGA, O.G.R.E.s, Ultimate Gamers, etc? &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 22:14, 16 August 2009 (MDT)<br />
<br />
== Useful Links ==<br />
if we're adding links to this page, my hands down favorite refrence is [http://www.penpaperpixel.org/ Pen Paper Pixel] they have [http://www.penpaperpixel.org/tools/d20spellfilter/ spell filters], [http://www.penpaperpixel.org/tools/d20monsterfilter/ monster filters], [http://www.penpaperpixel.org/tools/d20encountercalculator.htm encounter calculators] (for XP and loot), and of course a lovely dice bag. Not to mention a very helpful, auto-updating [http://www.penpaperpixel.org/downloadspage/ppnpplayercharactersheets.htm PDF character sheet], which everyone in my party uses. --[[User:Badger|Badger]] 07:21, 1 May 2010 (UTC)<br />
<br />
== Eddition ==<br />
<br />
All DnD pages are being moved to their corresponding editions. This paqe needs to be moved to either 3.5e or 4e. --[[User:Vrail|Vrail]] 03:50, 23 June 2010 (UTC)<br />
<br />
== http://www.dnd-wiki.org ==<br />
<br />
I do not think that [[DnD Links#Dungeons and Dragons Wiki|this link]] deserves a spot on this list. The organizational structure as well as much of the content is under a different license and in all reality one needs to start a court case and get it removed from this violation of law. As such I do not think that it is a a good idea to direct users there. --[[User:Green Dragon|Green Dragon]] 11:30, 25 May 2011 (MDT)<br />
<br />
:According to the bottom page of their wiki, you are free to copy, transmit, adapt, or distribute anything on their site, as long as you attribute it properly. As long as you don't take their content, and then modify and sell it, you're within legal bounds. I see no reason why we should remove a link because you don't like their organizational structure. I am positively disgusted by the Grand OGL wiki, but I don't complain about that site. I've been there, realized I don't like the way they do things, and haven't been back. --[[User:Badger|Badger]] 13:46, 25 May 2011 (MDT)<br />
<br />
::This is getting a little ridiculous. It's obvious that GD doesn't like the other wiki, and is finding excuses to keep from linking there. If someone would just come out and explain what the big problem is then maybe this would all make sense. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:41, 25 May 2011 (MDT)<br />
<br />
:::Much of the content is from here. That's where the problem is. It's not whatever [[User:Badger|Badger]] is talking about. --[[User:Green Dragon|Green Dragon]] 15:53, 25 May 2011 (MDT)<br />
<br />
::::This wiki used to claim that users could remove *their own* content at any time. When users started to, this wiki outright changed the content rules, and Green Dragon changed the rules, literally claimed ownership over things other people wrote, and now wants to sue people for posting their own classes elsewhere. [[Special:Contributions/24.131.19.27|24.131.19.27]] 16:52, 25 May 2011 (MDT)<br />
<br />
:::::Really? This has nothing to do with D&D Wiki policies. It's unlawful. D&D Wiki is not a government/international treaty. The answer to your question lies elswhere&ndash; see pages like Wikipedia's Terms of Use. How do they have reuse things? --[[User:Green Dragon|Green Dragon]] 16:53, 25 May 2011 (MDT)<br />
<br />
::::::I removed this link as directing users these does not make sense for it is uncertain what they expect of users as they disregard law. --[[User:Green Dragon|Green Dragon]] 20:16, 26 May 2011 (MDT)<br />
<br />
:::::::I hope you realize that you can be sued for libel for making such anger-motivated false accusations of illegality. And if you tell such lies to police, then you can be charged with making a false police report. Out in the real world, beyond the isolated alternate world that is this wiki, people are sometimes actually held accountable for malicious lies. [[User:Archetyper|Archetyper]] 01:03, 27 May 2011 (MDT)<br />
<br />
:::::::First, what you have written above here is not understandable English to me. Second, what I ''think'' I understand, you don't want to direct users there because they break the law. You still haven't said what law they broke. Quit saying "they aren't a government/international treaty", actually tell me what they did. --[[User:Badger|Badger]] 20:33, 26 May 2011 (MDT)<br />
<br />
::::::::I thought I did. Did you end up checking how Wikipedia's Terms of Use work? --[[User:Green Dragon|Green Dragon]] 20:41, 26 May 2011 (MDT)<br />
<br />
:::::::::I just read the ToU, and here's what I have: "For any text you hold the copyright to, by submitting it, you agree to license it under the Creative Commons Attribution-ShareAlike 3.0 Unported License". According to the bottom of their page, it says "Attribution-ShareAlike 3.0 Unported" which exactly what is required by the rules. Every seems fair and legal to me. --[[User:Badger|Badger]] 20:55, 26 May 2011 (MDT)<br />
<br />
::::::::::Right. So how are things under the GNU FDL v1.2 suddenly somehow not? --[[User:Green Dragon|Green Dragon]] 21:02, 26 May 2011 (MDT)<br />
<br />
:::::::::::Actually, this begs a new question. I thought our policy was to use Wikipedia's policy? Why are we using GNU FDL, and not CC-BY-SA like they are? --[[User:Badger|Badger]] 21:39, 26 May 2011 (MDT)<br />
<br />
::::::::::::Why use rules and policies when they wouldn't? Its a site of brutish users ''(mostly, not all)'' and it had devolved far from D&D wiki's purpose. Plus, it seems to be down more than this site. So why send people there? Remove it. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:50, 26 May 2011 (MDT)<br />
<br />
:::::::::::::Hooper, no offense, but what are you going on about? Why use rules and policies when they wouldn't? What policies do we use that they don't? I mean, sure, there are a few things that we do differently, but that doesn't mean they have nothing to add to the Homebrew community. Wikipedia is full of brutish users and downtime, or D&D-wiki.org? Most everyone I've interacted with on either site has seemed quite nice (some are gruff, and some are silly, but the same could be said of this site). I've never seen their servers down, especially compared to the downtime in our past here. They devolved from our purpose here? Are they hosting content for tea parties now, instead of D&D Homebrew? Why would I link people there? I've, on multiple occasions, seen places where users have asked "anyone know how I can get in touch with <User on other Wiki>?". It would be helpful if I could say "Here, try their talk page on <this site>". --[[User:Badger|Badger]] 22:03, 26 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:''Policies'', not licensing. They are different. I agree&ndash; people should play D&D, but if a site is not adhering to laws then I don't think that directing people there is a good idea. --[[User:Green Dragon|Green Dragon]] 22:09, 26 May 2011 (MDT)<br />
<br />
:::If by "illegal" you mean things like child porn or bootlegs, then sure, we shouldn't post there. But something that we need a team of lawyers to decide whether or not it's breaking the law (and even then, they probably wouldn't all agree)? Probably not that big of a deal. If it's clear we don't endorse it (and it is), then what's the fuss? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:10, 27 May 2011 (MDT)<br />
<br />
::According to the official GNU FDL 1.3 FAQ, 'The primary change is the addition of section 11. This new provision allows certain materials released under this license to also be used under the terms of CC-BY-SA 3.0. For more information about exactly what materials can be licensed this way, see the related questions below. As part of this change, we also introduced a new definition in section 1.<br />
<br />
*In order to license an FDL-covered work under CC-BY-SA 3.0, a few conditions must be met:<br />
<br />
1. The work must be available under the terms of FDL 1.3, which provides you with this permission. If the work was released under the terms of “the GNU Free Documentation License, version 1.2 or (at your option) any later version,” then it meets this criteria.<br />
<br />
2. The work must not have any “Cover Texts” or “Invariant Sections.” These are optional features in all versions of the FDL.<br />
<br />
3. If the work was originally published somewhere other than a public wiki, it must have been added to a wiki (or some other kind of web site where the general public could review and edit the materials) before November 1, 2008.<br />
<br />
4. All FDL-covered material added to Wikipedia before November 1, 2008 satisfies these conditions.<br />
<br />
Source: "GFDL v.1.3 FAQ", GNU Project. Free Software Foundation, n.d. Web, 27 May. 2011.<br />
<br />
::As near as I can tell, the other DnD Wiki is legally allowed to have its content under the Creative Commons. - Anon.<br />
<br />
:::Anon, you are actually incorrect, unfortunately. This wiki uses GNU FDL 1.2 and no licenses can just suddenly retroactively patch a previous license.<br />
:::The rest is mostly written to Green Dragon:<br />
:::Green Dragon, you may benefit from reading the following from wikipedia: [http://en.wikipedia.org/wiki/Authors%27_rights] and [http://en.wikipedia.org/wiki/Berne_Convention_for_the_Protection_of_Literary_and_Artistic_Works]. Here are a few facts about the legality of this whole ordeal:<br />
:::*Creative works (ie. homebrew in this case) is the property of the author, regardless of what licenses the author decides to release it under.<br />
:::*GNU FDL applies to what people ''other than the author'' can do with the creative work. Actually, this is the case for any license. The author always owns their own creative work.<br />
:::*An author can re-release their own work under multiple licenses.<br />
:::Having established that, it is pretty clear the other wiki is not violating any laws. There is a case where the GNU FDL might take effect and that is the case of where there are multiple creative contributors (note that copyediting does not count!) and one or more the the contributors do not agree to re-release the content under the new license. I can say with a fair bit of certainty that anything that the other wiki has "taken" was created by singular authors (or at least consenting authors). If you can find ''any'' case where this is not true, I am certain that the other wiki would remove the content. From my experience, they are actually far ''more'' proactive than this website with respecting proper licensing laws (for example this website does not follow proper image licensing laws or at least isn't clear about what licensing for an image is).<br />
:::Now, just to make some things perfectly clear, Green Dragon:<br />
:::*You do not own the work of other authors.<br />
:::*You cannot sue for copyright infringement in place of other authors.<br />
:::Okay. Legality aside, let's talk about the root reason behind this. It might be a bit of speculation on my part, but someone mentioned that it seemed that you were almost ready to bury the hatchet and stop this nonsense of "don't talk about the other wiki" (that's why I'm even at this site right now). I'm certainly ready to let the past be the past, but you need to understand that it offends people when you muck around with their creative works. I honestly think that this whole business would never have got out of had if that offense wasn't made. We finally relented that, yes, you can totally not delete our creative work because we did choose to license it under FDL and that you ''might'' have grounds to remove the author box (but at this point nobody really cares anymore). And now this silly business of suing us for relicensing our own creative works?<br />
:::Well, it is a bit offensive, frankly. People don't like being told that they don't own their ideas (note: they do). So here is my point: just drop this whole nonsense about legality. You are just reigniting flames by offending the authors from the other wiki and for no real point. You have no actual legal grounds (unless we have messed up in some corner case with multiple authors, in which case it will be corrected -- just let me know). And, you know, it would be nice of you to actually keep the link here. --[[User:Aarnott|Aarnott]] 13:33, 27 May 2011 (MDT)<br />
<br />
::::Wrong. Wikipedia is not plagiarized and see also its Terms of Use. You are making something up to suit your needs, which only a country/international treaty can really do. Also, ask the FSF&ndash; they have given me the same answer multiple times. Continuing to misinform users will result in repercussions. --[[User:Green Dragon|Green Dragon]] 15:24, 27 May 2011 (MDT)<br />
<br />
:::::Don't {{Warning/Text}} threats of lawsuit against this other wiki go against the general idea of open source and creative commons? --[[Special:Contributions/80.2.187.238|80.2.187.238]] 16:07, 27 May 2011 (MDT)<br />
<br />
::::{{warning|comparedselectedrevisions=http://www.dandwiki.com/w/index.php?title=Talk%3ADnD_Links&action=historysubmit&diff=520031&oldid=520024|brokenpolicy=direct rudeness: personal attacks|warningnumber=1|warningbannumber=1|issuedate=Issued on 16:20, 27 May 2011 (MDT)|signature=--[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)}}<br />
<br />
::::::No. It's about adhering to the law, normally a precursor to understanding one's contribution is in good hands (democracy equates to laws with reason). And what does this have to do with open source or creative commons? --[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)<br />
<br />
:::::::"Wrong. Wikipedia is not plagiarized and see also its Terms of Use". --[[User:Green Dragon|Green Dragon]]<br />
:::::::I never said that. Please don't strawman.<br />
<br />
:::::::"You are making something up to suit your needs, which only a country/international treaty can really do."<br />
:::::::Really? You actually believe that I'm just making up things to do with authorship laws? This page from wikipedia [http://en.wikipedia.org/wiki/Wikipedia:Multi-licensing] explains quite succinctly that every single edit a user makes on a wiki is totally theirs to license. Yes. This means I can take crap I wrote an relicense it freely. That applies to anyone here. If you want some specific excerpts:<br />
::::::*"A number of users have chosen to release their contributions under some other license, or even to release their contributions into the public domain. Dual- or multi-licensing is not required or suggested by Wikipedia, but some users—for a variety of ideological or other reasons—prefer to release their contributions under a wider range of terms."<br />
::::::**Yes -- we get to choose what happens to our stuff even after the first licensing.<br />
::::::*"In general, users make their multi-licensing desires known on their user page by way of a banner or some description of their wishes"<br />
<br />
:::::::"Also, ask the FSF&ndash; they have given me the same answer multiple times."<br />
:::::::What answer have they given and to what?<br />
<br />
:::::::"Continuing to misinform users will result in repercussions."<br />
:::::::I assume a warning/banning? I'm the one who is coming with some actual facts and evidence to back my claims up. Or were you talking about yourself there? --[[User:Aarnott|Aarnott]] 17:19, 27 May 2011 (MDT)<br />
<br />
:::::::Oh yeah. This too [http://en.wikipedia.org/wiki/GNU_Free_Documentation_License]:<br />
:::::::*"These exemptions allow a GFDL-based collaborative project with multiple authors to transition to the CC-BY-SA 3.0 license '''(which would normally require the permission of every author)''', if the work satisfies several conditions" (emphasis is mine). --[[User:Aarnott|Aarnott]] 17:25, 27 May 2011 (MDT)<br />
<br />
::::::::"However, individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author. It is within one's rights to license those contributions under any terms one prefers, so long as one does it in addition to also being covered under the CC-BY-SA license." &ndash; have you read the GNU FDL v1.2? A single period in a sentence does not mean that is how it is, end of story. --[[User:Green Dragon|Green Dragon]] 17:29, 27 May 2011 (MDT)<br />
<br />
:::::::::Green Dragon, did they steal any work you authored? My guess is no. If no one has come to them with a legit claim of "you stole my class 'Forest Avenger'", then I suspect original authors consented to this re-licensing of their works under CC-BY-SA. --[[User:Badger|Badger]] 17:39, 27 May 2011 (MDT)<br />
<br />
::::::::::Yes, they did. Much of my work, for example, was stolen. --[[User:Green Dragon|Green Dragon]] 17:48, 27 May 2011 (MDT)<br />
<br />
:::::::::::Considering individual contributions don't count toward "your work", as your above comment clearly indicates, I am genuinely surprised by that. I recall having to move over any of my contributions I wanted on their wiki. Can you give a specific example of a class, feat, or other page that you wrote that is on their wiki? --[[User:Badger|Badger]] 17:55, 27 May 2011 (MDT)<br />
<br />
::::::::::::[[3.5e Homebrew]] and many spells I worked on, for example. And how does my comment not indicate that also, yes, user contributions are important? And why does this matter? Why is this continuing to be discussed? --[[User:Green Dragon|Green Dragon]] 19:32, 27 May 2011 (MDT)<br />
<br />
:::::::::::::Why are we still discussing this? Because, as the page clearly states, we can continue to discuss this. Clearly some people disagree with your ruling. I am under the impression that any content on their site is there under a second license, and therefore not illegal. You've yet to provide any evidence to the contrary. You claim they stole "3.5e Homebrew". What, all of it? That is clearly untrue. Perhaps you mean the page itself? Well, their code is pretty different from ours here, I checked. A bunch of spells you worked on? Again, I notice a distinct lack of names. Furthermore, if they are spells you ''worked on'', rather than ''created'', the original author may have released them under the new license, as I have suggested is likely. This is an important distinction to make, because we are on an MMC. As your citation of the GNU FDL v1.2 clearly states "individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author". This means that if I make a spelling correction on a page, I am not considered an author. If you ''worked on'' a page by formatting it a certain way, or making a minor change, you don't get to count yourself as the original author. The original author, whomever they may be, may have released their content under a new license. You'd have no way of knowing, as they aren't required to tell you about it. You've not provided any evidence of them committing a crime, but continue to accuse them of ones. That, my friend, is why we are still discussing this. <br />
<br />
:::::::::::::On another note, if you are going to hand out warnings on this page, may I suggest you give one to Hooper for his direct rudeness to others when he called them "brutish". --[[User:Badger|Badger]] 20:44, 27 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Archtyper's comment is right on, as is Badger's; your allegations are not only offensive but also groundless and unprovoked. You're the one treading on risky legal ground by throwing accusations of stealing information when the original authors were well within their rights as the original creators to take their own works elsewhere under a different license. You should give yourself a warning for a change and stop making completely false and unspecified accusations in an issue where you are displaying a clearly distasteful bias towards the other party. You are only causing more problems for yourself by falsely accusing others of wrongdoings that you cannot present evidence to support. - [[User:ThunderGod Cid|TG Cid]] 21:14, 27 May 2011 (MDT)<br />
<br />
::To continue this discussion you need to provide something new to the discussion. As Wikipedia and the FSF does, so does law. Please note "copyright"; "so long as one does it in addition" and please read the GNU FDL v1.2. --[[User:Green Dragon|Green Dragon]] 21:36, 27 May 2011 (MDT)<br />
<br />
:::So, Green Dragon, provide some solid evidence for your assertion that illegality. Chapter and verse is required, especially since by now we've all been over the GNU, compared it to CC, and relevant wikipedia policies, this wiki's policies (especially the part at the top of the copyright page which says '''''D&D Wiki is based on everyone's ideas, which are here to be freely taken and used by anyone.''') With this in mind, we have chosen to use the GNU Free Documentation License 1.2 for all of the content on this website''. If you're so sure that the law is being broken here, please, lay out your work and reasoning. The only evidence we have of the law being 'disregarded' here is your word, and you're not providing any proof to go along with your assertion--which is the same as no proof at all and doesn't help your argument very much. That's not too logical. Your only recourse to settle the debate is to bring out all applicable parts of the GNU FDL and point out where they say an author may not release his materials to the CC license as well; you likely should bone up on the details of the Creative Commons while you're at it to give a comprehensive argument and come up with a reason why you're objecting to the work on this wiki being freely taken and used. Given that even Jazzman is doubtful that illegality is occurring, it appears you need to do some homework and show your work. Just like in Math class. --Genowhirl.<br />
<br />
<br />
::::You didn't answer the question, Pete. You've been doing that a lot on this issue. I've read the GNU and I'm not seeing any passage from which one could derive your position. I'm requesting that you actually explain things, but it appears you're loathe to actually support your position beyond 'Read the GNU'. This makes me suspicious of the clear-cut nature of your position (and for you to so unequivocally state this repeatedly, it should certainly be clear-cut)and doesn't help your case at all, mate. If you were certain you were in the clear, you wouldn't mind putting up a proof of why. You haven't. This throws further doubt on the issue. We're mostly fair-minded people here, we'd be interested in a detailed statement of your case. Get to that homework, Petey.--Genowhirl<br />
<br />
:::::It is obvious that all content has the legal right to exist under a separate wiki. However, neither wiki needs to continue to deal with the other when its clear that their directions are different. It does not bode well for either. Just as Green Dragon gave up any claim to his content never being altered when he posted under this license, the users agreed that their content could remain here. So, live and let live. Go to your respective homes, and remain there. Wasting time here isn't helping your wiki.<br />
::::: If someone thinks they have a legal case, go file it. In the meantime, yawn. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:10, 29 May 2011 (MDT)</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Help_talk:D%26D_Links&diff=520229Help talk:D&D Links2011-05-30T03:03:01Z<p>74.182.83.96: </p>
<hr />
<div>== Kingdoms of Kalamar ==<br />
I recently started working Kalamar as a setting in my tabletop games, and would love to post some information here... But that would take too long right now. HOWEVER, could we put the link to the Living Kingdoms of Kalamar website?<br />
Link: http://www.kenzerco.com/index.php?cPath=25_28<br />
Thanks! -- [[User:xidoraven|xido]] 10:33, 19 September 2007 (MDT)<br />
<br />
== Very usefull links ==<br />
<br />
Here are a few links that I find VERY usefull. Sinse I am unclear about copyright rules I felt it was better to post them here in discussion. Feel free to add or delete them as you see fit.<br />
<br />
I find these links to be very usefull in my own campain writing.<br />
<br />
http://nine.frenchboys.net/<br />
The best name genorator I have found. Simple and effective.<br />
<br />
http://www.pathguy.com/cg35.htm<br />
A very good charecter genoration tool. I use this for all the importaint NPCs that I make. Also, it helps to put a players charecter through this so you can double check your math.<br />
<br />
http://www.20000-names.com/<br />
Lots of good names. The website is annoyingly full of advertisments.<br />
<br />
http://www.aarg.net/~minam/npc2.cgi<br />
A good NPC genorator. It is faster and more random then the genorator above, and also will create multiple charecters at once. It will add a few random background details that are usefull for when your players start asking annoying questions.<br />
<br />
http://forums.rpghost.com/<br />
This Forum looks usefull, but I havnt had time to explore it much. I cant recomend it yet but I hope I will be able to soon.<br />
<br />
--[[User:Mander|Mander]] 15:57, 1 December 2007 (MST)<br />
<br />
:Free free to add them, they all look good. --[[User:Green Dragon|Green Dragon]] 23:14, 4 December 2007 (MST)<br />
<br />
::Sweet. Dont add them for me, I need to learn this stuff. --[[User:Mander|Mander]] 14:24, 5 December 2007 (MST)<br />
<br />
:::Okay, will do. --[[User:Green Dragon|Green Dragon]] 14:34, 5 December 2007 (MST)<br />
<br />
::::Um... cant seem to find an edit button. Apparently I failed my seach check.--[[User:Mander|Mander]] 14:37, 5 December 2007 (MST)<br />
<br />
:::::Ah... I forgot to check if this page is protected, which it is. I will un-protect it until you have added them (about half an hour). --[[User:Green Dragon|Green Dragon]] 14:42, 5 December 2007 (MST)<br />
<br />
::::::Sorry about the bad timing. I logged out right after my last post, and didnt check back untell now. I can't make the change today because right now it is (trumpit fanfare!) game time! Im sure you wouldn't hold THAT against me.--[[User:Mander|Mander]] 16:57, 5 December 2007 (MST)<br />
<br />
:::::::Not at all ''':)'''. I'll just leave it unlocked until you edit it. --[[User:Green Dragon|Green Dragon]] 18:48, 5 December 2007 (MST)<br />
<br />
::::::::Done --[[User:Mander|Mander]] 14:51, 6 December 2007 (MST)<br />
<br />
:::::::::Thanks for doing that, and that page has been locked again. --[[User:Green Dragon|Green Dragon]]<br />
<br />
== Point Buy Calculator ==<br />
<br />
I found a quick-to-load, quick-to-run point buy calcuator at http://www.hackslash.net/?p=73. It's probably fairly basic, but was a godsend to me as a noobie. There are some other D&D typish tools at the site as well. --[[User:Arohanui|Arohanui]] 13:26, 17 January 2008 (MST)<br />
<br />
:I have added it. --[[User:Green Dragon|Green Dragon]] 20:00, 18 January 2008 (MST)<br />
<br />
== Character Sheet ==<br />
<br />
Personally one of my favorite character sheets. Well organized and color coded for easy use. [http://www.mediafire.com/?m1jerz3gypp Created by SombreNote] {{Unsigned|76.111.162.234|18:47, 8 April 2008 (MST)} <br />
<br />
:To add this we would need a static link which does not just redirect the visitor to another link. If you can supply such a link this will be considered. --[[User:Green Dragon|Green Dragon]] 02:00, 9 April 2008 (MDT)<br />
<br />
::I changed the link to the download page.<br />
<br />
== Useful resources ==<br />
<br />
I'd like to post some websites that have useful, and *free* resources.<br />
<br />
The first is Planewalker--Spells, Creatures, and Equipment<br />
<br />
<br />
http://www.planewalker.com/snail/travel.php (the spells)<br />
<br />
http://www.planewalker.com/snail/equipment.php (the equipment, the top section is for undefined items and the lower sections have equipment, magical items, and artifacts)<br />
<br />
http://www.planewalker.com/codex/monsters.php (creatures)<br />
<br />
== Naming Error ==<br />
<br />
Basic DnD is reproduced as [http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord], OSRIC is ADnD 1st edition, which are different games.<br />
<br />
== New Campaign World ==<br />
<br />
http://www.zyanyacampaign.com/ - Has a lot of free content, as well as forums and chatrooms for gaming.<br />
<br />
== New Section? ==<br />
Should we add a section of links to Gaming Organizations/Groups, such as RPGA, O.G.R.E.s, Ultimate Gamers, etc? &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 22:14, 16 August 2009 (MDT)<br />
<br />
== Useful Links ==<br />
if we're adding links to this page, my hands down favorite refrence is [http://www.penpaperpixel.org/ Pen Paper Pixel] they have [http://www.penpaperpixel.org/tools/d20spellfilter/ spell filters], [http://www.penpaperpixel.org/tools/d20monsterfilter/ monster filters], [http://www.penpaperpixel.org/tools/d20encountercalculator.htm encounter calculators] (for XP and loot), and of course a lovely dice bag. Not to mention a very helpful, auto-updating [http://www.penpaperpixel.org/downloadspage/ppnpplayercharactersheets.htm PDF character sheet], which everyone in my party uses. --[[User:Badger|Badger]] 07:21, 1 May 2010 (UTC)<br />
<br />
== Eddition ==<br />
<br />
All DnD pages are being moved to their corresponding editions. This paqe needs to be moved to either 3.5e or 4e. --[[User:Vrail|Vrail]] 03:50, 23 June 2010 (UTC)<br />
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== http://www.dnd-wiki.org ==<br />
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I do not think that [[DnD Links#Dungeons and Dragons Wiki|this link]] deserves a spot on this list. The organizational structure as well as much of the content is under a different license and in all reality one needs to start a court case and get it removed from this violation of law. As such I do not think that it is a a good idea to direct users there. --[[User:Green Dragon|Green Dragon]] 11:30, 25 May 2011 (MDT)<br />
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:According to the bottom page of their wiki, you are free to copy, transmit, adapt, or distribute anything on their site, as long as you attribute it properly. As long as you don't take their content, and then modify and sell it, you're within legal bounds. I see no reason why we should remove a link because you don't like their organizational structure. I am positively disgusted by the Grand OGL wiki, but I don't complain about that site. I've been there, realized I don't like the way they do things, and haven't been back. --[[User:Badger|Badger]] 13:46, 25 May 2011 (MDT)<br />
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::This is getting a little ridiculous. It's obvious that GD doesn't like the other wiki, and is finding excuses to keep from linking there. If someone would just come out and explain what the big problem is then maybe this would all make sense. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:41, 25 May 2011 (MDT)<br />
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:::Much of the content is from here. That's where the problem is. It's not whatever [[User:Badger|Badger]] is talking about. --[[User:Green Dragon|Green Dragon]] 15:53, 25 May 2011 (MDT)<br />
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::::This wiki used to claim that users could remove *their own* content at any time. When users started to, this wiki outright changed the content rules, and Green Dragon changed the rules, literally claimed ownership over things other people wrote, and now wants to sue people for posting their own classes elsewhere. [[Special:Contributions/24.131.19.27|24.131.19.27]] 16:52, 25 May 2011 (MDT)<br />
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:::::Really? This has nothing to do with D&D Wiki policies. It's unlawful. D&D Wiki is not a government/international treaty. The answer to your question lies elswhere&ndash; see pages like Wikipedia's Terms of Use. How do they have reuse things? --[[User:Green Dragon|Green Dragon]] 16:53, 25 May 2011 (MDT)<br />
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::::::I removed this link as directing users these does not make sense for it is uncertain what they expect of users as they disregard law. --[[User:Green Dragon|Green Dragon]] 20:16, 26 May 2011 (MDT)<br />
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:::::::I hope you realize that you can be sued for libel for making such anger-motivated false accusations of illegality. And if you tell such lies to police, then you can be charged with making a false police report. Out in the real world, beyond the isolated alternate world that is this wiki, people are sometimes actually held accountable for malicious lies. [[User:Archetyper|Archetyper]] 01:03, 27 May 2011 (MDT)<br />
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:::::::First, what you have written above here is not understandable English to me. Second, what I ''think'' I understand, you don't want to direct users there because they break the law. You still haven't said what law they broke. Quit saying "they aren't a government/international treaty", actually tell me what they did. --[[User:Badger|Badger]] 20:33, 26 May 2011 (MDT)<br />
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::::::::I thought I did. Did you end up checking how Wikipedia's Terms of Use work? --[[User:Green Dragon|Green Dragon]] 20:41, 26 May 2011 (MDT)<br />
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:::::::::I just read the ToU, and here's what I have: "For any text you hold the copyright to, by submitting it, you agree to license it under the Creative Commons Attribution-ShareAlike 3.0 Unported License". According to the bottom of their page, it says "Attribution-ShareAlike 3.0 Unported" which exactly what is required by the rules. Every seems fair and legal to me. --[[User:Badger|Badger]] 20:55, 26 May 2011 (MDT)<br />
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::::::::::Right. So how are things under the GNU FDL v1.2 suddenly somehow not? --[[User:Green Dragon|Green Dragon]] 21:02, 26 May 2011 (MDT)<br />
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:::::::::::Actually, this begs a new question. I thought our policy was to use Wikipedia's policy? Why are we using GNU FDL, and not CC-BY-SA like they are? --[[User:Badger|Badger]] 21:39, 26 May 2011 (MDT)<br />
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::::::::::::Why use rules and policies when they wouldn't? Its a site of brutish users ''(mostly, not all)'' and it had devolved far from D&D wiki's purpose. Plus, it seems to be down more than this site. So why send people there? Remove it. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:50, 26 May 2011 (MDT)<br />
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:::::::::::::Hooper, no offense, but what are you going on about? Why use rules and policies when they wouldn't? What policies do we use that they don't? I mean, sure, there are a few things that we do differently, but that doesn't mean they have nothing to add to the Homebrew community. Wikipedia is full of brutish users and downtime, or D&D-wiki.org? Most everyone I've interacted with on either site has seemed quite nice (some are gruff, and some are silly, but the same could be said of this site). I've never seen their servers down, especially compared to the downtime in our past here. They devolved from our purpose here? Are they hosting content for tea parties now, instead of D&D Homebrew? Why would I link people there? I've, on multiple occasions, seen places where users have asked "anyone know how I can get in touch with <User on other Wiki>?". It would be helpful if I could say "Here, try their talk page on <this site>". --[[User:Badger|Badger]] 22:03, 26 May 2011 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:''Policies'', not licensing. They are different. I agree&ndash; people should play D&D, but if a site is not adhering to laws then I don't think that directing people there is a good idea. --[[User:Green Dragon|Green Dragon]] 22:09, 26 May 2011 (MDT)<br />
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:::If by "illegal" you mean things like child porn or bootlegs, then sure, we shouldn't post there. But something that we need a team of lawyers to decide whether or not it's breaking the law (and even then, they probably wouldn't all agree)? Probably not that big of a deal. If it's clear we don't endorse it (and it is), then what's the fuss? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:10, 27 May 2011 (MDT)<br />
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::According to the official GNU FDL 1.3 FAQ, 'The primary change is the addition of section 11. This new provision allows certain materials released under this license to also be used under the terms of CC-BY-SA 3.0. For more information about exactly what materials can be licensed this way, see the related questions below. As part of this change, we also introduced a new definition in section 1.<br />
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*In order to license an FDL-covered work under CC-BY-SA 3.0, a few conditions must be met:<br />
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1. The work must be available under the terms of FDL 1.3, which provides you with this permission. If the work was released under the terms of “the GNU Free Documentation License, version 1.2 or (at your option) any later version,” then it meets this criteria.<br />
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2. The work must not have any “Cover Texts” or “Invariant Sections.” These are optional features in all versions of the FDL.<br />
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3. If the work was originally published somewhere other than a public wiki, it must have been added to a wiki (or some other kind of web site where the general public could review and edit the materials) before November 1, 2008.<br />
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4. All FDL-covered material added to Wikipedia before November 1, 2008 satisfies these conditions.<br />
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Source: "GFDL v.1.3 FAQ", GNU Project. Free Software Foundation, n.d. Web, 27 May. 2011.<br />
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::As near as I can tell, the other DnD Wiki is legally allowed to have its content under the Creative Commons. - Anon.<br />
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:::Anon, you are actually incorrect, unfortunately. This wiki uses GNU FDL 1.2 and no licenses can just suddenly retroactively patch a previous license.<br />
:::The rest is mostly written to Green Dragon:<br />
:::Green Dragon, you may benefit from reading the following from wikipedia: [http://en.wikipedia.org/wiki/Authors%27_rights] and [http://en.wikipedia.org/wiki/Berne_Convention_for_the_Protection_of_Literary_and_Artistic_Works]. Here are a few facts about the legality of this whole ordeal:<br />
:::*Creative works (ie. homebrew in this case) is the property of the author, regardless of what licenses the author decides to release it under.<br />
:::*GNU FDL applies to what people ''other than the author'' can do with the creative work. Actually, this is the case for any license. The author always owns their own creative work.<br />
:::*An author can re-release their own work under multiple licenses.<br />
:::Having established that, it is pretty clear the other wiki is not violating any laws. There is a case where the GNU FDL might take effect and that is the case of where there are multiple creative contributors (note that copyediting does not count!) and one or more the the contributors do not agree to re-release the content under the new license. I can say with a fair bit of certainty that anything that the other wiki has "taken" was created by singular authors (or at least consenting authors). If you can find ''any'' case where this is not true, I am certain that the other wiki would remove the content. From my experience, they are actually far ''more'' proactive than this website with respecting proper licensing laws (for example this website does not follow proper image licensing laws or at least isn't clear about what licensing for an image is).<br />
:::Now, just to make some things perfectly clear, Green Dragon:<br />
:::*You do not own the work of other authors.<br />
:::*You cannot sue for copyright infringement in place of other authors.<br />
:::Okay. Legality aside, let's talk about the root reason behind this. It might be a bit of speculation on my part, but someone mentioned that it seemed that you were almost ready to bury the hatchet and stop this nonsense of "don't talk about the other wiki" (that's why I'm even at this site right now). I'm certainly ready to let the past be the past, but you need to understand that it offends people when you muck around with their creative works. I honestly think that this whole business would never have got out of had if that offense wasn't made. We finally relented that, yes, you can totally not delete our creative work because we did choose to license it under FDL and that you ''might'' have grounds to remove the author box (but at this point nobody really cares anymore). And now this silly business of suing us for relicensing our own creative works?<br />
:::Well, it is a bit offensive, frankly. People don't like being told that they don't own their ideas (note: they do). So here is my point: just drop this whole nonsense about legality. You are just reigniting flames by offending the authors from the other wiki and for no real point. You have no actual legal grounds (unless we have messed up in some corner case with multiple authors, in which case it will be corrected -- just let me know). And, you know, it would be nice of you to actually keep the link here. --[[User:Aarnott|Aarnott]] 13:33, 27 May 2011 (MDT)<br />
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::::Wrong. Wikipedia is not plagiarized and see also its Terms of Use. You are making something up to suit your needs, which only a country/international treaty can really do. Also, ask the FSF&ndash; they have given me the same answer multiple times. Continuing to misinform users will result in repercussions. --[[User:Green Dragon|Green Dragon]] 15:24, 27 May 2011 (MDT)<br />
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:::::Don't {{Warning/Text}} threats of lawsuit against this other wiki go against the general idea of open source and creative commons? --[[Special:Contributions/80.2.187.238|80.2.187.238]] 16:07, 27 May 2011 (MDT)<br />
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::::{{warning|comparedselectedrevisions=http://www.dandwiki.com/w/index.php?title=Talk%3ADnD_Links&action=historysubmit&diff=520031&oldid=520024|brokenpolicy=direct rudeness: personal attacks|warningnumber=1|warningbannumber=1|issuedate=Issued on 16:20, 27 May 2011 (MDT)|signature=--[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)}}<br />
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::::::No. It's about adhering to the law, normally a precursor to understanding one's contribution is in good hands (democracy equates to laws with reason). And what does this have to do with open source or creative commons? --[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)<br />
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:::::::"Wrong. Wikipedia is not plagiarized and see also its Terms of Use". --[[User:Green Dragon|Green Dragon]]<br />
:::::::I never said that. Please don't strawman.<br />
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:::::::"You are making something up to suit your needs, which only a country/international treaty can really do."<br />
:::::::Really? You actually believe that I'm just making up things to do with authorship laws? This page from wikipedia [http://en.wikipedia.org/wiki/Wikipedia:Multi-licensing] explains quite succinctly that every single edit a user makes on a wiki is totally theirs to license. Yes. This means I can take crap I wrote an relicense it freely. That applies to anyone here. If you want some specific excerpts:<br />
::::::*"A number of users have chosen to release their contributions under some other license, or even to release their contributions into the public domain. Dual- or multi-licensing is not required or suggested by Wikipedia, but some users—for a variety of ideological or other reasons—prefer to release their contributions under a wider range of terms."<br />
::::::**Yes -- we get to choose what happens to our stuff even after the first licensing.<br />
::::::*"In general, users make their multi-licensing desires known on their user page by way of a banner or some description of their wishes"<br />
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:::::::"Also, ask the FSF&ndash; they have given me the same answer multiple times."<br />
:::::::What answer have they given and to what?<br />
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:::::::"Continuing to misinform users will result in repercussions."<br />
:::::::I assume a warning/banning? I'm the one who is coming with some actual facts and evidence to back my claims up. Or were you talking about yourself there? --[[User:Aarnott|Aarnott]] 17:19, 27 May 2011 (MDT)<br />
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:::::::Oh yeah. This too [http://en.wikipedia.org/wiki/GNU_Free_Documentation_License]:<br />
:::::::*"These exemptions allow a GFDL-based collaborative project with multiple authors to transition to the CC-BY-SA 3.0 license '''(which would normally require the permission of every author)''', if the work satisfies several conditions" (emphasis is mine). --[[User:Aarnott|Aarnott]] 17:25, 27 May 2011 (MDT)<br />
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::::::::"However, individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author. It is within one's rights to license those contributions under any terms one prefers, so long as one does it in addition to also being covered under the CC-BY-SA license." &ndash; have you read the GNU FDL v1.2? A single period in a sentence does not mean that is how it is, end of story. --[[User:Green Dragon|Green Dragon]] 17:29, 27 May 2011 (MDT)<br />
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:::::::::Green Dragon, did they steal any work you authored? My guess is no. If no one has come to them with a legit claim of "you stole my class 'Forest Avenger'", then I suspect original authors consented to this re-licensing of their works under CC-BY-SA. --[[User:Badger|Badger]] 17:39, 27 May 2011 (MDT)<br />
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::::::::::Yes, they did. Much of my work, for example, was stolen. --[[User:Green Dragon|Green Dragon]] 17:48, 27 May 2011 (MDT)<br />
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:::::::::::Considering individual contributions don't count toward "your work", as your above comment clearly indicates, I am genuinely surprised by that. I recall having to move over any of my contributions I wanted on their wiki. Can you give a specific example of a class, feat, or other page that you wrote that is on their wiki? --[[User:Badger|Badger]] 17:55, 27 May 2011 (MDT)<br />
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::::::::::::[[3.5e Homebrew]] and many spells I worked on, for example. And how does my comment not indicate that also, yes, user contributions are important? And why does this matter? Why is this continuing to be discussed? --[[User:Green Dragon|Green Dragon]] 19:32, 27 May 2011 (MDT)<br />
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:::::::::::::Why are we still discussing this? Because, as the page clearly states, we can continue to discuss this. Clearly some people disagree with your ruling. I am under the impression that any content on their site is there under a second license, and therefore not illegal. You've yet to provide any evidence to the contrary. You claim they stole "3.5e Homebrew". What, all of it? That is clearly untrue. Perhaps you mean the page itself? Well, their code is pretty different from ours here, I checked. A bunch of spells you worked on? Again, I notice a distinct lack of names. Furthermore, if they are spells you ''worked on'', rather than ''created'', the original author may have released them under the new license, as I have suggested is likely. This is an important distinction to make, because we are on an MMC. As your citation of the GNU FDL v1.2 clearly states "individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author". This means that if I make a spelling correction on a page, I am not considered an author. If you ''worked on'' a page by formatting it a certain way, or making a minor change, you don't get to count yourself as the original author. The original author, whomever they may be, may have released their content under a new license. You'd have no way of knowing, as they aren't required to tell you about it. You've not provided any evidence of them committing a crime, but continue to accuse them of ones. That, my friend, is why we are still discussing this. <br />
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:::::::::::::On another note, if you are going to hand out warnings on this page, may I suggest you give one to Hooper for his direct rudeness to others when he called them "brutish". --[[User:Badger|Badger]] 20:44, 27 May 2011 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:Archtyper's comment is right on, as is Badger's; your allegations are not only offensive but also groundless and unprovoked. You're the one treading on risky legal ground by throwing accusations of stealing information when the original authors were well within their rights as the original creators to take their own works elsewhere under a different license. You should give yourself a warning for a change and stop making completely false and unspecified accusations in an issue where you are displaying a clearly distasteful bias towards the other party. You are only causing more problems for yourself by falsely accusing others of wrongdoings that you cannot present evidence to support. - [[User:ThunderGod Cid|TG Cid]] 21:14, 27 May 2011 (MDT)<br />
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::To continue this discussion you need to provide something new to the discussion. As Wikipedia and the FSF does, so does law. Please note "copyright"; "so long as one does it in addition" and please read the GNU FDL v1.2. --[[User:Green Dragon|Green Dragon]] 21:36, 27 May 2011 (MDT)<br />
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:::You didn't answer the question, Pete. You've been doing that a lot on this issue. I've read the GNU and I'm not seeing any passage from which one could derive your position. I'm requesting that you actually explain things, but it appears you're loathe to actually support your position beyond 'Read the GNU'. This makes me suspicious of the clear-cut nature of your position (and for you to so unequivocally state this repeatedly, it should certainly be clear-cut)and doesn't help your case at all, mate. If you were certain you were in the clear, you wouldn't mind putting up a proof of why. You haven't. This throws further doubt on the issue. We're mostly fair-minded people here, we'd be interested in a detailed statement of your case. Get to that homework, Petey.--Genowhirl</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Talk:The_Wish_and_the_Word_(3.5e_Optimized_Character_Build)&diff=520219Talk:The Wish and the Word (3.5e Optimized Character Build)2011-05-30T01:16:09Z<p>74.182.83.96: </p>
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<div>Sublime Chord doesn't work the way listed. A sublime chord adds their SC caster levels to their existing arcane class, if there is more than one, they choose one of them. -- Draco18s [[User:144.118.51.195|144.118.51.195]] 15:42, 13 October 2008 (MDT)<br />
:This has been brought up before, and addressed before, and has also been noted: various erratas since will force a few changes to the build. [[User:Surgo|Surgo]] 18:03, 13 October 2008 (MDT)<br />
::Indeed. These are possibly the most controversial builds found, although they worked at the time of writing them. WotC, however, errataed them out of existence, so far as I can remember. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 23:02, 31 October 2008 (MDT)<br />
==the ultimate duel==<br />
if these still worked, try to imagine a battle between [[Pun-Pun (3.5e Optimized Character Build)|pun-pun]] and them. [[User:Hijax|Hijax]] 08:21, 3 January 2009 (MST)<br />
:Pun-pun would win as his initiative is arbitrarily high and thus he would go first, instagibing them both with some bs ability. If The Wish had a contingent spell set to 'being attacked' then its something of a toss up though, as nothing from it would kill pun-pun it would have to be an escape mechanism, annulling the entire encounter.--[[User:72.84.149.70|72.84.149.70]] 14:40, 11 October 2009 (MDT)<br />
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Note:<br />
A complication is the limitation on special effects (3.5 PHB 171). "With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works." Additionally, under Combining Magical Effects (3.5 PHB 172) "Two bonuses of the same type don't stack, even if they come from different spells," in combination with, "In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies." This disqualifies the Word's Ioun Stone "addiction" which, in turn, massively decreases his/her spell power, as well as only applying to one caster class at a time (most likely player's discretion per round). -- 14 Mar 2010<br />
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:there is an argument for untyped bonus' stacking. Since the bonus to caster level is an untyped bonus and on a slotless item its argued they stack. if it was an enhancement, racial, sacred, profane, or some other kind it wouldn't, but this is untyped and untyped stack with untyped. like synergy bonus'. while most DM's might not like it, it works officially i believe. its cheap as all hell, but hey if it works it works--[[User:Name Violation|Name Violation]] 04:41, 15 March 2010 (UTC)<br />
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-Not sure if this was ever brought up but since this is Forgotten Realms, wouldn't Mystra's Refusal apply? Essentially, she would just deny them their heinous powers and deliver a beating. - machine29a@mad.scientist.com<br />
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::Does Mystra's Refusal apply to spell-likes and supernatural abilities? Because by the time they're enough of a threat to register, that's what they're using. --[[Special:Contributions/74.182.83.96|74.182.83.96]] 19:16, 29 May 2011 (MDT)<br />
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==DM Counters==<br />
Marginalize the Wish<br />
#Wish spell cannot create a ring of infinite wishes, as the wish spell cannot create artifacts.<br />
#You get a broken ring of infinite wishes (this is more likely given that the wish build calls for wishes from evil outsiders).<br />
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Marginalize the word<br />
#immunity to death effects/paralysis/blindness/deafness<br />
#limit caster level to HD, except where specifically stated, or where effective caster level is used<br />
#Orange Ioun stone grants +1 caster level... to one class (it can be read like this)<br />
#Ur Priest only gains from natural caster level, unaugmented by items <br />
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VS Gods<br />
#The Gods, with Arcane Mastery, can create spells on the fly. They create a scrying spell that allows them to bypass mind blank. This allows them to find The pair, with a wish/miracle they can remove all their items. A sufficiently powerful mortal could do this too.<br />
#increased spell resistance grants 20 to a gods spell resistance and it stacks.<br />
#rejuvenation makes deities come back, except when killed by more powerful deities<br />
#divine splendor: mortals withing 10 feet per divine rank die</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Help_talk:D%26D_Links&diff=520175Help talk:D&D Links2011-05-29T20:26:45Z<p>74.182.83.96: </p>
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<div>== Kingdoms of Kalamar ==<br />
I recently started working Kalamar as a setting in my tabletop games, and would love to post some information here... But that would take too long right now. HOWEVER, could we put the link to the Living Kingdoms of Kalamar website?<br />
Link: http://www.kenzerco.com/index.php?cPath=25_28<br />
Thanks! -- [[User:xidoraven|xido]] 10:33, 19 September 2007 (MDT)<br />
<br />
== Very usefull links ==<br />
<br />
Here are a few links that I find VERY usefull. Sinse I am unclear about copyright rules I felt it was better to post them here in discussion. Feel free to add or delete them as you see fit.<br />
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I find these links to be very usefull in my own campain writing.<br />
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http://nine.frenchboys.net/<br />
The best name genorator I have found. Simple and effective.<br />
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http://www.pathguy.com/cg35.htm<br />
A very good charecter genoration tool. I use this for all the importaint NPCs that I make. Also, it helps to put a players charecter through this so you can double check your math.<br />
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http://www.20000-names.com/<br />
Lots of good names. The website is annoyingly full of advertisments.<br />
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http://www.aarg.net/~minam/npc2.cgi<br />
A good NPC genorator. It is faster and more random then the genorator above, and also will create multiple charecters at once. It will add a few random background details that are usefull for when your players start asking annoying questions.<br />
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http://forums.rpghost.com/<br />
This Forum looks usefull, but I havnt had time to explore it much. I cant recomend it yet but I hope I will be able to soon.<br />
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--[[User:Mander|Mander]] 15:57, 1 December 2007 (MST)<br />
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:Free free to add them, they all look good. --[[User:Green Dragon|Green Dragon]] 23:14, 4 December 2007 (MST)<br />
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::Sweet. Dont add them for me, I need to learn this stuff. --[[User:Mander|Mander]] 14:24, 5 December 2007 (MST)<br />
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:::Okay, will do. --[[User:Green Dragon|Green Dragon]] 14:34, 5 December 2007 (MST)<br />
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::::Um... cant seem to find an edit button. Apparently I failed my seach check.--[[User:Mander|Mander]] 14:37, 5 December 2007 (MST)<br />
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:::::Ah... I forgot to check if this page is protected, which it is. I will un-protect it until you have added them (about half an hour). --[[User:Green Dragon|Green Dragon]] 14:42, 5 December 2007 (MST)<br />
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::::::Sorry about the bad timing. I logged out right after my last post, and didnt check back untell now. I can't make the change today because right now it is (trumpit fanfare!) game time! Im sure you wouldn't hold THAT against me.--[[User:Mander|Mander]] 16:57, 5 December 2007 (MST)<br />
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:::::::Not at all ''':)'''. I'll just leave it unlocked until you edit it. --[[User:Green Dragon|Green Dragon]] 18:48, 5 December 2007 (MST)<br />
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::::::::Done --[[User:Mander|Mander]] 14:51, 6 December 2007 (MST)<br />
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:::::::::Thanks for doing that, and that page has been locked again. --[[User:Green Dragon|Green Dragon]]<br />
<br />
== Point Buy Calculator ==<br />
<br />
I found a quick-to-load, quick-to-run point buy calcuator at http://www.hackslash.net/?p=73. It's probably fairly basic, but was a godsend to me as a noobie. There are some other D&D typish tools at the site as well. --[[User:Arohanui|Arohanui]] 13:26, 17 January 2008 (MST)<br />
<br />
:I have added it. --[[User:Green Dragon|Green Dragon]] 20:00, 18 January 2008 (MST)<br />
<br />
== Character Sheet ==<br />
<br />
Personally one of my favorite character sheets. Well organized and color coded for easy use. [http://www.mediafire.com/?m1jerz3gypp Created by SombreNote] {{Unsigned|76.111.162.234|18:47, 8 April 2008 (MST)} <br />
<br />
:To add this we would need a static link which does not just redirect the visitor to another link. If you can supply such a link this will be considered. --[[User:Green Dragon|Green Dragon]] 02:00, 9 April 2008 (MDT)<br />
<br />
::I changed the link to the download page.<br />
<br />
== Useful resources ==<br />
<br />
I'd like to post some websites that have useful, and *free* resources.<br />
<br />
The first is Planewalker--Spells, Creatures, and Equipment<br />
<br />
<br />
http://www.planewalker.com/snail/travel.php (the spells)<br />
<br />
http://www.planewalker.com/snail/equipment.php (the equipment, the top section is for undefined items and the lower sections have equipment, magical items, and artifacts)<br />
<br />
http://www.planewalker.com/codex/monsters.php (creatures)<br />
<br />
== Naming Error ==<br />
<br />
Basic DnD is reproduced as [http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord], OSRIC is ADnD 1st edition, which are different games.<br />
<br />
== New Campaign World ==<br />
<br />
http://www.zyanyacampaign.com/ - Has a lot of free content, as well as forums and chatrooms for gaming.<br />
<br />
== New Section? ==<br />
Should we add a section of links to Gaming Organizations/Groups, such as RPGA, O.G.R.E.s, Ultimate Gamers, etc? &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 22:14, 16 August 2009 (MDT)<br />
<br />
== Useful Links ==<br />
if we're adding links to this page, my hands down favorite refrence is [http://www.penpaperpixel.org/ Pen Paper Pixel] they have [http://www.penpaperpixel.org/tools/d20spellfilter/ spell filters], [http://www.penpaperpixel.org/tools/d20monsterfilter/ monster filters], [http://www.penpaperpixel.org/tools/d20encountercalculator.htm encounter calculators] (for XP and loot), and of course a lovely dice bag. Not to mention a very helpful, auto-updating [http://www.penpaperpixel.org/downloadspage/ppnpplayercharactersheets.htm PDF character sheet], which everyone in my party uses. --[[User:Badger|Badger]] 07:21, 1 May 2010 (UTC)<br />
<br />
== Eddition ==<br />
<br />
All DnD pages are being moved to their corresponding editions. This paqe needs to be moved to either 3.5e or 4e. --[[User:Vrail|Vrail]] 03:50, 23 June 2010 (UTC)<br />
<br />
== http://www.dnd-wiki.org ==<br />
<br />
I do not think that [[DnD Links#Dungeons and Dragons Wiki|this link]] deserves a spot on this list. The organizational structure as well as much of the content is under a different license and in all reality one needs to start a court case and get it removed from this violation of law. As such I do not think that it is a a good idea to direct users there. --[[User:Green Dragon|Green Dragon]] 11:30, 25 May 2011 (MDT)<br />
<br />
:According to the bottom page of their wiki, you are free to copy, transmit, adapt, or distribute anything on their site, as long as you attribute it properly. As long as you don't take their content, and then modify and sell it, you're within legal bounds. I see no reason why we should remove a link because you don't like their organizational structure. I am positively disgusted by the Grand OGL wiki, but I don't complain about that site. I've been there, realized I don't like the way they do things, and haven't been back. --[[User:Badger|Badger]] 13:46, 25 May 2011 (MDT)<br />
<br />
::This is getting a little ridiculous. It's obvious that GD doesn't like the other wiki, and is finding excuses to keep from linking there. If someone would just come out and explain what the big problem is then maybe this would all make sense. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:41, 25 May 2011 (MDT)<br />
<br />
:::Much of the content is from here. That's where the problem is. It's not whatever [[User:Badger|Badger]] is talking about. --[[User:Green Dragon|Green Dragon]] 15:53, 25 May 2011 (MDT)<br />
<br />
::::This wiki used to claim that users could remove *their own* content at any time. When users started to, this wiki outright changed the content rules, and Green Dragon changed the rules, literally claimed ownership over things other people wrote, and now wants to sue people for posting their own classes elsewhere. [[Special:Contributions/24.131.19.27|24.131.19.27]] 16:52, 25 May 2011 (MDT)<br />
<br />
:::::Really? This has nothing to do with D&D Wiki policies. It's unlawful. D&D Wiki is not a government/international treaty. The answer to your question lies elswhere&ndash; see pages like Wikipedia's Terms of Use. How do they have reuse things? --[[User:Green Dragon|Green Dragon]] 16:53, 25 May 2011 (MDT) <br />
<br />
::::::I removed this link as directing users these does not make sense for it is uncertain what they expect of users as they disregard law. --[[User:Green Dragon|Green Dragon]] 20:16, 26 May 2011 (MDT)<br />
<br />
:::::::I hope you realize that you can be sued for libel for making such anger-motivated false accusations of illegality. And if you tell such lies to police, then you can be charged with making a false police report. Out in the real world, beyond the isolated alternate world that is this wiki, people are sometimes actually held accountable for malicious lies. [[User:Archetyper|Archetyper]] 01:03, 27 May 2011 (MDT)<br />
<br />
:::::::First, what you have written above here is not understandable English to me. Second, what I ''think'' I understand, you don't want to direct users there because they break the law. You still haven't said what law they broke. Quit saying "they aren't a government/international treaty", actually tell me what they did. --[[User:Badger|Badger]] 20:33, 26 May 2011 (MDT)<br />
<br />
::::::::I thought I did. Did you end up checking how Wikipedia's Terms of Use work? --[[User:Green Dragon|Green Dragon]] 20:41, 26 May 2011 (MDT)<br />
<br />
:::::::::I just read the ToU, and here's what I have: "For any text you hold the copyright to, by submitting it, you agree to license it under the Creative Commons Attribution-ShareAlike 3.0 Unported License". According to the bottom of their page, it says "Attribution-ShareAlike 3.0 Unported" which exactly what is required by the rules. Every seems fair and legal to me. --[[User:Badger|Badger]] 20:55, 26 May 2011 (MDT)<br />
<br />
::::::::::Right. So how are things under the GNU FDL v1.2 suddenly somehow not? --[[User:Green Dragon|Green Dragon]] 21:02, 26 May 2011 (MDT)<br />
<br />
:::::::::::Actually, this begs a new question. I thought our policy was to use Wikipedia's policy? Why are we using GNU FDL, and not CC-BY-SA like they are? --[[User:Badger|Badger]] 21:39, 26 May 2011 (MDT)<br />
<br />
::::::::::::Why use rules and policies when they wouldn't? Its a site of brutish users ''(mostly, not all)'' and it had devolved far from D&D wiki's purpose. Plus, it seems to be down more than this site. So why send people there? Remove it. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:50, 26 May 2011 (MDT)<br />
<br />
:::::::::::::Hooper, no offense, but what are you going on about? Why use rules and policies when they wouldn't? What policies do we use that they don't? I mean, sure, there are a few things that we do differently, but that doesn't mean they have nothing to add to the Homebrew community. Wikipedia is full of brutish users and downtime, or D&D-wiki.org? Most everyone I've interacted with on either site has seemed quite nice (some are gruff, and some are silly, but the same could be said of this site). I've never seen their servers down, especially compared to the downtime in our past here. They devolved from our purpose here? Are they hosting content for tea parties now, instead of D&D Homebrew? Why would I link people there? I've, on multiple occasions, seen places where users have asked "anyone know how I can get in touch with <User on other Wiki>?". It would be helpful if I could say "Here, try their talk page on <this site>". --[[User:Badger|Badger]] 22:03, 26 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:''Policies'', not licensing. They are different. I agree&ndash; people should play D&D, but if a site is not adhering to laws then I don't think that directing people there is a good idea. --[[User:Green Dragon|Green Dragon]] 22:09, 26 May 2011 (MDT)<br />
<br />
:::If by "illegal" you mean things like child porn or bootlegs, then sure, we shouldn't post there. But something that we need a team of lawyers to decide whether or not it's breaking the law (and even then, they probably wouldn't all agree)? Probably not that big of a deal. If it's clear we don't endorse it (and it is), then what's the fuss? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:10, 27 May 2011 (MDT)<br />
<br />
::According to the official GNU FDL 1.3 FAQ, 'The primary change is the addition of section 11. This new provision allows certain materials released under this license to also be used under the terms of CC-BY-SA 3.0. For more information about exactly what materials can be licensed this way, see the related questions below. As part of this change, we also introduced a new definition in section 1.<br />
<br />
*In order to license an FDL-covered work under CC-BY-SA 3.0, a few conditions must be met:<br />
<br />
1. The work must be available under the terms of FDL 1.3, which provides you with this permission. If the work was released under the terms of “the GNU Free Documentation License, version 1.2 or (at your option) any later version,” then it meets this criteria.<br />
<br />
2. The work must not have any “Cover Texts” or “Invariant Sections.” These are optional features in all versions of the FDL.<br />
<br />
3. If the work was originally published somewhere other than a public wiki, it must have been added to a wiki (or some other kind of web site where the general public could review and edit the materials) before November 1, 2008.<br />
<br />
4. All FDL-covered material added to Wikipedia before November 1, 2008 satisfies these conditions.<br />
<br />
Source: "GFDL v.1.3 FAQ", GNU Project. Free Software Foundation, n.d. Web, 27 May. 2011.<br />
<br />
::As near as I can tell, the other DnD Wiki is legally allowed to have its content under the Creative Commons. - Anon.<br />
<br />
:::Anon, you are actually incorrect, unfortunately. This wiki uses GNU FDL 1.2 and no licenses can just suddenly retroactively patch a previous license.<br />
:::The rest is mostly written to Green Dragon:<br />
:::Green Dragon, you may benefit from reading the following from wikipedia: [http://en.wikipedia.org/wiki/Authors%27_rights] and [http://en.wikipedia.org/wiki/Berne_Convention_for_the_Protection_of_Literary_and_Artistic_Works]. Here are a few facts about the legality of this whole ordeal:<br />
:::*Creative works (ie. homebrew in this case) is the property of the author, regardless of what licenses the author decides to release it under.<br />
:::*GNU FDL applies to what people ''other than the author'' can do with the creative work. Actually, this is the case for any license. The author always owns their own creative work.<br />
:::*An author can re-release their own work under multiple licenses.<br />
:::Having established that, it is pretty clear the other wiki is not violating any laws. There is a case where the GNU FDL might take effect and that is the case of where there are multiple creative contributors (note that copyediting does not count!) and one or more the the contributors do not agree to re-release the content under the new license. I can say with a fair bit of certainty that anything that the other wiki has "taken" was created by singular authors (or at least consenting authors). If you can find ''any'' case where this is not true, I am certain that the other wiki would remove the content. From my experience, they are actually far ''more'' proactive than this website with respecting proper licensing laws (for example this website does not follow proper image licensing laws or at least isn't clear about what licensing for an image is).<br />
:::Now, just to make some things perfectly clear, Green Dragon:<br />
:::*You do not own the work of other authors.<br />
:::*You cannot sue for copyright infringement in place of other authors.<br />
:::Okay. Legality aside, let's talk about the root reason behind this. It might be a bit of speculation on my part, but someone mentioned that it seemed that you were almost ready to bury the hatchet and stop this nonsense of "don't talk about the other wiki" (that's why I'm even at this site right now). I'm certainly ready to let the past be the past, but you need to understand that it offends people when you muck around with their creative works. I honestly think that this whole business would never have got out of had if that offense wasn't made. We finally relented that, yes, you can totally not delete our creative work because we did choose to license it under FDL and that you ''might'' have grounds to remove the author box (but at this point nobody really cares anymore). And now this silly business of suing us for relicensing our own creative works?<br />
:::Well, it is a bit offensive, frankly. People don't like being told that they don't own their ideas (note: they do). So here is my point: just drop this whole nonsense about legality. You are just reigniting flames by offending the authors from the other wiki and for no real point. You have no actual legal grounds (unless we have messed up in some corner case with multiple authors, in which case it will be corrected -- just let me know). And, you know, it would be nice of you to actually keep the link here. --[[User:Aarnott|Aarnott]] 13:33, 27 May 2011 (MDT)<br />
<br />
::::Wrong. Wikipedia is not plagiarized and see also its Terms of Use. You are making something up to suit your needs, which only a country/international treaty can really do. Also, ask the FSF&ndash; they have given me the same answer multiple times. Continuing to misinform users will result in repercussions. --[[User:Green Dragon|Green Dragon]] 15:24, 27 May 2011 (MDT)<br />
<br />
:::::Don't {{Warning/Text}} threats of lawsuit against this other wiki go against the general idea of open source and creative commons? --[[Special:Contributions/80.2.187.238|80.2.187.238]] 16:07, 27 May 2011 (MDT)<br />
<br />
::::{{warning|comparedselectedrevisions=http://www.dandwiki.com/w/index.php?title=Talk%3ADnD_Links&action=historysubmit&diff=520031&oldid=520024|brokenpolicy=direct rudeness: personal attacks|warningnumber=1|warningbannumber=1|issuedate=Issued on 16:20, 27 May 2011 (MDT)|signature=--[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)}}<br />
<br />
::::::No. It's about adhering to the law, normally a precursor to understanding one's contribution is in good hands (democracy equates to laws with reason). And what does this have to do with open source or creative commons? --[[User:Green Dragon|Green Dragon]] 16:20, 27 May 2011 (MDT)<br />
<br />
:::::::"Wrong. Wikipedia is not plagiarized and see also its Terms of Use". --[[User:Green Dragon|Green Dragon]]<br />
:::::::I never said that. Please don't strawman.<br />
<br />
:::::::"You are making something up to suit your needs, which only a country/international treaty can really do."<br />
:::::::Really? You actually believe that I'm just making up things to do with authorship laws? This page from wikipedia [http://en.wikipedia.org/wiki/Wikipedia:Multi-licensing] explains quite succinctly that every single edit a user makes on a wiki is totally theirs to license. Yes. This means I can take crap I wrote an relicense it freely. That applies to anyone here. If you want some specific excerpts:<br />
::::::*"A number of users have chosen to release their contributions under some other license, or even to release their contributions into the public domain. Dual- or multi-licensing is not required or suggested by Wikipedia, but some users—for a variety of ideological or other reasons—prefer to release their contributions under a wider range of terms."<br />
::::::**Yes -- we get to choose what happens to our stuff even after the first licensing.<br />
::::::*"In general, users make their multi-licensing desires known on their user page by way of a banner or some description of their wishes"<br />
<br />
:::::::"Also, ask the FSF&ndash; they have given me the same answer multiple times."<br />
:::::::What answer have they given and to what?<br />
<br />
:::::::"Continuing to misinform users will result in repercussions."<br />
:::::::I assume a warning/banning? I'm the one who is coming with some actual facts and evidence to back my claims up. Or were you talking about yourself there? --[[User:Aarnott|Aarnott]] 17:19, 27 May 2011 (MDT)<br />
<br />
:::::::Oh yeah. This too [http://en.wikipedia.org/wiki/GNU_Free_Documentation_License]:<br />
:::::::*"These exemptions allow a GFDL-based collaborative project with multiple authors to transition to the CC-BY-SA 3.0 license '''(which would normally require the permission of every author)''', if the work satisfies several conditions" (emphasis is mine). --[[User:Aarnott|Aarnott]] 17:25, 27 May 2011 (MDT)<br />
<br />
::::::::"However, individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author. It is within one's rights to license those contributions under any terms one prefers, so long as one does it in addition to also being covered under the CC-BY-SA license." &ndash; have you read the GNU FDL v1.2? A single period in a sentence does not mean that is how it is, end of story. --[[User:Green Dragon|Green Dragon]] 17:29, 27 May 2011 (MDT)<br />
<br />
:::::::::Green Dragon, did they steal any work you authored? My guess is no. If no one has come to them with a legit claim of "you stole my class 'Forest Avenger'", then I suspect original authors consented to this re-licensing of their works under CC-BY-SA. --[[User:Badger|Badger]] 17:39, 27 May 2011 (MDT)<br />
<br />
::::::::::Yes, they did. Much of my work, for example, was stolen. --[[User:Green Dragon|Green Dragon]] 17:48, 27 May 2011 (MDT)<br />
<br />
:::::::::::Considering individual contributions don't count toward "your work", as your above comment clearly indicates, I am genuinely surprised by that. I recall having to move over any of my contributions I wanted on their wiki. Can you give a specific example of a class, feat, or other page that you wrote that is on their wiki? --[[User:Badger|Badger]] 17:55, 27 May 2011 (MDT)<br />
<br />
::::::::::::[[3.5e Homebrew]] and many spells I worked on, for example. And how does my comment not indicate that also, yes, user contributions are important? And why does this matter? Why is this continuing to be discussed? --[[User:Green Dragon|Green Dragon]] 19:32, 27 May 2011 (MDT)<br />
<br />
:::::::::::::Why are we still discussing this? Because, as the page clearly states, we can continue to discuss this. Clearly some people disagree with your ruling. I am under the impression that any content on their site is there under a second license, and therefore not illegal. You've yet to provide any evidence to the contrary. You claim they stole "3.5e Homebrew". What, all of it? That is clearly untrue. Perhaps you mean the page itself? Well, their code is pretty different from ours here, I checked. A bunch of spells you worked on? Again, I notice a distinct lack of names. Furthermore, if they are spells you ''worked on'', rather than ''created'', the original author may have released them under the new license, as I have suggested is likely. This is an important distinction to make, because we are on an MMC. As your citation of the GNU FDL v1.2 clearly states "individual contributions are not by themselves derivative works because they do not contain any of the original work, as the copyright still remains with the author". This means that if I make a spelling correction on a page, I am not considered an author. If you ''worked on'' a page by formatting it a certain way, or making a minor change, you don't get to count yourself as the original author. The original author, whomever they may be, may have released their content under a new license. You'd have no way of knowing, as they aren't required to tell you about it. You've not provided any evidence of them committing a crime, but continue to accuse them of ones. That, my friend, is why we are still discussing this. <br />
<br />
:::::::::::::On another note, if you are going to hand out warnings on this page, may I suggest you give one to Hooper for his direct rudeness to others when he called them "brutish". --[[User:Badger|Badger]] 20:44, 27 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Archtyper's comment is right on, as is Badger's; your allegations are not only offensive but also groundless and unprovoked. You're the one treading on risky legal ground by throwing accusations of stealing information when the original authors were well within their rights as the original creators to take their own works elsewhere under a different license. You should give yourself a warning for a change and stop making completely false and unspecified accusations in an issue where you are displaying a clearly distasteful bias towards the other party. You are only causing more problems for yourself by falsely accusing others of wrongdoings that you cannot present evidence to support. - [[User:ThunderGod Cid|TG Cid]] 21:14, 27 May 2011 (MDT)<br />
<br />
::To continue this discussion you need to provide something new to the discussion. As Wikipedia and the FSF does, so does law. Please note "copyright"; "so long as one does it in addition" and please read the GNU FDL v1.2. --[[User:Green Dragon|Green Dragon]] 21:36, 27 May 2011 (MDT)<br />
<br />
:::This isn't going to make any sense unless you read the revision history. Here it goes, in the plainest English I can use: The GNU FDL does NOT prohibit authors from releasing their content under different licenses. D&D-wiki.org is using a different license (CC-BY-SA). Because D&D-wiki.org is using a different license, they are NOT required to follow the rules of GNU FDL v1.2. Nothing illegal is happening. --[[User:Badger|Badger]] 13:53, 29 May 2011 (MDT)<br />
<br />
::::So, Green Dragon, provide some solid evidence for your assertion that illegality. Chapter and verse is required, especially since by now we've all been over the GNU, compared it to CC, and relevant wikipedia policies, this wiki's policies (especially the part at the top of the copyright page which says '''''D&D Wiki is based on everyone's ideas, which are here to be freely taken and used by anyone.''') With this in mind, we have chosen to use the GNU Free Documentation License 1.2 for all of the content on this website''. If you're so sure that the law is being broken here, please, lay out your work and reasoning. The only evidence we have of the law being 'disregarded' here is your word, and you're not providing any proof to go along with your assertion--which is the same as no proof at all and doesn't help your argument very much. That's not too logical. Your only recourse to settle the debate is to bring out all applicable parts of the GNU FDL and point out where they say an author may not release his materials to the CC license as well; you likely should bone up on the details of the Creative Commons while you're at it to give a comprehensive argument and come up with a reason why you're objecting to the work on this wiki being freely taken and used. Given that even Jazzman is doubtful that illegality is occurring, it appears you need to do some homework and show your work. Just like in Math class. --Genowhirl.</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Talk:Mentat_(D20_Modern_Class)&diff=512908Talk:Mentat (D20 Modern Class)2011-04-02T19:18:44Z<p>74.182.83.96: </p>
<hr />
<div>Reminds me of Dune. [[User:Silverkin|Silverkin]] 23:59, 20 February 2011 (MST)<br />
<br />
== Abilities and such ==<br />
<br />
Hmm... The main problem here is how to combatize a mentat. <br />
<br />
What should be done?<br />
<br />
Psionic-like powers? Though that doesn't fit in..<br />
<br />
The ability to extrapolate moves and give themselves and allies bonuses? Maybe..<br />
<br />
<br />
Any ideas? <br />
<br />
[[User:Zale|Zale]] 21:41, 24 March 2011 (MDT)<br />
<br />
:Seeing as how this is Dune, there's no reason they can't be a close-combat killer. In face, the first book featured a couple of Mentat assassins and a large part of their effectiveness lay in the mightiness of their social-fu--being able to predict someone's every significant moves and responses several months down the line. I suppose the easiest way is to make a Mentat a combat-tactician, with a side order of social-fu and, oh, poison use or some such. The social skills could be mixed with the party-boosts. As well as cold-reading opponents (know their feats and probable attack methods) with Sense Motive and variations on that theme.[[Special:Contributions/74.182.83.96|74.182.83.96]] 13:18, 2 April 2011 (MDT)</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Talk:Palutena%27s_Warrior_(3.5e_Prestige_Class)&diff=296118Talk:Palutena's Warrior (3.5e Prestige Class)2008-11-17T10:37:01Z<p>74.182.83.96: </p>
<hr />
<div>i thought id throw this together. i would rather no one did any major edits untill im finished. hopefully it wont take too long.--[[User:Tug|Tug]] 16:36, 5 April 2008 (MDT)<br />
<br />
== Ideas ==<br />
<br />
ok im pretty much done. im thinking of maybe adding a few things, like making the light arrow stronger, or adding in the ability for it to be more acurate. (like how Pit can bend his arrows) im open to suggestions. i based this off ssb brawl, and i dont really know much about the actaul game, so if someone who knows more wants to fix up the description feel free. ok pce out. --[[User:Tug|Tug]] 22:17, 6 April 2008 (MDT)<br />
<br />
:Yay for Brawl!<br />
:Just looking briefly over right now, those saves are weird. They should be the usual good/bad saves. Any reason why they are as they are? -- [[User:Eiji|Eiji]] 23:01, 6 April 2008 (MDT)<br />
<br />
i was prett far gone when i did that. i think i extended the ranger's saves from lvl 5 or something<br />
ill fix them as soon as i have a minit, or someone else should feel free. thanks for pointing that out. --[[User:Tug|Tug]] 15:25, 7 April 2008 (MDT)<br />
<br />
ok fixed the saves. --[[User:Tug|Tug]] 16:25, 7 April 2008 (MDT)<br />
<br />
I worked in the arrow bending wile leaving the two subclasses balanced. Worked out pretty well.--[[User:Tug|Tug]] 11:04, 12 April 2008 (MDT)<br />
<br />
== Problems ==<br />
<br />
Im not sure why the 'what links to this page' page only shows my user page. Dose it normaly not show the [[DnD Prestige Classes]] page? Also, on the [[DnD Prestige Classes]] page it says there is no description present. It looks like there is one in the header, but maybe i made a formatting error. --[[User:Tug|Tug]] 09:58, 12 April 2008 (MDT)<br />
<br />
==Not bad==<br />
Hurray for homages! Well, let's see...They could seriously gain full Ranger casting and it wouldn't be that bad. Or Paladin casting. Whatever. Likewise, Palutena's Bow could create and fire an arrow from nothing as a standard action--maybe even give it a bit of bonus damage, just to sweeten the pot a little. Also, Pit's extremely fluid fighting style leads me to say you could just give him no-penalty TWF as long as he's using the bow-blades, and just as many attacks with his off-hand as his primary hand. It's only a longsword and a shortsword, after all.</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Talk:Oath_of_the_Valkyrie_(5e_Subclass)&diff=295854Talk:Oath of the Valkyrie (5e Subclass)2008-11-17T07:41:26Z<p>74.182.83.96: </p>
<hr />
<div>== Ideas Behind this Class ==<br />
<br />
Wow, no discussion yet and I've never edited a wiki before. Hmm.<br />
<br />
Well I suggest using the Paladin class as a template and making modifications from there. {{Unsigned|71.212.114.30|00:03, 31 March 2007 (MST)}}<br />
<br />
:Thank you Mystery Man. I do agree about the path of a Pali. However, maybe instead of getting a mount, you instead get wings at a much higher level and increase as you increase. Either that, or make this into a prestige class for female Palis.<br />
<br />
:Any way you take this, though, the girls have to be able to invoke lightning somehow [[User:Flession|Flession]] 09:34, 31 March 2007 (MDT)<br />
<br />
::On an unrelated note I saw [[User:Flession|Flession's]] first post on this (see it through History) and it made me laugh... Very much what I think may happen to this class as told in a funny dialogue ''':)'''. --[[User:Green Dragon|Green Dragon]] 12:04, 31 March 2007 (MDT)<br />
<br />
:::Yea, I couldn't get it how I wanted it to look (more spaced out) So I said screw it. If you wanna add it on here and make it look not as clumped up as it did, you have my blessings [[User:Flession|Flession]] 12:21, 31 March 2007 (MDT)<br />
<br />
::::It's okay... Anyway, would anyone be willing to adopt this article? --[[User:Green Dragon|Green Dragon]] 14:00, 5 April 2007 (MDT)<br />
<br />
:::::I have quite a few things on my plate ATM, but if I find some free time, I can get the ball rolling. [[User:Flession|Flession]] 17:16, 6 April 2007 (MDT)<br />
<br />
::::::Sounds good. --[[User:Green Dragon|Green Dragon]] 13:57, 7 April 2007 (MDT)<br />
<br />
== How is it? ==<br />
<br />
So, as you may have seen, and I have been discussing, I have taken on this class. Does it look alright? Of course it is still open for editing and whatnot. ^^ --[[User:Seraphim Rush|Seraphim Rush]] 00:30, 2 May 2007 (MDT)<br />
<br />
: Actually, the day I planned on taking up the task was the day you posted this ^__^. Regardless, it's a good start and I may chime in on it once exams are over and done with. She needs to fly, though...either that or have something to do with lightning in order for it to really get into the Valkyrie spirit. -- [[User:Flession|Flession]] 10:46, 3 May 2007 (MDT)<br />
<br />
::Valkyrie's don't fly... and on top of that they are not particularly elemental. In fact there is a creature called Valkyrie in Dieties and Demigods. The only way they fly is with a pegusus. Other than that they are a female quasi-diety with 20 levels of paladin. --[[User:Seraphim Rush|Seraphim Rush]] 19:25, 3 May 2007 (MDT)<br />
<br />
::: Well, problem is what do they roll for to pass a check for an unwilling guy to become divine? And what actually happens to the guy when he becomes selected? He turns into butterflies wielding staffs of persuasive pain? Just a little humor :3 --[[User:Pz.Az.04Maus|Pz.Az.04Maus]] 05:42, 7 June 2007 (MDT)<br />
<br />
== Thoughts ==<br />
<br />
Right now the class feels like a nonspellcasting paladin that gets all of its equivalent abilities a few levels later. Also, unlike the paladin, valkyries suffer permadeath. The first level does little but add a grave disadvantage to the character, and dead levels are abound the rest of the class.<br />
<br />
I agree with Flession. The valkyrie needs a way of flying somehow, either by way of raven wings, or by some sort of mount. An animal companion would not be out of the question, since valkyries are associated with the wolves who pick apart corpses. Since valkyries traditionally fulfill more than a combat role, it wouldn't hurt if they got a few more skill points and skills. Knowledge (all), Intimidate, Profession (all), and some physical skills like Jump and Climb should round out the skill roster. Maybe get rid of heavy and/or medium armor proficiency and lower their hit dice to d8 to help distinguish it from the paladin.<br />
<br />
I'd get rid of the inability to be raised. Instead, I would make effective outsider (native) typing part of the capstone Immortality ability. Might of the Valkyrie would be moved down to level 1 to give the class a major weapon at first level. I'm not sure what to do with the healing ability. It just sorta pops up out of nowhere with no progression before or afterward, along with valkyrie fire. And like I said before, it contributes to the overall feeling of paladin who gets everything later. Maybe just replace it with Lay on Hands?<br />
<br />
I wouldn't mind a slight shift towards a leadership position. In other words, giving the valkyrie some sort of abilities she can use or keep running to bolster her allies. Auras would work, and could double as a means to deliver the valkyrie's Lay on Hands from afar. I'd imagine that a valkyrie's mere presence on the battlefield carries a lot of weight. Toss in a personal einherjar bodyguard (or two) to increase the overall impact of her leadership abilities.<br />
<br />
I think it should get the healing ability in stages. mabye give it Valkyrie healing 1/day at second level and 2/day at sixth level. also why are none of the contribs above signed. I'd sugjest giving them Turn Undead (so they can send the undeads soul on?), but that would make it even more like a paladin. [[User:Zau|Zau]] 14:28, 16 April 2008 (MDT)<br />
<br />
Alright, those things do sound good. If you would like to change it, Zau, it would be greatly appreciated. Thanks to everyone for their feedback. --[[User:Seraphim Rush|Seraphim Rush]] 16:56, 30 June 2008 (MDT)<br />
<br />
==Random Comments==<br />
Yeah, lots of dead levels...Anyway, why the focus on Good and Law? Odin was waaaay chaotic. While I'm at it, sending souls on to the beyond doesn't strike me as something inherently Good...it really does seem like something profoundly Neutral; likewise, the Vikings didn't care if you were a wicked man or a good man, as long as you were a strong man. Flight could seriously be free and something nice like 100' a round, and it needs to be detailed what maneuverability they have. I'd really lose the focus on good/evil, and go with being able to beat the shenanigans out of people.[[User:74.182.83.96|74.182.83.96]] 00:41, 17 November 2008 (MST)</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Death_Knight_(3.5e_Prestige_Class)&diff=295307Death Knight (3.5e Prestige Class)2008-11-15T11:13:58Z<p>74.182.83.96: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
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|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Frank and K<br />
|datecreated=<br />
|adopters=<br />
|dateadopted=<br />
|status=Complete<br />
|editing=Spelling and Grammar<br />
|type=Combat-Focused, Bad Guy<br />
|desc=You only become undead if you want to. Spell-like abilities.<br />
|len=5<br />
|minlvl=6<br />
}}<br />
<br />
==Death Knight==<br />
<br />
{{quote|There is no horror you have known that can prepare you for what I am about to reveal.|}}<br />
<br />
Those who take up the black sword of the Death Knights in the name of powerful evil gods are not all undead. They aren't even all evil, since sometimes evil gods simply curse warriors in order to screw with them. But a lot of them are evil and undead, and that gives the Death Knight his classic image.<br />
<br />
===Becoming a Death Knight===<br />
<br />
Some warriors do indeed pursue the path of the Death Knight, seeking the power that comes with undeath. Others are not so lucky; should a goodly warrior draw the ire of an evil god, the god may indeed curse him with undeath. The unwilling Death Knight will then have to deal with their own unholy powers, which by their own existance may make the warrior lose standing with the goodly people he serves.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
<br />
|-<br />
! Base Attack Bonus:<br />
| +6<br />
|-<br />
! Skills:<br />
| Knowledge (Religion) 4<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons<br />
|-<br />
! Special:<br />
| Must have had nonviolent contact with a fiend<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Death Knight}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +0 || +0 || +2<br />
| class="left" | [[#Sword of Death|Sword of Death]], [[#Life and Death|Life and Death]]<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +0 || +0 || +3<br />
| class="left" | [[#Army of the Dead|Army of the Dead]]<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +1 || +1 || +3<br />
| class="left" | [[#Spheres|Sphere:Bone]]<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +1 || +1 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +1 || +1 || +4<br />
| class="left" | [[#Spheres|Sphere:Fire]] <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Death Knight.<br />
<br />
'''Weapon and Armor Proficiencies:''' The Death Knight gains no new proficiency with armor or weapons.<br />
<br />
'''{{#anc:Life and Death}}:''' A Death Knight can transform himself into a [[Tome of Necromancy (DnD Other)#Vampire|Vampire]], [[Tome of Necromancy (DnD Other)#Ghoul|Ghoul]], [[Tome of Necromancy (DnD Other)#Revenant|Revenant]], or [[Tome of Necromancy (DnD Other)#Sword Wraith|Sword Wraith]] if he chooses either upon becoming a Death Knight or at some later date. Rules for being these undead creatures are found in the [[Tome of Necromancy (DnD Other)]]. In addition, a Death Knight may qualify for and use [[Tome of Necromancy (DnD Other)#Feats|Necromantic Feats]] using his Base Attack Bonus instead of a caster level.<br />
<br />
'''{{#anc:Sword of Death}} ([[Su]]):''' A Death Knight can transform his blade into a black instrument of destruction. His melee attacks inflict 2d6 of Unholy damage against living creatures.<br />
<br />
'''{{#anc:Spheres}}:''' At 3rd level, a Death Knight gains the Sphere of [[Tome of Fiends (DnD Other)#Bone|Bone]]. At 5th level, he gains the Sphere of [[Tome of Fiends (DnD Other)#Fire|Fire]].<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 4th level, the Death Knight gains a [[Races of War (DnD Other)#The New Feat System:|[Combat]]] or [[Tome of Fiends (DnD Other)#Fiendish Feats|[Fiend]]] feat he meets the prerequisites for.<br />
<br />
===Campaign Information===<br />
<br />
A Death Knight naturally makes a good antagonist for an adventure or even a campaign. But, unusually, one can also make a great tortured hero in the event of being an unwilling Death Knight. The DM might even ignore the Skill requirement and work with the player for this.<br />
<br />
====Playing a Death Knight====<br />
<br />
<br />
'''Combat:''' A Death Knight can expect to be in melee, but his spell-like abilities gained from their Spheres add some versatility to his options. If one has the stomach for it, he can animate corpses and build himself a useful group of undead minions.<br />
<br />
'''Advancement:''' A Death Knight would do well to maintain their Good BAB progression. Since they now qualify to take Necromantic Feats<br />
<br />
====Death Knights in the World====<br />
<br />
{{quote|I am a reasoning undead. That is to say, my mind is a roiling mass of black envy and shrieking hatred. I would dearly love to be able to claim that violent, tearing carnage does not come naturally to me. Instead, I'm finding it hard to stop myself from dismembering your mortal coil and glorying in spilling the blood-warmth I will never against know as I send you screaming for mercy into the uncaring void. Don't make it harder.|}}<br />
<br />
~Gaeran Losenger, also known as Lord Loss, undead human Death Knight<br />
<br />
<br />
<br />
'''NPC Reactions:''' Most people fear the undead. They fear those who can command them even moreso. That being said, it all comes down to the Death Knight himself. It is very possible for one to earn respect and tolerance if he's one of the unwilling ones.<br />
<br />
====Death Knight Lore====<br />
<br />
<br />
Characters with ranks in Knowledge (Religion) can research Death Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even}}"<br />
| 11 || class="left" | Death Knights are warriors with powers over death. They can raise corpses and are naturally suited to lead groups of undead.<br />
|- class="{{Odd-Even}}"<br />
| 16 || class="left" | Death knights gain more magic as they get stronger. Their powers seem to be over undeath and fire.<br />
|- class="{{Odd-Even}}"<br />
| 21 || class="left" | Not all Death Knights are evil. Some are merely cursed.<br />
|}<br />
<br />
<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|November 2008}}<br />
{{Prestige Class Description Needed|November 2008}}<br />
{{Prestige Class Stub|November 2008}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Barbarian,_Tome_(3.5e_Class)&diff=294008Barbarian, Tome (3.5e Class)2008-11-13T05:39:12Z<p>74.182.83.96: </p>
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{{DnD Base Class Infobox<br />
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|authors=Frank and K<br />
|datecreated=<br />
|status=Complete<br />
|editing=<br />
|type=COMBAT. FOCUSED.<br />
|desc=Let the bodies hit the floor.<br />
}}<br />
<br />
==Barbarian==<br />
<br />
''"My name is Sharptooth of the Wolf Tribe. Your women, lands, and riches are mine."''<br />
<br />
'''Playing a Barbarian:''' Playing a Barbarian is actually very easy. In general, you hit things, and they fall down. A Barbarian's action in almost any circumstance can plausibly be "I hit it with my great axe!" As such, a Barbarian character can be a good method to introduce a new player to the game or kill some orcs when you've had a few glasses of brew.<br />
<br />
<br />
<br />
===Making a Barbarian===<br />
<br />
As a Barbarian, you charge into a crowd of enemies and turn on Drowning Pool's ''Let the Bodies Hit the Floor''. You will take many, many hits in doing so, but once the fight ends and you stop raging, your Fast Healing will allow you to go back to full HP relatively soon. Which is good, because nothing makes the party healer irritable like him having to burn all the charges in his wand AND his spells that day for your benefit. Therefore, the only time you may need healing is in the thick of battle, to keep you from actually dying (which is a distinct possibility for you). Nonetheless, if you aren't taking damage in an encounter, you aren't playing your Barbarian correctly.<br />
<br />
Strength is, of course, good for you, but Constitution might be just as important for once, because it will eventually apply to all your saves (when you're raging). The next attribute in importance is Dexterity, to help out your AC a little bit. After that, you have your choice of mental attributes, depending on if you want skills, followes, or a bonus on Spot and Listen.<br />
<br />
'''Abilities:''' Strength, Constitution, Dexterity.<br />
<br />
'''Races:''' Anybody can become a barbarian, and in areas with little in the way of civilization, a lot of people do.<br />
<br />
'''Alignment:''' Every alignment has its share of Barbarians, however more Barbarians are of Chaotic alignment than of Lawful Alignment.<br />
<br />
'''Starting Gold:''' 4d6 x 10 gp, (140 gp)<br />
<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As SRD Barbarian<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Barbarian}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | Rage, Fast Healing 1 <br />
|- class="{{Odd-Even}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Rage Dice +1d6, Combat Movement +5’<br />
|- class="{{Odd-Even}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Battle Hardened<br />
|- class="{{Odd-Even}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Rage Dice +2d6, Combat Movement +10’ <br />
|- class="{{Odd-Even}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | Sidestep Hazards , Fast Healing 5<br />
|- class="{{Odd-Even}}"<br />
|6th||class="left" | +6 || +5 || +2 || +2<br />
| class="left" | Rage Dice +3d6, Combat Movement +15’ <br />
|- class="{{Odd-Even}}"<br />
|7th||class="left" | +7 || +5 || +2 || +2<br />
| class="left" | Great Blows<br />
|- class="{{Odd-Even}}"<br />
|8th||class="left" | +8 || +6 || +2 || +2<br />
| class="left" | Rage Dice +4d6, Combat Movement +20’ <br />
|- class="{{Odd-Even}}"<br />
|9th||class="left" | +9 || +6 || +3 || +3<br />
| class="left" | Great Life<br />
|- class="{{Odd-Even}}"<br />
|10th||class="left" | +10 || +7 || +3 || +3<br />
| class="left" | Rage Dice +5d6, Combat Movement +25’, Fast Healing 10<br />
|- class="{{Odd-Even}}"<br />
|11th||class="left" | +11 || +7 || +3 || +3<br />
| class="left" | Call the Horde<br />
|- class="{{Odd-Even}}"<br />
|12th||class="left" | +12 || +8 || +4 || +4<br />
| class="left" | Rage Dice +6d6, Combat Movement +30’<br />
|- class="{{Odd-Even}}"<br />
|13th||class="left" | +13 || +8 || +4 || +4<br />
| class="left" | Watched by Totems<br />
|- class="{{Odd-Even}}"<br />
|14th||class="left" | +14 || +9 || +4 || +4<br />
| class="left" | Rage Dice +7d6, Combat Movement +35’<br />
|- class="{{Odd-Even}}"<br />
|15th||class="left" | +15 || +9 || +5 || +5<br />
| class="left" | Primal Assault, Fast Healing 15 <br />
|- class="{{Odd-Even}}"<br />
|16th||class="left" | +16 || +10 || +5 || +5<br />
| class="left" | Rage Dice +8d6, Combat Movement +40’ <br />
|- class="{{Odd-Even}}"<br />
|17th||class="left" | +17 || +10 || +5 || +5<br />
| class="left" | Savagery<br />
|- class="{{Odd-Even}}"<br />
|18th||class="left" | +18 || +11 || +6 || +6<br />
| class="left" | Rage Dice +9d6, Combat Movement +45’ <br />
|- class="{{Odd-Even}}"<br />
|19th||class="left" | +19 || +11 || +6 || +6<br />
| class="left" | One With The Beast <br />
|- class="{{Odd-Even}}"<br />
|20th||class="left" | +20 || +12 || +6 || +6<br />
| class="left" | Rage Dice +10d6, Combat Movement +50’, Fast Healing 20 <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Class Skills: The Barbarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str). <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Barbarian.<br />
<br />
'''Weapon and Armor Proficiency:''' Barbarians are proficient with simple weapons, martial weapons, light armor, medium armor and with shields. <br />
<br />
'''Rage (Ex):''' When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level Barbarian has DR 7/- while Raging. <br />
<br />
While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action. <br />
<br />
'''Fast Healing:''' Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 1st level, they gain Fast Healing 1. At 5th level this becomes Fast Healing 5, Fast Healing 10 at 10th level, Fast Healing 15 at 15th level, and Fast Healing 20 at 20th level. This healing only applies while he is not raging.<br />
<br />
If a Barbarian ever multi-classes, he permanently loses this ability. A multiclass character does not gain this ability. A character with 4 or more levels of Barbarian gains this ability even if multiclassed.<br />
<br />
'''Rage Dice:''' While Raging, a Barbarian may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats.<br />
<br />
'''Combat Movement:''' While Raging, a Barbarian moves faster in combat, and may add his Combat Movement to his speed when he takes a move action to move.<br />
<br />
'''Battle Hardened:''' At 3rd level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect. <br />
<br />
'''Sidestep Hazards(Ex):''' At 5th level, a Raging Barbarian learns to sidestep hazards with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.<br />
<br />
'''Great Blows (Ex):''' At 7th level, a Raging Barbarian’s melee attacks are Great Blows. Any enemy struck by the Barbarian’s melee or thrown weapon attacks must make a Fort Save or be stunned for one round. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half the Barbarian’s HD + his Constitution modifier.<br />
<br />
'''Great Life (Ex):''' While Raging, a 9th level Barbarian is immune to nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain).<br />
<br />
'''Call the Horde(Ex):''' An 11th level Barbarian becomes a hero of his people. He gains the Command feat as a bonus feat, but his followers must be Barbarians. In campaigns that do not use Leadership feats, he instead gains a +2 unnamed bonus to all saves.<br />
<br />
'''Watched by Totems (Ex):''' At 13th level, a Barbarian may immediately reroll any failed save. He may do this no more than once per failed save. <br />
<br />
'''Primal Assault (Ex):''' At 15th level, a Raging Barbarian’s may choose to radiate an effect similar to an antimagic field when he enters a Rage, with a caster level equal to his HD. Unlike a normal [[antimagic field]], this effect does not suppress magic effects on him or the effects of magic items he is wearing or holding. <br />
<br />
'''Savagery (Ex):''' At 17th level, a Raging Barbarian may take a full round action to make a normal melee attack that has an additional effect similar to a mordenkainen’s disjunction. Unlike a normal disjunction, this effect only targets a single item or creature struck.<br />
<br />
'''One With The Beast:''' At 19th level, a Barbarian may no longer needs to be in a Rage to use any Barbarian ability. <br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Talk:Tome_of_Necromancy_(3.5e_Sourcebook)&diff=292810Talk:Tome of Necromancy (3.5e Sourcebook)2008-11-09T20:43:25Z<p>74.182.83.96: </p>
<hr />
<div>== Comment ==<br />
<br />
Just so you know, I love this. Necromancy with flavour! ''':D''' I might be building a character using some of this. ''':D''' ''':D''' --[[User:Othtim|Othtim]] 13:24, 2 May 2008 (MDT)<br />
<br />
:I wish I could claim credit for creating this. I'm just the messenger who posted it. --[[User:Genowhirl|Genowhirl]] 21:41, 3 May 2008 (MDT)<br />
<br />
i think the Soul Merchant is the coolest of all. hope it dont matter if i'm creating a NPC class using some of his abilities? [[User:Hijax|Hijax]] 02:09, 6 August 2008 (MDT)<br />
<br />
::Go right ahead. I'd like to see it, myself. [[User:Genowhirl|Genowhirl]] 21:16, 6 August 2008 (MDT)<br />
<br />
== Editing + Locking ==<br />
<br />
An IP edited the page, are you ok with this and would it be better if these pages were locked? --[[User:Sabre070|Sabre070]] 19:31, 8 November 2008 (MST)<br />
<br />
:They actually added something I've been meaning to add for a while. It's cool if they stay unlocked; there's still better formatting work to be done. {{Unsigned|Surgo|22:51, 8 November 2008 (MDT)}}<br />
<br />
::Uh, yeah, I'm the phantom IP editor. I downloaded the Tome pdf from your Wiki user profile, and noticed the Dungeonomicon Reaper was absent, and figured I'd add it to here (although I did think about putting it in the Dungeonomicon itself). Sorry if I raised any alarm bells.[[User:74.182.83.96|74.182.83.96]] 13:43, 9 November 2008 (MST)</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Tome_of_Necromancy_(3.5e_Sourcebook)&diff=292809Tome of Necromancy (3.5e Sourcebook)2008-11-09T20:31:08Z<p>74.182.83.96: </p>
<hr />
<div>{{author<br />
|author_name=Frank and K<br />
|date_created=5/1/08<br />
|status=Completely transcribed<br />
|editing=Please don't alter it<br />
}}<br />
<br />
=Tome of Necromancy=<br />
<br />
Unlike the Revised Necromancer Handbook, which is a compilation of the Necromancy rules as they stand, what you are reading now is the rules for Necromancy as they should be. We feel there is a need for this because despite (or let's not kid ourselves, because of) the considerable amount of space spent given over to Necromancy in officially sanctioned products, the classical Necromancer does not function under the rules as written. Vampires can't run or be staked, there aren't any prestige classes that make you any more of a necromancer than you are with the base classes, and honestly noone even knows how the basic necromancy spells work. Not because they are stupid, but because the rules for such things are contradictory in several key places.<br />
<br />
<br />
=The Morality of Necromancy: Black and Gray=<br />
<br />
<br />
The rules of D&D attempt to be all things to all people, and unfortunately that just isn’t possible if you’re trying to make a system of objective morality. By trying to cater to two very different play styles as regards to the moral quandaries of the use of negative energy, the game ends up catering to neither – and this has been the cause of a great many arguments for which there actually are no possible resolutions. Ultimately therefore, it falls to every DM to determine whether in their game the powers of Necromancy are inherently evil, or merely extremely dangerous. That’s a choice which must be made, and has far reaching implications throughout the game. That’s an awful lot of work, and most DMs honestly just don’t care enough to be bothered with it, and I understand. Fortunately, we have collated those changes for you right here:<br />
<br />
<br />
==Moral Option 1: The Crawling Darkness==<br />
<br />
<br />
Many DMs will choose to have Negative Energy in general, and undead in particular, be inherently Evil. So much so that we can capitalize it: Evil. And say it again for emphasis: Evil. That means that when you cast a negative energy wave you are physically unleashing Evil onto the world. When you animate a corpse, you are creating a being whose singular purpose is to make moral choices which are objectionable on every level.<br />
<br />
That’s a big commitment. It means that anyone using Inflict Wounds is an awful person, at least while they are doing it. The Plane of Negative Energy is in this model the source of all Evil, more so than the Abyss or Hell. It’s Evil without an opinion, immorality in its purest most undiluted form.<br />
<br />
==Moral Option 2: Playing with Fire==<br />
Many DMs will choose to have Negative Energy be a base physical property of the magical universe that the D&D characters live in – like extremes of Cold or Fire it is inimical to life, and it is ultimately no more mysterious than that. An animate skeleton is more disgusting and frightening to the average man than is a stone golem, but it’s actually a less despicable act in the grand scheme of things because a golem requires the enslavement of an elemental spirit and a skeleton has no spirit at all.<br />
<br />
The Plane of Negative Energy in this model is precisely the same as all the other elemental planes: a dangerous environment that an unprotected human has no business going to.<br />
<br />
===Implications===<br />
<br />
It’s not actually enough to simply make a sweeping generalization about the morality of Negative Energy and leave it at that. Like a butterfly flapping its wings, such changes will eventually cause Godzilla to destroy Tokyo. Or something like that, I stopped math at Calculus.<br />
<br />
====Creatures====<br />
<br />
Some monsters have been written up with the (incorrect) assumption that either “The Crawling Darkness” or “Playing With Fire” was the general rule. Others have been written in such a fashion that is actually incompatible with any possible interpretation of morality in D&D.<br />
<br />
'''Revenants:''' If Negative Energy is inherently Evil, Revenants are Lawful Evil. They are undead who live only to kill and survive on hatred and the desire for vengeance. While they are victims and their actions are understandable, the Justice of their actions makes them Lawful, but they are still Evil and can be treated accordingly.<br />
<br />
With the Playing with Fire option, there is no change to the Revenant. All is fair in avenging your own death, and they are the unliving emissaries of the Balance in its pure form.<br />
<br />
'''Skeletons:''' If Negative Energy is inherently Evil, Skeletons must be as well. That means that they actually do Evil things. An uncontrolled skeleton will find the nearest source of life and start ripping it to pieces. A skeleton does not need to be commanded to attack, but to stop tearing up your vegetable garden (assuming even that it had not already found a more vigorous source of life such as the family dog). A commanded skeleton is a vicious, unthinking killer on a chain – not an inert construct awaiting commands.<br />
<br />
If Negative Energy isn’t Evil by itself, neither are skeletons. As described they aren’t moral agents. That means that they don’t have an alignment other than Neutral. Like a viper or a scorpion, though they do things that a paladin wouldn’t necessarily condone (such as use poison for the snake or move around after death for the skeleton), they aren’t gifted with the ability to make moral choices and default to the same Neutrality of the animated cabinet. Ordering a skeleton around could be Good, Evil, or Neutral depending on whether you are telling it to save children from a burning house, throw bloated corpses into the town well, or just carry your swag out of your basement.<br />
<br />
'''Vampires:''' Vampires are the rockstars of the undead world, but also the most affected by the gulf between Playing With Fire and Crawling Darkness Necromancy. Either vampires are tragically cursed Euro-trash with nice outfits or they are blood hungry princes of death…heck, sometimes they are depicted as both, as in the case of the patron saint of DnD vampires, Strahd Von Zarovich.<br />
<br />
Unlike most undead, vampires are morally affected by negative energy in a perversely contrary fashion; Zombies are evil if (and only if) negative energy makes zombies evil, but the opposite is true of the vampire. If Negative energy is a hungry and malevolent force that hungers for the light of the living, the vampire is a tragic figure compelled by dark desires he cannot control. He can even just be Good, but that’s not going to stop him from taking a nip from the farmer’s daughter. If negative energy is an objective force, then being a vampire is actually an evil act since you don’t have to eat babies for eternal life… you’re just a jerk. <br />
<br />
'''Zombies:''' Like Skeletons, Zombies must hunger for the flesh of the living or have no moral indictments. Either they sit and wait for their chance to devour your liver or they are Neutral. The Monster Manual version cannot stand. A zombie in the fields is either a figure of horror or comedy.<br />
<br />
'''Energons:''' Eregons are actually made out of energy. So if Positive and Negative Energy have an alignment, so do they. If using the Crawling Darkness option, the Xag-Ya is Neutral Good, and the Xeg-Yi is Neutral Evil. If using the Playing With Fire option, both remain as printed – they are Neutral.<br />
<br />
====Spells====<br />
<br />
'''Animate Dead:''' If Negative Energy isn’t Evil, this spell isn’t either. Zombies and Skeletons are the only possible creations of this spell, so the alignment tag is contingent on Negative Energy itself being a moral choice. Interestingly, create undead and create greater undead stay [Evil] even if animate dead doesn’t. Regardless of the moral inclinations of negative energy in general, Ghouls and shadows are just not nice people – they are a disease that exists for no purpose but to consume the living. So those [Evil] tags are on no matter what skeletons do with their free time.<br />
<br />
'''Deathwatch:''' This spell doesn't even use Negative Energy, it allows you to see ''positive'' energy. There's no reason for this spell to be evil no matter what version you use – this is just a typographical error as far as we can tell. Maybe this evil tag was supposed to be on death knell.<br />
<br />
'''Create Undead:''' While animate dead may or may not be evil depending upon your setup, create undead and create greater undead is an [Evil] spell regardless of the morality version you use. It creates evil creatures that unlive for nothing but to slay innocents, so it gets the Evil tag for the same reason that planar binding gets the [Evil] tag if it is used to call a Demon – it's bringing irredeemable evil into the world – the moral implications of the negative energy used are irrelevant. <br />
<br />
<br />
=Necromancy with Class=<br />
<br />
The degree to which the published classes of Necromancy aren’t good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:<br />
<br />
==Corpselight Whisperer==<br />
''"Come into my house, it is warm and the nights are both cool and damp in the swamp."''<br />
<br />
The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.<br />
<br />
There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe… <br />
<br />
===Becoming a Corpselight Whisperer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks.<br />
|-<br />
! Special:<br />
| Ability to Wild Shape.<br />
|-<br />
! Special:<br />
| Must have made friendly contact with a Will-o-Wisp.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Corpselight Whisperer}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Spell-like Abilities: Animate Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Wild Shape: Will-O-Wisp, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Spell-like Abilities: Dancing Lights, Terrible Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Summon Wisps<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Wild Shape: Large Plant, Sanctum Spell<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Bonus Domain (Deathbound)<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Spell-like Abilities: Programmed Image, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Bog’s Heart, Bonus Necromantic Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Hands of the Corpselight<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Incorporeal Wild Shape 1/day<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiencies:''' The Corpselight Whisperer gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Spell-like Abilities (Sp):''' A Corpselight Whisperer can use ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability. At 3rd level, she is able to use ''[[SRD:Dancing Lights|dancing lights]]'', and at 7th level she is able to use ''[[SRD:Programmed Image|programmed image]]''. Her caster level is equal to her hit dice, and these abilities are usable at will.<br />
<br />
'''Wild Shape:''' At 2nd level, a Corpselight Whisperer can use her Wild Shape ability to assume the form of a [[SRD:Will-O'-Wisp|Will-O-Wisp]], regardless of the allowed size, type, or hit dice of her Wild Shape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wild Shape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wild Shape ability. The Corpselight Whisperer may use her Wild Shape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wild Shaping classes for the purposes of maximum hit dice and duration.<br />
<br />
'''Terrible Nectar (Su):''' At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.<br />
<br />
'''Summon Wisps (Su):''' A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.<br />
<br />
'''Bonus Feat:''' At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional [[#Necromantic Creation Feats|Necromantic Creation Feat]] that she meets the prerequisites for as a bonus feat.<br />
<br />
'''Bonus Domain:''' At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,<br />
<br />
'''Bog's Heart (Su):''' A Corpselight Whisperer of 8th level or higher who dies is reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.<br />
<br />
'''Hands of the Corpselight (Ex):''' Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).<br />
<br />
'''Incorporeal Wild Shape (Su):''' A Corpselight Whisperer of 10th level or higher gains the ability Wild Shape into an Undead creature of the Incorporeal subtype with Hit Dice less than or equal to the player's character level (as per normal Wild Shape rules). The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wild Shape in this manner once per day, but if she would gain additional uses of Elemental Wild Shape for any reason, she gains an equal number of additional uses of Incorporeal Wild Shape.<br />
<br />
==Uttercold Assault Necromancer== <br />
''"Coooooooobraaaaaaaaa!"''<br />
<br />
The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead. <br />
<br />
<br />
For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic. <br />
<br />
Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp. <br />
<br />
Prerequisites:<br />
<br />
'''Feats:''' Energy Substitution (Cold), Lord of the Uttercold, Tomb Tainted Soul, Mentor (exchanged for apprentice).<br />
<br />
'''Spells:''' Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the cold descriptor. <br />
<br />
'''Skills:''' Concentration 9 Ranks, Knowledge (Planes) 9 Ranks, Language (Battle Signals), Speak Language (Semaphore Battle Signals). <br />
<br />
'''Alignment:''' Cannot be chaotic.<br />
<br />
'''Special:''' Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead. <br<br />
<br />
'''Special:''' Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).<br />
<br />
'''Note:''' If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul. <br />
<br />
Features<br />
'''Class Skills:''' The Uttercold Assault Necromancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). <br />
<br />
'''Skill Points/Level:''' 2 + Int modifier<br />
<br />
'''Hit Dice:''' D4<br />
<br />
'''BAB/Saves:''' Poor (as Wizard); Fort: Poor; Reflex: Poor; Will: Good <br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Uttercold Assault!:20, Undead General, Rebuke Undead, Officer and a Gentleman, Undead Leadership, +1 Spellcaster Level <br />
<br />
2 Necromantic Commander, +1 Spellcaster Level<br />
<br />
3 Exceptional Leadership, +1 Spellcaster Level<br />
<br />
4 Uttercold Assault!: 30, Bonus Feat, +1 Spellcaster Level<br />
<br />
5 Elite Followers, +1 Spellcaster Level<br />
<br />
6 Rallying Cry, +1 Spellcaster Level<br />
<br />
7 Uttercold Assault!: 40, Bonus Feat, +1 Spellcaster Level<br />
<br />
8 Fearsome Charge, +1 Spellcaster Level<br />
<br />
9 Crush Them, +1 Spellcaster Level<br />
<br />
10 Uttercold Assault!: 50, Bonus Feat, Elite Followers, +1 Spellcaster Level <br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Uttercold Assault Necromancer gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Uttercold Assault Necromancer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Unit:''' An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy<br />
<br />
'''Uttercold Assault! (Su):''' All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance. <br />
<br />
'''Undead General (Ex):''' Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example). <br />
Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion. <br />
Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however. <br />
Your apprentices do not penalize your leadership score when attracting undead cohorts. <br />
<br />
'''Rebuke Undead (Su):''' If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it. <br />
<br />
'''Officer and a Gentleman (Ex):''' An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following: <br />
<br />
<br />
*Avoid harming innocents and civilians, when feasible.<br />
<br />
*Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.<br />
<br />
*Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture. <br />
<br />
*Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive. <br />
<br />
*Always keep your word of honor.<br />
<br />
You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses. <br />
<br />
'''Undead Leadership (Ex):''' You gain Undead Leadership as a bonus feat, even if you do not meet the requirements. You will immediately "attract" the largest unit of Undead followers that you can lead (see Undead General above). You must attract cohorts as normal. If you already have Undead Leadership, take a Bonus Feat (see the list below) instead. <br />
<br />
'''Necromantic Commander (Ex):''' At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify. <br />
<br />
'''Exceptional Leadership (Ex):''' At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.<br />
<br />
<br />
'''Bonus Feat (Ex):''' At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved, Sacrificial Mastery (BV), Arcane Disciple, Bonus Domain, Empower Turning, Profane Boost, Quicken Turning, Undead Mastery, Zone of Animation (CD), Any Leader feat, Veteran Knowledge (HoB). Note that Undead Leadership will substitute as a pre-requisite for feats requiring leadership. <br />
<br />
'''Elite Followers (Ex):''' All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.<br />
<br />
'''Rallying Cry (Ex):''' At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature. <br />
<br />
'''Fearsome Charge (Ex):''' At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for. <br />
<br />
'''Crush Them (Ex):''' When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any Shaken (or worse) opponent as flat-footed, and inflict +2D6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.) <br />
<br />
They may count any Frightened or Panicked opponent as Helpless. The Necromancer's followers may coup de grace or grapple against such an opponent without provoking an attack of opportunity from enemies who are themselves at least Shaken. Note that under her Code of Conduct they are generally required to use this ability to order a grapple (capture) of any opponent who communicates a desire to surrender. Enemies who simply flee can be killed or captured, as desired. <br />
<br />
==Boneblade Reaper==<br />
''"I have bested Death itself and cannot die. Your powers do not impress me."''<br />
<br />
Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence... death itself.<br />
<br />
To begin this path, one masters the [[#New Materials|boneblade]], a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy. <br />
<br />
===Becoming a Boneblade Reaper===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Move Silently 9 ranks, Concentration 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Boneblade Master|Boneblade Master]], Improved Unarmed Strike, Weapon Finesse.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast first-level spells.<br />
|-<br />
! Special:<br />
| Cannot be undead.<br />
|-<br />
! Special:<br />
| Evasion ability.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Stunning Blade, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.<br />
<br />
'''Death Art Strike(Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).<br />
<br />
'''Secrets of the Boneblade Art(Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
'''Dark Life(Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
'''Stunning Blade (Ex):''' At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
'''Runes of Life Trapping(Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''[[SRD:Magic Jar|magic jar]]'', ''[[SRD:Soul Bind|soul bind]]'', ''[[SRD:Trap the Soul|trap the soul]]'', and the class features of PrCs like [[#Soul Merchant|Soul Merchant]] and [[#Heartless Mage|Heartless Mage]] (even if he has levels in these PrCs). Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.<br />
<br />
'''Ghost Strike(Su):''' At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity<br />
<br />
'''Dance with the Dark Reaper(Ex):''' Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane. He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years. If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
'''Runes of the Dark Reaper(Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action). At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Bonus: Boneblade Reaper, [[Dungeonomicon (DnD Other)]] Version==<br />
While the original Boneblade Reaper was intended to address the fact that Monk levels from the PHB don’t<br />
make a spellcaster any good in combat (although admttedly they do allow you to come in ''second'' in any 1 on 1 combat), the Boneblade Reaper for the [[Dungeonomicon (DnD Other)]] Monk should be there to address the problem that taking Wizard levels doesn’t really help your Monk combatting.<br />
<br />
'''Prerequisites:'''<br />
<br />
'''Skills:''' Move Silently 9 ranks, Concentration 4 ranks<br />
<br />
'''Feats:''' Boneblade Master, Weapon Finesse<br />
<br />
'''Spellcasting:''' Must be able to cast second level spells.<br />
<br />
'''Special:''' Cannot be undead.<br />
<br />
'''Special:''' Must have two Fighting Styles or must have the Evasion ability.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Class Skills:''' The Boneblade Reaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Fighting Style, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Master Fighting Style, Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has any ability that applies to a Slam attack he may use it with any Boneblade weapon.<br />
<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead<br />
creature, even if he is currently dead.<br />
<br />
<br />
'''Death Art Strike (Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee<br />
attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, he may cast one targeted spell against the target of his attack as a free action.<br />
<br />
<br />
'''Secrets of the Boneblade Art (Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. Once per turn, with a successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a free action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
<br />
'''Dark Life (Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
<br />
'''Fighting Style:''' At 4th level, the Boneblade Reaper gains a Monk’s Fighting Style. Appropriate names are generally of a dark tone such as ”Wasting Serpent Style” or ”Hopeless Basilisk Stance”.<br />
<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
<br />
'''Runes of Life Trapping (Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''magic jar, soul bind, trap the soul,'' and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs).<br />
<br />
<br />
Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his<br />
Deathscribed Flesh ability.<br />
<br />
<br />
'''Ghost Strike (Su):''' At 7th level, the Boneblade Reaper can lose any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity.<br />
<br />
<br />
'''Master Fighting Style:''' A Boneblade Reaper of 8th level gains access to a Master Fighting Style as a Monk.<br />
<br />
<br />
'''Dance with the Reaper (Ex):''' Due to a bargain with Death, a 9th level Boneblade Reaper must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane.<br />
<br />
He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper (''Libris Mortis'') without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years.<br />
If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf.<br />
<br />
If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
<br />
'''Runes of the Dark Reaper (Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action).<br />
<br />
<br />
At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Skindancer==<br />
''"It was Elothar... but it wasn't Elothar. It was like someone wearing an Elothar suit."''<br />
<br />
Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake. <br />
<br />
===Becoming a Skindancer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|A Feast Unknown]], Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 4th level Necromancy spells.<br />
|-<br />
! Special:<br />
| Must not be good.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Skindancer}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +0<br />
| class="left" | Wear Skin, Taking Lives<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +0<br />
| class="left" | Likeness<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +1<br />
| class="left" | Death Attack<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +1<br />
| class="left" | Flexible Hide<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +1<br />
| class="left" | Hide the Evidence<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +2<br />
| class="left" | Fill the Shell<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +2<br />
| class="left" | Aura Steal<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +2<br />
| class="left" | Art of the Preservation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +3<br />
| class="left" | Skin Reincarnation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +3<br />
| class="left" | Skin Puppets<br />
| class="left" | +1 Spellcaster Level <br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disquise(Cha), Hide(Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Sense Motive(Wis), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Wear Skin (Ex):''' The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast ''[[SRD:Shapechange|shapechange]]'' and become that creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature’s race. Once used, the spell-like abilities of a particular skin are forever expended. The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act. If the Skindancer dies while wearing a Skin, that Skin is destroyed.<br />
<br />
'''Taking Lives (Ex):''' To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM’s judgment). If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act. Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM’s option).<br />
<br />
'''Likeness (Ex):''' While wearing a creature’s Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).<br />
<br />
'''Death Attack (Ex):''' At 3rd level, the Skindancer gains the Death Attack ability of an [[SRD:Assassin|Assassin]]. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.<br />
<br />
'''Flexible Hide:''' At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.<br />
<br />
'''Hide the Evidence (Su):''' At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.<br />
<br />
'''Fill the Shell:''' At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.<br />
<br />
'''Aura Steal(Su):''' For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.<br />
<br />
'''Art of the Preservation (Su):''' The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin’s ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.<br />
<br />
'''Skin Reincarnation(Su):''' If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.<br />
<br />
'''Skin Puppets:''' The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast charm monster on them.<br />
<br />
==Stranger with the Burning Eyes==<br />
<br />
One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies. When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.<br />
<br />
===Becoming a Stranger with the Burning Eyes===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Must not be good.<br />
|-<br />
! Skills:<br />
| Concentration 9 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Feats:<br />
| Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to spontaneously cast 5th level spells, and the spell ''[[SRD:Magic Jar|magic jar]]''.<br />
|-<br />
! Special:<br />
| Your true body must have been destroyed.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Stranger with the Burning Eyes}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +0 || +0 || +2<br />
| class="left" | Burning Soul, Token<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +0 || +0 || +3<br />
| class="left" | Consume<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +1 || +1 || +3<br />
| class="left" | Firewall of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +1 || +1 || +4<br />
| class="left" | Explosive Reaction<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +1 || +1 || +4<br />
| class="left" | Inferno<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +2 || +2 || +5<br />
| class="left" | Lore of the Burning Flame<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +2 || +2 || +5<br />
| class="left" | Slow Burn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +2 || +2 || +6<br />
| class="left" | Wildfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +3 || +3 || +6<br />
| class="left" | Conflagration<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +3 || +3 || +7<br />
| class="left" | Hellfire<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Burning Soul (Su):''' At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use [[SRD:magic jar|magic jar]] at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.<br />
<br />
'''Token:''' At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.<br />
<br />
'''Consume (Su):''' At second level, the Stranger with the Burning Eyes may “lose” a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.<br />
<br />
'''Firewall of the Soul:''' At 3rd level, the Stranger with the Burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an [[SRD:Antimagic Field|antimagic field]] or other magic-destroying effect, though he is effectively trapped in that body until he can leave that effect.<br />
<br />
'''Explosive Reaction (Su):''' At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).<br />
<br />
'''Inferno (Su):''' While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.<br />
<br />
'''Lore of the Burning Flame:''' While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.<br />
<br />
'''Slow Burn (Su):''' Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.<br />
<br />
'''Wildfire (Su):''' At 8th level, the Stranger with the Burning Eyes may use his magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.<br />
<br />
'''Conflagration (Su):''' As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.<br />
<br />
'''Hellfire:''' Should the Stranger with the Burning Eyes ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.<br />
<br />
==Master of the Seven Necromantic Mysteries==<br />
''"Did you think that you could oppose me? Death itself is no mystery to one such as I."''<br />
<br />
The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.<br />
<br />
===Becoming a Master of the Seven Necromantic Mysteries===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| Spell Focus(Necromancy), Greater Spell Focus(Necromancy), two necromantic creation feats.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of the Seven Necromantic Mysteries}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Master of Necromancy, First Mystery: Secrets of Commanding<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Second Mystery: Secrets of Necromantic Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Third Mystery: Secrets of Negative Energy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Fourth Mystery: Secrets of Undead Creation<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Fifth Mystery: Secrets of Life Draining<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Sixth Mystery: Secrets of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Seventh Mystery: Secrets of Eternal Life<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Master of the Seven Necromantic Mysteries’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, the Master of the Seven Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''Master of Necromancy:''' The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.<br />
<br />
'''Secrets of Commanding (Su):''' The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).<br />
<br />
'''Secrets of Necromancy Spells:''' At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level.<br />
In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.<br />
<br />
'''Secrets of Negative Energy(Su):''' At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.<br />
<br />
'''Secrets of Undead Creation(Su):''' At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. <br />
In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day. <br />
<br />
'''Secrets of Life Draining(Su):''' At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.<br />
<br />
'''Secrets of the Soul:''' At 6th level, The Master of the Seven Necromantic Mysteries may cast magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another’s body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.<br />
<br />
'''Secrets of Eternal Life:''' At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.<br />
<br />
==Death King==<br />
''"I have returned."''<br />
<br />
The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy you. <br />
<br />
===Becoming a Death King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +8.<br />
|-<br />
! Feats:<br />
| Power Attack, Combat Expertise, Leadership.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|-<br />
! Special:<br />
| Must have been returned from the dead.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Death King}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mantle of Death<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | +1 Natural Armor, Gaze of the Terrible<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | +2 Natural Armor, Fast Healing 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | +3 Natural Armor, Regeneration 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | +4 Natural Armor, Horrors from Beyond<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | +5 Natural Armor , Eternal Hero<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Death King gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in [[SRD:Sorcerer|Sorcerer]] spellcasting.<br />
<br />
'''Mantle of Death:''' The Death King’s type changes to [[SRD:Undead|Undead]] (and he gains the augments subtype for his original type) and he gains the [[#Dark Minded (subtype)|Dark Minded]] and [[#Unliving (subtype)|Unliving]] subtypes.<br />
<br />
'''Natural Armor:''' At every level past 1st, the Death King’s natural armor increases by 1.<br />
<br />
'''Gaze of the Terrible (Su):''' As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a ''[[SRD:Fear|fear]]'' effect. This effect is handled as the spell, but targets only a single opponent.<br />
<br />
'''Fast Healing 1 (Ex):''' The Death King gains [[SRD:Fast Healing|Fast Healing]] 1 at 3rd level.<br />
<br />
'''Regeneration 1 (Ex):''' The Death King gains [[SRD:Regeneration|Regeneration]] 1 at 4th level. Non-magical weapons do normal damage to the Death King.<br />
<br />
'''Horrors from Beyond (Su):''' As a swift action, a 5th level Death King can target an opponent within short range with a ''[[SRD:Phantasmal Killer|phantasmal killer]]'' effect. This effect is handled as the spell.<br />
<br />
'''Eternal Hero (Ex):''' Should a 6th level Death King be destroyed and his remains interred in a [[#Tombs|Tomb]], he is restored to life in one week with no level loss.<br />
<br />
==Widow Queen==<br />
''"You look good enough to eat."''<br />
<br />
The Widow Queen is a necromancer who has been tempted by the awful seductions of vampirism. By drinking the blood and vital fluids of the living, she has grown bloated with magical power and life energy. She sits in a web of minions, trapping in enemies in her sticky machinations, probing their weakness for a soft spot to driver her fangs deep into their flesh.<br />
<br />
While her intelligent minions are the most clever and subtle, it is her mindless minions that are the most dangerous. Drained of vital fluids, they mass at her command and will gladly sacrifice themselves for her desires. This pleases her, and she will happily ask for that sacrifice. <br />
<br />
===Becoming a Widow Queen===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 9 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Feats|Path of Blood]], [[#Feats|A Feast Unknown]].<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level Necromancy spells and the spells ''[[SRD:Web|web]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Widow Queen}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Blood Drain, Paralyzing Touch<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Create Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Find the Little Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Suckle at the Resisting Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Create the Broken Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Seductive Speech<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Snare the Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +6<br />
| class="left" | Create Poisoned Hearts<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" | Flush of Youth<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | Cult of Personality<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). <br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Widow Queen gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Widow Queen casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Blood Drain (Ex):''' The Widow Queen can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. The Widow Queen heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.<br />
<br />
'''Paralyzing Touch (Su):''' With a touch, the Widow Queen can paralyze any enemy who fails a Fortitude save. This effect lasts three rounds, and the save DC is Charisma based. Using this ability is an attack action.<br />
<br />
'''Create Spawn:''' Any intelligent [[SRD:Humanoid|Humanoid]] creature killed by a 2nd level Widow Queen’s Blood Drain ability becomes a [[SRD:Vampire Spawn|vampire spawn]] under the control of the Widow Queen.<br />
<br />
'''Find the Little Ones (Su):''' At 3rd level, the Widow Queen may cast ''[[SRD:Scrying|scrying]]'' at will on any creature or spawn created with her Widow Queen abilities.<br />
<br />
'''Suckle at the Resisting Will (Su):''' When a Widow Queen of 4th level uses her Blood Drain ability, the Widow Queen may do Wisdom drain instead of Constitution drain.<br />
<br />
'''Create the Broken Ones:''' Any creature reduced to Wisdom of 0 by a Widow Queen of 5th level can be turned into a unique kind of spawn, Broken Ones. These creatures have all the abilities of the originals, but they gain the Mindless trait and must be commanded by the Widow Queen to perform any action. A Broken One has a Wisdom score of 1.<br />
<br />
'''Seductive Speech (Su):''' At 6th level, the Widow Queen may cast the spell ''[[SRD:Demand|demand]]'' at will as a spell-like ability on any person that has been a victim of her Blood Drain ability. She may also use her ''scrying'' ability on any victim of her Blood Drain ability. In this way, the Widow Queen can coordinate her minions and track escaped prey.<br />
<br />
'''Snare the Will (Su):''' Every round that a 7th level Widow Queen drains a victim of Wisdom, that victim must make a Will save or suffer the effects of a [[SRD:Charm Monster|charm monster]] effect that lasts as long as the Wisdom drain remains.<br />
<br />
'''Create Poisoned Hearts:''' If an 8th level Widow Queen can use her Blood Drain ability to drain wisdom from a victim on three successive nights (and the victim does not become a Broken One), the victim becomes a unique form of Spawn, a Poisoned Heart. These spawn have all of their abilities, but are fanatically loyal to the Widow Queen.<br />
<br />
'''Flush of Youth:''' Any night that a 9th level Widow Queen uses her Blood Drain ability, her age category is reduced to Young Adult. This does not affect her mental ability scores. She returns to her true age if she fails to feed for three nights in a row. In additional, she gains a +4 increase to her Constitution, as if from level gain.<br />
<br />
'''Cult of Personality (Su):''' If a 10th level Widow Queen is ever killed, her remaining spawn and minions form a [[#Necromantic Intelligence]] with a purpose of returning her to life. If they can spill the lifeblood of 100 sentients into a pit, a [[SRD:True Resurrection|true resurrection]] effect will be cast on the Widow Queen, and she will burst forth from the pit. Once the Widow Queen is returned to life, she regains control of her minions and spawn.<br />
<br />
==Bone Rider==<br />
''"We can make it; we'll just have to ride all night..."''<br />
<br />
The desire for a steed that will not tire or balk is instantly understandable by anyone who has ridden for even a short time. Still, while the dark arts can provide, there are few who are willing to take steps down that path. The Bone Rider is one who has chosen to sacrifice the luxury of acceptance for the power and convenience of using the raw power of death for transportation and war.<br />
<br />
===Becoming a Bone Rider===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Ride 7 ranks, Knowledge (Religion) 3 ranks, Diplomacy 4 ranks.<br />
|-<br />
! Feats:<br />
| Mounted Combat.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Bone Rider}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mount the Dead, Turn/Rebuke Undead, Spellcasting<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Versatile Riding, Deadly Touch<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Bonus Feat, Animate Dead<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Speed of the Dead, Hunger of the Dead<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Bonus Feat, Eternal Faithfulness<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge all skills taken individually) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Bone Rider gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level of Bone Rider counts as two levels of Blackguard for the purposes of spells per day and available spells. A Bone Rider's caster level for these Blackguard spells is her character level.<br />
<br />
'''Mount the Dead (Su):''' A Bone Rider can summon an undead creature to serve her for up to her character level in hours each day. The Bone Rider traditionally rides this creature, though it is fanatically loyal and she can use it for any other task it is capable of. Summoning or dismissing the mount is a standard action, and it appears within close range of the Bone Rider. If the Bone Rider's mount is destroyed, she may not summon it again for 24 hours.<br />
<br />
The mount is an undead creature, but is often much more intelligent and loyal than a normal example of its type. The undead mount has an Intelligence of 10 if it would normally be less than that (including creatures which usually have an Intelligence of "-"). The Bone Rider is immune to any harmful effects of touching or being within the presence of her mount. The Mount gains Turn Resistance equal to the Bone Rider's class level. <br />
<br />
A Bone Rider of sufficiently high level can select her mount from the following list, if her character level is at least equal to the minimum level of the beast in question. If a Bone Rider is higher level than necessary, she adds the difference to the undead beast's hit dice. The DM is welcome to allow alternative undead steeds, the following list is intended only as an example:<br />
* '''Minimum Level''' - '''Mount'''<br />
* 1 - Skeleton Wolf<br />
* 3 - Skeleton Warhorse<br />
* 5 - Skeleton Manticore<br />
* 7 - Zombie Wyvern<br />
* 9 - Revived Fossil Behir (LM)<br />
* 11 - Young Adult White Zombie Dragon (Draconomicon)<br />
* 13 - Ulgurstasta (Fiend Folio)<br />
* 15 - Charnel Hound (Monster Manual 3)<br />
* 16 - Nightwing<br />
* 17 - Hullathoin (Fiend Folio)<br />
* 20 - Nightcrawler <br />
<br />
<br />
'''Turn/Rebuke Undead (Su):''' If the Bone Rider already has turning or rebuking, she may add her levels of Bone Rider to her level for the purposes of turning or rebuking.<br />
<br />
'''Versatile Riding (Ex):''' At 2nd level, the Bone Rider's mount gains the special bonuses of a [[SRD:Phantom Steed|phantom steed]] cast with a caster level equal to her caster level.<br />
<br />
'''Deadly Touch (Su):''' At 2nd level, a Bone Rider can inflict negative energy damage with a touch. The total amount of damage which can be used each day is equal to her Charisma bonus times her class level. As this is negative energy, this damage heals undead. The Bone Rider can use as much or as little of this ability with a single touch as she chooses.<br />
<br />
'''Bonus feat:''' At 3rd level, the Bone Rider gains a Bonus Feat that she qualifies for. The feat must have Mounted Combat or Point Blank Shot as one of its prerequisites. She gains another similar Bonus Feat at level 5.<br />
<br />
'''Speed of the Dead:''' At 4th level, the Bone Rider's mount gains a +100' enhancement bonus to its speed with every movement it has. The mount also has Evasion.<br />
<br />
'''Hunger of the Dead:''' The mount of a 4th level Bone Rider can consume the flesh of a fallen corporeal enemy and heal itself completely in doing so. Devouring a helpless or dead opponent is a standard action if the target creature is at least one size smaller than the undead beast.<br />
<br />
'''Eternal Faithfulness (Su):''' At 5th level, a Bone Rider's Mount will sacrifice itself to save the Bone Rider's life. If the Bone Rider is ever affected by an effect or attack that would kill her while she is touching her mount, her mount suffers the effects instead. If the effect covered an area, it is entirely possible that the mount will be affected twice.<br />
<br />
===Paladin Bone Riders===<br />
<br />
In games using the Playing With Fire Necromancy option, it is entirely possibly for a Paladin to become a Bone Rider and use their abilities without adversely affecting their standing as Paladins. However, many of the spells on the Blackguard list are not conducive to retaining a Good alignment. It is suggested therefore, that a Bone Rider with any levels in Paladin be allowed to prepare spells from the Paladin list in her Blackguard spell slots in addition to the regular Blackguard spells.<br />
<br />
===Special Mounts and Cohorts===<br />
<br />
A game master may allow a Bone Rider with leadership to have an undead mount as a cohort. This undead Cohort may be any creature of a CR at least 2 less than the Bone Rider's character level, and may remain in the world 24 hours a day if desired. The undead cohort is a special creature initially attracted like a normal cohort, and has the Elite stat array (Undead creatures which normally have an Intelligence less than 10 or "-" have an Int modifier of +0 when they are a cohort special mount).<br />
<br />
<br />
==Thief of Souls==<br />
''"What would I possibly want with your money?"''<br />
<br />
Jewels, gold, and magical trinkets fill the dreams of most thieves, but the Thief of Souls wants only the most treasured possession of all: your very soul. Charming, wicked, and stealthy, they’re the enemy of the gods, preventing believer’s souls from entering their rightful place in the afterlife. From souls come power, and these dangerous individuals have learned to tap into that power for their own ends. The fact that this process destroys the souls does not matter to them as they know the world is full of souls, waiting to be taken.<br />
<br />
===Becoming a Thief of Souls===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Cannot be good.<br />
|-<br />
! Skills:<br />
| Use Magic Device 9 ranks, Knowledge(Religion) 4 ranks, Craft (alchemy) 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 1st level Arcane Spells.<br />
|-<br />
! Special:<br />
| Sneak Attack, Sudden Strike, or Skirmish +2d6.<br />
|-<br />
! Special:<br />
| Must have owned and used a dagger made from thinaun.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Thief of Souls}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Soul Taker, Thinaun Alchemy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Sneak Attack +1d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Fuel Magic<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Sneak Attack +2d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Soulfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Sneak Attack +3d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Steal Magical Essence<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Sneak Attack +4d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Reap Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Fuel Life, Sneak Attack +5d6<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Thief of Souls gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Thief of Souls casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Soul Taker(Su):''' At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it within a gem worth at least 100 gp. This process takes one minute, and the soul in the gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is released. If the soul gem is used to fuel any of the Thief of Soul’s class features, the gem and soul inside are destroyed and the creature whose soul was taken cannot be returned from the dead.<br />
<br />
'''Thinaun Alchemy(Ex):''' The Thief of Souls learns alchemic secrets that teach him how to convert iron into thinaun, the legendary soul stealing metal. He may construct new blades using this technique, the process take one day and expends 5000 gp in materials.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Thief of Soul's Sneak Attack Damage increases by 1d6. His sneak attack damage increases by another d6 at every even level. If the Thief of Souls has the Skirmish ability, he can increase his Skirmish Damage instead of his Sneak Attack.<br />
<br />
'''Fuel Magic(Su):''' When activating a charged magic item, a 3rd level Thief of Souls may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have a HD equal to the caster level of the effect.<br />
<br />
'''Soulfire (Su):''' A 5th level Thief of Souls may destroy a gem containing a soul (destroying the soul) in exchange for a ranged touch attacking deal 1d6 points of damage per HD of the soul with the gem. This is an attack action with a medium range, and the character need not be within 30 feet of the target for the attack to count as a Sneak Attack (other restrictions of sneak attacks apply).<br />
<br />
'''Steal Magical Essence (Su):''' Any time a Thief of Souls of 7th level or higher uses his Soul Taker ability, he can also extract one spell from the soul that was it had prepared at the time of its death (his choice). This effect keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.<br />
<br />
'''Reap Soul (Su):''' Any time the Thief of Souls successfully uses his sneak attack on an enemy with a thinaun weapon, the victim must make a Fortitude save or die. The save is Charisma based, and this is a Necromantic Death Effect. The Thief of Soul’s thinaun blade can take the soul as normal.<br />
<br />
'''Fuel Life (Ex):''' At 10th level, the Thief of Souls may destroy any soul gem with a CR equal to his character level in exchange for reverting himself to a young adult age. Doing so has no effect on his mental attributes, and when the soul gem is destroyed the character may choose to alter his appearance to match that of the creature whose soul was destroyed. This gives a +10 bonus to Disguise checks to impersonate the victim.<br />
<br />
==Soul Merchant==<br />
<br />
Upon death, souls pass to the Outer Planes. Evil souls go to the Lower Planes while good souls go the Upper Planes, and some souls wander the places between, but each has a value to the beings that live in those places Where there is value and profit to be made there is a merchant; in the soul trade, that man is the Soul Merchant. Slaver, procurer, and arbitrator, the Soul Merchant is ultimate middle-man in the market of stealing, selling, and buying souls. Like any successful merchant, he enjoys special privileges with his clients.<br />
<br />
===Becoming a Soul Merchant===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (The Planes) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Feats:<br />
| Leadership<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast [[SRD:Lesser Planar Binding|Lesser Planar Binding]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Soul Merchant}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Extract Soul, Extended Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Escort to the Promenade<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Craft Soul Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Soulless Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Bargain<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Notable Investments<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Credit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Lifetime Warranty<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Soul Merchant gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Soul Merchant casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Extract Soul(Su):''' The Soul Merchant may cast ''[[SRD:Soul Bind|soul bind]]'' as a spell like ability a number of times per day equal to his intelligence bonus. He must use a gem to hold the soul, and it must be worth at least 100gp.<br />
<br />
'''Extended Contract(Su):''' Due to his extensive web of contacts in the Outer Planes, the Soul Merchant can call spirits from beyond the grave. He may call undead creatures with his ''[[SRD:Planar Binding|planar binding]]'' spells in addition to the usual creatures.<br />
<br />
'''Escort to the Promenade(Su):''' At 2nd level, the Soul Merchant may call an Escort with a casting of the ''[[SRD:Lesser Planar Binding|lesser planar binding]]'' spell. Treat this creature as an [[SRD:Erinyes|erinyes]], but with the additional ability to use gate (travel version only, and only to Finality and the last location it was bound to). This Escort will take a Soul Merchant to Finality, a planar metropolis that has a prominent economy in the buying selling of souls (see Finality in [[#Locations of Necromantic Importance|Locations of Necromantic Importance]]).<br />
<br />
'''Craft Soul Contract(Su):''' At 3rd level, the Soul Merchant may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical effects of the contract are also ended.<br />
<br />
'''Soulless Spawn:''' Should a 4th level Soul Merchant gain someone’s soul with a Soul Contract, he may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.<br />
<br />
'''Bargain:''' By 5th level, the Soul Merchant has become a trusted (or at least known) middle-man in the soul trade. He may sell lesser souls to gain souls of greater value. In effect, he may buy souls in Finality by exchanging enough souls to equal the value of a more powerful soul. The Soul Merchant also gains the ability to increase the HD limitation of any planar binding spells he casts by +2 HD.<br />
<br />
'''Notable Investments:''' A Soul Merchant of 6th level has performed substantial dealings in the oft maligned (yet potentially lucrative) trade in souls. The character can act as a fixer for one of the major interested parties. The character gains one ability from the following list: Angelic Favor, Baatezu Favor, Demonic Favor, or Lich's Favor.<br />
<br />
* Angelic Favor (Sp): Due to outstanding effort in the recovery of good-aligned souls and destruction of evil-aligned souls, several celestials owe you favors. Once per day you may cast ''[[SRD:Greater Planar Ally|greater planar ally]]'' as a spell-like ability. This effect only calls a good-aligned celestial, and it only accepts souls as payment.<br />
* Baatezu Favor (Sp): Due to preexisting deals with several Devils, the Soul Merchant may destroy a soul for infernal power. Once per day, the Soul Merchant may gain DR of 15/good and silver for 10 minutes per CR of the creature destroyed. During this time, the Soul Merchant may see in darkness (including magical darkness) and is immune to fire.<br />
* Demonic Favor: After hurling a number of notable souls into forgotten maelstroms of torment in the Abyss, the Soul Merchant has gained agreements in principle to issue commands to Tanar'ri legions that are nominally under the control of his business associates. The Soul Merchant no longer has to pay Demons that have a CR at least 6 less than his own for their services.<br />
* Lich’s Favor (Sp): Due to preexisting deals with several [[SRD:Lich|liches]], the Soul Merchant level may destroy a soul for magical power. Once per day, the Soul Merchant may recover a spell slot by destroying a soul of a CR equal to twice the level of the spell.<br />
<br />
'''Credit:''' Due to his outstanding record, a 7th level Soul Merchant can use his abilities on credit (without expending souls); however, if he does not pay for these uses with twice as many souls (two souls of the correct value for each ability he used) in one month, his own soul is taken. If for any reason the Soul Merchant's soul cannot be taken, the merchants of Acheron will not extend him any more credit.<br />
<br />
'''Lifetime Warranty:''' At 8th level the Soul Merchant may store souls with certain powerful outsiders in the Finality. Should he ever die, these outsiders will sell his souls for the magic objects necessary to return him to life (such as true resurrection, cloning, or true reincarnation magic). If he should ever run out of souls, he can still be brought back on credit...<br />
<br />
==Lurker in the Swarm==<br />
''"You cannot know what we know. Your terror smells so... delicious... to... bees."''<br />
<br />
Through the ages, terrible necromantic practices have flourished in the dark and forgotten places of the world, but none has been so insidious as the practice of producing Blood Honey. Composed of the dying essences of sentients and produced by undead bees in necromantically-charged obsidian hives, Blood Honey has the remarkable qualities restoring vigor and youth to any that consume it. Kingdoms have fallen and lives have been lost due to the addiction for this substance as the Lurkers in the Swarm have peddled it among the powerful and elite in exchange for dark favors.<br />
<br />
The Lurkers in the Swarm are masters of the art of summoning and controlling undead swarms of bees, adding their minions’ powers to their own. Each maintains a hidden lair for their obsidian hives, commanding their undead bees to produce blood honey. Often, they conduct raids on the lairs of other Lurkers, each attempting to corner the market on Blood Honey and loot the stores of others. When cabals of Lurkers form, terrible plans are hatched and atrocities are committed as these necromancers have the patience of an immortal and the alien insights of an undead insect.<br />
<br />
===Becoming a Lurker in the Swarm===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 9 ranks. Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast ''[[SRD:Summon Swarm|summon swarm]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]'' as arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lurker in the Swarm}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speech of the Queen, Swarms of Bees<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Queen’s Right<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Gather the Blood Honey<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Husks of the Swarm<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Harvest of the Bitter Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | The Plague that Swallows the Sun<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | The Sight that is Shared<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Greater Plagues<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Spirits of the Hive<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Hive Storm<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot(Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lurker in the Swarm gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lurker in the Swarm casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speech of the Queen (Ex):''' The Lurker in the Swarm can communicate with vermin as if they were capable of communicating in a language she understands. She can likewise communicate with any creature that probably should have been classified as a vermin, subject to the DM's whim. She is fully able to speak to and understand a [[SRD:Hellwasp Swarm|Hellwasp Swarm]], a [[SRD:Phase Spider|Phase Spider]], or a [[SRD:Gelugon|Gelugon]], for example. With respect to such creatures, the Lurker in the Swarm can use her ranks in [[SRD:Handle Animal|Handle Animal]] or [[SRD:Diplomacy|Diplomacy]] to influence their opinion, as well as using her Intelligence bonus instead of her Charisma bonus.<br />
<br />
'''Swarms of Bees:''' When the Lurker in the Swarm casts ''[[SRD:Summon Swarm|summon swarm]]'', she instead gets a swarm of bees rather than a swarm of bats, rats, or spiders. This is considered a Wasp Swarm (Fiend Folio, p. 172).<br />
<br />
'''Queen’s Right (Ex):''' At 2nd level, the Lurker in the Swarm can control the movements of the Swarms she summons. Any swarms resulting from a casting of ''[[SRD:Summon Swarm|summon swarm]]'', or other conjurations on her part will be able to move normally on her turn, and do so under the direction of the Lurker. In addition, the Lurker in the Swarm no longer takes damage while in the space occupied by a swarm.<br />
<br />
'''Gather the Blood Honey:''' At 3rd level, the Lurker in the Swarm gains the ability to produce the notorious Blood Honey. Composed of the necromantically extracted essence of dying sentients and produced by undead bees, this blood red honey has the ability to heal wounds and restore vigor. When consumed, each dose of Blood Honey has the effects of a restoration and a regenerate spell. Blood Honey is created when the Lurker’s swarms kill a creature with at least 5 HD and an Int of 5 or better and then spends one hour in an obsidian hive. Only one dose can be produced each day by any one swarm.<br />
<br />
'''Husks of the Swarm:''' The Lurker in the Swarm gains such power over death and bees that at 4th level she can summon a swarm of Animate Bee Corpses: treat as a Bloodfiend Locust Swarm (Fiend Folio, p. 170) with the Corpse Template (Book of Vile Darkness, p. 185).<br />
<br />
'''Harvest of the Bitter Nectar (Su):''' At 5th level, the Lurker in the Swarm gains the ability to hold onto her youth indefinitely by producing the Royal Jelly form of Blood Honey out of the blood and energy she harvests from living intelligent creatures caught by her Animate Bees. After her swarms kill a creature with at least 10 HD using negative levels she can make a dose of magical honey sufficient to restore a single character to the Young Adult Age Category. Age penalties are removed, but mental attribute bonuses for her true age do not change. This effect lasts for one month, and then the Lurker must consume another dose of Royal Jelly or else she returns to the true age (and dies if she has surpassed her maximum age). It gradually becomes more difficult to benefit from Royal Jelly. For every year a Lurker maintains her youth in this fashion, it requires an extra dose each month to retain the benefit (but never exceeds 30 doses for a month).<br />
<br />
'''The Plague that Swallows the Sun:''' A lurker in the Swarm learns the spell ''[[SRD:Insect Plague|insect plague]]'' at 6th level, even though it is most likely not on her list. The spell is still a 5th level spell, though the Lurker's Swarms of Bees, Queen’s Right, and Husks of the Swarm abilities all apply (allowing the Lurker to produce swarms of bees or animated bee corpses which move at her direction). At 8th level, the lurker learns the ''[[SRD:Creeping Doom|creeping doom]]'' spell, which again can take the form of various bees and move at her command without needing to expend actions.<br />
<br />
'''The Sight that is Shared (Su):''' At 7th level, the Lurker in the Swarm is capable of sharing her senses with all bees within long range (400' + 40' per caster level) of herself, whether or not line of effect exists between the Lurker and the bees. The Lurker can make a Search, Spot, or listen check as if she shared the location of any bees in that area, and anything noticed by the Lurker (or any of the bees) is automatically noticed by the Lurker and all of the bees. The Lurker in the Swarm can see through swarms of bees as if they did not block vision at all. The Lurker can also replicate ''[[SRD:Animal Messenger|animal messenger]]'' at will, though the messenger can and must be a bee.<br />
<br />
'''Spirits of the Hive:''' At 9th level, any time the Lurker in the Swarm summons bees, she may opt to replace summoned bees with Ephemeral Swarms (of bees). The constituents of the swarms are fine creatures, but otherwise conform to the listing of the Ephemeral Swarm (Monster Manual 3, p. 50).<br />
<br />
'''Hive Storm (Su):''' At 10th level, the Lurker in the Swarm contains an improbable number of bees within her own body, and can surround herself with a swarm of them at any time as a move action (these bees are considered a Hellwasp Swarm (Monster Manual, p. 238) while they are surrounding her). The swarm moves with the Lurker, and while they may be dispersed as normal, the Lurker can replace the swarm at any time with a move action. In addition, the Lurker in the Swarm is immune to the Distraction ability of swarms.<br />
<br />
==Heartless Mage==<br />
''"Now that I live forever, it seems that I no longer need you. Our relationship is most likely over."''<br />
<br />
Some necromancers seek to emulate the immortality of the lich without losing the pleasures of the flesh, and they master techniques to remove their own heart and place it within a box of polished obsidian. The price is terrible emotional stasis, but in return the Heartless Mage is free from death. Having sacrificed their own hearts in pursuit of power, they are emotionally sterile, driven by pure ambition.<br />
<br />
===Becoming a Heartless Mage===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level arcane spells, including ''[[SRD:Magic Jar|magic jar]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Heartless Mage}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Box the Mortal Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Lessons of the True Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | True Ownership<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Resurrection<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Immortal<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Heartless Mage gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Heartless Mage casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Box the Mortal Heart(Ex):''' At 1st level, the Heartless Mage removes his own heart and places it within an obsidian box worth at least 1,000 gp. The effect of this transformation is that whenever the Heartless Mage is killed, the obsidian box holding his heart may be used as a focus component to a ''[[SRD:Raise Dead|raise dead]]'' or ''[[SRD:Resurrection|resurrection]]'' spell. Using his heart in this way means that he is returned to life without level or XP loss. Should the Heartless Mage’s heart be destroyed or removed from the box, he is instantly killed wherever he stands. In addition, each level of Heartless Mage grants a cumulative –1 penalty on all Charisma-based checks. Also, from this point onward the Heartless Mage does not age further or advance in age categories.<br />
<br />
'''Lessons of the True Heart:''' At 2nd level, a Heartless Mage may use any of the following spells as spell-like abilities: ''heart of stone'', ''hoard life'', and ''[[SRD:False Life|false life]]'', each usable once per day. When he uses these abilities he must use the obsidian box holding his heart as a focus component, and the box counts as the final resting place of his heart for the effects of this spell.<br />
<br />
'''True Ownership (Sp):''' At 3nd level, the Heartless Mage improves the mystical connection to his heart. He may cast ''[[SRD:Scrying|scrying]]'' and ''[[SRD:Discern Location|discern location]]'' as a spell-like abilities at will, but only if he is seeking the obsidian box holding his heart.<br />
<br />
'''Heartless Resurrection:''' At 4th level, the Heartless Mage does not die when his body is killed. Instead, his soul is transferred to the obsidian box containing his heart (treat as a tiny construct with a hardness of 20 and no movement abilities). While in this form, he may cast ''[[SRD:Magic Jar|magic jar]]'' at will as a spell-like ability (caster level equal to his character level, and his obsidian box is the focus). For the purposes of this effect, soulless bodies in perfect physical condition (such as clones preserved by ''[[SRD:Gentle Repose|gentle repose]]'' or soulless bodies produced by ''[[SRD:Magic Jar|magic jar]]'' effects) can be targeted by this effect as if they were living. If the body possessed is a duplicate of the Heartless Mage’s own body (via clone or a simulacrum spell, for example), successful use of this ability counts as a ''[[SRD:True Resurrection|true resurrection]]'' on the Heartless Mage with a material component being the body he is possessing (it is consumed).<br />
<br />
'''Heartless Immortal:''' When a Heartless Mage is possessing a body with his Heartless Resurrection ability, he may perform a 12-hour ritual costing 1,000 gp in material components that recreates his current body into duplicate of his original body. This counts as a casting of ''[[SRD:True Resurrection|true resurrection]]'' with a material component of the body he is using.<br />
<br />
==Speaker for the Dead==<br />
''"For ten thousand years our ancestors have lived and died in this land and not once has the world been swallowed by an unending chasm into the Abyss. They tell me that they are disappointed in your actions, and I am here to make their displeasure known."''<br />
<br />
The souls of those that die are drawn inexorably towards the outer planes to await their punishment or rewards as befits the whim of the powerful beings that dwell there – outsiders and the gods themselves. A few get drawn back to the world of the living, but the vast majority become petitioners, and the memories of these lives beyond counting are gradually forgotten and lost to time.<br />
<br />
Or they would be, if the Speakers did not endeavor to catch these memories and keep them safe against a time in the future when they may be needed again. <br />
<br />
===Becoming a Speaker for the Dead===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Diplomacy 4 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast Divination and Necromancy spells of levels 1 through 3.<br />
|-<br />
! Languages:<br />
| Must know at least 4 languages.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Speaker for the Dead}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speak With Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Call Spirits, Well of Knowledge<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Taste of Lethe, Hear the Hungry Spirit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Education of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Proxy of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Revenge of the Fallen<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Avenging Souls<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Library of Lost Memories<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Usurp Death’s Kingdom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Vengeance of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Speaker for the Dead gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Speaker for the Dead casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speak With Dead (Sp):''' A Speaker for the Dead can use ''[[SRD:Speak with Dead|speak with dead]]'' as a spell-like ability at will. Unlike a normal caster, they can successfully use the spell more than once on the same corpse, though if a corpse of a creature with a hostile alignment makes its save, speak with dead may not be used again on that corpse for an entire week.<br />
<br />
'''Call Spirits (Su):''' The Speaker for the Dead is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead. In addition, all the of ''summon undead'' spells are considered spells known for her.<br />
<br />
'''Well of Knowledge:''' By 2nd level, the Speaker for the Dead has begun to have long conversations with the dead, gaining all sorts of odd knowledge. The speaker's levels count as Bard levels for the purposes of Bardic Knowledge. If she does not already have Bardic Knowledge, she gains that ability using only her levels in Speaker for the Dead.<br />
<br />
'''Hear the Hungry Spirit (Su):''' The Speaker for the Dead can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.<br />
<br />
'''Taste of Lethe (Ex):''' A Speaker of 3rd level or higher has honed her skills of remembrance to the point where she is able to draw upon the unending mind of the undead. She is not completely immune to mind affecting magic as an undead is, but her memories are. The Speaker is immune to effects such as ''[[SRD:Modify Memory|modify memory]]'' and ''mind rape'', and is even able to drink the waters of the River Styx without losing any precious memories.<br />
<br />
'''Education of the Dead:''' The Speaker for the Dead has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Speaker must assign skill points as normal to gain a skill at a higher ranks.<br />
<br />
'''Proxy of the Dead:''' Undead creatures cannot attack a Speaker for the Dead unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.<br />
<br />
'''Revenge of the Fallen:''' At 6th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeletons with more than 4 HD.<br />
<br />
'''Avenging Soul:''' At 7th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Create Greater Undead|greater create undead]]'' as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them.<br />
<br />
'''Library of Lost Memories:''' The Speaker for the Dead may cast ''[[SRD:Contact Other Plane|contact other plane]]'' or ''[[SRD:Legend Lore|legend lore]]'' as a spell-like ability once per day at 8th level.<br />
<br />
'''Usurp Death’s Kingdom (Su):''' A 9th level Speaker for the Dead may alter the purpose of a [[#Necromantic Intelligence|Necromantic Intelligence]]. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Speaker desires. If this is not possible, the Necromantic Intelligence is destroyed.<br />
<br />
'''Vengeance of the Dead:''' At 10th level, the Speaker for the Dead may create a [[#Necromantic Intelligence|Necromantic Intelligence]] with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.<br />
<br />
==Lord of the Damned==<br />
''"Your resistance is interesting, but ultimately futile. Whether now at my hands, or a hundred years hence... you will die. And you will join our legion."''<br />
<br />
It is a well known fact that undead are created from natural forces. Great pain, fear, or despair are but a few of the many ways for undead to rise, and the circumstances of one’s death determine what kind of undead one may become, and the raw power that undeath will bestow upon one. The Lord of the Damned in as earnest student of this phenomenon, and a practitioner of the most vile of tortures. He creates undead not by magic or negative energy, but by his understanding of the psychology and physiology of undeath. He controls his creations not by supernatural power, but by shattering the mind within the undead shell and reshaping it to his own purposes. To him, the greatest weakness of the undead is not that they are the walking dead, but that they were once alive. <br />
<br />
===Becoming a Lord of the Damned===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Evil.<br />
|-<br />
! Skills:<br />
| Knowledge (Religion) 9 ranks, Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast divine necromancy spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lord of the Damned}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Rebuking/Turning, Lord of the Damned Creation Feat, Aura of Evil<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Train Undead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | The Hunger Denied<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | Heel to the Master<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +2 || +6<br />
| class="left" | Parade of Atrocities<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +7 || +3 || +3 || +6<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +3 || +7<br />
| class="left" | The Obsession<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Lord of the Damned’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lord of the Damned gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lord of the Damned casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Rebuking/Turning (Su):''' The Lord of the Damned gains the ability to convert uses of [[SRD:Turn or Rebuke Undead|Turning]] into [[SRD:Turn or Rebuke Undead|Rebuking]] or uses of Rebuking into Turning regardless of alignment or god. Levels in Lord of the Damned stack with any other class levels that provide Turning or Rebuking.<br />
<br />
'''Lord of the Damned Creation Feat:''' At first and every subsequent odd numbered level, the Lord of the Damned may choose any [[#Necromantic Creation Feats|Necromantic Creation feat]] if he would normally qualify to take it. When he uses a feat learned with this class feature, he can and must create undead from living subjects (instead of corpses, as is normal for most of these feats).<br />
<br />
'''Aura of Evil:''' The Lord of the Damned radiates evil at a power equal to his level. This feature stacks with any other class features that cause a character to radiate evil, such as those of evil [[SRD:Cleric|clerics]] or [[SRD:Blackguard|blackguards]].<br />
<br />
'''Train Undead:''' At 2nd level, the Lord of the Damned may train any uncontrolled undead as if they were [[SRD:Magical Beast Type|Magical Beasts]] by using the rules for the [[SRD:Handle Animal Skill|Handle Animal]] skill. Undead only need to be “reared” for one month for them to be loyal to the Lord of the Damned, and intelligent undead do not need to be taught tricks. The Lord of the Damned may substitute Knowledge (Religion) for Handle Animal when training undead.<br />
<br />
'''The Hunger Denied (Su):''' At 4th level, the Lord of the Damned radiates an effect similar to an [[SRD:Antilife Shell|antilife shell]], except that it only affects undead. He may end or renew this effect as a move action.<br />
<br />
'''Heel to the Master (Su):''' If a 6th level Lord of the Damned expends two uses of [[SRD:Turn or Rebuke Undead|Turning/Rebuking]] while making a Rebuking attempt, any undead that would normally be Rebuked are instead Commanded (limited by the normal amount of undead he can command).<br />
<br />
'''Parade of Atrocities:''' At 8th level, the Lord of the Damned gains some of the abilities of a [[#Necromantic Intelligence|Necromantic Intelligence]]. He sees anything that any undead he has created sees, and he may alter the weather as a Necromantic Intelligence within a radius of 1 mile for every two character levels. Any creature of HD 1 or less violently killed within the radius of this weather becomes a [[SRD:Zombie|Zombie]] under his control.<br />
<br />
'''The Obsession:''' By 10th level, the Lord of the Damned has learned the exact circumstances needed to turn himself into a [[SRD:Lich|Lich]]. He does not gain a level adjustment or expend gold or experience points for this transformation, and he must designate one Tiny-sized magical object to become his phylactery.<br />
<br />
==Pumpkin King==<br />
''"Rise my children, and taste the fruits of our enemies."''<br />
<br />
The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a wrld of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.<br />
<br />
===Becoming a Pumpkin King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|Body Assemblage]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 3rd level spells and cast necromancy spells from every spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkin King}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Children of the Vine, Grow Vines<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Pumpkin Bomb, Plant Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Pluck the Ripe, Soul of the Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Pumpkin Men<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Reap the Unworthy, Soul of the Pumpkin<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Patch of Doom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Dark Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Cornucopia of Death<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapon or armor.<br />
<br />
'''Spellcasting:''' Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Children of the Vine (Sp):''' At first level, the Pumpkin King has learned to create the Children of the Vine. As an at-will spell-like ability, you may cast a special version of ''[[SRD:Animate Dead|animate dead]]'' to create skeletons, and only skeletons, from bones or corpses. To use this effect, you must place a pumpkin seed in the mouth or eyes of the skulls used. Vines then creep out of the eyes and wrap themselves around the newly created skeleton’s bones. These Children of the Vine last until the next dawn, and this ability shares a control pool with ''animate dead''. Children of the Vine that fall inert with the Sun's rise may be reanimated as normal. If a corpse has any flesh remaining upon its bones when animated by this effect, that flesh is scrubbed clean by the vines.<br />
<br />
'''Grow Vines (Sp):''' A Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit at will.<br />
<br />
Also at this level, leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried; otherwise, they are dark green.<br />
<br />
'''Pumpkin Bomb (Su):''' A 2nd level Pumpkin King may throw a Pumpkin Bomb up to fifty feet. He conjures a pumpkin blazing with green and black flames that detonates with unholy energy when it reaches its target. The explosion is 15 feet in radius and inflicts 1d6 per character level of Unholy Damage. A successful Reflex save halves the damage and the Save DC is Charisma based. Throwing a bomb is a full-round action that may be used at will.<br />
<br />
'''Plant Spells:''' At 2nd level, the spells ''[[SRD:Entangle|entangle]]'', ''[[SRD:Command Plants|command plants]]'', ''[[SRD:Control Plants|control plants]]'', ''[[SRD:Plant Growth|plant growth]]'', and [[SRD:Wall of Thorns|wall of thorns]]'' are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.<br />
<br />
'''Pluck the Ripe (Ex):''' At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. This infestation means that the Pumpkin King's skeletons have a minimum natural armor bonus equal to his levels in his class level, and they gain immunity to unholy damage.<br />
<br />
'''Soul of the Harvest:''' At 3rd level, the irises of your eyes become orange and seem to have an inner light. You gain immunity to unholy damage.<br />
<br />
'''Pumpkin Men (Sp):''' At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the ''awaken undead'' spell used on them, that have a minimum natural armor bonus equal to the Pumpkin King's class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.<br />
<br />
'''Reap the Unworthy (Ex):''' At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Willpower save or become frightened.<br />
<br />
'''Soul of the Pumpkin:''' At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.<br />
<br />
'''Patch of Doom (Sp):''' At 6th level, a Pumpkin King may create a Patch of Doom one per day as a spell-like ability. A Patch of Doom is a necromantically-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered ''[[SRD:Desecrate|desecrated]]''. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow.<br />
<br />
'''Dark Harvest (Su):''' At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.<br />
<br />
'''Cornucopia of Death (Su):''' At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow fires. This has no game effect.<br />
<br />
=Necromancers with Style=<br />
<br />
==Necromantic Creation Feats==<br />
Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.<br />
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.<br />
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.<br />
<br />
Undead Feats<br />
The powers of the undead are legendary, in part because they are so varied. A feat with the [Undead] tag can only be selected or used by a character who is undead.<br />
<br />
==Feats==<br />
<br />
===A Feast Unknown [Necromantic]===<br />
You have partaken of the feast most foul and count yourself a king among the ghouls.<br />
<br />
'''Prerequisite:''' You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil.<br />
<br />
'''Benefit:''' You can create Ghouls or Ghasts from any dying person (at -1- to –9 hps). Any undead you create have the Scent special quality. <br />
In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD. <br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.<br />
<br />
===The Path of Blood [Necromantic]===<br />
You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.<br />
<br />
'''Prerequisite:''' character level 5<br />
<br />
'''Benefit:''' You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Body Assemblage [Necromantic]===<br />
The discarded husks of life are nothing more than a building material to you.<br />
<br />
'''Prerequisite:''' Caster Level 1, ability to cast 1st level spells of the Necromancy school.<br />
<br />
'''Benefit:''' You may create skeletons and zombies that serve you alone.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.<br />
<br />
===Feed the Dark Gods [Necromantic]===<br />
You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.<br />
<br />
'''Prerequisite:''' Any two necromantic feats, character level 7, 10 ranks in Knowledge(Religion) <br />
<br />
'''Benefit:''' You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Wrappings of the Ages [Necromantic]===<br />
The ancient secrets by which unlife can be sustained in mummification have been unearthed.<br />
<br />
'''Prerequisite:''' character level 8<br />
<br />
'''Benefit:''' You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Whispers of the Otherworld[Necromantic]===<br />
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death. <br />
<br />
'''Prerequisite:''' character level 4 <br />
<br />
'''Benefit:''' You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Fairy Eater===<br />
By consuming the flesh of fairies, you have absorbed a fraction of their magic.<br />
<br />
'''Prerequisite:''' A Feast Unknown, must have eaten the flesh of a creature with the Fey type.<br />
<br />
'''Benefit:''' All figments and glamers you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Heavenly Desserts===<br />
By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.<br />
<br />
===Devil Preparation===<br />
By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of a Devil or Demon.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanari or Baazetu for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Child Necromancer=== <br />
An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.<br />
<br />
'''Prerequisite:''' Caster level 1, must know at least one necromancy spell of each spell level you can cast. <br />
<br />
'''Benefit:''' All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.<br />
<br />
'''Special:''' This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.<br />
<br />
===Blood Painter===<br />
By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.<br />
<br />
'''Prerequisite:''' Path of Blood, Caster level 5, Spellcraft 4 ranks<br />
<br />
'''Benefit:''' At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a flat 10’ by 10’ surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster's current Con or Blood Pool is less than double the spell's level, the spell cannot be cast.<br />
Any spells cast with this feat are Supernatural effects.<br />
<br />
===Sleep of the Ages===<br />
Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.<br />
<br />
'''Prerequisite:''' character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual<br />
<br />
'''Benefit:''' By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.<br />
As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)<br />
<br />
===Boneblade Master===<br />
You have mastered the alchemic processes needed to create boneblades, as well as their use in combat. <br />
<br />
'''Prerequisite:''' Craft(alchemy) 4, Craft 4 (scrimshaw)<br />
<br />
'''Benefit:''' You are considered to be proficient in the use of any weapon made from the special material Boneblade, and you may craft weapons out of Boneblade. In addition, you are considered to have the Improved Critical feat for any boneblade weapons you use in melee combat. <br />
You also gain a +2 to Initiative checks.<br />
<br />
===Ghost Cut Technique===<br />
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.<br />
<br />
'''Prerequisite:''' Whispers of the Otherworld <br />
<br />
'''Benefit:''' Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level. <br />
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
<br />
===Enervating Touch [Undead]===<br />
Your undead nature allows you to drain the life out of living victims.<br />
<br />
'''Benefit:''' Your unarmed attacks and natural weapons inflict one negative level. The DC to remove that negative level is Charisma based. You gain 5 temporary hit points every time you inflict a negative level on an intelligent creature in this way.<br />
<br />
===Control Spawn [Undead]===<br />
Your victims serve you eternally in death.<br />
<br />
'''Prerequisite:''' Enervating Touch<br />
<br />
'''Benefit:''' when a creature dies from the negative levels you inflict and rises as a Wight, it comes under your control. At any one time, you may control a number of Wights in this manner equal to your Charisma modifier (minimum of one). If you create additional Wights, you choose which spawn you lose control over.<br />
<br />
===Paralyzing Touch [Undead]===<br />
The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.<br />
<br />
'''Prerequisite:''' Ghoul<br />
<br />
'''Benefit:''' Your unarmed strikes and natural attacks cause paralysis for one minute unless your victim makes a Fortitude save. This save is Charisma based.<br />
<br />
=The Necronomicon=<br />
<br />
Necromancy as a school is possessed of some of the most powerful and game defining spells ever imagined in the worlds of Dungeons and Dragons. Magic jar, wail of the banshee, and clone can practically be a world threatening plan for a BBEG all by themselves. In fact, that's been done several times. But Necromancy as a school suffers greatly for this attention. Though the earth shaking power for dark lords is well represented, the low levels of necromancy have been largely ignored by generations of authors. It is our intention to produce a short list of spells that allow a low level Necromancer to be memorable and effective without constantly falling back on the old stand-by of having Spell Focus: Conjuration.<br />
<br />
==The [Healing] subschool==<br />
The spell cure light wounds has no business being in the school of Conjuration. It's not that you can't make an acceptable argument for the existence of "conjuration" that makes people feel better – that's actually pretty easy to rationalize. It's that cure light wounds doesn't work the way a spell that was in Conjuration would work. It doesn't create healthy flesh to fill up wounds – it channels Positive Energy into the creature and makes them feel better or worse depending upon how they react to that sort of thing. As described, the [Healing] subschool needs to be in the same school as inflict light wounds, because it does the same thing. Logically speaking, that could be Evocation (because Evocation handles any Energy Channeling), or it could be Necromancy (because Necromancy can do pretty much anything with Positive or Negative Energy). We suggest having the [Healing] subschool in Necromancy, but only because this isn't The Tome of Evocation. If you decide to make these spells Evocation spells for your home game, we won't stop you.<br />
<br />
==Congealing Consumption==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
'''Range:''' Medium<br />
<br />
'''Area:''' 10 foot radius burst.<br />
<br />
'''Duration:''' Instantaneous, and 1 round/level (see below)<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes. <br />
<br />
''As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within.''<br />
<br />
Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster.<br />
<br />
==Curse of Crumbling Conviction==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 4<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. "Why?" he asked. It was a question she could not answer…''<br />
<br />
If the target fails their save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one.<br />
<br />
==Dark Symmetry==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face.'' <br />
<br />
If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls.<br />
<br />
==Form of Death==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Touch<br />
<br />
'''Target:''' One Living Creature.<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Saving Throw:''' Fortitude Negates (Harmless)<br />
<br />
'''Spell Resistance:''' Yes (Harmless).<br />
<br />
''The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry.''<br />
<br />
A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures.<br />
<br />
==Puppet Dance==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Close<br />
<br />
'''Target:''' One Corporeal Creature<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Reflex Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh.''<br />
If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster's Base attack Bonus rather than their own.<br />
<br />
==Sobering Skeletal Stillness==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 1<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature with Bones.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Fortitude Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
<br />
''Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two…''<br />
<br />
If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not affect objects are still effected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not).<br />
<br />
==Tasha's Tomb Tainting==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level: Sor/Wiz 1'''<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' 40-ft. radius emanating from the touched point<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. "Not hardly…" he mutters, and begins fishing through his spell component pouch for a black pearl…'' <br />
<br />
Upon spell completion, the area is free of any consecration, desecration, [[#Forsaken Graveyards|Forsaken Graveyard]], ''[[SRD:Hallow|hallow]]'', [[#Tombs|Tomb]], or ''[[SRD:Unhallow|unhallow]]'' effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area).<br />
<br />
'''Material Component:''' One Black Pearl, worth at least 500 gp.<br />
<br />
==Tasha's Tomb Transport==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 minute<br />
<br />
'''Range:''' See Text<br />
<br />
'''Target:''' You and objects and willing creatures.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat.''<br />
<br />
This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster's choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight.<br />
<br />
==Tomb Tile Tessellation==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' One ten-foot cube<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' No.<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way.''<br />
<br />
This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb.<br />
<br />
'''Material Component:''' One vial of Holy Water or one vial of Unholy Water. <br />
<br />
=New rules:=<br />
<br />
The interaction of Undead with the rest of the rules is often less than satisfactory. Part of this is that the undead type itself is extremely overzealous in the game effects it provides. The fact that all undead don't need sleep means that vampires don't have to sleep in their coffins. The fact that undead don't have a Constitution score means that Ghouls can run for exactly zero rounds before they have to make a Con check (that they automatically fail) to continue (and also says it can "run on indefinitely", a base contradiction that makes us sad). The fact that undead are immune to critical hits means that a vampire can't be staked through the heart (even if it was sleeping, which it isn't). But even beyond that fundamental error, the multitude of authors that compromise the Dungeons and Dragons design staff never seemed to get on the same page as to exactly what being undead means – so a surprisingly large number of contradictory statements pepper the products.<br />
<br />
And I'm not just talking about how they made an entire Deathless Type when there's already Ghosts (Alignment: Any) right in the core rules.<br />
<br />
==Subtypes==<br />
The obvious, and slickest, way to handle the excesses of the Undead type would be to simply rewrite the Undead type with a lot less in it and throw down a number of subtypes (mindless for skeletons, amorphous for shadows, and ponderous for zombies) to put in the abilities that each type of undead is supposed to have. But polls have shown that people aren't willing to play with optional rules that do that – but perversely they are willing to add new subtypes to monsters to remove rules instituted by the base template. I don't know why, but DMs are honestly more likely to use an additional subtype that removes an inappropriate game effect from a monster than they are to use a modified base type that doesn't have the inappropriate effect in the first place. So that's how we're going to do it here.<br />
<br />
===Dark Minded (subtype)===<br />
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:<br />
<br />
- Not immune to mind affecting affects.<br />
<br />
- Immune to morale and fear effects.<br />
<br />
- Heals normally<br />
<br />
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.<br />
<br />
- A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.<br />
<br />
===Unliving (subtype)===<br />
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:<br />
<br />
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score.<br />
<br />
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.<br />
<br />
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).<br />
<br />
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.<br />
<br />
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.<br />
<br />
*Sample creatures with the [Dark Minded] subtype:<br />
**Liches<br />
**Nightshades<br />
**Vampires<br />
<br />
*Sample creatures with the [Unliving] subtype:<br />
**Ghouls<br />
**Necropolitan<br />
**Vampires<br />
<br />
==Undead and Aging==<br />
Undead don't age. They don't get any older or more decrepit over time, that's the whole point. A creature with the undead type does not grow older at all, unless further modified by the Dark Minded subtype. This probably should have been in the Monster Manual.<br />
<br />
==Becoming Undead==<br />
<br />
The basic rules for transforming into Undead were never intended to be playable by player characters. And thus it is unsurprising that the legions of the damned are not only unsatisfying, but actually unplayable when placed in a game. The following are templates that can be added to a character to make them into an Undead without actually changing their Level Adjustment. If a player wants to explore the legendary powers available to some of these creatures, they are encouraged to take Prestige Classes available to undead or to take one or more [Undead] feats that can grant the character these abilities within the normal level progression context. Each undead creature type has access to a special class that characters may take to advance their special abilities.<br />
<br />
===Revenants===<br />
''"Fear me first before all other evils under the heavens. Before even Death, for I am hatred and do not die."''<br />
<br />
A revenant is the victim of a murder driven to avenge their own death. A game master might allow a character to return from the dead as a revenant if their character died in a particularly unfair fashion or if their character had a lot left to do.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded subtype.<br />
<br />
'''Hit Dice:''' The character's BAB, Saves, and skills are all unaffected. The character must reroll his Hit Points, but every hit die is a d12.<br />
<br />
'''Ability Scores:''' The character loses his Constitution score.<br />
<br />
'''Alignment:''' The character's alignment changes to Lawful.<br />
<br />
'''Special Qualities:''' The character cannot be turned, but may be rebuked. The character heals completely at the setting of the sun, unless he is in a Tomb or hallowed area. This healing can even bring him back from destruction, but if his body is nailed to the ground (or in a Tomb or hallowed area), he can never come back from the dead by any means.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
===Vampires===<br />
''"An eternity of loneliness and betrayal is, ultimately, an eternity."''<br />
<br />
A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent. Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities. <br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scores:''' The character gains a +2 bonus to his Strength and Charisma.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. The character heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Humanoids slain by this Constitution Drain may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability).<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. The character suffers 2d6 damage and is considered staggered every round he is exposed to direct sunlight. This damage cannot be healed by any means until the character is in a place with no light at all (such as a coffin). A vampire character is vulnerable to Light effects.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Vampire Paragon====<br />
'''Hit Die:''' d6<br />
<br />
'''BAB/Saves:''' BAB: Poor (as Wizard); Fort: Bad; Reflex: Good; Will: Good<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus< br<br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Blood Pool, Gaseous Form, Flaw, +1 Spellcaster Level<br />
<br />
2 Hypnotic Gaze, +1 Spellcaster Level<br />
<br />
3 Command Spawn, Regeneration, Flaw, +1 Spellcaster Level<br />
<br />
'''Weapon and Armor Proficiencies:''' The Vampire Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Vampire Paragon casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level. If the character does not have any levels in any spellcasting classes when she takes her first level of Vampire, this class feature gives her levels in Sorcerer spellcasting. <br />
<br />
'''Blood Pool (Ex):''' A Vampire Paragon may "store" blood she has drained from intelligent creatures against future need and draw upon this blood to power her body or her magic. If a Vampire Paragon consumes the Constitution of an intelligent creature after she has already fed for the day, excess Constitution drained adds to her Blood Pool. A Vampire Paragon's Blood Pool can never exceed her character level plus her class level of Vampire Paragon. Constitution drained after the Blood Pool is filled is wasted.<br />
<br />
A Vampire Paragon may spend a point of her Blood Pool to heal herself of five points of damage. She may spend 4 points of Blood Pool to forgo needing to feed for one day. A spell being cast may be enhanced with any metamagic feat the Vampire Paragon knows by spending a number of points of Blood Pool equal to the number of extra levels the metamagic would add to the spell. Using Blood Pool is a free action, but no more than 4 points may be spent in a single round.<br />
<br />
'''Gaseous Form (Su):''' A Vampire Paragon can assume gaseous form as the spell at will.<br />
<br />
'''Flaw:''' Increasing the power of the blood within a Vampire is not without difficulties. As the potency of the Vampire's blood grows, so too does the power of her curse. At 1st and 3rd level of Vampire Paragon, the vampire gains an additional weakness related to her blood. Appropriate vampiric weaknesses are too numerous to be listed here, but could include: Inability to enter consecrated or hallowed ground; helplessness in water; repulsion (as the spell) by garlic; vulnerability to silver; daylight powerlessness (as a specter); dazed by spilled grains (2d4 rounds); nauseated by Holy Water (1d4 rounds); Inability to enter a hearth unless invited.<br />
<br />
'''Hypnotic Gaze (Su):''' At 2nd level, a Vampire Paragon gains the ability to hypnotize creatures which meet its gaze. The Vampire Paragon may make use its gaze on one creature within short range each round as a Swift action. Creatures are affected as by a hypnotism spell except that there is no hit die cap. The hypnotism effect ends if the Vampire Paragon no longer maintains the gaze (for example, by attempting to hypnotize a new victim). This is a Mind Affecting Enchantment effect, the DC is Charisma based.<br />
<br />
'''Command Spawn:''' Vampire Spawn created by a Vampire Paragon of 3rd level are under the Vampire Paragon's control.<br />
<br />
'''Regeneration (Ex):''' At 3rd level a Vampire Paragon regenerates, healing subdual damage every round equal to her character level. Damage from critical hits, fire, positive energy, aligned weapons, or wood inflict lethal damage on a Vampire Paragon.<br />
<br />
===Ghouls===<br />
''"The flesh of heroes reeks of their strength in death even as it is embodied in life. The taste is exquisite beyond description. As you quiver there and watch my meal, I want you to know that I allow you to live only in the hope that you can get word to more who think they have the strength to end my reign of terror."''<br />
<br />
Ghoul Fever is a horrifying illness that incites an almost insatiable craving for the flesh of humanoids. Characters with at least 2 class levels brought to zero Constitution by Ghoul Fever find their constitution restored and begin their unlife as Ghouls. Characters with less than 2 class levels simply die and rot.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scoress:''' The character's Dexterity increases by +2.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character gains a bite attack that inflicts an amount of damage appropriate to her size. She also is a carrier of Ghoul Fever.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance of +2. The character cannot eat anything other than raw meat (vegetables or cooked foods are forcefully vomited up, leaving the character sickened for an hour), and her total dietary requirements are not reduced.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Ghoul Paragon====<br />
'''Hit Die:''' d8<br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Bad<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
<br />
'''Skills/Level:''' 6 + Intelligence Bonus<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Paralysis<br />
<br />
2 Pestilence, +1d6 Sneak Attack<br />
<br />
3 Stench, Improved Pestilence<br />
<br />
'''Weapon and Armor Proficiencies:''' The Ghoul Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Paralysis (Ex):''' Characters struck by a Ghoul Paragon's unarmed strikes or natural weapons must make a Fortitude save or become paralyzed for 1d4+1 rounds. The Save DC is Charisma based. Elves are immune to this effect.<br />
<br />
'''Pestilence (Ex):''' A Ghoul Paragon of 2nd level is immune to disease, but spreads it quite easily. Every disease the Ghoul Paragon is ever exposed to is retained within his body (at the very least, this includes ghoul fever), and every time the Ghoul Paragon inflicts lethal damage with an unarmed strike or natural weapon, he also exposes the target to one of those diseases.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Ghoul Paragon gains a die of Sneak Attack as a Rogue. Levels of Ghoul Paragon stack with Rogue and similar classes for purposes of overcoming Uncanny Dodge.<br />
<br />
'''Stench (Ex):''' A Ghoul Paragon of 3rd level stinks so dreadfully that all other creatures within 10 feet must make a Fortitude save or become sickened for 10 minutes. A creature which successfully saves may not be affected by the Ghoul Paragon's stench for 24 hours. This is a Poison effect, the save is Constitution based.<br />
<br />
'''Improved Pestilence (Su):''' At 3rd level a Ghoul Paragon becomes able to magically speed up the disease process in his victims. The initial incubation period for any disease he passes with the Pestilence power becomes 1 round, and the save DC of any such disease is now Charisma based.<br />
<br />
===Sword Wraith===<br />
''"I remain… because I like to kill."''<br />
<br />
Mercenaries devoted strongly enough to a life of war that they carry on in death their endless campaign of destruction. A character slain in battle may return as a Sword Wraith if his services were hired under false pretenses or if his exploits were particularly impressive before his life finally ended (at the discretion of the DM).<br />
Sword Wraiths appear somewhat insubstantial and have faintly glowing eyes, but they are not truly incorporeal and their eyes do not produce enough light to modify vision penalties.<br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Skills:''' The character gains a +2 bonus to his Hide and Move Silently checks.<br />
<br />
'''Alignment:''' The character's alignment is unchanged.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. <br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Swordwraith Paragon====<br />
'''Hit Die:''' d12 <br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Bad; Reflex: Bad; Will: Good <br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str).<br />
<br />
'''Skills/Level:''' 2 + Intelligence Bonus<br />
<br />
Level, Abilities:<br />
1 Strength Damage, Alertness<br />
<br />
2 Damage Reduction 5/Magic, Iron Will<br />
<br />
3 Damage Reduction 10/Magic, Stealthy<br />
<br />
<br />
'''Weapon and Armor Proficiencies:''' The Swordwraith Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Strength Damage (Su):''' Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.<br />
<br />
'''Alertness:''' A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.<br />
<br />
'''Damage Reduction (Su):''' At 2nd level, a Swordwraith Paragon gains DR of 5/Magic. At 3rd level, this improves to 10/Magic.<br />
<br />
'''Iron Will:''' A Swordwraith Paragon gains Iron Will as a bonus feat at 2nd level.<br />
<br />
'''Stealthy:''' A Swordwraith Paragon gains Stealthy as a bonus feat at 3rd level.<br />
<br />
==Locations of Necromantic Importance==<br />
<br />
Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.<br />
<br />
===Necromantic Intelligence===<br />
Great and terrible crimes are often committed, sometimes causing the dead to rise. When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event. In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will. Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences.<br />
In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets.<br />
The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it. Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose. Like a ghost, if it should ever attain its purpose, it will be destroyed. Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose.<br />
The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.<br />
<br />
'''Aspected Necromantic Intelligence:''' While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected. These places only create one kind of undead. For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead. <br />
<br />
'''Cleansing the Focus:''' Every Necromantic Intelligence has a Focus. This is an area that is the symbolic center of the undead infestation. If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all available undead to destroy the caster. <br />
<br />
===Tombs===<br />
While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead. Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property. The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn.<br />
Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.<br />
<br />
===Forsaken Graveyards===<br />
<br />
The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.<br />
<br />
A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.<br />
<br />
A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.<br />
<br />
Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.<br />
<br />
===Pools of Deep Shadow===<br />
<br />
Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.<br />
<br />
The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.<br />
<br />
But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.<br />
<br />
This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.<br />
<br />
===Finality===<br />
Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp. Many items purchased from this location radiate evil, buyer beware. Lodging may be purchased at flat rate of one soul per day per person. The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.<br />
<br />
The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.<br />
<br />
==Necromantic Equipment==<br />
<br />
===New Materials===<br />
<br />
'''Boneblades:''' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property..<br />
Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties.<br />
Cost: 1,000 gp per lb.<br />
<br />
'''Blood steel:''' Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect.<br />
Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.<br />
<br />
'''Black steel:''' Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried.<br />
Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.<br />
<br />
'''Tainted obsidian''': While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain.<br />
Cost: +10,000.<br />
<br />
==Monsters==<br />
<br />
Perhaps the most important thing about necromancy is the undead creatures themselves.<br />
<br />
===Artificial Intelligence===<br />
<br />
When a necromancer creates even a lowly kobold skeleton when his necromantic control limit has already been reached, one or more of the undead creatures already under his control become "uncontrolled". That much is clear to everyone. But what does an uncontrolled zombie do? It's not intelligent, it simply runs a program that causes it to act in a predictable fashion to stimulus. Of course, what that program actually is has heretofore been left undescribed. The actions of uncontrolled undead depend largely on the moral option your game is using for necromancy in general.<br />
<br />
Of course, it doesn't make much difference to uncontrolled Wights and the like – they are somewhat intelligent and wholly evil. So they'll be just like any other monster – as tactically savvy as the DM.<br />
<br />
====Crawling Darkness====<br />
<br />
Under the Crawling Darkness option, undead are inherently evil, and act accordingly. The mindless undead hunger for life and are completely ambivalent to all else. If a skeleton has unbroken line of sight to a living creature or object, they will attack it. If living creatures and objects are both visible, the skeletons will bypass objects (such as trees) in order to attack creatures (such as people or horses). Non-living and undead creatures are unmolested unless the skeleton witnesses it attacking an undead creature. Skeletons prioritize targets that they can reach this round without provoking attacks of opportunity over other targets. Skeletons prioritize targets with more hit dice over other targets. Skeletons prioritize targets which are closer over targets more distant.<br />
<br />
If a skeleton perceives an undead creature attacking another undead creature, it will attack whichever undead has been in its line of sight for less time. If a skeleton has seen both creatures for an equal amount of time, it comes in on a random side (even if it had previously seen one of the undead creatures in a previous context). If a skeleton is attacked by an undead creature, it will defend itself.<br />
<br />
Skeletons wander around in a spiral search pattern attacking any living thing they find. They do not molest non-living things at all, so a skeleton will not open a door or tunnel through a wall unless it is made out of living wood or meat. If a living thing disappears from its vision, the skeleton will go to where the living creature was last seen and begin searching there – unless another living thing is seen (in which case the skeleton will simply move to attack it instead).<br />
<br />
Skeletons do not question their perceptions, a closed door or even a curtain can be enough for a skeleton to abandon a pursuit. Skeletons have no sense of smell or irony, and a living victim is forgotten as soon as the skeleton moves to the point of last contact. A skeleton will not walk into what appear to be dangerous or solid objects unless it can see a way to get to a living target that it can currently perceive.<br />
<br />
====Don't attack unless…====<br />
Since skeletons are mindlessly evil and relentless in their quest to destroy all life, a skeleton is normally ordered to not attack unless specific criteria are evoked. The criteria could be anything from "walking through this doorway without invoking the name of Wee Jas" to "attacking someone wearing the garb of the chosen of Kyuss." If the exact criteria are not met, the skeletons will hold their blades. Most necromancers remember to allow their skeletons leeway to defend themselves, but sometimes even that is overlooked. Controlled skeletons, therefore, are usually under considerable restraints and will often hold their claws in check until after combat has been initiated.<br />
<br />
=====Playing with Fire=====<br />
<br />
Under the Playing with Fire option, undead are dangerous, but not necessarily evil. Their behavior befits that. Uncontrolled skeletons follow their last set of commands exactly, and those commands are only of the most basic sort. A skeleton last ordered to follow the necromancer who created it will continue to do so – mindlessly marching in the necromancer's wake, its empty eye sockets staring vacantly. It won't make any move to assist the necromancer, nor will it take any further instructions, it will simply follow. Forever. Should a skeleton be last asked to guard an area, it will attack any creature entering the area, though it will make no move to attack creatures outside that area. A skeleton last ordered to chop wood will continue until the forest is splinters or its axe rusts away to nothing.<br />
<br />
Skeletons will defend themselves if attacked, and will attack creatures that they perceive attacking other undead. As with the Crawling Darkness, if skeletons see undead attacking other undead, it can rapidly degrade into a free-for-all with skeletons smashing each other with abandon. But they will not instigate such behavior on their own. Skeletons will not leave areas they are assigned to except to pursue creatures which are attacking them.<br />
<br />
Skeletons are not curious about their surroundings, and do not question events in their area that do not obviously interact with their latest orders.<br />
<br />
==Previously Published Monsters==<br />
<br />
There are a lot of undead monsters in a variety of sourcebooks. In fact, regional and monster sourcebooks that don't have at least one undead creature in them are by far in the minority. Many of these creatures are supposed to be constructed by powerful Necromancers, and have no rules for powerful necromancers actually doing that. Many of these creatures should rightfully have the Unliving or Dark Minded subtypes. What follows is a list of the Undead already existent in D&D as well as the method of creating them, with the hard character requirements on the second line and suggested building materials on the third. Many Fey and Native Outsiders can be counted as "humanoids" for purposes of creating undead.<br />
<br />
<br />
<br />
<br />
*Abyssal Ghoul (FF): Dark Minded, Unliving (Con 12 – 120 hp). <br />
A Feast Unknown: Character Level 12, Knowledge (planes) 4 ranks. <br />
Requires the sacrifice of a CR 8 or higher humanoid or fiend.<br />
<br />
*Allip (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 5, Listen 4 ranks<br />
Requires the name of a unique individual who was completely insane at death.<br />
<br />
*Angel of Decay (LM): Dark Minded <br />
Feed the Dark Gods: Character Level 17, must sacrifice 15 intelligent creatures, materials costing 7500 gp.<br />
<br />
*Atropal Scion (LM): No Modifications<br />
Feed the Dark Gods: Character Level 13, must sacrifice 11 intelligent creatures, materials costing 6,500 gp.<br />
<br />
*Banshee(MM2): Dark Minded<br />
Whispers of the Otherworld: Character Level 19, wail of the banshee <br />
Requires the corpse of a very selfish humanoid<br />
<br />
*Bhut (FF): Dark Minded<br />
Whispers of the Otherworld: Character level 11, Survival 4 ranks. <br />
Requires sacrificing an intelligent victim at least two days walk from a city.<br />
<br />
*Blaspheme (LM): Dark Minded<br />
Body Assemblage: Character Level 11, Knowledge (religion) 4 ranks, false life<br />
Requires pieces of humanoid or giant corpses such that an attribute of 14 or higher is represented in all statistics.<br />
<br />
*Bleakborn (LM): No Modifications<br />
Wrappings of the Ages: Character Level 9, chill touch<br />
Requires the corpse of a humanoid who died of cold.<br />
<br />
*Blood Amniote (LM):<br />
Path of Blood: Character Level 11, Knowledge (Dungeoneering) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Bloodfiend (FF): Dark Minded, Unliving (Con 17 – 114 hp)<br />
Path of Blood: Character level 16, knowledge (planes) 4 ranks <br />
Requires the sacrifice a demon of CR 8 or higher.<br />
<br />
*Bloodmote Cloud (LM): No Modifications<br />
Path of Blood: Character level 8, knowledge (Nature) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Boneclaw (MM3): Dark Minded, Unliving (Con 19, loses Unholy Toughness)<br />
Path of Blood: Character level 7, spectral hand<br />
Requires one humanoid body and the skeletons of 3 other medium creatures.<br />
<br />
*Bone Drinker (MM3): Dark Minded, Unliving (Con 14, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 8 (6 for Lesser), Craft (alchemy) 4 ranks<br />
or<br />
Create undead, caster level 15 (12 for Lesser).<br />
Requires the corpse of a goblin (lesser) or bugbear (greater).<br />
<br />
*Bone Naga (MM2): Dark Minded<br />
Wrappings of the Ages: Character Level 13, Requires the corpse of a Dark Naga.<br />
Requires the corpse of a Dark Naga<br />
<br />
*Bodak (MM): Dark Minded, Unliving (Con 15 – 76 hp)<br />
Path of Blood: Character level 10, Knowledge (Religion) 4 ranks<br />
Requires the corpse of someone extremely evil, or the killing of a humanoid with evil magic.<br />
<br />
*Bone Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 5, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat skeletons.<br />
<br />
*Bone Yard (LM): No Modifications<br />
Body Assemblage: Character level 16, Craft (alchemy) 4 ranks<br />
Requires 5 tonnes of bones from any creatures. <br />
<br />
*Brain in a Jar (LM): Dark Minded<br />
Wrappings of the Ages: Character level 6, Craft (alchemy) 4 ranks<br />
Requires the removal of the living brain of a creature with an Intelligence of 18+<br />
<br />
*Charnel Hound (MM3): Unliving (Con 19, loses Unholy Toughness)<br />
Body Assemblage: Character level 15, Handle Animal 4 ranks<br />
Requires 100 humanoid corpses (or proportionately fewer larger corpses of intelligent creatures)<br />
<br />
*Cinderspawn (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (planes) 4 ranks<br />
Requires the spot where a Fire Elemental perished.<br />
<br />
*Corpse Gatherer (MM2): No Modifications<br />
Body Assemblage: Character level 21, <br />
Requires and consumes a forsaken graveyard.<br />
<br />
*Corpse Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 6, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat corpses.<br />
<br />
*Crawling Head (FF): No Modifications<br />
Body Assemblage: character level 22, Use Magic Device 4 ranks <br />
Must have at least 100 humanoid corpses.<br />
<br />
*Crimson Death (MM2): Dark Minded<br />
Path of Blood: Character level 13, Hide 4 ranks.<br />
Requires a humanoid, a sharp implement, and a strong wind.<br />
<br />
*Crypt Chanter (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 9, Perform 4 ranks<br />
Must know the name of a dead performer who was unappreciated at the time of death.<br />
<br />
*Crypt Thing (FF): Dark Minded<br />
Wrappings of the Ages: Knowledge (Architecture and Engineering) 4 ranks.<br />
or<br />
create undead caster level 14th.<br />
Requires one humanoid corpse and a fancy outfit.<br />
<br />
*Deathbringer (MM2): Dark Minded<br />
Body Assemblage: Character level 19, Craft (tailor) 4 ranks, <br />
Requires at least 12 humanoid corpses or two giant corpses.<br />
<br />
*Death Knight (MM2): Dark Minded<br />
Feed the Dark Gods: More powerful warriors require more sacrifices to reanimate.<br />
<br />
*Deathlock (LM): Dark Minded, Unliving (Con 11 – 19 hp)<br />
Path of Blood: Character level 5, Knowledge (Arcana) 4 ranks<br />
Requires the body of an arcane Spellcaster.<br />
<br />
*Deathshrieker (MM3): No modifications<br />
Feed the Dark Gods: Character level 17, must sacrifice 15 intelligent creatures and use equipment costing no less than 7,500 gp.<br />
<br />
*Demilich: Dark Minded<br />
Craftt Wonderous Item: Caster Level 21<br />
<br />
*Desiccator (LM): No Modifications<br />
A Feast Unknown: Character Level 4, Knowledge (planes) 4 ranks<br />
Requires the location where a Water Elemental died.<br />
<br />
*Devourer (MM): Unliving (Con 18 – 126 hp)<br />
A Feast Unknown: Character level 13, Knowledge (planes) 4 ranks<br />
Requires the slaying of a giant and a humanoid.<br />
<br />
*Dream Vestige (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Oneiromancy<br />
Requires at least 100 sapient creatures to be killed in their sleep within an hour.<br />
<br />
*Drowned (MM3): Unliving (Con 13, loses Unholy Toughness), CR bumped to 9.<br />
Body Assemblage: Character level 11, Swim 4 ranks<br />
Requires the corpse of humanoid who died of drowning.<br />
<br />
*Dust Wight (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 9, Appraise 4 ranks<br />
Requires the corpse of a humanoid dead for at least 100 years.<br />
<br />
*Ephemeral Swarm MM3: CR bumped to 8<br />
Whispers of the Otherworld: Character level 10, Knowledge (Nature) 4 ranks.<br />
Requires the names of 1000 dead animals.<br />
<br />
*Effigy (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 19 <br />
Must have 3 spells with the [Fire] descriptor.<br />
<br />
*Entomber (LM): Unliving (Con 12 – 60 hp)<br />
A Feast Unknown: Character Level 7, Knowledge (architecture and engineering) 4 ranks<br />
Requires a corpse and some blue thread.<br />
<br />
*Entropic Reaper (LM): Dark Minded<br />
Feed the Dark Gods: Character level 14, 12 sacrifices and 6,000 gp.<br />
<br />
*Famine Spirit (MM2): Unliving (Con 18 – 336 hp)<br />
A Feast Unknown: Character Level 21, finger of death, symbol of pain<br />
Requires the corpse of a humanoid who starved to death within the last hour.<br />
<br />
*Forsaken Shell (LM): No Modifications<br />
A Feast Unknown: Character level 8, Hide 4 ranks<br />
Must remove all the skin from a humanoid.<br />
<br />
*Ghast (MM): Dark Minded, Unliving (Con 15 – 37 hp)<br />
A Feast Unknown: Character level 5, Heal 4 ranks<br />
Requires infecting and killing a humanoid of at least 3 hit dice.<br />
<br />
*Ghost Brute (LM): No Modifications<br />
Whispers of the Otherworld: Variable.<br />
<br />
*Ghostly Visage (FF): No Modifications<br />
Whispers of the Otherworld, Graft Flesh<br />
<br />
*Ghoul (MM): Dark Minded, Unliving (Con 13 – 15 hp)<br />
A Feast Unknown: Character level 3<br />
Requires killing a humanoid.<br />
<br />
*Gravecrawler (MM2): Dark Minded<br />
Body Assemblage: Character level 18, flesh to stone, speak with dead.<br />
<br />
*Gravetouched Ghoul (LM): Dark Minded, Unliving (Con 16 – 57 hp)<br />
This monster is subsumed into the Ghoul Template presented here.<br />
<br />
*Grim Weird (MM3): Dark Minded<br />
Whispers of the Otherworld: Character Level 13, Knowledge (Arcana) 4 ranks<br />
<br />
*Huecuva (FF): No Modifications<br />
Wrappings of the Ages: Knowledge (religion) 4 ranks<br />
Must have the corpse of a Blackguard, Cleric, Druid, Favored Soul, Monk, or Paladin.<br />
<br />
*Hulking Corpse (LM): No Modifications<br />
Body Assemblage: Character Level 11<br />
Requires the corpse of a giant.<br />
<br />
*Hullathoin (FF): Unliving (Con 26 – 232 hp)<br />
Feed the Dark Gods: Character Level 17, 15 sacrifices and 7,500 gp.<br />
<br />
*Hunefer (ELH): Dark Minded<br />
Wrappings of the Ages: Character level 27, Knowledge (Religion) 10 ranks<br />
Must have the body of a demigod.<br />
<br />
*Jahi (MM2): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Bluff 10 ranks<br />
<br />
*Lavawight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to a pool of magma.<br />
<br />
*Lich (MM): Dark Minded<br />
Craft Wondrous Item: Caster Level 11.<br />
<br />
*Morhg (MM): No Modifications<br />
Body Assemblage: Character level , <br />
<br />
*Mummy (MM): Dark Minded<br />
Wrappings of the Ages: Character level 7, Heal 4 ranks<br />
<br />
*Murk (LM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Sense Motive 4 ranks<br />
<br />
*Necromental (LM): No Modifications<br />
Wrappings of the Ages: Variable<br />
<br />
*Necronaut (MM3): No Modifications<br />
Body Assemblage: Character level 16, Knowledge (Engineering) 4 ranks<br />
<br />
*Necropolitan (LM): Dark Minded, Unliving<br />
Path of Blood: Knowledge (Arcana) 4 ranks<br />
<br />
*Nightshades (MM): Dark Minded<br />
Feed the Dark Gods: Sacrifices variable.<br />
<br />
*Plagueblight (LM): Dark Minded, Unliving (Con 15 – 57 hp)<br />
Body Assemblage: Character level 8, contagion<br />
<br />
*Plague Spewer (MM3): No Modifications<br />
Path of Blood: Character level 12, Heal 4 ranks<br />
<br />
*Quell (LM): Dark Minded<br />
Path of Blood: Character level 5, Knowledge (Religion) 4 ranks<br />
<br />
*Quth-Maren (FF): Dark Minded, Unliving (Con 15 – 85 hp)<br />
A Feast Unknown: Character level 9, must strip the skin off a humanoid<br />
<br />
*Ragewind (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 21, Proficiency in all martial weapons<br />
<br />
*Raiment (LM): No Modifications<br />
Wrappings of the Ages: Character level 3, Craft (tailoring) 4 ranks<br />
<br />
*Revived Fossil (LM): No Modifications<br />
Wrappings of the ages: Variable requirements.<br />
<br />
*Salt Mummy (MM3): Dark Minded, Unliving (Con 16, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 10, desiccate<br />
<br />
*Shadow (MM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Hide 4 ranks<br />
<br />
*Shadow of the Void (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Survival 10 ranks<br />
<br />
*Shape of Fire (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Knowledge (planes) 10 ranks<br />
<br />
*Skeletons (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
*Skin Kite (LM): No Modifications<br />
Body Assemblage: Character level 5, Craft (Tailoring) 4 ranks<br />
<br />
*Skirr (LM): Unliving (Con 19 – 94 hp)<br />
Wrappings of the Ages: Character level 9, Craft (alchemy) 4 ranks<br />
<br />
*Skulking Cyst (LM): Unliving (Con 15 – 34 hp)<br />
necrotic cyst<br />
<br />
*Slaughter Wight (LM): Unliving (Con 13 – 153 hp)<br />
A Feast Unknown: Character Level 10, BAB +7<br />
<br />
*Slay Mate (LM): Dark Minded, Unliving (Con 11)<br />
You can't make this one.<br />
<br />
*Spawn of Kyuss (MM2): No Modifications<br />
A Feast Unknown: Character level 7, Knowledge (Religion) 4 ranks<br />
<br />
*Specter (MM): No Modifications<br />
Whispers of the Otherworld: Character level 9, Bluff 4 Ranks<br />
<br />
*Spectral Lyricist (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 6, Perform 4 ranks<br />
<br />
*Swordwraith (FF): Darkminded, Unliving (Con 14 – 42 hp)<br />
Whispers of the Otherworld: Must have the corpse of a mercenary warrior. <br />
<br />
*Tomb Mote (LM): No Modifications<br />
Wrappings of the Ages: Character level 4, Heal 4 ranks<br />
<br />
*Ulgurstasta (FF): Unliving (Con 30 – 280 hp), upon reaching an Int of 10, the Ulgurstasta also has the Darkminded subtype.<br />
Feed the dark Gods: An Ulgurstasta is created at Intelligence 1, but still requires 11 sacrifices.<br />
<br />
*Vampires (MM): Dark Minded, Unliving (variable Con)<br />
Path of Blood: More powerful vampires require more powerful characters to create.<br />
<br />
*Vampire Spawn (MM): Unliving (Con 13 – 33 hp)<br />
Path of Blood: Character level 6, must sacrifice a humanoid of less than 5th level.<br />
<br />
*Vasuthant (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 4 (19 for Horrific Vasuthant), darkness<br />
<br />
*Visage (LM): Dark Minded, Unliving (Con 12 – 99 hp)<br />
A Feast Unknown: Character level 11, knowledge (planes) 4 ranks<br />
<br />
*Voidwraith (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (the planes) 4 ranks<br />
<br />
*Wheep (LM): No Modifications<br />
Path of Blood: Character level 13, Intimidate 4 ranks<br />
<br />
*Wight (MM): Unliving (Con 13 – 28 hp)<br />
Any creature slain by negative levels can rise as a Wight<br />
<br />
*Winterwight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to Black Ice.<br />
<br />
*Wraith (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 7 (13 for Dread Wraith)<br />
<br />
*Zombie (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
[[Category:Other]]<br />
[[Category:DnD]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Tome_of_Necromancy_(3.5e_Sourcebook)&diff=292807Tome of Necromancy (3.5e Sourcebook)2008-11-09T20:28:19Z<p>74.182.83.96: </p>
<hr />
<div>{{author<br />
|author_name=Frank and K<br />
|date_created=5/1/08<br />
|status=Completely transcribed<br />
|editing=Please don't alter it<br />
}}<br />
<br />
=Tome of Necromancy=<br />
<br />
Unlike the Revised Necromancer Handbook, which is a compilation of the Necromancy rules as they stand, what you are reading now is the rules for Necromancy as they should be. We feel there is a need for this because despite (or let's not kid ourselves, because of) the considerable amount of space spent given over to Necromancy in officially sanctioned products, the classical Necromancer does not function under the rules as written. Vampires can't run or be staked, there aren't any prestige classes that make you any more of a necromancer than you are with the base classes, and honestly noone even knows how the basic necromancy spells work. Not because they are stupid, but because the rules for such things are contradictory in several key places.<br />
<br />
<br />
=The Morality of Necromancy: Black and Gray=<br />
<br />
<br />
The rules of D&D attempt to be all things to all people, and unfortunately that just isn’t possible if you’re trying to make a system of objective morality. By trying to cater to two very different play styles as regards to the moral quandaries of the use of negative energy, the game ends up catering to neither – and this has been the cause of a great many arguments for which there actually are no possible resolutions. Ultimately therefore, it falls to every DM to determine whether in their game the powers of Necromancy are inherently evil, or merely extremely dangerous. That’s a choice which must be made, and has far reaching implications throughout the game. That’s an awful lot of work, and most DMs honestly just don’t care enough to be bothered with it, and I understand. Fortunately, we have collated those changes for you right here:<br />
<br />
<br />
==Moral Option 1: The Crawling Darkness==<br />
<br />
<br />
Many DMs will choose to have Negative Energy in general, and undead in particular, be inherently Evil. So much so that we can capitalize it: Evil. And say it again for emphasis: Evil. That means that when you cast a negative energy wave you are physically unleashing Evil onto the world. When you animate a corpse, you are creating a being whose singular purpose is to make moral choices which are objectionable on every level.<br />
<br />
That’s a big commitment. It means that anyone using Inflict Wounds is an awful person, at least while they are doing it. The Plane of Negative Energy is in this model the source of all Evil, more so than the Abyss or Hell. It’s Evil without an opinion, immorality in its purest most undiluted form.<br />
<br />
==Moral Option 2: Playing with Fire==<br />
Many DMs will choose to have Negative Energy be a base physical property of the magical universe that the D&D characters live in – like extremes of Cold or Fire it is inimical to life, and it is ultimately no more mysterious than that. An animate skeleton is more disgusting and frightening to the average man than is a stone golem, but it’s actually a less despicable act in the grand scheme of things because a golem requires the enslavement of an elemental spirit and a skeleton has no spirit at all.<br />
<br />
The Plane of Negative Energy in this model is precisely the same as all the other elemental planes: a dangerous environment that an unprotected human has no business going to.<br />
<br />
===Implications===<br />
<br />
It’s not actually enough to simply make a sweeping generalization about the morality of Negative Energy and leave it at that. Like a butterfly flapping its wings, such changes will eventually cause Godzilla to destroy Tokyo. Or something like that, I stopped math at Calculus.<br />
<br />
====Creatures====<br />
<br />
Some monsters have been written up with the (incorrect) assumption that either “The Crawling Darkness” or “Playing With Fire” was the general rule. Others have been written in such a fashion that is actually incompatible with any possible interpretation of morality in D&D.<br />
<br />
'''Revenants:''' If Negative Energy is inherently Evil, Revenants are Lawful Evil. They are undead who live only to kill and survive on hatred and the desire for vengeance. While they are victims and their actions are understandable, the Justice of their actions makes them Lawful, but they are still Evil and can be treated accordingly.<br />
<br />
With the Playing with Fire option, there is no change to the Revenant. All is fair in avenging your own death, and they are the unliving emissaries of the Balance in its pure form.<br />
<br />
'''Skeletons:''' If Negative Energy is inherently Evil, Skeletons must be as well. That means that they actually do Evil things. An uncontrolled skeleton will find the nearest source of life and start ripping it to pieces. A skeleton does not need to be commanded to attack, but to stop tearing up your vegetable garden (assuming even that it had not already found a more vigorous source of life such as the family dog). A commanded skeleton is a vicious, unthinking killer on a chain – not an inert construct awaiting commands.<br />
<br />
If Negative Energy isn’t Evil by itself, neither are skeletons. As described they aren’t moral agents. That means that they don’t have an alignment other than Neutral. Like a viper or a scorpion, though they do things that a paladin wouldn’t necessarily condone (such as use poison for the snake or move around after death for the skeleton), they aren’t gifted with the ability to make moral choices and default to the same Neutrality of the animated cabinet. Ordering a skeleton around could be Good, Evil, or Neutral depending on whether you are telling it to save children from a burning house, throw bloated corpses into the town well, or just carry your swag out of your basement.<br />
<br />
'''Vampires:''' Vampires are the rockstars of the undead world, but also the most affected by the gulf between Playing With Fire and Crawling Darkness Necromancy. Either vampires are tragically cursed Euro-trash with nice outfits or they are blood hungry princes of death…heck, sometimes they are depicted as both, as in the case of the patron saint of DnD vampires, Strahd Von Zarovich.<br />
<br />
Unlike most undead, vampires are morally affected by negative energy in a perversely contrary fashion; Zombies are evil if (and only if) negative energy makes zombies evil, but the opposite is true of the vampire. If Negative energy is a hungry and malevolent force that hungers for the light of the living, the vampire is a tragic figure compelled by dark desires he cannot control. He can even just be Good, but that’s not going to stop him from taking a nip from the farmer’s daughter. If negative energy is an objective force, then being a vampire is actually an evil act since you don’t have to eat babies for eternal life… you’re just a jerk. <br />
<br />
'''Zombies:''' Like Skeletons, Zombies must hunger for the flesh of the living or have no moral indictments. Either they sit and wait for their chance to devour your liver or they are Neutral. The Monster Manual version cannot stand. A zombie in the fields is either a figure of horror or comedy.<br />
<br />
'''Energons:''' Eregons are actually made out of energy. So if Positive and Negative Energy have an alignment, so do they. If using the Crawling Darkness option, the Xag-Ya is Neutral Good, and the Xeg-Yi is Neutral Evil. If using the Playing With Fire option, both remain as printed – they are Neutral.<br />
<br />
====Spells====<br />
<br />
'''Animate Dead:''' If Negative Energy isn’t Evil, this spell isn’t either. Zombies and Skeletons are the only possible creations of this spell, so the alignment tag is contingent on Negative Energy itself being a moral choice. Interestingly, create undead and create greater undead stay [Evil] even if animate dead doesn’t. Regardless of the moral inclinations of negative energy in general, Ghouls and shadows are just not nice people – they are a disease that exists for no purpose but to consume the living. So those [Evil] tags are on no matter what skeletons do with their free time.<br />
<br />
'''Deathwatch:''' This spell doesn't even use Negative Energy, it allows you to see ''positive'' energy. There's no reason for this spell to be evil no matter what version you use – this is just a typographical error as far as we can tell. Maybe this evil tag was supposed to be on death knell.<br />
<br />
'''Create Undead:''' While animate dead may or may not be evil depending upon your setup, create undead and create greater undead is an [Evil] spell regardless of the morality version you use. It creates evil creatures that unlive for nothing but to slay innocents, so it gets the Evil tag for the same reason that planar binding gets the [Evil] tag if it is used to call a Demon – it's bringing irredeemable evil into the world – the moral implications of the negative energy used are irrelevant. <br />
<br />
<br />
=Necromancy with Class=<br />
<br />
The degree to which the published classes of Necromancy aren’t good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:<br />
<br />
==Corpselight Whisperer==<br />
''"Come into my house, it is warm and the nights are both cool and damp in the swamp."''<br />
<br />
The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.<br />
<br />
There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe… <br />
<br />
===Becoming a Corpselight Whisperer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks.<br />
|-<br />
! Special:<br />
| Ability to Wild Shape.<br />
|-<br />
! Special:<br />
| Must have made friendly contact with a Will-o-Wisp.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Corpselight Whisperer}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Spell-like Abilities: Animate Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Wild Shape: Will-O-Wisp, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Spell-like Abilities: Dancing Lights, Terrible Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Summon Wisps<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Wild Shape: Large Plant, Sanctum Spell<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Bonus Domain (Deathbound)<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Spell-like Abilities: Programmed Image, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Bog’s Heart, Bonus Necromantic Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Hands of the Corpselight<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Incorporeal Wild Shape 1/day<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiencies:''' The Corpselight Whisperer gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Spell-like Abilities (Sp):''' A Corpselight Whisperer can use ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability. At 3rd level, she is able to use ''[[SRD:Dancing Lights|dancing lights]]'', and at 7th level she is able to use ''[[SRD:Programmed Image|programmed image]]''. Her caster level is equal to her hit dice, and these abilities are usable at will.<br />
<br />
'''Wild Shape:''' At 2nd level, a Corpselight Whisperer can use her Wild Shape ability to assume the form of a [[SRD:Will-O'-Wisp|Will-O-Wisp]], regardless of the allowed size, type, or hit dice of her Wild Shape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wild Shape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wild Shape ability. The Corpselight Whisperer may use her Wild Shape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wild Shaping classes for the purposes of maximum hit dice and duration.<br />
<br />
'''Terrible Nectar (Su):''' At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.<br />
<br />
'''Summon Wisps (Su):''' A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.<br />
<br />
'''Bonus Feat:''' At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional [[#Necromantic Creation Feats|Necromantic Creation Feat]] that she meets the prerequisites for as a bonus feat.<br />
<br />
'''Bonus Domain:''' At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,<br />
<br />
'''Bog's Heart (Su):''' A Corpselight Whisperer of 8th level or higher who dies is reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.<br />
<br />
'''Hands of the Corpselight (Ex):''' Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).<br />
<br />
'''Incorporeal Wild Shape (Su):''' A Corpselight Whisperer of 10th level or higher gains the ability Wild Shape into an Undead creature of the Incorporeal subtype with Hit Dice less than or equal to the player's character level (as per normal Wild Shape rules). The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wild Shape in this manner once per day, but if she would gain additional uses of Elemental Wild Shape for any reason, she gains an equal number of additional uses of Incorporeal Wild Shape.<br />
<br />
==Uttercold Assault Necromancer== <br />
''"Coooooooobraaaaaaaaa!"''<br />
<br />
The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead. <br />
<br />
<br />
For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic. <br />
<br />
Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp. <br />
<br />
Prerequisites:<br />
<br />
'''Feats:''' Energy Substitution (Cold), Lord of the Uttercold, Tomb Tainted Soul, Mentor (exchanged for apprentice).<br />
<br />
'''Spells:''' Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the cold descriptor. <br />
<br />
'''Skills:''' Concentration 9 Ranks, Knowledge (Planes) 9 Ranks, Language (Battle Signals), Speak Language (Semaphore Battle Signals). <br />
<br />
'''Alignment:''' Cannot be chaotic.<br />
<br />
'''Special:''' Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead. <br<br />
<br />
'''Special:''' Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).<br />
<br />
'''Note:''' If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul. <br />
<br />
Features<br />
'''Class Skills:''' The Uttercold Assault Necromancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). <br />
<br />
'''Skill Points/Level:''' 2 + Int modifier<br />
<br />
'''Hit Dice:''' D4<br />
<br />
'''BAB/Saves:''' Poor (as Wizard); Fort: Poor; Reflex: Poor; Will: Good <br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Uttercold Assault!:20, Undead General, Rebuke Undead, Officer and a Gentleman, Undead Leadership, +1 Spellcaster Level <br />
<br />
2 Necromantic Commander, +1 Spellcaster Level<br />
<br />
3 Exceptional Leadership, +1 Spellcaster Level<br />
<br />
4 Uttercold Assault!: 30, Bonus Feat, +1 Spellcaster Level<br />
<br />
5 Elite Followers, +1 Spellcaster Level<br />
<br />
6 Rallying Cry, +1 Spellcaster Level<br />
<br />
7 Uttercold Assault!: 40, Bonus Feat, +1 Spellcaster Level<br />
<br />
8 Fearsome Charge, +1 Spellcaster Level<br />
<br />
9 Crush Them, +1 Spellcaster Level<br />
<br />
10 Uttercold Assault!: 50, Bonus Feat, Elite Followers, +1 Spellcaster Level <br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Uttercold Assault Necromancer gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Uttercold Assault Necromancer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Unit:''' An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy<br />
<br />
'''Uttercold Assault! (Su):''' All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance. <br />
<br />
'''Undead General (Ex):''' Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example). <br />
Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion. <br />
Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however. <br />
Your apprentices do not penalize your leadership score when attracting undead cohorts. <br />
<br />
'''Rebuke Undead (Su):''' If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it. <br />
<br />
'''Officer and a Gentleman (Ex):''' An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following: <br />
<br />
<br />
*Avoid harming innocents and civilians, when feasible.<br />
<br />
*Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.<br />
<br />
*Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture. <br />
<br />
*Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive. <br />
<br />
*Always keep your word of honor.<br />
<br />
You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses. <br />
<br />
'''Undead Leadership (Ex):''' You gain Undead Leadership as a bonus feat, even if you do not meet the requirements. You will immediately "attract" the largest unit of Undead followers that you can lead (see Undead General above). You must attract cohorts as normal. If you already have Undead Leadership, take a Bonus Feat (see the list below) instead. <br />
<br />
'''Necromantic Commander (Ex):''' At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify. <br />
<br />
'''Exceptional Leadership (Ex):''' At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.<br />
<br />
<br />
'''Bonus Feat (Ex):''' At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved, Sacrificial Mastery (BV), Arcane Disciple, Bonus Domain, Empower Turning, Profane Boost, Quicken Turning, Undead Mastery, Zone of Animation (CD), Any Leader feat, Veteran Knowledge (HoB). Note that Undead Leadership will substitute as a pre-requisite for feats requiring leadership. <br />
<br />
'''Elite Followers (Ex):''' All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.<br />
<br />
'''Rallying Cry (Ex):''' At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature. <br />
<br />
'''Fearsome Charge (Ex):''' At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for. <br />
<br />
'''Crush Them (Ex):''' When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any Shaken (or worse) opponent as flat-footed, and inflict +2D6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.) <br />
<br />
They may count any Frightened or Panicked opponent as Helpless. The Necromancer's followers may coup de grace or grapple against such an opponent without provoking an attack of opportunity from enemies who are themselves at least Shaken. Note that under her Code of Conduct they are generally required to use this ability to order a grapple (capture) of any opponent who communicates a desire to surrender. Enemies who simply flee can be killed or captured, as desired. <br />
<br />
==Boneblade Reaper==<br />
''"I have bested Death itself and cannot die. Your powers do not impress me."''<br />
<br />
Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence... death itself.<br />
<br />
To begin this path, one masters the [[#New Materials|boneblade]], a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy. <br />
<br />
===Becoming a Boneblade Reaper===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Move Silently 9 ranks, Concentration 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Boneblade Master|Boneblade Master]], Improved Unarmed Strike, Weapon Finesse.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast first-level spells.<br />
|-<br />
! Special:<br />
| Cannot be undead.<br />
|-<br />
! Special:<br />
| Evasion ability.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Stunning Blade, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.<br />
<br />
'''Death Art Strike(Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).<br />
<br />
'''Secrets of the Boneblade Art(Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
'''Dark Life(Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
'''Stunning Blade (Ex):''' At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
'''Runes of Life Trapping(Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''[[SRD:Magic Jar|magic jar]]'', ''[[SRD:Soul Bind|soul bind]]'', ''[[SRD:Trap the Soul|trap the soul]]'', and the class features of PrCs like [[#Soul Merchant|Soul Merchant]] and [[#Heartless Mage|Heartless Mage]] (even if he has levels in these PrCs). Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.<br />
<br />
'''Ghost Strike(Su):''' At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity<br />
<br />
'''Dance with the Dark Reaper(Ex):''' Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane. He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years. If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
'''Runes of the Dark Reaper(Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action). At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Bonus: Boneblade Reaper, [[Dungeonomicon (DnD Other)]] Version==<br />
While the original Boneblade Reaper was intended to address the fact that Monk levels from the PHB don’t<br />
make a spellcaster any good in combat (although admttedly they do allow you to come in ''second'' in any 1 on 1 combat), the Boneblade Reaper for the [[Dungeonomicon (DnD Other]] Monk should be there to address the problem that taking Wizard levels doesn’t really help your Monk combatting.<br />
<br />
'''Prerequisites:'''<br />
<br />
'''Skills:''' Move Silently 9 ranks, Concentration 4 ranks<br />
<br />
'''Feats:''' Boneblade Master, Weapon Finesse<br />
<br />
'''Spellcasting:''' Must be able to cast second level spells.<br />
<br />
'''Special:''' Cannot be undead.<br />
<br />
'''Special:''' Must have two Fighting Styles or must have the Evasion ability.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Class Skills:''' The Boneblade Reaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Fighting Style, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Master Fighting Style, Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has any ability that applies to a Slam attack he may use it with any Boneblade weapon.<br />
<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead<br />
creature, even if he is currently dead.<br />
<br />
<br />
'''Death Art Strike (Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee<br />
attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, he may cast one targeted spell against the target of his attack as a free action.<br />
<br />
<br />
'''Secrets of the Boneblade Art (Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. Once per turn, with a successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a free action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
<br />
'''Dark Life (Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
<br />
'''Fighting Style:''' At 4th level, the Boneblade Reaper gains a Monk’s Fighting Style. Appropriate names are generally of a dark tone such as ”Wasting Serpent Style” or ”Hopeless Basilisk Stance”.<br />
<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
<br />
'''Runes of Life Trapping (Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''magic jar, soul bind, trap the soul,'' and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs).<br />
<br />
<br />
Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his<br />
Deathscribed Flesh ability.<br />
<br />
<br />
'''Ghost Strike (Su):''' At 7th level, the Boneblade Reaper can lose any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity.<br />
<br />
<br />
'''Master Fighting Style:''' A Boneblade Reaper of 8th level gains access to a Master Fighting Style as a Monk.<br />
<br />
<br />
'''Dance with the Reaper (Ex):''' Due to a bargain with Death, a 9th level Boneblade Reaper must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane.<br />
<br />
He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper (''Libris Mortis'') without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years.<br />
If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf.<br />
<br />
If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
<br />
'''Runes of the Dark Reaper (Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action).<br />
<br />
<br />
At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Skindancer==<br />
''"It was Elothar... but it wasn't Elothar. It was like someone wearing an Elothar suit."''<br />
<br />
Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake. <br />
<br />
===Becoming a Skindancer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|A Feast Unknown]], Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 4th level Necromancy spells.<br />
|-<br />
! Special:<br />
| Must not be good.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Skindancer}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +0<br />
| class="left" | Wear Skin, Taking Lives<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +0<br />
| class="left" | Likeness<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +1<br />
| class="left" | Death Attack<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +1<br />
| class="left" | Flexible Hide<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +1<br />
| class="left" | Hide the Evidence<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +2<br />
| class="left" | Fill the Shell<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +2<br />
| class="left" | Aura Steal<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +2<br />
| class="left" | Art of the Preservation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +3<br />
| class="left" | Skin Reincarnation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +3<br />
| class="left" | Skin Puppets<br />
| class="left" | +1 Spellcaster Level <br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disquise(Cha), Hide(Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Sense Motive(Wis), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Wear Skin (Ex):''' The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast ''[[SRD:Shapechange|shapechange]]'' and become that creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature’s race. Once used, the spell-like abilities of a particular skin are forever expended. The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act. If the Skindancer dies while wearing a Skin, that Skin is destroyed.<br />
<br />
'''Taking Lives (Ex):''' To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM’s judgment). If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act. Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM’s option).<br />
<br />
'''Likeness (Ex):''' While wearing a creature’s Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).<br />
<br />
'''Death Attack (Ex):''' At 3rd level, the Skindancer gains the Death Attack ability of an [[SRD:Assassin|Assassin]]. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.<br />
<br />
'''Flexible Hide:''' At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.<br />
<br />
'''Hide the Evidence (Su):''' At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.<br />
<br />
'''Fill the Shell:''' At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.<br />
<br />
'''Aura Steal(Su):''' For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.<br />
<br />
'''Art of the Preservation (Su):''' The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin’s ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.<br />
<br />
'''Skin Reincarnation(Su):''' If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.<br />
<br />
'''Skin Puppets:''' The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast charm monster on them.<br />
<br />
==Stranger with the Burning Eyes==<br />
<br />
One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies. When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.<br />
<br />
===Becoming a Stranger with the Burning Eyes===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Must not be good.<br />
|-<br />
! Skills:<br />
| Concentration 9 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Feats:<br />
| Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to spontaneously cast 5th level spells, and the spell ''[[SRD:Magic Jar|magic jar]]''.<br />
|-<br />
! Special:<br />
| Your true body must have been destroyed.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Stranger with the Burning Eyes}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +0 || +0 || +2<br />
| class="left" | Burning Soul, Token<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +0 || +0 || +3<br />
| class="left" | Consume<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +1 || +1 || +3<br />
| class="left" | Firewall of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +1 || +1 || +4<br />
| class="left" | Explosive Reaction<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +1 || +1 || +4<br />
| class="left" | Inferno<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +2 || +2 || +5<br />
| class="left" | Lore of the Burning Flame<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +2 || +2 || +5<br />
| class="left" | Slow Burn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +2 || +2 || +6<br />
| class="left" | Wildfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +3 || +3 || +6<br />
| class="left" | Conflagration<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +3 || +3 || +7<br />
| class="left" | Hellfire<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Burning Soul (Su):''' At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use [[SRD:magic jar|magic jar]] at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.<br />
<br />
'''Token:''' At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.<br />
<br />
'''Consume (Su):''' At second level, the Stranger with the Burning Eyes may “lose” a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.<br />
<br />
'''Firewall of the Soul:''' At 3rd level, the Stranger with the Burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an [[SRD:Antimagic Field|antimagic field]] or other magic-destroying effect, though he is effectively trapped in that body until he can leave that effect.<br />
<br />
'''Explosive Reaction (Su):''' At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).<br />
<br />
'''Inferno (Su):''' While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.<br />
<br />
'''Lore of the Burning Flame:''' While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.<br />
<br />
'''Slow Burn (Su):''' Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.<br />
<br />
'''Wildfire (Su):''' At 8th level, the Stranger with the Burning Eyes may use his magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.<br />
<br />
'''Conflagration (Su):''' As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.<br />
<br />
'''Hellfire:''' Should the Stranger with the Burning Eyes ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.<br />
<br />
==Master of the Seven Necromantic Mysteries==<br />
''"Did you think that you could oppose me? Death itself is no mystery to one such as I."''<br />
<br />
The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.<br />
<br />
===Becoming a Master of the Seven Necromantic Mysteries===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| Spell Focus(Necromancy), Greater Spell Focus(Necromancy), two necromantic creation feats.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of the Seven Necromantic Mysteries}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Master of Necromancy, First Mystery: Secrets of Commanding<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Second Mystery: Secrets of Necromantic Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Third Mystery: Secrets of Negative Energy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Fourth Mystery: Secrets of Undead Creation<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Fifth Mystery: Secrets of Life Draining<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Sixth Mystery: Secrets of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Seventh Mystery: Secrets of Eternal Life<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Master of the Seven Necromantic Mysteries’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, the Master of the Seven Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''Master of Necromancy:''' The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.<br />
<br />
'''Secrets of Commanding (Su):''' The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).<br />
<br />
'''Secrets of Necromancy Spells:''' At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level.<br />
In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.<br />
<br />
'''Secrets of Negative Energy(Su):''' At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.<br />
<br />
'''Secrets of Undead Creation(Su):''' At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. <br />
In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day. <br />
<br />
'''Secrets of Life Draining(Su):''' At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.<br />
<br />
'''Secrets of the Soul:''' At 6th level, The Master of the Seven Necromantic Mysteries may cast magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another’s body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.<br />
<br />
'''Secrets of Eternal Life:''' At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.<br />
<br />
==Death King==<br />
''"I have returned."''<br />
<br />
The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy you. <br />
<br />
===Becoming a Death King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +8.<br />
|-<br />
! Feats:<br />
| Power Attack, Combat Expertise, Leadership.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|-<br />
! Special:<br />
| Must have been returned from the dead.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Death King}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mantle of Death<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | +1 Natural Armor, Gaze of the Terrible<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | +2 Natural Armor, Fast Healing 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | +3 Natural Armor, Regeneration 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | +4 Natural Armor, Horrors from Beyond<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | +5 Natural Armor , Eternal Hero<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Death King gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in [[SRD:Sorcerer|Sorcerer]] spellcasting.<br />
<br />
'''Mantle of Death:''' The Death King’s type changes to [[SRD:Undead|Undead]] (and he gains the augments subtype for his original type) and he gains the [[#Dark Minded (subtype)|Dark Minded]] and [[#Unliving (subtype)|Unliving]] subtypes.<br />
<br />
'''Natural Armor:''' At every level past 1st, the Death King’s natural armor increases by 1.<br />
<br />
'''Gaze of the Terrible (Su):''' As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a ''[[SRD:Fear|fear]]'' effect. This effect is handled as the spell, but targets only a single opponent.<br />
<br />
'''Fast Healing 1 (Ex):''' The Death King gains [[SRD:Fast Healing|Fast Healing]] 1 at 3rd level.<br />
<br />
'''Regeneration 1 (Ex):''' The Death King gains [[SRD:Regeneration|Regeneration]] 1 at 4th level. Non-magical weapons do normal damage to the Death King.<br />
<br />
'''Horrors from Beyond (Su):''' As a swift action, a 5th level Death King can target an opponent within short range with a ''[[SRD:Phantasmal Killer|phantasmal killer]]'' effect. This effect is handled as the spell.<br />
<br />
'''Eternal Hero (Ex):''' Should a 6th level Death King be destroyed and his remains interred in a [[#Tombs|Tomb]], he is restored to life in one week with no level loss.<br />
<br />
==Widow Queen==<br />
''"You look good enough to eat."''<br />
<br />
The Widow Queen is a necromancer who has been tempted by the awful seductions of vampirism. By drinking the blood and vital fluids of the living, she has grown bloated with magical power and life energy. She sits in a web of minions, trapping in enemies in her sticky machinations, probing their weakness for a soft spot to driver her fangs deep into their flesh.<br />
<br />
While her intelligent minions are the most clever and subtle, it is her mindless minions that are the most dangerous. Drained of vital fluids, they mass at her command and will gladly sacrifice themselves for her desires. This pleases her, and she will happily ask for that sacrifice. <br />
<br />
===Becoming a Widow Queen===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 9 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Feats|Path of Blood]], [[#Feats|A Feast Unknown]].<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level Necromancy spells and the spells ''[[SRD:Web|web]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Widow Queen}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Blood Drain, Paralyzing Touch<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Create Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Find the Little Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Suckle at the Resisting Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Create the Broken Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Seductive Speech<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Snare the Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +6<br />
| class="left" | Create Poisoned Hearts<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" | Flush of Youth<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | Cult of Personality<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). <br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Widow Queen gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Widow Queen casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Blood Drain (Ex):''' The Widow Queen can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. The Widow Queen heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.<br />
<br />
'''Paralyzing Touch (Su):''' With a touch, the Widow Queen can paralyze any enemy who fails a Fortitude save. This effect lasts three rounds, and the save DC is Charisma based. Using this ability is an attack action.<br />
<br />
'''Create Spawn:''' Any intelligent [[SRD:Humanoid|Humanoid]] creature killed by a 2nd level Widow Queen’s Blood Drain ability becomes a [[SRD:Vampire Spawn|vampire spawn]] under the control of the Widow Queen.<br />
<br />
'''Find the Little Ones (Su):''' At 3rd level, the Widow Queen may cast ''[[SRD:Scrying|scrying]]'' at will on any creature or spawn created with her Widow Queen abilities.<br />
<br />
'''Suckle at the Resisting Will (Su):''' When a Widow Queen of 4th level uses her Blood Drain ability, the Widow Queen may do Wisdom drain instead of Constitution drain.<br />
<br />
'''Create the Broken Ones:''' Any creature reduced to Wisdom of 0 by a Widow Queen of 5th level can be turned into a unique kind of spawn, Broken Ones. These creatures have all the abilities of the originals, but they gain the Mindless trait and must be commanded by the Widow Queen to perform any action. A Broken One has a Wisdom score of 1.<br />
<br />
'''Seductive Speech (Su):''' At 6th level, the Widow Queen may cast the spell ''[[SRD:Demand|demand]]'' at will as a spell-like ability on any person that has been a victim of her Blood Drain ability. She may also use her ''scrying'' ability on any victim of her Blood Drain ability. In this way, the Widow Queen can coordinate her minions and track escaped prey.<br />
<br />
'''Snare the Will (Su):''' Every round that a 7th level Widow Queen drains a victim of Wisdom, that victim must make a Will save or suffer the effects of a [[SRD:Charm Monster|charm monster]] effect that lasts as long as the Wisdom drain remains.<br />
<br />
'''Create Poisoned Hearts:''' If an 8th level Widow Queen can use her Blood Drain ability to drain wisdom from a victim on three successive nights (and the victim does not become a Broken One), the victim becomes a unique form of Spawn, a Poisoned Heart. These spawn have all of their abilities, but are fanatically loyal to the Widow Queen.<br />
<br />
'''Flush of Youth:''' Any night that a 9th level Widow Queen uses her Blood Drain ability, her age category is reduced to Young Adult. This does not affect her mental ability scores. She returns to her true age if she fails to feed for three nights in a row. In additional, she gains a +4 increase to her Constitution, as if from level gain.<br />
<br />
'''Cult of Personality (Su):''' If a 10th level Widow Queen is ever killed, her remaining spawn and minions form a [[#Necromantic Intelligence]] with a purpose of returning her to life. If they can spill the lifeblood of 100 sentients into a pit, a [[SRD:True Resurrection|true resurrection]] effect will be cast on the Widow Queen, and she will burst forth from the pit. Once the Widow Queen is returned to life, she regains control of her minions and spawn.<br />
<br />
==Bone Rider==<br />
''"We can make it; we'll just have to ride all night..."''<br />
<br />
The desire for a steed that will not tire or balk is instantly understandable by anyone who has ridden for even a short time. Still, while the dark arts can provide, there are few who are willing to take steps down that path. The Bone Rider is one who has chosen to sacrifice the luxury of acceptance for the power and convenience of using the raw power of death for transportation and war.<br />
<br />
===Becoming a Bone Rider===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Ride 7 ranks, Knowledge (Religion) 3 ranks, Diplomacy 4 ranks.<br />
|-<br />
! Feats:<br />
| Mounted Combat.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Bone Rider}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mount the Dead, Turn/Rebuke Undead, Spellcasting<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Versatile Riding, Deadly Touch<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Bonus Feat, Animate Dead<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Speed of the Dead, Hunger of the Dead<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Bonus Feat, Eternal Faithfulness<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge all skills taken individually) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Bone Rider gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level of Bone Rider counts as two levels of Blackguard for the purposes of spells per day and available spells. A Bone Rider's caster level for these Blackguard spells is her character level.<br />
<br />
'''Mount the Dead (Su):''' A Bone Rider can summon an undead creature to serve her for up to her character level in hours each day. The Bone Rider traditionally rides this creature, though it is fanatically loyal and she can use it for any other task it is capable of. Summoning or dismissing the mount is a standard action, and it appears within close range of the Bone Rider. If the Bone Rider's mount is destroyed, she may not summon it again for 24 hours.<br />
<br />
The mount is an undead creature, but is often much more intelligent and loyal than a normal example of its type. The undead mount has an Intelligence of 10 if it would normally be less than that (including creatures which usually have an Intelligence of "-"). The Bone Rider is immune to any harmful effects of touching or being within the presence of her mount. The Mount gains Turn Resistance equal to the Bone Rider's class level. <br />
<br />
A Bone Rider of sufficiently high level can select her mount from the following list, if her character level is at least equal to the minimum level of the beast in question. If a Bone Rider is higher level than necessary, she adds the difference to the undead beast's hit dice. The DM is welcome to allow alternative undead steeds, the following list is intended only as an example:<br />
* '''Minimum Level''' - '''Mount'''<br />
* 1 - Skeleton Wolf<br />
* 3 - Skeleton Warhorse<br />
* 5 - Skeleton Manticore<br />
* 7 - Zombie Wyvern<br />
* 9 - Revived Fossil Behir (LM)<br />
* 11 - Young Adult White Zombie Dragon (Draconomicon)<br />
* 13 - Ulgurstasta (Fiend Folio)<br />
* 15 - Charnel Hound (Monster Manual 3)<br />
* 16 - Nightwing<br />
* 17 - Hullathoin (Fiend Folio)<br />
* 20 - Nightcrawler <br />
<br />
<br />
'''Turn/Rebuke Undead (Su):''' If the Bone Rider already has turning or rebuking, she may add her levels of Bone Rider to her level for the purposes of turning or rebuking.<br />
<br />
'''Versatile Riding (Ex):''' At 2nd level, the Bone Rider's mount gains the special bonuses of a [[SRD:Phantom Steed|phantom steed]] cast with a caster level equal to her caster level.<br />
<br />
'''Deadly Touch (Su):''' At 2nd level, a Bone Rider can inflict negative energy damage with a touch. The total amount of damage which can be used each day is equal to her Charisma bonus times her class level. As this is negative energy, this damage heals undead. The Bone Rider can use as much or as little of this ability with a single touch as she chooses.<br />
<br />
'''Bonus feat:''' At 3rd level, the Bone Rider gains a Bonus Feat that she qualifies for. The feat must have Mounted Combat or Point Blank Shot as one of its prerequisites. She gains another similar Bonus Feat at level 5.<br />
<br />
'''Speed of the Dead:''' At 4th level, the Bone Rider's mount gains a +100' enhancement bonus to its speed with every movement it has. The mount also has Evasion.<br />
<br />
'''Hunger of the Dead:''' The mount of a 4th level Bone Rider can consume the flesh of a fallen corporeal enemy and heal itself completely in doing so. Devouring a helpless or dead opponent is a standard action if the target creature is at least one size smaller than the undead beast.<br />
<br />
'''Eternal Faithfulness (Su):''' At 5th level, a Bone Rider's Mount will sacrifice itself to save the Bone Rider's life. If the Bone Rider is ever affected by an effect or attack that would kill her while she is touching her mount, her mount suffers the effects instead. If the effect covered an area, it is entirely possible that the mount will be affected twice.<br />
<br />
===Paladin Bone Riders===<br />
<br />
In games using the Playing With Fire Necromancy option, it is entirely possibly for a Paladin to become a Bone Rider and use their abilities without adversely affecting their standing as Paladins. However, many of the spells on the Blackguard list are not conducive to retaining a Good alignment. It is suggested therefore, that a Bone Rider with any levels in Paladin be allowed to prepare spells from the Paladin list in her Blackguard spell slots in addition to the regular Blackguard spells.<br />
<br />
===Special Mounts and Cohorts===<br />
<br />
A game master may allow a Bone Rider with leadership to have an undead mount as a cohort. This undead Cohort may be any creature of a CR at least 2 less than the Bone Rider's character level, and may remain in the world 24 hours a day if desired. The undead cohort is a special creature initially attracted like a normal cohort, and has the Elite stat array (Undead creatures which normally have an Intelligence less than 10 or "-" have an Int modifier of +0 when they are a cohort special mount).<br />
<br />
<br />
==Thief of Souls==<br />
''"What would I possibly want with your money?"''<br />
<br />
Jewels, gold, and magical trinkets fill the dreams of most thieves, but the Thief of Souls wants only the most treasured possession of all: your very soul. Charming, wicked, and stealthy, they’re the enemy of the gods, preventing believer’s souls from entering their rightful place in the afterlife. From souls come power, and these dangerous individuals have learned to tap into that power for their own ends. The fact that this process destroys the souls does not matter to them as they know the world is full of souls, waiting to be taken.<br />
<br />
===Becoming a Thief of Souls===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Cannot be good.<br />
|-<br />
! Skills:<br />
| Use Magic Device 9 ranks, Knowledge(Religion) 4 ranks, Craft (alchemy) 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 1st level Arcane Spells.<br />
|-<br />
! Special:<br />
| Sneak Attack, Sudden Strike, or Skirmish +2d6.<br />
|-<br />
! Special:<br />
| Must have owned and used a dagger made from thinaun.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Thief of Souls}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Soul Taker, Thinaun Alchemy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Sneak Attack +1d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Fuel Magic<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Sneak Attack +2d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Soulfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Sneak Attack +3d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Steal Magical Essence<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Sneak Attack +4d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Reap Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Fuel Life, Sneak Attack +5d6<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Thief of Souls gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Thief of Souls casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Soul Taker(Su):''' At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it within a gem worth at least 100 gp. This process takes one minute, and the soul in the gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is released. If the soul gem is used to fuel any of the Thief of Soul’s class features, the gem and soul inside are destroyed and the creature whose soul was taken cannot be returned from the dead.<br />
<br />
'''Thinaun Alchemy(Ex):''' The Thief of Souls learns alchemic secrets that teach him how to convert iron into thinaun, the legendary soul stealing metal. He may construct new blades using this technique, the process take one day and expends 5000 gp in materials.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Thief of Soul's Sneak Attack Damage increases by 1d6. His sneak attack damage increases by another d6 at every even level. If the Thief of Souls has the Skirmish ability, he can increase his Skirmish Damage instead of his Sneak Attack.<br />
<br />
'''Fuel Magic(Su):''' When activating a charged magic item, a 3rd level Thief of Souls may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have a HD equal to the caster level of the effect.<br />
<br />
'''Soulfire (Su):''' A 5th level Thief of Souls may destroy a gem containing a soul (destroying the soul) in exchange for a ranged touch attacking deal 1d6 points of damage per HD of the soul with the gem. This is an attack action with a medium range, and the character need not be within 30 feet of the target for the attack to count as a Sneak Attack (other restrictions of sneak attacks apply).<br />
<br />
'''Steal Magical Essence (Su):''' Any time a Thief of Souls of 7th level or higher uses his Soul Taker ability, he can also extract one spell from the soul that was it had prepared at the time of its death (his choice). This effect keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.<br />
<br />
'''Reap Soul (Su):''' Any time the Thief of Souls successfully uses his sneak attack on an enemy with a thinaun weapon, the victim must make a Fortitude save or die. The save is Charisma based, and this is a Necromantic Death Effect. The Thief of Soul’s thinaun blade can take the soul as normal.<br />
<br />
'''Fuel Life (Ex):''' At 10th level, the Thief of Souls may destroy any soul gem with a CR equal to his character level in exchange for reverting himself to a young adult age. Doing so has no effect on his mental attributes, and when the soul gem is destroyed the character may choose to alter his appearance to match that of the creature whose soul was destroyed. This gives a +10 bonus to Disguise checks to impersonate the victim.<br />
<br />
==Soul Merchant==<br />
<br />
Upon death, souls pass to the Outer Planes. Evil souls go to the Lower Planes while good souls go the Upper Planes, and some souls wander the places between, but each has a value to the beings that live in those places Where there is value and profit to be made there is a merchant; in the soul trade, that man is the Soul Merchant. Slaver, procurer, and arbitrator, the Soul Merchant is ultimate middle-man in the market of stealing, selling, and buying souls. Like any successful merchant, he enjoys special privileges with his clients.<br />
<br />
===Becoming a Soul Merchant===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (The Planes) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Feats:<br />
| Leadership<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast [[SRD:Lesser Planar Binding|Lesser Planar Binding]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Soul Merchant}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Extract Soul, Extended Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Escort to the Promenade<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Craft Soul Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Soulless Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Bargain<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Notable Investments<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Credit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Lifetime Warranty<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Soul Merchant gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Soul Merchant casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Extract Soul(Su):''' The Soul Merchant may cast ''[[SRD:Soul Bind|soul bind]]'' as a spell like ability a number of times per day equal to his intelligence bonus. He must use a gem to hold the soul, and it must be worth at least 100gp.<br />
<br />
'''Extended Contract(Su):''' Due to his extensive web of contacts in the Outer Planes, the Soul Merchant can call spirits from beyond the grave. He may call undead creatures with his ''[[SRD:Planar Binding|planar binding]]'' spells in addition to the usual creatures.<br />
<br />
'''Escort to the Promenade(Su):''' At 2nd level, the Soul Merchant may call an Escort with a casting of the ''[[SRD:Lesser Planar Binding|lesser planar binding]]'' spell. Treat this creature as an [[SRD:Erinyes|erinyes]], but with the additional ability to use gate (travel version only, and only to Finality and the last location it was bound to). This Escort will take a Soul Merchant to Finality, a planar metropolis that has a prominent economy in the buying selling of souls (see Finality in [[#Locations of Necromantic Importance|Locations of Necromantic Importance]]).<br />
<br />
'''Craft Soul Contract(Su):''' At 3rd level, the Soul Merchant may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical effects of the contract are also ended.<br />
<br />
'''Soulless Spawn:''' Should a 4th level Soul Merchant gain someone’s soul with a Soul Contract, he may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.<br />
<br />
'''Bargain:''' By 5th level, the Soul Merchant has become a trusted (or at least known) middle-man in the soul trade. He may sell lesser souls to gain souls of greater value. In effect, he may buy souls in Finality by exchanging enough souls to equal the value of a more powerful soul. The Soul Merchant also gains the ability to increase the HD limitation of any planar binding spells he casts by +2 HD.<br />
<br />
'''Notable Investments:''' A Soul Merchant of 6th level has performed substantial dealings in the oft maligned (yet potentially lucrative) trade in souls. The character can act as a fixer for one of the major interested parties. The character gains one ability from the following list: Angelic Favor, Baatezu Favor, Demonic Favor, or Lich's Favor.<br />
<br />
* Angelic Favor (Sp): Due to outstanding effort in the recovery of good-aligned souls and destruction of evil-aligned souls, several celestials owe you favors. Once per day you may cast ''[[SRD:Greater Planar Ally|greater planar ally]]'' as a spell-like ability. This effect only calls a good-aligned celestial, and it only accepts souls as payment.<br />
* Baatezu Favor (Sp): Due to preexisting deals with several Devils, the Soul Merchant may destroy a soul for infernal power. Once per day, the Soul Merchant may gain DR of 15/good and silver for 10 minutes per CR of the creature destroyed. During this time, the Soul Merchant may see in darkness (including magical darkness) and is immune to fire.<br />
* Demonic Favor: After hurling a number of notable souls into forgotten maelstroms of torment in the Abyss, the Soul Merchant has gained agreements in principle to issue commands to Tanar'ri legions that are nominally under the control of his business associates. The Soul Merchant no longer has to pay Demons that have a CR at least 6 less than his own for their services.<br />
* Lich’s Favor (Sp): Due to preexisting deals with several [[SRD:Lich|liches]], the Soul Merchant level may destroy a soul for magical power. Once per day, the Soul Merchant may recover a spell slot by destroying a soul of a CR equal to twice the level of the spell.<br />
<br />
'''Credit:''' Due to his outstanding record, a 7th level Soul Merchant can use his abilities on credit (without expending souls); however, if he does not pay for these uses with twice as many souls (two souls of the correct value for each ability he used) in one month, his own soul is taken. If for any reason the Soul Merchant's soul cannot be taken, the merchants of Acheron will not extend him any more credit.<br />
<br />
'''Lifetime Warranty:''' At 8th level the Soul Merchant may store souls with certain powerful outsiders in the Finality. Should he ever die, these outsiders will sell his souls for the magic objects necessary to return him to life (such as true resurrection, cloning, or true reincarnation magic). If he should ever run out of souls, he can still be brought back on credit...<br />
<br />
==Lurker in the Swarm==<br />
''"You cannot know what we know. Your terror smells so... delicious... to... bees."''<br />
<br />
Through the ages, terrible necromantic practices have flourished in the dark and forgotten places of the world, but none has been so insidious as the practice of producing Blood Honey. Composed of the dying essences of sentients and produced by undead bees in necromantically-charged obsidian hives, Blood Honey has the remarkable qualities restoring vigor and youth to any that consume it. Kingdoms have fallen and lives have been lost due to the addiction for this substance as the Lurkers in the Swarm have peddled it among the powerful and elite in exchange for dark favors.<br />
<br />
The Lurkers in the Swarm are masters of the art of summoning and controlling undead swarms of bees, adding their minions’ powers to their own. Each maintains a hidden lair for their obsidian hives, commanding their undead bees to produce blood honey. Often, they conduct raids on the lairs of other Lurkers, each attempting to corner the market on Blood Honey and loot the stores of others. When cabals of Lurkers form, terrible plans are hatched and atrocities are committed as these necromancers have the patience of an immortal and the alien insights of an undead insect.<br />
<br />
===Becoming a Lurker in the Swarm===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 9 ranks. Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast ''[[SRD:Summon Swarm|summon swarm]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]'' as arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lurker in the Swarm}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speech of the Queen, Swarms of Bees<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Queen’s Right<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Gather the Blood Honey<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Husks of the Swarm<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Harvest of the Bitter Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | The Plague that Swallows the Sun<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | The Sight that is Shared<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Greater Plagues<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Spirits of the Hive<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Hive Storm<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot(Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lurker in the Swarm gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lurker in the Swarm casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speech of the Queen (Ex):''' The Lurker in the Swarm can communicate with vermin as if they were capable of communicating in a language she understands. She can likewise communicate with any creature that probably should have been classified as a vermin, subject to the DM's whim. She is fully able to speak to and understand a [[SRD:Hellwasp Swarm|Hellwasp Swarm]], a [[SRD:Phase Spider|Phase Spider]], or a [[SRD:Gelugon|Gelugon]], for example. With respect to such creatures, the Lurker in the Swarm can use her ranks in [[SRD:Handle Animal|Handle Animal]] or [[SRD:Diplomacy|Diplomacy]] to influence their opinion, as well as using her Intelligence bonus instead of her Charisma bonus.<br />
<br />
'''Swarms of Bees:''' When the Lurker in the Swarm casts ''[[SRD:Summon Swarm|summon swarm]]'', she instead gets a swarm of bees rather than a swarm of bats, rats, or spiders. This is considered a Wasp Swarm (Fiend Folio, p. 172).<br />
<br />
'''Queen’s Right (Ex):''' At 2nd level, the Lurker in the Swarm can control the movements of the Swarms she summons. Any swarms resulting from a casting of ''[[SRD:Summon Swarm|summon swarm]]'', or other conjurations on her part will be able to move normally on her turn, and do so under the direction of the Lurker. In addition, the Lurker in the Swarm no longer takes damage while in the space occupied by a swarm.<br />
<br />
'''Gather the Blood Honey:''' At 3rd level, the Lurker in the Swarm gains the ability to produce the notorious Blood Honey. Composed of the necromantically extracted essence of dying sentients and produced by undead bees, this blood red honey has the ability to heal wounds and restore vigor. When consumed, each dose of Blood Honey has the effects of a restoration and a regenerate spell. Blood Honey is created when the Lurker’s swarms kill a creature with at least 5 HD and an Int of 5 or better and then spends one hour in an obsidian hive. Only one dose can be produced each day by any one swarm.<br />
<br />
'''Husks of the Swarm:''' The Lurker in the Swarm gains such power over death and bees that at 4th level she can summon a swarm of Animate Bee Corpses: treat as a Bloodfiend Locust Swarm (Fiend Folio, p. 170) with the Corpse Template (Book of Vile Darkness, p. 185).<br />
<br />
'''Harvest of the Bitter Nectar (Su):''' At 5th level, the Lurker in the Swarm gains the ability to hold onto her youth indefinitely by producing the Royal Jelly form of Blood Honey out of the blood and energy she harvests from living intelligent creatures caught by her Animate Bees. After her swarms kill a creature with at least 10 HD using negative levels she can make a dose of magical honey sufficient to restore a single character to the Young Adult Age Category. Age penalties are removed, but mental attribute bonuses for her true age do not change. This effect lasts for one month, and then the Lurker must consume another dose of Royal Jelly or else she returns to the true age (and dies if she has surpassed her maximum age). It gradually becomes more difficult to benefit from Royal Jelly. For every year a Lurker maintains her youth in this fashion, it requires an extra dose each month to retain the benefit (but never exceeds 30 doses for a month).<br />
<br />
'''The Plague that Swallows the Sun:''' A lurker in the Swarm learns the spell ''[[SRD:Insect Plague|insect plague]]'' at 6th level, even though it is most likely not on her list. The spell is still a 5th level spell, though the Lurker's Swarms of Bees, Queen’s Right, and Husks of the Swarm abilities all apply (allowing the Lurker to produce swarms of bees or animated bee corpses which move at her direction). At 8th level, the lurker learns the ''[[SRD:Creeping Doom|creeping doom]]'' spell, which again can take the form of various bees and move at her command without needing to expend actions.<br />
<br />
'''The Sight that is Shared (Su):''' At 7th level, the Lurker in the Swarm is capable of sharing her senses with all bees within long range (400' + 40' per caster level) of herself, whether or not line of effect exists between the Lurker and the bees. The Lurker can make a Search, Spot, or listen check as if she shared the location of any bees in that area, and anything noticed by the Lurker (or any of the bees) is automatically noticed by the Lurker and all of the bees. The Lurker in the Swarm can see through swarms of bees as if they did not block vision at all. The Lurker can also replicate ''[[SRD:Animal Messenger|animal messenger]]'' at will, though the messenger can and must be a bee.<br />
<br />
'''Spirits of the Hive:''' At 9th level, any time the Lurker in the Swarm summons bees, she may opt to replace summoned bees with Ephemeral Swarms (of bees). The constituents of the swarms are fine creatures, but otherwise conform to the listing of the Ephemeral Swarm (Monster Manual 3, p. 50).<br />
<br />
'''Hive Storm (Su):''' At 10th level, the Lurker in the Swarm contains an improbable number of bees within her own body, and can surround herself with a swarm of them at any time as a move action (these bees are considered a Hellwasp Swarm (Monster Manual, p. 238) while they are surrounding her). The swarm moves with the Lurker, and while they may be dispersed as normal, the Lurker can replace the swarm at any time with a move action. In addition, the Lurker in the Swarm is immune to the Distraction ability of swarms.<br />
<br />
==Heartless Mage==<br />
''"Now that I live forever, it seems that I no longer need you. Our relationship is most likely over."''<br />
<br />
Some necromancers seek to emulate the immortality of the lich without losing the pleasures of the flesh, and they master techniques to remove their own heart and place it within a box of polished obsidian. The price is terrible emotional stasis, but in return the Heartless Mage is free from death. Having sacrificed their own hearts in pursuit of power, they are emotionally sterile, driven by pure ambition.<br />
<br />
===Becoming a Heartless Mage===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level arcane spells, including ''[[SRD:Magic Jar|magic jar]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Heartless Mage}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Box the Mortal Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Lessons of the True Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | True Ownership<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Resurrection<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Immortal<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Heartless Mage gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Heartless Mage casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Box the Mortal Heart(Ex):''' At 1st level, the Heartless Mage removes his own heart and places it within an obsidian box worth at least 1,000 gp. The effect of this transformation is that whenever the Heartless Mage is killed, the obsidian box holding his heart may be used as a focus component to a ''[[SRD:Raise Dead|raise dead]]'' or ''[[SRD:Resurrection|resurrection]]'' spell. Using his heart in this way means that he is returned to life without level or XP loss. Should the Heartless Mage’s heart be destroyed or removed from the box, he is instantly killed wherever he stands. In addition, each level of Heartless Mage grants a cumulative –1 penalty on all Charisma-based checks. Also, from this point onward the Heartless Mage does not age further or advance in age categories.<br />
<br />
'''Lessons of the True Heart:''' At 2nd level, a Heartless Mage may use any of the following spells as spell-like abilities: ''heart of stone'', ''hoard life'', and ''[[SRD:False Life|false life]]'', each usable once per day. When he uses these abilities he must use the obsidian box holding his heart as a focus component, and the box counts as the final resting place of his heart for the effects of this spell.<br />
<br />
'''True Ownership (Sp):''' At 3nd level, the Heartless Mage improves the mystical connection to his heart. He may cast ''[[SRD:Scrying|scrying]]'' and ''[[SRD:Discern Location|discern location]]'' as a spell-like abilities at will, but only if he is seeking the obsidian box holding his heart.<br />
<br />
'''Heartless Resurrection:''' At 4th level, the Heartless Mage does not die when his body is killed. Instead, his soul is transferred to the obsidian box containing his heart (treat as a tiny construct with a hardness of 20 and no movement abilities). While in this form, he may cast ''[[SRD:Magic Jar|magic jar]]'' at will as a spell-like ability (caster level equal to his character level, and his obsidian box is the focus). For the purposes of this effect, soulless bodies in perfect physical condition (such as clones preserved by ''[[SRD:Gentle Repose|gentle repose]]'' or soulless bodies produced by ''[[SRD:Magic Jar|magic jar]]'' effects) can be targeted by this effect as if they were living. If the body possessed is a duplicate of the Heartless Mage’s own body (via clone or a simulacrum spell, for example), successful use of this ability counts as a ''[[SRD:True Resurrection|true resurrection]]'' on the Heartless Mage with a material component being the body he is possessing (it is consumed).<br />
<br />
'''Heartless Immortal:''' When a Heartless Mage is possessing a body with his Heartless Resurrection ability, he may perform a 12-hour ritual costing 1,000 gp in material components that recreates his current body into duplicate of his original body. This counts as a casting of ''[[SRD:True Resurrection|true resurrection]]'' with a material component of the body he is using.<br />
<br />
==Speaker for the Dead==<br />
''"For ten thousand years our ancestors have lived and died in this land and not once has the world been swallowed by an unending chasm into the Abyss. They tell me that they are disappointed in your actions, and I am here to make their displeasure known."''<br />
<br />
The souls of those that die are drawn inexorably towards the outer planes to await their punishment or rewards as befits the whim of the powerful beings that dwell there – outsiders and the gods themselves. A few get drawn back to the world of the living, but the vast majority become petitioners, and the memories of these lives beyond counting are gradually forgotten and lost to time.<br />
<br />
Or they would be, if the Speakers did not endeavor to catch these memories and keep them safe against a time in the future when they may be needed again. <br />
<br />
===Becoming a Speaker for the Dead===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Diplomacy 4 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast Divination and Necromancy spells of levels 1 through 3.<br />
|-<br />
! Languages:<br />
| Must know at least 4 languages.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Speaker for the Dead}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speak With Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Call Spirits, Well of Knowledge<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Taste of Lethe, Hear the Hungry Spirit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Education of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Proxy of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Revenge of the Fallen<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Avenging Souls<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Library of Lost Memories<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Usurp Death’s Kingdom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Vengeance of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Speaker for the Dead gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Speaker for the Dead casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speak With Dead (Sp):''' A Speaker for the Dead can use ''[[SRD:Speak with Dead|speak with dead]]'' as a spell-like ability at will. Unlike a normal caster, they can successfully use the spell more than once on the same corpse, though if a corpse of a creature with a hostile alignment makes its save, speak with dead may not be used again on that corpse for an entire week.<br />
<br />
'''Call Spirits (Su):''' The Speaker for the Dead is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead. In addition, all the of ''summon undead'' spells are considered spells known for her.<br />
<br />
'''Well of Knowledge:''' By 2nd level, the Speaker for the Dead has begun to have long conversations with the dead, gaining all sorts of odd knowledge. The speaker's levels count as Bard levels for the purposes of Bardic Knowledge. If she does not already have Bardic Knowledge, she gains that ability using only her levels in Speaker for the Dead.<br />
<br />
'''Hear the Hungry Spirit (Su):''' The Speaker for the Dead can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.<br />
<br />
'''Taste of Lethe (Ex):''' A Speaker of 3rd level or higher has honed her skills of remembrance to the point where she is able to draw upon the unending mind of the undead. She is not completely immune to mind affecting magic as an undead is, but her memories are. The Speaker is immune to effects such as ''[[SRD:Modify Memory|modify memory]]'' and ''mind rape'', and is even able to drink the waters of the River Styx without losing any precious memories.<br />
<br />
'''Education of the Dead:''' The Speaker for the Dead has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Speaker must assign skill points as normal to gain a skill at a higher ranks.<br />
<br />
'''Proxy of the Dead:''' Undead creatures cannot attack a Speaker for the Dead unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.<br />
<br />
'''Revenge of the Fallen:''' At 6th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeletons with more than 4 HD.<br />
<br />
'''Avenging Soul:''' At 7th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Create Greater Undead|greater create undead]]'' as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them.<br />
<br />
'''Library of Lost Memories:''' The Speaker for the Dead may cast ''[[SRD:Contact Other Plane|contact other plane]]'' or ''[[SRD:Legend Lore|legend lore]]'' as a spell-like ability once per day at 8th level.<br />
<br />
'''Usurp Death’s Kingdom (Su):''' A 9th level Speaker for the Dead may alter the purpose of a [[#Necromantic Intelligence|Necromantic Intelligence]]. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Speaker desires. If this is not possible, the Necromantic Intelligence is destroyed.<br />
<br />
'''Vengeance of the Dead:''' At 10th level, the Speaker for the Dead may create a [[#Necromantic Intelligence|Necromantic Intelligence]] with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.<br />
<br />
==Lord of the Damned==<br />
''"Your resistance is interesting, but ultimately futile. Whether now at my hands, or a hundred years hence... you will die. And you will join our legion."''<br />
<br />
It is a well known fact that undead are created from natural forces. Great pain, fear, or despair are but a few of the many ways for undead to rise, and the circumstances of one’s death determine what kind of undead one may become, and the raw power that undeath will bestow upon one. The Lord of the Damned in as earnest student of this phenomenon, and a practitioner of the most vile of tortures. He creates undead not by magic or negative energy, but by his understanding of the psychology and physiology of undeath. He controls his creations not by supernatural power, but by shattering the mind within the undead shell and reshaping it to his own purposes. To him, the greatest weakness of the undead is not that they are the walking dead, but that they were once alive. <br />
<br />
===Becoming a Lord of the Damned===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Evil.<br />
|-<br />
! Skills:<br />
| Knowledge (Religion) 9 ranks, Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast divine necromancy spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lord of the Damned}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Rebuking/Turning, Lord of the Damned Creation Feat, Aura of Evil<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Train Undead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | The Hunger Denied<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | Heel to the Master<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +2 || +6<br />
| class="left" | Parade of Atrocities<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +7 || +3 || +3 || +6<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +3 || +7<br />
| class="left" | The Obsession<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Lord of the Damned’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lord of the Damned gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lord of the Damned casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Rebuking/Turning (Su):''' The Lord of the Damned gains the ability to convert uses of [[SRD:Turn or Rebuke Undead|Turning]] into [[SRD:Turn or Rebuke Undead|Rebuking]] or uses of Rebuking into Turning regardless of alignment or god. Levels in Lord of the Damned stack with any other class levels that provide Turning or Rebuking.<br />
<br />
'''Lord of the Damned Creation Feat:''' At first and every subsequent odd numbered level, the Lord of the Damned may choose any [[#Necromantic Creation Feats|Necromantic Creation feat]] if he would normally qualify to take it. When he uses a feat learned with this class feature, he can and must create undead from living subjects (instead of corpses, as is normal for most of these feats).<br />
<br />
'''Aura of Evil:''' The Lord of the Damned radiates evil at a power equal to his level. This feature stacks with any other class features that cause a character to radiate evil, such as those of evil [[SRD:Cleric|clerics]] or [[SRD:Blackguard|blackguards]].<br />
<br />
'''Train Undead:''' At 2nd level, the Lord of the Damned may train any uncontrolled undead as if they were [[SRD:Magical Beast Type|Magical Beasts]] by using the rules for the [[SRD:Handle Animal Skill|Handle Animal]] skill. Undead only need to be “reared” for one month for them to be loyal to the Lord of the Damned, and intelligent undead do not need to be taught tricks. The Lord of the Damned may substitute Knowledge (Religion) for Handle Animal when training undead.<br />
<br />
'''The Hunger Denied (Su):''' At 4th level, the Lord of the Damned radiates an effect similar to an [[SRD:Antilife Shell|antilife shell]], except that it only affects undead. He may end or renew this effect as a move action.<br />
<br />
'''Heel to the Master (Su):''' If a 6th level Lord of the Damned expends two uses of [[SRD:Turn or Rebuke Undead|Turning/Rebuking]] while making a Rebuking attempt, any undead that would normally be Rebuked are instead Commanded (limited by the normal amount of undead he can command).<br />
<br />
'''Parade of Atrocities:''' At 8th level, the Lord of the Damned gains some of the abilities of a [[#Necromantic Intelligence|Necromantic Intelligence]]. He sees anything that any undead he has created sees, and he may alter the weather as a Necromantic Intelligence within a radius of 1 mile for every two character levels. Any creature of HD 1 or less violently killed within the radius of this weather becomes a [[SRD:Zombie|Zombie]] under his control.<br />
<br />
'''The Obsession:''' By 10th level, the Lord of the Damned has learned the exact circumstances needed to turn himself into a [[SRD:Lich|Lich]]. He does not gain a level adjustment or expend gold or experience points for this transformation, and he must designate one Tiny-sized magical object to become his phylactery.<br />
<br />
==Pumpkin King==<br />
''"Rise my children, and taste the fruits of our enemies."''<br />
<br />
The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a wrld of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.<br />
<br />
===Becoming a Pumpkin King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|Body Assemblage]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 3rd level spells and cast necromancy spells from every spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkin King}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Children of the Vine, Grow Vines<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Pumpkin Bomb, Plant Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Pluck the Ripe, Soul of the Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Pumpkin Men<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Reap the Unworthy, Soul of the Pumpkin<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Patch of Doom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Dark Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Cornucopia of Death<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapon or armor.<br />
<br />
'''Spellcasting:''' Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Children of the Vine (Sp):''' At first level, the Pumpkin King has learned to create the Children of the Vine. As an at-will spell-like ability, you may cast a special version of ''[[SRD:Animate Dead|animate dead]]'' to create skeletons, and only skeletons, from bones or corpses. To use this effect, you must place a pumpkin seed in the mouth or eyes of the skulls used. Vines then creep out of the eyes and wrap themselves around the newly created skeleton’s bones. These Children of the Vine last until the next dawn, and this ability shares a control pool with ''animate dead''. Children of the Vine that fall inert with the Sun's rise may be reanimated as normal. If a corpse has any flesh remaining upon its bones when animated by this effect, that flesh is scrubbed clean by the vines.<br />
<br />
'''Grow Vines (Sp):''' A Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit at will.<br />
<br />
Also at this level, leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried; otherwise, they are dark green.<br />
<br />
'''Pumpkin Bomb (Su):''' A 2nd level Pumpkin King may throw a Pumpkin Bomb up to fifty feet. He conjures a pumpkin blazing with green and black flames that detonates with unholy energy when it reaches its target. The explosion is 15 feet in radius and inflicts 1d6 per character level of Unholy Damage. A successful Reflex save halves the damage and the Save DC is Charisma based. Throwing a bomb is a full-round action that may be used at will.<br />
<br />
'''Plant Spells:''' At 2nd level, the spells ''[[SRD:Entangle|entangle]]'', ''[[SRD:Command Plants|command plants]]'', ''[[SRD:Control Plants|control plants]]'', ''[[SRD:Plant Growth|plant growth]]'', and [[SRD:Wall of Thorns|wall of thorns]]'' are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.<br />
<br />
'''Pluck the Ripe (Ex):''' At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. This infestation means that the Pumpkin King's skeletons have a minimum natural armor bonus equal to his levels in his class level, and they gain immunity to unholy damage.<br />
<br />
'''Soul of the Harvest:''' At 3rd level, the irises of your eyes become orange and seem to have an inner light. You gain immunity to unholy damage.<br />
<br />
'''Pumpkin Men (Sp):''' At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the ''awaken undead'' spell used on them, that have a minimum natural armor bonus equal to the Pumpkin King's class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.<br />
<br />
'''Reap the Unworthy (Ex):''' At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Willpower save or become frightened.<br />
<br />
'''Soul of the Pumpkin:''' At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.<br />
<br />
'''Patch of Doom (Sp):''' At 6th level, a Pumpkin King may create a Patch of Doom one per day as a spell-like ability. A Patch of Doom is a necromantically-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered ''[[SRD:Desecrate|desecrated]]''. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow.<br />
<br />
'''Dark Harvest (Su):''' At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.<br />
<br />
'''Cornucopia of Death (Su):''' At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow fires. This has no game effect.<br />
<br />
=Necromancers with Style=<br />
<br />
==Necromantic Creation Feats==<br />
Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.<br />
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.<br />
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.<br />
<br />
Undead Feats<br />
The powers of the undead are legendary, in part because they are so varied. A feat with the [Undead] tag can only be selected or used by a character who is undead.<br />
<br />
==Feats==<br />
<br />
===A Feast Unknown [Necromantic]===<br />
You have partaken of the feast most foul and count yourself a king among the ghouls.<br />
<br />
'''Prerequisite:''' You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil.<br />
<br />
'''Benefit:''' You can create Ghouls or Ghasts from any dying person (at -1- to –9 hps). Any undead you create have the Scent special quality. <br />
In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD. <br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.<br />
<br />
===The Path of Blood [Necromantic]===<br />
You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.<br />
<br />
'''Prerequisite:''' character level 5<br />
<br />
'''Benefit:''' You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Body Assemblage [Necromantic]===<br />
The discarded husks of life are nothing more than a building material to you.<br />
<br />
'''Prerequisite:''' Caster Level 1, ability to cast 1st level spells of the Necromancy school.<br />
<br />
'''Benefit:''' You may create skeletons and zombies that serve you alone.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.<br />
<br />
===Feed the Dark Gods [Necromantic]===<br />
You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.<br />
<br />
'''Prerequisite:''' Any two necromantic feats, character level 7, 10 ranks in Knowledge(Religion) <br />
<br />
'''Benefit:''' You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Wrappings of the Ages [Necromantic]===<br />
The ancient secrets by which unlife can be sustained in mummification have been unearthed.<br />
<br />
'''Prerequisite:''' character level 8<br />
<br />
'''Benefit:''' You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Whispers of the Otherworld[Necromantic]===<br />
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death. <br />
<br />
'''Prerequisite:''' character level 4 <br />
<br />
'''Benefit:''' You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Fairy Eater===<br />
By consuming the flesh of fairies, you have absorbed a fraction of their magic.<br />
<br />
'''Prerequisite:''' A Feast Unknown, must have eaten the flesh of a creature with the Fey type.<br />
<br />
'''Benefit:''' All figments and glamers you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Heavenly Desserts===<br />
By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.<br />
<br />
===Devil Preparation===<br />
By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of a Devil or Demon.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanari or Baazetu for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Child Necromancer=== <br />
An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.<br />
<br />
'''Prerequisite:''' Caster level 1, must know at least one necromancy spell of each spell level you can cast. <br />
<br />
'''Benefit:''' All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.<br />
<br />
'''Special:''' This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.<br />
<br />
===Blood Painter===<br />
By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.<br />
<br />
'''Prerequisite:''' Path of Blood, Caster level 5, Spellcraft 4 ranks<br />
<br />
'''Benefit:''' At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a flat 10’ by 10’ surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster's current Con or Blood Pool is less than double the spell's level, the spell cannot be cast.<br />
Any spells cast with this feat are Supernatural effects.<br />
<br />
===Sleep of the Ages===<br />
Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.<br />
<br />
'''Prerequisite:''' character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual<br />
<br />
'''Benefit:''' By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.<br />
As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)<br />
<br />
===Boneblade Master===<br />
You have mastered the alchemic processes needed to create boneblades, as well as their use in combat. <br />
<br />
'''Prerequisite:''' Craft(alchemy) 4, Craft 4 (scrimshaw)<br />
<br />
'''Benefit:''' You are considered to be proficient in the use of any weapon made from the special material Boneblade, and you may craft weapons out of Boneblade. In addition, you are considered to have the Improved Critical feat for any boneblade weapons you use in melee combat. <br />
You also gain a +2 to Initiative checks.<br />
<br />
===Ghost Cut Technique===<br />
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.<br />
<br />
'''Prerequisite:''' Whispers of the Otherworld <br />
<br />
'''Benefit:''' Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level. <br />
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
<br />
===Enervating Touch [Undead]===<br />
Your undead nature allows you to drain the life out of living victims.<br />
<br />
'''Benefit:''' Your unarmed attacks and natural weapons inflict one negative level. The DC to remove that negative level is Charisma based. You gain 5 temporary hit points every time you inflict a negative level on an intelligent creature in this way.<br />
<br />
===Control Spawn [Undead]===<br />
Your victims serve you eternally in death.<br />
<br />
'''Prerequisite:''' Enervating Touch<br />
<br />
'''Benefit:''' when a creature dies from the negative levels you inflict and rises as a Wight, it comes under your control. At any one time, you may control a number of Wights in this manner equal to your Charisma modifier (minimum of one). If you create additional Wights, you choose which spawn you lose control over.<br />
<br />
===Paralyzing Touch [Undead]===<br />
The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.<br />
<br />
'''Prerequisite:''' Ghoul<br />
<br />
'''Benefit:''' Your unarmed strikes and natural attacks cause paralysis for one minute unless your victim makes a Fortitude save. This save is Charisma based.<br />
<br />
=The Necronomicon=<br />
<br />
Necromancy as a school is possessed of some of the most powerful and game defining spells ever imagined in the worlds of Dungeons and Dragons. Magic jar, wail of the banshee, and clone can practically be a world threatening plan for a BBEG all by themselves. In fact, that's been done several times. But Necromancy as a school suffers greatly for this attention. Though the earth shaking power for dark lords is well represented, the low levels of necromancy have been largely ignored by generations of authors. It is our intention to produce a short list of spells that allow a low level Necromancer to be memorable and effective without constantly falling back on the old stand-by of having Spell Focus: Conjuration.<br />
<br />
==The [Healing] subschool==<br />
The spell cure light wounds has no business being in the school of Conjuration. It's not that you can't make an acceptable argument for the existence of "conjuration" that makes people feel better – that's actually pretty easy to rationalize. It's that cure light wounds doesn't work the way a spell that was in Conjuration would work. It doesn't create healthy flesh to fill up wounds – it channels Positive Energy into the creature and makes them feel better or worse depending upon how they react to that sort of thing. As described, the [Healing] subschool needs to be in the same school as inflict light wounds, because it does the same thing. Logically speaking, that could be Evocation (because Evocation handles any Energy Channeling), or it could be Necromancy (because Necromancy can do pretty much anything with Positive or Negative Energy). We suggest having the [Healing] subschool in Necromancy, but only because this isn't The Tome of Evocation. If you decide to make these spells Evocation spells for your home game, we won't stop you.<br />
<br />
==Congealing Consumption==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
'''Range:''' Medium<br />
<br />
'''Area:''' 10 foot radius burst.<br />
<br />
'''Duration:''' Instantaneous, and 1 round/level (see below)<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes. <br />
<br />
''As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within.''<br />
<br />
Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster.<br />
<br />
==Curse of Crumbling Conviction==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 4<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. "Why?" he asked. It was a question she could not answer…''<br />
<br />
If the target fails their save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one.<br />
<br />
==Dark Symmetry==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face.'' <br />
<br />
If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls.<br />
<br />
==Form of Death==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Touch<br />
<br />
'''Target:''' One Living Creature.<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Saving Throw:''' Fortitude Negates (Harmless)<br />
<br />
'''Spell Resistance:''' Yes (Harmless).<br />
<br />
''The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry.''<br />
<br />
A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures.<br />
<br />
==Puppet Dance==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Close<br />
<br />
'''Target:''' One Corporeal Creature<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Reflex Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh.''<br />
If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster's Base attack Bonus rather than their own.<br />
<br />
==Sobering Skeletal Stillness==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 1<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature with Bones.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Fortitude Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
<br />
''Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two…''<br />
<br />
If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not affect objects are still effected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not).<br />
<br />
==Tasha's Tomb Tainting==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level: Sor/Wiz 1'''<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' 40-ft. radius emanating from the touched point<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. "Not hardly…" he mutters, and begins fishing through his spell component pouch for a black pearl…'' <br />
<br />
Upon spell completion, the area is free of any consecration, desecration, [[#Forsaken Graveyards|Forsaken Graveyard]], ''[[SRD:Hallow|hallow]]'', [[#Tombs|Tomb]], or ''[[SRD:Unhallow|unhallow]]'' effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area).<br />
<br />
'''Material Component:''' One Black Pearl, worth at least 500 gp.<br />
<br />
==Tasha's Tomb Transport==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 minute<br />
<br />
'''Range:''' See Text<br />
<br />
'''Target:''' You and objects and willing creatures.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat.''<br />
<br />
This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster's choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight.<br />
<br />
==Tomb Tile Tessellation==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' One ten-foot cube<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' No.<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way.''<br />
<br />
This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb.<br />
<br />
'''Material Component:''' One vial of Holy Water or one vial of Unholy Water. <br />
<br />
=New rules:=<br />
<br />
The interaction of Undead with the rest of the rules is often less than satisfactory. Part of this is that the undead type itself is extremely overzealous in the game effects it provides. The fact that all undead don't need sleep means that vampires don't have to sleep in their coffins. The fact that undead don't have a Constitution score means that Ghouls can run for exactly zero rounds before they have to make a Con check (that they automatically fail) to continue (and also says it can "run on indefinitely", a base contradiction that makes us sad). The fact that undead are immune to critical hits means that a vampire can't be staked through the heart (even if it was sleeping, which it isn't). But even beyond that fundamental error, the multitude of authors that compromise the Dungeons and Dragons design staff never seemed to get on the same page as to exactly what being undead means – so a surprisingly large number of contradictory statements pepper the products.<br />
<br />
And I'm not just talking about how they made an entire Deathless Type when there's already Ghosts (Alignment: Any) right in the core rules.<br />
<br />
==Subtypes==<br />
The obvious, and slickest, way to handle the excesses of the Undead type would be to simply rewrite the Undead type with a lot less in it and throw down a number of subtypes (mindless for skeletons, amorphous for shadows, and ponderous for zombies) to put in the abilities that each type of undead is supposed to have. But polls have shown that people aren't willing to play with optional rules that do that – but perversely they are willing to add new subtypes to monsters to remove rules instituted by the base template. I don't know why, but DMs are honestly more likely to use an additional subtype that removes an inappropriate game effect from a monster than they are to use a modified base type that doesn't have the inappropriate effect in the first place. So that's how we're going to do it here.<br />
<br />
===Dark Minded (subtype)===<br />
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:<br />
<br />
- Not immune to mind affecting affects.<br />
<br />
- Immune to morale and fear effects.<br />
<br />
- Heals normally<br />
<br />
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.<br />
<br />
- A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.<br />
<br />
===Unliving (subtype)===<br />
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:<br />
<br />
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score.<br />
<br />
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.<br />
<br />
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).<br />
<br />
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.<br />
<br />
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.<br />
<br />
*Sample creatures with the [Dark Minded] subtype:<br />
**Liches<br />
**Nightshades<br />
**Vampires<br />
<br />
*Sample creatures with the [Unliving] subtype:<br />
**Ghouls<br />
**Necropolitan<br />
**Vampires<br />
<br />
==Undead and Aging==<br />
Undead don't age. They don't get any older or more decrepit over time, that's the whole point. A creature with the undead type does not grow older at all, unless further modified by the Dark Minded subtype. This probably should have been in the Monster Manual.<br />
<br />
==Becoming Undead==<br />
<br />
The basic rules for transforming into Undead were never intended to be playable by player characters. And thus it is unsurprising that the legions of the damned are not only unsatisfying, but actually unplayable when placed in a game. The following are templates that can be added to a character to make them into an Undead without actually changing their Level Adjustment. If a player wants to explore the legendary powers available to some of these creatures, they are encouraged to take Prestige Classes available to undead or to take one or more [Undead] feats that can grant the character these abilities within the normal level progression context. Each undead creature type has access to a special class that characters may take to advance their special abilities.<br />
<br />
===Revenants===<br />
''"Fear me first before all other evils under the heavens. Before even Death, for I am hatred and do not die."''<br />
<br />
A revenant is the victim of a murder driven to avenge their own death. A game master might allow a character to return from the dead as a revenant if their character died in a particularly unfair fashion or if their character had a lot left to do.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded subtype.<br />
<br />
'''Hit Dice:''' The character's BAB, Saves, and skills are all unaffected. The character must reroll his Hit Points, but every hit die is a d12.<br />
<br />
'''Ability Scores:''' The character loses his Constitution score.<br />
<br />
'''Alignment:''' The character's alignment changes to Lawful.<br />
<br />
'''Special Qualities:''' The character cannot be turned, but may be rebuked. The character heals completely at the setting of the sun, unless he is in a Tomb or hallowed area. This healing can even bring him back from destruction, but if his body is nailed to the ground (or in a Tomb or hallowed area), he can never come back from the dead by any means.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
===Vampires===<br />
''"An eternity of loneliness and betrayal is, ultimately, an eternity."''<br />
<br />
A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent. Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities. <br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scores:''' The character gains a +2 bonus to his Strength and Charisma.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. The character heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Humanoids slain by this Constitution Drain may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability).<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. The character suffers 2d6 damage and is considered staggered every round he is exposed to direct sunlight. This damage cannot be healed by any means until the character is in a place with no light at all (such as a coffin). A vampire character is vulnerable to Light effects.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Vampire Paragon====<br />
'''Hit Die:''' d6<br />
<br />
'''BAB/Saves:''' BAB: Poor (as Wizard); Fort: Bad; Reflex: Good; Will: Good<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus< br<br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Blood Pool, Gaseous Form, Flaw, +1 Spellcaster Level<br />
<br />
2 Hypnotic Gaze, +1 Spellcaster Level<br />
<br />
3 Command Spawn, Regeneration, Flaw, +1 Spellcaster Level<br />
<br />
'''Weapon and Armor Proficiencies:''' The Vampire Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Vampire Paragon casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level. If the character does not have any levels in any spellcasting classes when she takes her first level of Vampire, this class feature gives her levels in Sorcerer spellcasting. <br />
<br />
'''Blood Pool (Ex):''' A Vampire Paragon may "store" blood she has drained from intelligent creatures against future need and draw upon this blood to power her body or her magic. If a Vampire Paragon consumes the Constitution of an intelligent creature after she has already fed for the day, excess Constitution drained adds to her Blood Pool. A Vampire Paragon's Blood Pool can never exceed her character level plus her class level of Vampire Paragon. Constitution drained after the Blood Pool is filled is wasted.<br />
<br />
A Vampire Paragon may spend a point of her Blood Pool to heal herself of five points of damage. She may spend 4 points of Blood Pool to forgo needing to feed for one day. A spell being cast may be enhanced with any metamagic feat the Vampire Paragon knows by spending a number of points of Blood Pool equal to the number of extra levels the metamagic would add to the spell. Using Blood Pool is a free action, but no more than 4 points may be spent in a single round.<br />
<br />
'''Gaseous Form (Su):''' A Vampire Paragon can assume gaseous form as the spell at will.<br />
<br />
'''Flaw:''' Increasing the power of the blood within a Vampire is not without difficulties. As the potency of the Vampire's blood grows, so too does the power of her curse. At 1st and 3rd level of Vampire Paragon, the vampire gains an additional weakness related to her blood. Appropriate vampiric weaknesses are too numerous to be listed here, but could include: Inability to enter consecrated or hallowed ground; helplessness in water; repulsion (as the spell) by garlic; vulnerability to silver; daylight powerlessness (as a specter); dazed by spilled grains (2d4 rounds); nauseated by Holy Water (1d4 rounds); Inability to enter a hearth unless invited.<br />
<br />
'''Hypnotic Gaze (Su):''' At 2nd level, a Vampire Paragon gains the ability to hypnotize creatures which meet its gaze. The Vampire Paragon may make use its gaze on one creature within short range each round as a Swift action. Creatures are affected as by a hypnotism spell except that there is no hit die cap. The hypnotism effect ends if the Vampire Paragon no longer maintains the gaze (for example, by attempting to hypnotize a new victim). This is a Mind Affecting Enchantment effect, the DC is Charisma based.<br />
<br />
'''Command Spawn:''' Vampire Spawn created by a Vampire Paragon of 3rd level are under the Vampire Paragon's control.<br />
<br />
'''Regeneration (Ex):''' At 3rd level a Vampire Paragon regenerates, healing subdual damage every round equal to her character level. Damage from critical hits, fire, positive energy, aligned weapons, or wood inflict lethal damage on a Vampire Paragon.<br />
<br />
===Ghouls===<br />
''"The flesh of heroes reeks of their strength in death even as it is embodied in life. The taste is exquisite beyond description. As you quiver there and watch my meal, I want you to know that I allow you to live only in the hope that you can get word to more who think they have the strength to end my reign of terror."''<br />
<br />
Ghoul Fever is a horrifying illness that incites an almost insatiable craving for the flesh of humanoids. Characters with at least 2 class levels brought to zero Constitution by Ghoul Fever find their constitution restored and begin their unlife as Ghouls. Characters with less than 2 class levels simply die and rot.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scoress:''' The character's Dexterity increases by +2.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character gains a bite attack that inflicts an amount of damage appropriate to her size. She also is a carrier of Ghoul Fever.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance of +2. The character cannot eat anything other than raw meat (vegetables or cooked foods are forcefully vomited up, leaving the character sickened for an hour), and her total dietary requirements are not reduced.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Ghoul Paragon====<br />
'''Hit Die:''' d8<br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Bad<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
<br />
'''Skills/Level:''' 6 + Intelligence Bonus<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Paralysis<br />
<br />
2 Pestilence, +1d6 Sneak Attack<br />
<br />
3 Stench, Improved Pestilence<br />
<br />
'''Weapon and Armor Proficiencies:''' The Ghoul Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Paralysis (Ex):''' Characters struck by a Ghoul Paragon's unarmed strikes or natural weapons must make a Fortitude save or become paralyzed for 1d4+1 rounds. The Save DC is Charisma based. Elves are immune to this effect.<br />
<br />
'''Pestilence (Ex):''' A Ghoul Paragon of 2nd level is immune to disease, but spreads it quite easily. Every disease the Ghoul Paragon is ever exposed to is retained within his body (at the very least, this includes ghoul fever), and every time the Ghoul Paragon inflicts lethal damage with an unarmed strike or natural weapon, he also exposes the target to one of those diseases.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Ghoul Paragon gains a die of Sneak Attack as a Rogue. Levels of Ghoul Paragon stack with Rogue and similar classes for purposes of overcoming Uncanny Dodge.<br />
<br />
'''Stench (Ex):''' A Ghoul Paragon of 3rd level stinks so dreadfully that all other creatures within 10 feet must make a Fortitude save or become sickened for 10 minutes. A creature which successfully saves may not be affected by the Ghoul Paragon's stench for 24 hours. This is a Poison effect, the save is Constitution based.<br />
<br />
'''Improved Pestilence (Su):''' At 3rd level a Ghoul Paragon becomes able to magically speed up the disease process in his victims. The initial incubation period for any disease he passes with the Pestilence power becomes 1 round, and the save DC of any such disease is now Charisma based.<br />
<br />
===Sword Wraith===<br />
''"I remain… because I like to kill."''<br />
<br />
Mercenaries devoted strongly enough to a life of war that they carry on in death their endless campaign of destruction. A character slain in battle may return as a Sword Wraith if his services were hired under false pretenses or if his exploits were particularly impressive before his life finally ended (at the discretion of the DM).<br />
Sword Wraiths appear somewhat insubstantial and have faintly glowing eyes, but they are not truly incorporeal and their eyes do not produce enough light to modify vision penalties.<br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Skills:''' The character gains a +2 bonus to his Hide and Move Silently checks.<br />
<br />
'''Alignment:''' The character's alignment is unchanged.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. <br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Swordwraith Paragon====<br />
'''Hit Die:''' d12 <br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Bad; Reflex: Bad; Will: Good <br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str).<br />
<br />
'''Skills/Level:''' 2 + Intelligence Bonus<br />
<br />
Level, Abilities:<br />
1 Strength Damage, Alertness<br />
<br />
2 Damage Reduction 5/Magic, Iron Will<br />
<br />
3 Damage Reduction 10/Magic, Stealthy<br />
<br />
<br />
'''Weapon and Armor Proficiencies:''' The Swordwraith Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Strength Damage (Su):''' Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.<br />
<br />
'''Alertness:''' A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.<br />
<br />
'''Damage Reduction (Su):''' At 2nd level, a Swordwraith Paragon gains DR of 5/Magic. At 3rd level, this improves to 10/Magic.<br />
<br />
'''Iron Will:''' A Swordwraith Paragon gains Iron Will as a bonus feat at 2nd level.<br />
<br />
'''Stealthy:''' A Swordwraith Paragon gains Stealthy as a bonus feat at 3rd level.<br />
<br />
==Locations of Necromantic Importance==<br />
<br />
Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.<br />
<br />
===Necromantic Intelligence===<br />
Great and terrible crimes are often committed, sometimes causing the dead to rise. When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event. In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will. Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences.<br />
In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets.<br />
The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it. Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose. Like a ghost, if it should ever attain its purpose, it will be destroyed. Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose.<br />
The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.<br />
<br />
'''Aspected Necromantic Intelligence:''' While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected. These places only create one kind of undead. For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead. <br />
<br />
'''Cleansing the Focus:''' Every Necromantic Intelligence has a Focus. This is an area that is the symbolic center of the undead infestation. If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all available undead to destroy the caster. <br />
<br />
===Tombs===<br />
While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead. Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property. The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn.<br />
Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.<br />
<br />
===Forsaken Graveyards===<br />
<br />
The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.<br />
<br />
A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.<br />
<br />
A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.<br />
<br />
Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.<br />
<br />
===Pools of Deep Shadow===<br />
<br />
Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.<br />
<br />
The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.<br />
<br />
But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.<br />
<br />
This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.<br />
<br />
===Finality===<br />
Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp. Many items purchased from this location radiate evil, buyer beware. Lodging may be purchased at flat rate of one soul per day per person. The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.<br />
<br />
The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.<br />
<br />
==Necromantic Equipment==<br />
<br />
===New Materials===<br />
<br />
'''Boneblades:''' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property..<br />
Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties.<br />
Cost: 1,000 gp per lb.<br />
<br />
'''Blood steel:''' Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect.<br />
Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.<br />
<br />
'''Black steel:''' Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried.<br />
Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.<br />
<br />
'''Tainted obsidian''': While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain.<br />
Cost: +10,000.<br />
<br />
==Monsters==<br />
<br />
Perhaps the most important thing about necromancy is the undead creatures themselves.<br />
<br />
===Artificial Intelligence===<br />
<br />
When a necromancer creates even a lowly kobold skeleton when his necromantic control limit has already been reached, one or more of the undead creatures already under his control become "uncontrolled". That much is clear to everyone. But what does an uncontrolled zombie do? It's not intelligent, it simply runs a program that causes it to act in a predictable fashion to stimulus. Of course, what that program actually is has heretofore been left undescribed. The actions of uncontrolled undead depend largely on the moral option your game is using for necromancy in general.<br />
<br />
Of course, it doesn't make much difference to uncontrolled Wights and the like – they are somewhat intelligent and wholly evil. So they'll be just like any other monster – as tactically savvy as the DM.<br />
<br />
====Crawling Darkness====<br />
<br />
Under the Crawling Darkness option, undead are inherently evil, and act accordingly. The mindless undead hunger for life and are completely ambivalent to all else. If a skeleton has unbroken line of sight to a living creature or object, they will attack it. If living creatures and objects are both visible, the skeletons will bypass objects (such as trees) in order to attack creatures (such as people or horses). Non-living and undead creatures are unmolested unless the skeleton witnesses it attacking an undead creature. Skeletons prioritize targets that they can reach this round without provoking attacks of opportunity over other targets. Skeletons prioritize targets with more hit dice over other targets. Skeletons prioritize targets which are closer over targets more distant.<br />
<br />
If a skeleton perceives an undead creature attacking another undead creature, it will attack whichever undead has been in its line of sight for less time. If a skeleton has seen both creatures for an equal amount of time, it comes in on a random side (even if it had previously seen one of the undead creatures in a previous context). If a skeleton is attacked by an undead creature, it will defend itself.<br />
<br />
Skeletons wander around in a spiral search pattern attacking any living thing they find. They do not molest non-living things at all, so a skeleton will not open a door or tunnel through a wall unless it is made out of living wood or meat. If a living thing disappears from its vision, the skeleton will go to where the living creature was last seen and begin searching there – unless another living thing is seen (in which case the skeleton will simply move to attack it instead).<br />
<br />
Skeletons do not question their perceptions, a closed door or even a curtain can be enough for a skeleton to abandon a pursuit. Skeletons have no sense of smell or irony, and a living victim is forgotten as soon as the skeleton moves to the point of last contact. A skeleton will not walk into what appear to be dangerous or solid objects unless it can see a way to get to a living target that it can currently perceive.<br />
<br />
====Don't attack unless…====<br />
Since skeletons are mindlessly evil and relentless in their quest to destroy all life, a skeleton is normally ordered to not attack unless specific criteria are evoked. The criteria could be anything from "walking through this doorway without invoking the name of Wee Jas" to "attacking someone wearing the garb of the chosen of Kyuss." If the exact criteria are not met, the skeletons will hold their blades. Most necromancers remember to allow their skeletons leeway to defend themselves, but sometimes even that is overlooked. Controlled skeletons, therefore, are usually under considerable restraints and will often hold their claws in check until after combat has been initiated.<br />
<br />
=====Playing with Fire=====<br />
<br />
Under the Playing with Fire option, undead are dangerous, but not necessarily evil. Their behavior befits that. Uncontrolled skeletons follow their last set of commands exactly, and those commands are only of the most basic sort. A skeleton last ordered to follow the necromancer who created it will continue to do so – mindlessly marching in the necromancer's wake, its empty eye sockets staring vacantly. It won't make any move to assist the necromancer, nor will it take any further instructions, it will simply follow. Forever. Should a skeleton be last asked to guard an area, it will attack any creature entering the area, though it will make no move to attack creatures outside that area. A skeleton last ordered to chop wood will continue until the forest is splinters or its axe rusts away to nothing.<br />
<br />
Skeletons will defend themselves if attacked, and will attack creatures that they perceive attacking other undead. As with the Crawling Darkness, if skeletons see undead attacking other undead, it can rapidly degrade into a free-for-all with skeletons smashing each other with abandon. But they will not instigate such behavior on their own. Skeletons will not leave areas they are assigned to except to pursue creatures which are attacking them.<br />
<br />
Skeletons are not curious about their surroundings, and do not question events in their area that do not obviously interact with their latest orders.<br />
<br />
==Previously Published Monsters==<br />
<br />
There are a lot of undead monsters in a variety of sourcebooks. In fact, regional and monster sourcebooks that don't have at least one undead creature in them are by far in the minority. Many of these creatures are supposed to be constructed by powerful Necromancers, and have no rules for powerful necromancers actually doing that. Many of these creatures should rightfully have the Unliving or Dark Minded subtypes. What follows is a list of the Undead already existent in D&D as well as the method of creating them, with the hard character requirements on the second line and suggested building materials on the third. Many Fey and Native Outsiders can be counted as "humanoids" for purposes of creating undead.<br />
<br />
<br />
<br />
<br />
*Abyssal Ghoul (FF): Dark Minded, Unliving (Con 12 – 120 hp). <br />
A Feast Unknown: Character Level 12, Knowledge (planes) 4 ranks. <br />
Requires the sacrifice of a CR 8 or higher humanoid or fiend.<br />
<br />
*Allip (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 5, Listen 4 ranks<br />
Requires the name of a unique individual who was completely insane at death.<br />
<br />
*Angel of Decay (LM): Dark Minded <br />
Feed the Dark Gods: Character Level 17, must sacrifice 15 intelligent creatures, materials costing 7500 gp.<br />
<br />
*Atropal Scion (LM): No Modifications<br />
Feed the Dark Gods: Character Level 13, must sacrifice 11 intelligent creatures, materials costing 6,500 gp.<br />
<br />
*Banshee(MM2): Dark Minded<br />
Whispers of the Otherworld: Character Level 19, wail of the banshee <br />
Requires the corpse of a very selfish humanoid<br />
<br />
*Bhut (FF): Dark Minded<br />
Whispers of the Otherworld: Character level 11, Survival 4 ranks. <br />
Requires sacrificing an intelligent victim at least two days walk from a city.<br />
<br />
*Blaspheme (LM): Dark Minded<br />
Body Assemblage: Character Level 11, Knowledge (religion) 4 ranks, false life<br />
Requires pieces of humanoid or giant corpses such that an attribute of 14 or higher is represented in all statistics.<br />
<br />
*Bleakborn (LM): No Modifications<br />
Wrappings of the Ages: Character Level 9, chill touch<br />
Requires the corpse of a humanoid who died of cold.<br />
<br />
*Blood Amniote (LM):<br />
Path of Blood: Character Level 11, Knowledge (Dungeoneering) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Bloodfiend (FF): Dark Minded, Unliving (Con 17 – 114 hp)<br />
Path of Blood: Character level 16, knowledge (planes) 4 ranks <br />
Requires the sacrifice a demon of CR 8 or higher.<br />
<br />
*Bloodmote Cloud (LM): No Modifications<br />
Path of Blood: Character level 8, knowledge (Nature) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Boneclaw (MM3): Dark Minded, Unliving (Con 19, loses Unholy Toughness)<br />
Path of Blood: Character level 7, spectral hand<br />
Requires one humanoid body and the skeletons of 3 other medium creatures.<br />
<br />
*Bone Drinker (MM3): Dark Minded, Unliving (Con 14, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 8 (6 for Lesser), Craft (alchemy) 4 ranks<br />
or<br />
Create undead, caster level 15 (12 for Lesser).<br />
Requires the corpse of a goblin (lesser) or bugbear (greater).<br />
<br />
*Bone Naga (MM2): Dark Minded<br />
Wrappings of the Ages: Character Level 13, Requires the corpse of a Dark Naga.<br />
Requires the corpse of a Dark Naga<br />
<br />
*Bodak (MM): Dark Minded, Unliving (Con 15 – 76 hp)<br />
Path of Blood: Character level 10, Knowledge (Religion) 4 ranks<br />
Requires the corpse of someone extremely evil, or the killing of a humanoid with evil magic.<br />
<br />
*Bone Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 5, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat skeletons.<br />
<br />
*Bone Yard (LM): No Modifications<br />
Body Assemblage: Character level 16, Craft (alchemy) 4 ranks<br />
Requires 5 tonnes of bones from any creatures. <br />
<br />
*Brain in a Jar (LM): Dark Minded<br />
Wrappings of the Ages: Character level 6, Craft (alchemy) 4 ranks<br />
Requires the removal of the living brain of a creature with an Intelligence of 18+<br />
<br />
*Charnel Hound (MM3): Unliving (Con 19, loses Unholy Toughness)<br />
Body Assemblage: Character level 15, Handle Animal 4 ranks<br />
Requires 100 humanoid corpses (or proportionately fewer larger corpses of intelligent creatures)<br />
<br />
*Cinderspawn (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (planes) 4 ranks<br />
Requires the spot where a Fire Elemental perished.<br />
<br />
*Corpse Gatherer (MM2): No Modifications<br />
Body Assemblage: Character level 21, <br />
Requires and consumes a forsaken graveyard.<br />
<br />
*Corpse Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 6, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat corpses.<br />
<br />
*Crawling Head (FF): No Modifications<br />
Body Assemblage: character level 22, Use Magic Device 4 ranks <br />
Must have at least 100 humanoid corpses.<br />
<br />
*Crimson Death (MM2): Dark Minded<br />
Path of Blood: Character level 13, Hide 4 ranks.<br />
Requires a humanoid, a sharp implement, and a strong wind.<br />
<br />
*Crypt Chanter (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 9, Perform 4 ranks<br />
Must know the name of a dead performer who was unappreciated at the time of death.<br />
<br />
*Crypt Thing (FF): Dark Minded<br />
Wrappings of the Ages: Knowledge (Architecture and Engineering) 4 ranks.<br />
or<br />
create undead caster level 14th.<br />
Requires one humanoid corpse and a fancy outfit.<br />
<br />
*Deathbringer (MM2): Dark Minded<br />
Body Assemblage: Character level 19, Craft (tailor) 4 ranks, <br />
Requires at least 12 humanoid corpses or two giant corpses.<br />
<br />
*Death Knight (MM2): Dark Minded<br />
Feed the Dark Gods: More powerful warriors require more sacrifices to reanimate.<br />
<br />
*Deathlock (LM): Dark Minded, Unliving (Con 11 – 19 hp)<br />
Path of Blood: Character level 5, Knowledge (Arcana) 4 ranks<br />
Requires the body of an arcane Spellcaster.<br />
<br />
*Deathshrieker (MM3): No modifications<br />
Feed the Dark Gods: Character level 17, must sacrifice 15 intelligent creatures and use equipment costing no less than 7,500 gp.<br />
<br />
*Demilich: Dark Minded<br />
Craftt Wonderous Item: Caster Level 21<br />
<br />
*Desiccator (LM): No Modifications<br />
A Feast Unknown: Character Level 4, Knowledge (planes) 4 ranks<br />
Requires the location where a Water Elemental died.<br />
<br />
*Devourer (MM): Unliving (Con 18 – 126 hp)<br />
A Feast Unknown: Character level 13, Knowledge (planes) 4 ranks<br />
Requires the slaying of a giant and a humanoid.<br />
<br />
*Dream Vestige (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Oneiromancy<br />
Requires at least 100 sapient creatures to be killed in their sleep within an hour.<br />
<br />
*Drowned (MM3): Unliving (Con 13, loses Unholy Toughness), CR bumped to 9.<br />
Body Assemblage: Character level 11, Swim 4 ranks<br />
Requires the corpse of humanoid who died of drowning.<br />
<br />
*Dust Wight (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 9, Appraise 4 ranks<br />
Requires the corpse of a humanoid dead for at least 100 years.<br />
<br />
*Ephemeral Swarm MM3: CR bumped to 8<br />
Whispers of the Otherworld: Character level 10, Knowledge (Nature) 4 ranks.<br />
Requires the names of 1000 dead animals.<br />
<br />
*Effigy (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 19 <br />
Must have 3 spells with the [Fire] descriptor.<br />
<br />
*Entomber (LM): Unliving (Con 12 – 60 hp)<br />
A Feast Unknown: Character Level 7, Knowledge (architecture and engineering) 4 ranks<br />
Requires a corpse and some blue thread.<br />
<br />
*Entropic Reaper (LM): Dark Minded<br />
Feed the Dark Gods: Character level 14, 12 sacrifices and 6,000 gp.<br />
<br />
*Famine Spirit (MM2): Unliving (Con 18 – 336 hp)<br />
A Feast Unknown: Character Level 21, finger of death, symbol of pain<br />
Requires the corpse of a humanoid who starved to death within the last hour.<br />
<br />
*Forsaken Shell (LM): No Modifications<br />
A Feast Unknown: Character level 8, Hide 4 ranks<br />
Must remove all the skin from a humanoid.<br />
<br />
*Ghast (MM): Dark Minded, Unliving (Con 15 – 37 hp)<br />
A Feast Unknown: Character level 5, Heal 4 ranks<br />
Requires infecting and killing a humanoid of at least 3 hit dice.<br />
<br />
*Ghost Brute (LM): No Modifications<br />
Whispers of the Otherworld: Variable.<br />
<br />
*Ghostly Visage (FF): No Modifications<br />
Whispers of the Otherworld, Graft Flesh<br />
<br />
*Ghoul (MM): Dark Minded, Unliving (Con 13 – 15 hp)<br />
A Feast Unknown: Character level 3<br />
Requires killing a humanoid.<br />
<br />
*Gravecrawler (MM2): Dark Minded<br />
Body Assemblage: Character level 18, flesh to stone, speak with dead.<br />
<br />
*Gravetouched Ghoul (LM): Dark Minded, Unliving (Con 16 – 57 hp)<br />
This monster is subsumed into the Ghoul Template presented here.<br />
<br />
*Grim Weird (MM3): Dark Minded<br />
Whispers of the Otherworld: Character Level 13, Knowledge (Arcana) 4 ranks<br />
<br />
*Huecuva (FF): No Modifications<br />
Wrappings of the Ages: Knowledge (religion) 4 ranks<br />
Must have the corpse of a Blackguard, Cleric, Druid, Favored Soul, Monk, or Paladin.<br />
<br />
*Hulking Corpse (LM): No Modifications<br />
Body Assemblage: Character Level 11<br />
Requires the corpse of a giant.<br />
<br />
*Hullathoin (FF): Unliving (Con 26 – 232 hp)<br />
Feed the Dark Gods: Character Level 17, 15 sacrifices and 7,500 gp.<br />
<br />
*Hunefer (ELH): Dark Minded<br />
Wrappings of the Ages: Character level 27, Knowledge (Religion) 10 ranks<br />
Must have the body of a demigod.<br />
<br />
*Jahi (MM2): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Bluff 10 ranks<br />
<br />
*Lavawight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to a pool of magma.<br />
<br />
*Lich (MM): Dark Minded<br />
Craft Wondrous Item: Caster Level 11.<br />
<br />
*Morhg (MM): No Modifications<br />
Body Assemblage: Character level , <br />
<br />
*Mummy (MM): Dark Minded<br />
Wrappings of the Ages: Character level 7, Heal 4 ranks<br />
<br />
*Murk (LM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Sense Motive 4 ranks<br />
<br />
*Necromental (LM): No Modifications<br />
Wrappings of the Ages: Variable<br />
<br />
*Necronaut (MM3): No Modifications<br />
Body Assemblage: Character level 16, Knowledge (Engineering) 4 ranks<br />
<br />
*Necropolitan (LM): Dark Minded, Unliving<br />
Path of Blood: Knowledge (Arcana) 4 ranks<br />
<br />
*Nightshades (MM): Dark Minded<br />
Feed the Dark Gods: Sacrifices variable.<br />
<br />
*Plagueblight (LM): Dark Minded, Unliving (Con 15 – 57 hp)<br />
Body Assemblage: Character level 8, contagion<br />
<br />
*Plague Spewer (MM3): No Modifications<br />
Path of Blood: Character level 12, Heal 4 ranks<br />
<br />
*Quell (LM): Dark Minded<br />
Path of Blood: Character level 5, Knowledge (Religion) 4 ranks<br />
<br />
*Quth-Maren (FF): Dark Minded, Unliving (Con 15 – 85 hp)<br />
A Feast Unknown: Character level 9, must strip the skin off a humanoid<br />
<br />
*Ragewind (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 21, Proficiency in all martial weapons<br />
<br />
*Raiment (LM): No Modifications<br />
Wrappings of the Ages: Character level 3, Craft (tailoring) 4 ranks<br />
<br />
*Revived Fossil (LM): No Modifications<br />
Wrappings of the ages: Variable requirements.<br />
<br />
*Salt Mummy (MM3): Dark Minded, Unliving (Con 16, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 10, desiccate<br />
<br />
*Shadow (MM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Hide 4 ranks<br />
<br />
*Shadow of the Void (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Survival 10 ranks<br />
<br />
*Shape of Fire (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Knowledge (planes) 10 ranks<br />
<br />
*Skeletons (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
*Skin Kite (LM): No Modifications<br />
Body Assemblage: Character level 5, Craft (Tailoring) 4 ranks<br />
<br />
*Skirr (LM): Unliving (Con 19 – 94 hp)<br />
Wrappings of the Ages: Character level 9, Craft (alchemy) 4 ranks<br />
<br />
*Skulking Cyst (LM): Unliving (Con 15 – 34 hp)<br />
necrotic cyst<br />
<br />
*Slaughter Wight (LM): Unliving (Con 13 – 153 hp)<br />
A Feast Unknown: Character Level 10, BAB +7<br />
<br />
*Slay Mate (LM): Dark Minded, Unliving (Con 11)<br />
You can't make this one.<br />
<br />
*Spawn of Kyuss (MM2): No Modifications<br />
A Feast Unknown: Character level 7, Knowledge (Religion) 4 ranks<br />
<br />
*Specter (MM): No Modifications<br />
Whispers of the Otherworld: Character level 9, Bluff 4 Ranks<br />
<br />
*Spectral Lyricist (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 6, Perform 4 ranks<br />
<br />
*Swordwraith (FF): Darkminded, Unliving (Con 14 – 42 hp)<br />
Whispers of the Otherworld: Must have the corpse of a mercenary warrior. <br />
<br />
*Tomb Mote (LM): No Modifications<br />
Wrappings of the Ages: Character level 4, Heal 4 ranks<br />
<br />
*Ulgurstasta (FF): Unliving (Con 30 – 280 hp), upon reaching an Int of 10, the Ulgurstasta also has the Darkminded subtype.<br />
Feed the dark Gods: An Ulgurstasta is created at Intelligence 1, but still requires 11 sacrifices.<br />
<br />
*Vampires (MM): Dark Minded, Unliving (variable Con)<br />
Path of Blood: More powerful vampires require more powerful characters to create.<br />
<br />
*Vampire Spawn (MM): Unliving (Con 13 – 33 hp)<br />
Path of Blood: Character level 6, must sacrifice a humanoid of less than 5th level.<br />
<br />
*Vasuthant (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 4 (19 for Horrific Vasuthant), darkness<br />
<br />
*Visage (LM): Dark Minded, Unliving (Con 12 – 99 hp)<br />
A Feast Unknown: Character level 11, knowledge (planes) 4 ranks<br />
<br />
*Voidwraith (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (the planes) 4 ranks<br />
<br />
*Wheep (LM): No Modifications<br />
Path of Blood: Character level 13, Intimidate 4 ranks<br />
<br />
*Wight (MM): Unliving (Con 13 – 28 hp)<br />
Any creature slain by negative levels can rise as a Wight<br />
<br />
*Winterwight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to Black Ice.<br />
<br />
*Wraith (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 7 (13 for Dread Wraith)<br />
<br />
*Zombie (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
[[Category:Other]]<br />
[[Category:DnD]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Tome_of_Necromancy_(3.5e_Sourcebook)&diff=292692Tome of Necromancy (3.5e Sourcebook)2008-11-09T02:19:28Z<p>74.182.83.96: </p>
<hr />
<div>{{author<br />
|author_name=Frank and K<br />
|date_created=5/1/08<br />
|status=Completely transcribed<br />
|editing=Please don't alter it<br />
}}<br />
<br />
=Tome of Necromancy=<br />
<br />
Unlike the Revised Necromancer Handbook, which is a compilation of the Necromancy rules as they stand, what you are reading now is the rules for Necromancy as they should be. We feel there is a need for this because despite (or let's not kid ourselves, because of) the considerable amount of space spent given over to Necromancy in officially sanctioned products, the classical Necromancer does not function under the rules as written. Vampires can't run or be staked, there aren't any prestige classes that make you any more of a necromancer than you are with the base classes, and honestly noone even knows how the basic necromancy spells work. Not because they are stupid, but because the rules for such things are contradictory in several key places.<br />
<br />
<br />
=The Morality of Necromancy: Black and Gray=<br />
<br />
<br />
The rules of D&D attempt to be all things to all people, and unfortunately that just isn’t possible if you’re trying to make a system of objective morality. By trying to cater to two very different play styles as regards to the moral quandaries of the use of negative energy, the game ends up catering to neither – and this has been the cause of a great many arguments for which there actually are no possible resolutions. Ultimately therefore, it falls to every DM to determine whether in their game the powers of Necromancy are inherently evil, or merely extremely dangerous. That’s a choice which must be made, and has far reaching implications throughout the game. That’s an awful lot of work, and most DMs honestly just don’t care enough to be bothered with it, and I understand. Fortunately, we have collated those changes for you right here:<br />
<br />
<br />
==Moral Option 1: The Crawling Darkness==<br />
<br />
<br />
Many DMs will choose to have Negative Energy in general, and undead in particular, be inherently Evil. So much so that we can capitalize it: Evil. And say it again for emphasis: Evil. That means that when you cast a negative energy wave you are physically unleashing Evil onto the world. When you animate a corpse, you are creating a being whose singular purpose is to make moral choices which are objectionable on every level.<br />
<br />
That’s a big commitment. It means that anyone using Inflict Wounds is an awful person, at least while they are doing it. The Plane of Negative Energy is in this model the source of all Evil, more so than the Abyss or Hell. It’s Evil without an opinion, immorality in its purest most undiluted form.<br />
<br />
==Moral Option 2: Playing with Fire==<br />
Many DMs will choose to have Negative Energy be a base physical property of the magical universe that the D&D characters live in – like extremes of Cold or Fire it is inimical to life, and it is ultimately no more mysterious than that. An animate skeleton is more disgusting and frightening to the average man than is a stone golem, but it’s actually a less despicable act in the grand scheme of things because a golem requires the enslavement of an elemental spirit and a skeleton has no spirit at all.<br />
<br />
The Plane of Negative Energy in this model is precisely the same as all the other elemental planes: a dangerous environment that an unprotected human has no business going to.<br />
<br />
===Implications===<br />
<br />
It’s not actually enough to simply make a sweeping generalization about the morality of Negative Energy and leave it at that. Like a butterfly flapping its wings, such changes will eventually cause Godzilla to destroy Tokyo. Or something like that, I stopped math at Calculus.<br />
<br />
====Creatures====<br />
<br />
Some monsters have been written up with the (incorrect) assumption that either “The Crawling Darkness” or “Playing With Fire” was the general rule. Others have been written in such a fashion that is actually incompatible with any possible interpretation of morality in D&D.<br />
<br />
'''Revenants:''' If Negative Energy is inherently Evil, Revenants are Lawful Evil. They are undead who live only to kill and survive on hatred and the desire for vengeance. While they are victims and their actions are understandable, the Justice of their actions makes them Lawful, but they are still Evil and can be treated accordingly.<br />
<br />
With the Playing with Fire option, there is no change to the Revenant. All is fair in avenging your own death, and they are the unliving emissaries of the Balance in its pure form.<br />
<br />
'''Skeletons:''' If Negative Energy is inherently Evil, Skeletons must be as well. That means that they actually do Evil things. An uncontrolled skeleton will find the nearest source of life and start ripping it to pieces. A skeleton does not need to be commanded to attack, but to stop tearing up your vegetable garden (assuming even that it had not already found a more vigorous source of life such as the family dog). A commanded skeleton is a vicious, unthinking killer on a chain – not an inert construct awaiting commands.<br />
<br />
If Negative Energy isn’t Evil by itself, neither are skeletons. As described they aren’t moral agents. That means that they don’t have an alignment other than Neutral. Like a viper or a scorpion, though they do things that a paladin wouldn’t necessarily condone (such as use poison for the snake or move around after death for the skeleton), they aren’t gifted with the ability to make moral choices and default to the same Neutrality of the animated cabinet. Ordering a skeleton around could be Good, Evil, or Neutral depending on whether you are telling it to save children from a burning house, throw bloated corpses into the town well, or just carry your swag out of your basement.<br />
<br />
'''Vampires:''' Vampires are the rockstars of the undead world, but also the most affected by the gulf between Playing With Fire and Crawling Darkness Necromancy. Either vampires are tragically cursed Euro-trash with nice outfits or they are blood hungry princes of death…heck, sometimes they are depicted as both, as in the case of the patron saint of DnD vampires, Strahd Von Zarovich.<br />
<br />
Unlike most undead, vampires are morally affected by negative energy in a perversely contrary fashion; Zombies are evil if (and only if) negative energy makes zombies evil, but the opposite is true of the vampire. If Negative energy is a hungry and malevolent force that hungers for the light of the living, the vampire is a tragic figure compelled by dark desires he cannot control. He can even just be Good, but that’s not going to stop him from taking a nip from the farmer’s daughter. If negative energy is an objective force, then being a vampire is actually an evil act since you don’t have to eat babies for eternal life… you’re just a jerk. <br />
<br />
'''Zombies:''' Like Skeletons, Zombies must hunger for the flesh of the living or have no moral indictments. Either they sit and wait for their chance to devour your liver or they are Neutral. The Monster Manual version cannot stand. A zombie in the fields is either a figure of horror or comedy.<br />
<br />
'''Energons:''' Eregons are actually made out of energy. So if Positive and Negative Energy have an alignment, so do they. If using the Crawling Darkness option, the Xag-Ya is Neutral Good, and the Xeg-Yi is Neutral Evil. If using the Playing With Fire option, both remain as printed – they are Neutral.<br />
<br />
====Spells====<br />
<br />
'''Animate Dead:''' If Negative Energy isn’t Evil, this spell isn’t either. Zombies and Skeletons are the only possible creations of this spell, so the alignment tag is contingent on Negative Energy itself being a moral choice. Interestingly, create undead and create greater undead stay [Evil] even if animate dead doesn’t. Regardless of the moral inclinations of negative energy in general, Ghouls and shadows are just not nice people – they are a disease that exists for no purpose but to consume the living. So those [Evil] tags are on no matter what skeletons do with their free time.<br />
<br />
'''Deathwatch:''' This spell doesn't even use Negative Energy, it allows you to see ''positive'' energy. There's no reason for this spell to be evil no matter what version you use – this is just a typographical error as far as we can tell. Maybe this evil tag was supposed to be on death knell.<br />
<br />
'''Create Undead:''' While animate dead may or may not be evil depending upon your setup, create undead and create greater undead is an [Evil] spell regardless of the morality version you use. It creates evil creatures that unlive for nothing but to slay innocents, so it gets the Evil tag for the same reason that planar binding gets the [Evil] tag if it is used to call a Demon – it's bringing irredeemable evil into the world – the moral implications of the negative energy used are irrelevant. <br />
<br />
<br />
=Necromancy with Class=<br />
<br />
The degree to which the published classes of Necromancy aren’t good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:<br />
<br />
==Corpselight Whisperer==<br />
''"Come into my house, it is warm and the nights are both cool and damp in the swamp."''<br />
<br />
The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.<br />
<br />
There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe… <br />
<br />
===Becoming a Corpselight Whisperer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks.<br />
|-<br />
! Special:<br />
| Ability to Wild Shape.<br />
|-<br />
! Special:<br />
| Must have made friendly contact with a Will-o-Wisp.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Corpselight Whisperer}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Spell-like Abilities: Animate Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Wild Shape: Will-O-Wisp, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Spell-like Abilities: Dancing Lights, Terrible Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Summon Wisps<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Wild Shape: Large Plant, Sanctum Spell<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Bonus Domain (Deathbound)<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Spell-like Abilities: Programmed Image, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Bog’s Heart, Bonus Necromantic Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Hands of the Corpselight<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Incorporeal Wild Shape 1/day<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiencies:''' The Corpselight Whisperer gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Spell-like Abilities (Sp):''' A Corpselight Whisperer can use ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability. At 3rd level, she is able to use ''[[SRD:Dancing Lights|dancing lights]]'', and at 7th level she is able to use ''[[SRD:Programmed Image|programmed image]]''. Her caster level is equal to her hit dice, and these abilities are usable at will.<br />
<br />
'''Wild Shape:''' At 2nd level, a Corpselight Whisperer can use her Wild Shape ability to assume the form of a [[SRD:Will-O'-Wisp|Will-O-Wisp]], regardless of the allowed size, type, or hit dice of her Wild Shape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wild Shape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wild Shape ability. The Corpselight Whisperer may use her Wild Shape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wild Shaping classes for the purposes of maximum hit dice and duration.<br />
<br />
'''Terrible Nectar (Su):''' At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.<br />
<br />
'''Summon Wisps (Su):''' A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.<br />
<br />
'''Bonus Feat:''' At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional [[#Necromantic Creation Feats|Necromantic Creation Feat]] that she meets the prerequisites for as a bonus feat.<br />
<br />
'''Bonus Domain:''' At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,<br />
<br />
'''Bog's Heart (Su):''' A Corpselight Whisperer of 8th level or higher who dies is reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.<br />
<br />
'''Hands of the Corpselight (Ex):''' Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).<br />
<br />
'''Incorporeal Wild Shape (Su):''' A Corpselight Whisperer of 10th level or higher gains the ability Wild Shape into an Undead creature of the Incorporeal subtype with Hit Dice less than or equal to the player's character level (as per normal Wild Shape rules). The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wild Shape in this manner once per day, but if she would gain additional uses of Elemental Wild Shape for any reason, she gains an equal number of additional uses of Incorporeal Wild Shape.<br />
<br />
==Uttercold Assault Necromancer== <br />
''"Coooooooobraaaaaaaaa!"''<br />
<br />
The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead. <br />
<br />
<br />
For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic. <br />
<br />
Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp. <br />
<br />
Prerequisites:<br />
<br />
'''Feats:''' Energy Substitution (Cold), Lord of the Uttercold, Tomb Tainted Soul, Mentor (exchanged for apprentice).<br />
<br />
'''Spells:''' Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the cold descriptor. <br />
<br />
'''Skills:''' Concentration 9 Ranks, Knowledge (Planes) 9 Ranks, Language (Battle Signals), Speak Language (Semaphore Battle Signals). <br />
<br />
'''Alignment:''' Cannot be chaotic.<br />
<br />
'''Special:''' Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead. <br<br />
<br />
'''Special:''' Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).<br />
<br />
'''Note:''' If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul. <br />
<br />
Features<br />
'''Class Skills:''' The Uttercold Assault Necromancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). <br />
<br />
'''Skill Points/Level:''' 2 + Int modifier<br />
<br />
'''Hit Dice:''' D4<br />
<br />
'''BAB/Saves:''' Poor (as Wizard); Fort: Poor; Reflex: Poor; Will: Good <br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Uttercold Assault!:20, Undead General, Rebuke Undead, Officer and a Gentleman, Undead Leadership, +1 Spellcaster Level <br />
<br />
2 Necromantic Commander, +1 Spellcaster Level<br />
<br />
3 Exceptional Leadership, +1 Spellcaster Level<br />
<br />
4 Uttercold Assault!: 30, Bonus Feat, +1 Spellcaster Level<br />
<br />
5 Elite Followers, +1 Spellcaster Level<br />
<br />
6 Rallying Cry, +1 Spellcaster Level<br />
<br />
7 Uttercold Assault!: 40, Bonus Feat, +1 Spellcaster Level<br />
<br />
8 Fearsome Charge, +1 Spellcaster Level<br />
<br />
9 Crush Them, +1 Spellcaster Level<br />
<br />
10 Uttercold Assault!: 50, Bonus Feat, Elite Followers, +1 Spellcaster Level <br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Uttercold Assault Necromancer gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Uttercold Assault Necromancer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Unit:''' An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy<br />
<br />
'''Uttercold Assault! (Su):''' All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance. <br />
<br />
'''Undead General (Ex):''' Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example). <br />
Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion. <br />
Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however. <br />
Your apprentices do not penalize your leadership score when attracting undead cohorts. <br />
<br />
'''Rebuke Undead (Su):''' If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it. <br />
<br />
'''Officer and a Gentleman (Ex):''' An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following: <br />
<br />
<br />
*Avoid harming innocents and civilians, when feasible.<br />
<br />
*Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.<br />
<br />
*Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture. <br />
<br />
*Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive. <br />
<br />
*Always keep your word of honor.<br />
<br />
You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses. <br />
<br />
'''Undead Leadership (Ex):''' You gain Undead Leadership as a bonus feat, even if you do not meet the requirements. You will immediately "attract" the largest unit of Undead followers that you can lead (see Undead General above). You must attract cohorts as normal. If you already have Undead Leadership, take a Bonus Feat (see the list below) instead. <br />
<br />
'''Necromantic Commander (Ex):''' At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify. <br />
<br />
'''Exceptional Leadership (Ex):''' At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.<br />
<br />
<br />
'''Bonus Feat (Ex):''' At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved, Sacrificial Mastery (BV), Arcane Disciple, Bonus Domain, Empower Turning, Profane Boost, Quicken Turning, Undead Mastery, Zone of Animation (CD), Any Leader feat, Veteran Knowledge (HoB). Note that Undead Leadership will substitute as a pre-requisite for feats requiring leadership. <br />
<br />
'''Elite Followers (Ex):''' All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.<br />
<br />
'''Rallying Cry (Ex):''' At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature. <br />
<br />
'''Fearsome Charge (Ex):''' At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for. <br />
<br />
'''Crush Them (Ex):''' When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any Shaken (or worse) opponent as flat-footed, and inflict +2D6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.) <br />
<br />
They may count any Frightened or Panicked opponent as Helpless. The Necromancer's followers may coup de grace or grapple against such an opponent without provoking an attack of opportunity from enemies who are themselves at least Shaken. Note that under her Code of Conduct they are generally required to use this ability to order a grapple (capture) of any opponent who communicates a desire to surrender. Enemies who simply flee can be killed or captured, as desired. <br />
<br />
==Boneblade Reaper==<br />
''"I have bested Death itself and cannot die. Your powers do not impress me."''<br />
<br />
Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence... death itself.<br />
<br />
To begin this path, one masters the [[#New Materials|boneblade]], a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy. <br />
<br />
===Becoming a Boneblade Reaper===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Move Silently 9 ranks, Concentration 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Boneblade Master|Boneblade Master]], Improved Unarmed Strike, Weapon Finesse.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast first-level spells.<br />
|-<br />
! Special:<br />
| Cannot be undead.<br />
|-<br />
! Special:<br />
| Evasion ability.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Stunning Blade, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.<br />
<br />
'''Death Art Strike(Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).<br />
<br />
'''Secrets of the Boneblade Art(Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
'''Dark Life(Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
'''Stunning Blade (Ex):''' At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
'''Runes of Life Trapping(Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''[[SRD:Magic Jar|magic jar]]'', ''[[SRD:Soul Bind|soul bind]]'', ''[[SRD:Trap the Soul|trap the soul]]'', and the class features of PrCs like [[#Soul Merchant|Soul Merchant]] and [[#Heartless Mage|Heartless Mage]] (even if he has levels in these PrCs). Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.<br />
<br />
'''Ghost Strike(Su):''' At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity<br />
<br />
'''Dance with the Dark Reaper(Ex):''' Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane. He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years. If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
'''Runes of the Dark Reaper(Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action). At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Bonus: Boneblade Reaper, Dungeonomicon Version==<br />
While the original Boneblade Reaper was intended to address the fact that Monk levels from the PHB don’t<br />
make a spellcaster any good in combat (although admttedly they do allow you to come in second in any 1 on 1 combat), the Boneblade Reaper for th Dungeonomicon Monk shoud be there to address the problem that<br />
taking Wizard levels doesn’t really help your Monk combatting.<br />
<br />
Prerequisites:<br />
<br />
'''Skills:''' Move Silently 9 ranks, Concentration 4 ranks<br />
<br />
'''Feats:''' Boneblade Master, Weapon Finesse<br />
<br />
'''Spellcasting:''' Must be able to cast second level spells.<br />
<br />
'''Special:''' Cannot be undead.<br />
<br />
'''Special:''' Must have two Fighting Styles or must have the Evasion ability.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Class Skills:''' The Boneblade Reaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Fighting Style, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Master Fighting Style, Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, al-<br />
though if he has any ability that applies to a Slam attack he may use it with any Boneblade weapon.<br />
Spellcasting: Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead<br />
creature, even if he is currently dead.<br />
<br />
<br />
'''Death Art Strike (Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee<br />
attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, he may cast one targeted spell against the target of his attack as a free action.<br />
<br />
<br />
'''Secrets of the Boneblade Art (Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. Once per turn, with a successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a free action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
<br />
'''Dark Life (Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
<br />
'''Fighting Style:''' At 4th level, the Boneblade Reaper gains a Monk’s Fighting Style. Appropriate names are generally of a dark tone such as ”Wasting Serpent Style” or ”Hopeless Basilisk Stance”.<br />
<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
<br />
'''Runes of Life Trapping (Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like magic jar, soul bind, trap the soul, and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs).<br />
<br />
<br />
Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his<br />
Deathscribed Flesh ability.<br />
<br />
<br />
'''Ghost Strike (Su):''' At 7th level, the Boneblade Reaper can lose any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity.<br />
<br />
'''Master Fighting Style:''' A Boneblade Reaper of 8th level gains access to a Master Fighting Style as a Monk.<br />
<br />
'''Dance with the Dark Reaper (Ex):''' Due to a bargain with Death, a 9th level Boneblade Reaper must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane.<br />
<br />
He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper (''Libris Mortis'') without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years.<br />
If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf.<br />
<br />
<br />
If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
<br />
'''Runes of the Dark Reaper (Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a soul bind effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action).<br />
<br />
<br />
At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Skindancer==<br />
''"It was Elothar... but it wasn't Elothar. It was like someone wearing an Elothar suit."''<br />
<br />
Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake. <br />
<br />
===Becoming a Skindancer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|A Feast Unknown]], Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 4th level Necromancy spells.<br />
|-<br />
! Special:<br />
| Must not be good.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Skindancer}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +0<br />
| class="left" | Wear Skin, Taking Lives<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +0<br />
| class="left" | Likeness<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +1<br />
| class="left" | Death Attack<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +1<br />
| class="left" | Flexible Hide<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +1<br />
| class="left" | Hide the Evidence<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +2<br />
| class="left" | Fill the Shell<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +2<br />
| class="left" | Aura Steal<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +2<br />
| class="left" | Art of the Preservation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +3<br />
| class="left" | Skin Reincarnation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +3<br />
| class="left" | Skin Puppets<br />
| class="left" | +1 Spellcaster Level <br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disquise(Cha), Hide(Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Sense Motive(Wis), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Wear Skin (Ex):''' The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast ''[[SRD:Shapechange|shapechange]]'' and become that creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature’s race. Once used, the spell-like abilities of a particular skin are forever expended. The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act. If the Skindancer dies while wearing a Skin, that Skin is destroyed.<br />
<br />
'''Taking Lives (Ex):''' To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM’s judgment). If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act. Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM’s option).<br />
<br />
'''Likeness (Ex):''' While wearing a creature’s Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).<br />
<br />
'''Death Attack (Ex):''' At 3rd level, the Skindancer gains the Death Attack ability of an [[SRD:Assassin|Assassin]]. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.<br />
<br />
'''Flexible Hide:''' At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.<br />
<br />
'''Hide the Evidence (Su):''' At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.<br />
<br />
'''Fill the Shell:''' At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.<br />
<br />
'''Aura Steal(Su):''' For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.<br />
<br />
'''Art of the Preservation (Su):''' The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin’s ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.<br />
<br />
'''Skin Reincarnation(Su):''' If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.<br />
<br />
'''Skin Puppets:''' The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast charm monster on them.<br />
<br />
==Stranger with the Burning Eyes==<br />
<br />
One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies. When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.<br />
<br />
===Becoming a Stranger with the Burning Eyes===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Must not be good.<br />
|-<br />
! Skills:<br />
| Concentration 9 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Feats:<br />
| Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to spontaneously cast 5th level spells, and the spell ''[[SRD:Magic Jar|magic jar]]''.<br />
|-<br />
! Special:<br />
| Your true body must have been destroyed.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Stranger with the Burning Eyes}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +0 || +0 || +2<br />
| class="left" | Burning Soul, Token<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +0 || +0 || +3<br />
| class="left" | Consume<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +1 || +1 || +3<br />
| class="left" | Firewall of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +1 || +1 || +4<br />
| class="left" | Explosive Reaction<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +1 || +1 || +4<br />
| class="left" | Inferno<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +2 || +2 || +5<br />
| class="left" | Lore of the Burning Flame<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +2 || +2 || +5<br />
| class="left" | Slow Burn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +2 || +2 || +6<br />
| class="left" | Wildfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +3 || +3 || +6<br />
| class="left" | Conflagration<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +3 || +3 || +7<br />
| class="left" | Hellfire<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Burning Soul (Su):''' At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use [[SRD:magic jar|magic jar]] at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.<br />
<br />
'''Token:''' At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.<br />
<br />
'''Consume (Su):''' At second level, the Stranger with the Burning Eyes may “lose” a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.<br />
<br />
'''Firewall of the Soul:''' At 3rd level, the Stranger with the Burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an [[SRD:Antimagic Field|antimagic field]] or other magic-destroying effect, though he is effectively trapped in that body until he can leave that effect.<br />
<br />
'''Explosive Reaction (Su):''' At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).<br />
<br />
'''Inferno (Su):''' While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.<br />
<br />
'''Lore of the Burning Flame:''' While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.<br />
<br />
'''Slow Burn (Su):''' Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.<br />
<br />
'''Wildfire (Su):''' At 8th level, the Stranger with the Burning Eyes may use his magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.<br />
<br />
'''Conflagration (Su):''' As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.<br />
<br />
'''Hellfire:''' Should the Stranger with the Burning Eyes ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.<br />
<br />
==Master of the Seven Necromantic Mysteries==<br />
''"Did you think that you could oppose me? Death itself is no mystery to one such as I."''<br />
<br />
The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.<br />
<br />
===Becoming a Master of the Seven Necromantic Mysteries===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| Spell Focus(Necromancy), Greater Spell Focus(Necromancy), two necromantic creation feats.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of the Seven Necromantic Mysteries}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Master of Necromancy, First Mystery: Secrets of Commanding<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Second Mystery: Secrets of Necromantic Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Third Mystery: Secrets of Negative Energy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Fourth Mystery: Secrets of Undead Creation<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Fifth Mystery: Secrets of Life Draining<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Sixth Mystery: Secrets of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Seventh Mystery: Secrets of Eternal Life<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Master of the Seven Necromantic Mysteries’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, the Master of the Seven Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''Master of Necromancy:''' The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.<br />
<br />
'''Secrets of Commanding (Su):''' The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).<br />
<br />
'''Secrets of Necromancy Spells:''' At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level.<br />
In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.<br />
<br />
'''Secrets of Negative Energy(Su):''' At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.<br />
<br />
'''Secrets of Undead Creation(Su):''' At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. <br />
In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day. <br />
<br />
'''Secrets of Life Draining(Su):''' At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.<br />
<br />
'''Secrets of the Soul:''' At 6th level, The Master of the Seven Necromantic Mysteries may cast magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another’s body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.<br />
<br />
'''Secrets of Eternal Life:''' At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.<br />
<br />
==Death King==<br />
''"I have returned."''<br />
<br />
The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy you. <br />
<br />
===Becoming a Death King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +8.<br />
|-<br />
! Feats:<br />
| Power Attack, Combat Expertise, Leadership.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|-<br />
! Special:<br />
| Must have been returned from the dead.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Death King}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mantle of Death<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | +1 Natural Armor, Gaze of the Terrible<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | +2 Natural Armor, Fast Healing 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | +3 Natural Armor, Regeneration 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | +4 Natural Armor, Horrors from Beyond<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | +5 Natural Armor , Eternal Hero<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Death King gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in [[SRD:Sorcerer|Sorcerer]] spellcasting.<br />
<br />
'''Mantle of Death:''' The Death King’s type changes to [[SRD:Undead|Undead]] (and he gains the augments subtype for his original type) and he gains the [[#Dark Minded (subtype)|Dark Minded]] and [[#Unliving (subtype)|Unliving]] subtypes.<br />
<br />
'''Natural Armor:''' At every level past 1st, the Death King’s natural armor increases by 1.<br />
<br />
'''Gaze of the Terrible (Su):''' As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a ''[[SRD:Fear|fear]]'' effect. This effect is handled as the spell, but targets only a single opponent.<br />
<br />
'''Fast Healing 1 (Ex):''' The Death King gains [[SRD:Fast Healing|Fast Healing]] 1 at 3rd level.<br />
<br />
'''Regeneration 1 (Ex):''' The Death King gains [[SRD:Regeneration|Regeneration]] 1 at 4th level. Non-magical weapons do normal damage to the Death King.<br />
<br />
'''Horrors from Beyond (Su):''' As a swift action, a 5th level Death King can target an opponent within short range with a ''[[SRD:Phantasmal Killer|phantasmal killer]]'' effect. This effect is handled as the spell.<br />
<br />
'''Eternal Hero (Ex):''' Should a 6th level Death King be destroyed and his remains interred in a [[#Tombs|Tomb]], he is restored to life in one week with no level loss.<br />
<br />
==Widow Queen==<br />
''"You look good enough to eat."''<br />
<br />
The Widow Queen is a necromancer who has been tempted by the awful seductions of vampirism. By drinking the blood and vital fluids of the living, she has grown bloated with magical power and life energy. She sits in a web of minions, trapping in enemies in her sticky machinations, probing their weakness for a soft spot to driver her fangs deep into their flesh.<br />
<br />
While her intelligent minions are the most clever and subtle, it is her mindless minions that are the most dangerous. Drained of vital fluids, they mass at her command and will gladly sacrifice themselves for her desires. This pleases her, and she will happily ask for that sacrifice. <br />
<br />
===Becoming a Widow Queen===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 9 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Feats|Path of Blood]], [[#Feats|A Feast Unknown]].<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level Necromancy spells and the spells ''[[SRD:Web|web]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Widow Queen}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Blood Drain, Paralyzing Touch<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Create Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Find the Little Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Suckle at the Resisting Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Create the Broken Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Seductive Speech<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Snare the Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +6<br />
| class="left" | Create Poisoned Hearts<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" | Flush of Youth<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | Cult of Personality<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). <br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Widow Queen gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Widow Queen casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Blood Drain (Ex):''' The Widow Queen can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. The Widow Queen heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.<br />
<br />
'''Paralyzing Touch (Su):''' With a touch, the Widow Queen can paralyze any enemy who fails a Fortitude save. This effect lasts three rounds, and the save DC is Charisma based. Using this ability is an attack action.<br />
<br />
'''Create Spawn:''' Any intelligent [[SRD:Humanoid|Humanoid]] creature killed by a 2nd level Widow Queen’s Blood Drain ability becomes a [[SRD:Vampire Spawn|vampire spawn]] under the control of the Widow Queen.<br />
<br />
'''Find the Little Ones (Su):''' At 3rd level, the Widow Queen may cast ''[[SRD:Scrying|scrying]]'' at will on any creature or spawn created with her Widow Queen abilities.<br />
<br />
'''Suckle at the Resisting Will (Su):''' When a Widow Queen of 4th level uses her Blood Drain ability, the Widow Queen may do Wisdom drain instead of Constitution drain.<br />
<br />
'''Create the Broken Ones:''' Any creature reduced to Wisdom of 0 by a Widow Queen of 5th level can be turned into a unique kind of spawn, Broken Ones. These creatures have all the abilities of the originals, but they gain the Mindless trait and must be commanded by the Widow Queen to perform any action. A Broken One has a Wisdom score of 1.<br />
<br />
'''Seductive Speech (Su):''' At 6th level, the Widow Queen may cast the spell ''[[SRD:Demand|demand]]'' at will as a spell-like ability on any person that has been a victim of her Blood Drain ability. She may also use her ''scrying'' ability on any victim of her Blood Drain ability. In this way, the Widow Queen can coordinate her minions and track escaped prey.<br />
<br />
'''Snare the Will (Su):''' Every round that a 7th level Widow Queen drains a victim of Wisdom, that victim must make a Will save or suffer the effects of a [[SRD:Charm Monster|charm monster]] effect that lasts as long as the Wisdom drain remains.<br />
<br />
'''Create Poisoned Hearts:''' If an 8th level Widow Queen can use her Blood Drain ability to drain wisdom from a victim on three successive nights (and the victim does not become a Broken One), the victim becomes a unique form of Spawn, a Poisoned Heart. These spawn have all of their abilities, but are fanatically loyal to the Widow Queen.<br />
<br />
'''Flush of Youth:''' Any night that a 9th level Widow Queen uses her Blood Drain ability, her age category is reduced to Young Adult. This does not affect her mental ability scores. She returns to her true age if she fails to feed for three nights in a row. In additional, she gains a +4 increase to her Constitution, as if from level gain.<br />
<br />
'''Cult of Personality (Su):''' If a 10th level Widow Queen is ever killed, her remaining spawn and minions form a [[#Necromantic Intelligence]] with a purpose of returning her to life. If they can spill the lifeblood of 100 sentients into a pit, a [[SRD:True Resurrection|true resurrection]] effect will be cast on the Widow Queen, and she will burst forth from the pit. Once the Widow Queen is returned to life, she regains control of her minions and spawn.<br />
<br />
==Bone Rider==<br />
''"We can make it; we'll just have to ride all night..."''<br />
<br />
The desire for a steed that will not tire or balk is instantly understandable by anyone who has ridden for even a short time. Still, while the dark arts can provide, there are few who are willing to take steps down that path. The Bone Rider is one who has chosen to sacrifice the luxury of acceptance for the power and convenience of using the raw power of death for transportation and war.<br />
<br />
===Becoming a Bone Rider===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Ride 7 ranks, Knowledge (Religion) 3 ranks, Diplomacy 4 ranks.<br />
|-<br />
! Feats:<br />
| Mounted Combat.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Bone Rider}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mount the Dead, Turn/Rebuke Undead, Spellcasting<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Versatile Riding, Deadly Touch<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Bonus Feat, Animate Dead<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Speed of the Dead, Hunger of the Dead<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Bonus Feat, Eternal Faithfulness<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge all skills taken individually) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Bone Rider gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level of Bone Rider counts as two levels of Blackguard for the purposes of spells per day and available spells. A Bone Rider's caster level for these Blackguard spells is her character level.<br />
<br />
'''Mount the Dead (Su):''' A Bone Rider can summon an undead creature to serve her for up to her character level in hours each day. The Bone Rider traditionally rides this creature, though it is fanatically loyal and she can use it for any other task it is capable of. Summoning or dismissing the mount is a standard action, and it appears within close range of the Bone Rider. If the Bone Rider's mount is destroyed, she may not summon it again for 24 hours.<br />
<br />
The mount is an undead creature, but is often much more intelligent and loyal than a normal example of its type. The undead mount has an Intelligence of 10 if it would normally be less than that (including creatures which usually have an Intelligence of "-"). The Bone Rider is immune to any harmful effects of touching or being within the presence of her mount. The Mount gains Turn Resistance equal to the Bone Rider's class level. <br />
<br />
A Bone Rider of sufficiently high level can select her mount from the following list, if her character level is at least equal to the minimum level of the beast in question. If a Bone Rider is higher level than necessary, she adds the difference to the undead beast's hit dice. The DM is welcome to allow alternative undead steeds, the following list is intended only as an example:<br />
* '''Minimum Level''' - '''Mount'''<br />
* 1 - Skeleton Wolf<br />
* 3 - Skeleton Warhorse<br />
* 5 - Skeleton Manticore<br />
* 7 - Zombie Wyvern<br />
* 9 - Revived Fossil Behir (LM)<br />
* 11 - Young Adult White Zombie Dragon (Draconomicon)<br />
* 13 - Ulgurstasta (Fiend Folio)<br />
* 15 - Charnel Hound (Monster Manual 3)<br />
* 16 - Nightwing<br />
* 17 - Hullathoin (Fiend Folio)<br />
* 20 - Nightcrawler <br />
<br />
<br />
'''Turn/Rebuke Undead (Su):''' If the Bone Rider already has turning or rebuking, she may add her levels of Bone Rider to her level for the purposes of turning or rebuking.<br />
<br />
'''Versatile Riding (Ex):''' At 2nd level, the Bone Rider's mount gains the special bonuses of a [[SRD:Phantom Steed|phantom steed]] cast with a caster level equal to her caster level.<br />
<br />
'''Deadly Touch (Su):''' At 2nd level, a Bone Rider can inflict negative energy damage with a touch. The total amount of damage which can be used each day is equal to her Charisma bonus times her class level. As this is negative energy, this damage heals undead. The Bone Rider can use as much or as little of this ability with a single touch as she chooses.<br />
<br />
'''Bonus feat:''' At 3rd level, the Bone Rider gains a Bonus Feat that she qualifies for. The feat must have Mounted Combat or Point Blank Shot as one of its prerequisites. She gains another similar Bonus Feat at level 5.<br />
<br />
'''Speed of the Dead:''' At 4th level, the Bone Rider's mount gains a +100' enhancement bonus to its speed with every movement it has. The mount also has Evasion.<br />
<br />
'''Hunger of the Dead:''' The mount of a 4th level Bone Rider can consume the flesh of a fallen corporeal enemy and heal itself completely in doing so. Devouring a helpless or dead opponent is a standard action if the target creature is at least one size smaller than the undead beast.<br />
<br />
'''Eternal Faithfulness (Su):''' At 5th level, a Bone Rider's Mount will sacrifice itself to save the Bone Rider's life. If the Bone Rider is ever affected by an effect or attack that would kill her while she is touching her mount, her mount suffers the effects instead. If the effect covered an area, it is entirely possible that the mount will be affected twice.<br />
<br />
===Paladin Bone Riders===<br />
<br />
In games using the Playing With Fire Necromancy option, it is entirely possibly for a Paladin to become a Bone Rider and use their abilities without adversely affecting their standing as Paladins. However, many of the spells on the Blackguard list are not conducive to retaining a Good alignment. It is suggested therefore, that a Bone Rider with any levels in Paladin be allowed to prepare spells from the Paladin list in her Blackguard spell slots in addition to the regular Blackguard spells.<br />
<br />
===Special Mounts and Cohorts===<br />
<br />
A game master may allow a Bone Rider with leadership to have an undead mount as a cohort. This undead Cohort may be any creature of a CR at least 2 less than the Bone Rider's character level, and may remain in the world 24 hours a day if desired. The undead cohort is a special creature initially attracted like a normal cohort, and has the Elite stat array (Undead creatures which normally have an Intelligence less than 10 or "-" have an Int modifier of +0 when they are a cohort special mount).<br />
<br />
<br />
==Thief of Souls==<br />
''"What would I possibly want with your money?"''<br />
<br />
Jewels, gold, and magical trinkets fill the dreams of most thieves, but the Thief of Souls wants only the most treasured possession of all: your very soul. Charming, wicked, and stealthy, they’re the enemy of the gods, preventing believer’s souls from entering their rightful place in the afterlife. From souls come power, and these dangerous individuals have learned to tap into that power for their own ends. The fact that this process destroys the souls does not matter to them as they know the world is full of souls, waiting to be taken.<br />
<br />
===Becoming a Thief of Souls===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Cannot be good.<br />
|-<br />
! Skills:<br />
| Use Magic Device 9 ranks, Knowledge(Religion) 4 ranks, Craft (alchemy) 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 1st level Arcane Spells.<br />
|-<br />
! Special:<br />
| Sneak Attack, Sudden Strike, or Skirmish +2d6.<br />
|-<br />
! Special:<br />
| Must have owned and used a dagger made from thinaun.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Thief of Souls}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Soul Taker, Thinaun Alchemy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Sneak Attack +1d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Fuel Magic<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Sneak Attack +2d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Soulfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Sneak Attack +3d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Steal Magical Essence<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Sneak Attack +4d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Reap Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Fuel Life, Sneak Attack +5d6<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Thief of Souls gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Thief of Souls casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Soul Taker(Su):''' At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it within a gem worth at least 100 gp. This process takes one minute, and the soul in the gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is released. If the soul gem is used to fuel any of the Thief of Soul’s class features, the gem and soul inside are destroyed and the creature whose soul was taken cannot be returned from the dead.<br />
<br />
'''Thinaun Alchemy(Ex):''' The Thief of Souls learns alchemic secrets that teach him how to convert iron into thinaun, the legendary soul stealing metal. He may construct new blades using this technique, the process take one day and expends 5000 gp in materials.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Thief of Soul's Sneak Attack Damage increases by 1d6. His sneak attack damage increases by another d6 at every even level. If the Thief of Souls has the Skirmish ability, he can increase his Skirmish Damage instead of his Sneak Attack.<br />
<br />
'''Fuel Magic(Su):''' When activating a charged magic item, a 3rd level Thief of Souls may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have a HD equal to the caster level of the effect.<br />
<br />
'''Soulfire (Su):''' A 5th level Thief of Souls may destroy a gem containing a soul (destroying the soul) in exchange for a ranged touch attacking deal 1d6 points of damage per HD of the soul with the gem. This is an attack action with a medium range, and the character need not be within 30 feet of the target for the attack to count as a Sneak Attack (other restrictions of sneak attacks apply).<br />
<br />
'''Steal Magical Essence (Su):''' Any time a Thief of Souls of 7th level or higher uses his Soul Taker ability, he can also extract one spell from the soul that was it had prepared at the time of its death (his choice). This effect keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.<br />
<br />
'''Reap Soul (Su):''' Any time the Thief of Souls successfully uses his sneak attack on an enemy with a thinaun weapon, the victim must make a Fortitude save or die. The save is Charisma based, and this is a Necromantic Death Effect. The Thief of Soul’s thinaun blade can take the soul as normal.<br />
<br />
'''Fuel Life (Ex):''' At 10th level, the Thief of Souls may destroy any soul gem with a CR equal to his character level in exchange for reverting himself to a young adult age. Doing so has no effect on his mental attributes, and when the soul gem is destroyed the character may choose to alter his appearance to match that of the creature whose soul was destroyed. This gives a +10 bonus to Disguise checks to impersonate the victim.<br />
<br />
==Soul Merchant==<br />
<br />
Upon death, souls pass to the Outer Planes. Evil souls go to the Lower Planes while good souls go the Upper Planes, and some souls wander the places between, but each has a value to the beings that live in those places Where there is value and profit to be made there is a merchant; in the soul trade, that man is the Soul Merchant. Slaver, procurer, and arbitrator, the Soul Merchant is ultimate middle-man in the market of stealing, selling, and buying souls. Like any successful merchant, he enjoys special privileges with his clients.<br />
<br />
===Becoming a Soul Merchant===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (The Planes) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Feats:<br />
| Leadership<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast [[SRD:Lesser Planar Binding|Lesser Planar Binding]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Soul Merchant}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Extract Soul, Extended Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Escort to the Promenade<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Craft Soul Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Soulless Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Bargain<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Notable Investments<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Credit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Lifetime Warranty<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Soul Merchant gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Soul Merchant casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Extract Soul(Su):''' The Soul Merchant may cast ''[[SRD:Soul Bind|soul bind]]'' as a spell like ability a number of times per day equal to his intelligence bonus. He must use a gem to hold the soul, and it must be worth at least 100gp.<br />
<br />
'''Extended Contract(Su):''' Due to his extensive web of contacts in the Outer Planes, the Soul Merchant can call spirits from beyond the grave. He may call undead creatures with his ''[[SRD:Planar Binding|planar binding]]'' spells in addition to the usual creatures.<br />
<br />
'''Escort to the Promenade(Su):''' At 2nd level, the Soul Merchant may call an Escort with a casting of the ''[[SRD:Lesser Planar Binding|lesser planar binding]]'' spell. Treat this creature as an [[SRD:Erinyes|erinyes]], but with the additional ability to use gate (travel version only, and only to Finality and the last location it was bound to). This Escort will take a Soul Merchant to Finality, a planar metropolis that has a prominent economy in the buying selling of souls (see Finality in [[#Locations of Necromantic Importance|Locations of Necromantic Importance]]).<br />
<br />
'''Craft Soul Contract(Su):''' At 3rd level, the Soul Merchant may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical effects of the contract are also ended.<br />
<br />
'''Soulless Spawn:''' Should a 4th level Soul Merchant gain someone’s soul with a Soul Contract, he may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.<br />
<br />
'''Bargain:''' By 5th level, the Soul Merchant has become a trusted (or at least known) middle-man in the soul trade. He may sell lesser souls to gain souls of greater value. In effect, he may buy souls in Finality by exchanging enough souls to equal the value of a more powerful soul. The Soul Merchant also gains the ability to increase the HD limitation of any planar binding spells he casts by +2 HD.<br />
<br />
'''Notable Investments:''' A Soul Merchant of 6th level has performed substantial dealings in the oft maligned (yet potentially lucrative) trade in souls. The character can act as a fixer for one of the major interested parties. The character gains one ability from the following list: Angelic Favor, Baatezu Favor, Demonic Favor, or Lich's Favor.<br />
<br />
* Angelic Favor (Sp): Due to outstanding effort in the recovery of good-aligned souls and destruction of evil-aligned souls, several celestials owe you favors. Once per day you may cast ''[[SRD:Greater Planar Ally|greater planar ally]]'' as a spell-like ability. This effect only calls a good-aligned celestial, and it only accepts souls as payment.<br />
* Baatezu Favor (Sp): Due to preexisting deals with several Devils, the Soul Merchant may destroy a soul for infernal power. Once per day, the Soul Merchant may gain DR of 15/good and silver for 10 minutes per CR of the creature destroyed. During this time, the Soul Merchant may see in darkness (including magical darkness) and is immune to fire.<br />
* Demonic Favor: After hurling a number of notable souls into forgotten maelstroms of torment in the Abyss, the Soul Merchant has gained agreements in principle to issue commands to Tanar'ri legions that are nominally under the control of his business associates. The Soul Merchant no longer has to pay Demons that have a CR at least 6 less than his own for their services.<br />
* Lich’s Favor (Sp): Due to preexisting deals with several [[SRD:Lich|liches]], the Soul Merchant level may destroy a soul for magical power. Once per day, the Soul Merchant may recover a spell slot by destroying a soul of a CR equal to twice the level of the spell.<br />
<br />
'''Credit:''' Due to his outstanding record, a 7th level Soul Merchant can use his abilities on credit (without expending souls); however, if he does not pay for these uses with twice as many souls (two souls of the correct value for each ability he used) in one month, his own soul is taken. If for any reason the Soul Merchant's soul cannot be taken, the merchants of Acheron will not extend him any more credit.<br />
<br />
'''Lifetime Warranty:''' At 8th level the Soul Merchant may store souls with certain powerful outsiders in the Finality. Should he ever die, these outsiders will sell his souls for the magic objects necessary to return him to life (such as true resurrection, cloning, or true reincarnation magic). If he should ever run out of souls, he can still be brought back on credit...<br />
<br />
==Lurker in the Swarm==<br />
''"You cannot know what we know. Your terror smells so... delicious... to... bees."''<br />
<br />
Through the ages, terrible necromantic practices have flourished in the dark and forgotten places of the world, but none has been so insidious as the practice of producing Blood Honey. Composed of the dying essences of sentients and produced by undead bees in necromantically-charged obsidian hives, Blood Honey has the remarkable qualities restoring vigor and youth to any that consume it. Kingdoms have fallen and lives have been lost due to the addiction for this substance as the Lurkers in the Swarm have peddled it among the powerful and elite in exchange for dark favors.<br />
<br />
The Lurkers in the Swarm are masters of the art of summoning and controlling undead swarms of bees, adding their minions’ powers to their own. Each maintains a hidden lair for their obsidian hives, commanding their undead bees to produce blood honey. Often, they conduct raids on the lairs of other Lurkers, each attempting to corner the market on Blood Honey and loot the stores of others. When cabals of Lurkers form, terrible plans are hatched and atrocities are committed as these necromancers have the patience of an immortal and the alien insights of an undead insect.<br />
<br />
===Becoming a Lurker in the Swarm===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 9 ranks. Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast ''[[SRD:Summon Swarm|summon swarm]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]'' as arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lurker in the Swarm}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speech of the Queen, Swarms of Bees<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Queen’s Right<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Gather the Blood Honey<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Husks of the Swarm<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Harvest of the Bitter Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | The Plague that Swallows the Sun<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | The Sight that is Shared<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Greater Plagues<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Spirits of the Hive<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Hive Storm<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot(Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lurker in the Swarm gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lurker in the Swarm casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speech of the Queen (Ex):''' The Lurker in the Swarm can communicate with vermin as if they were capable of communicating in a language she understands. She can likewise communicate with any creature that probably should have been classified as a vermin, subject to the DM's whim. She is fully able to speak to and understand a [[SRD:Hellwasp Swarm|Hellwasp Swarm]], a [[SRD:Phase Spider|Phase Spider]], or a [[SRD:Gelugon|Gelugon]], for example. With respect to such creatures, the Lurker in the Swarm can use her ranks in [[SRD:Handle Animal|Handle Animal]] or [[SRD:Diplomacy|Diplomacy]] to influence their opinion, as well as using her Intelligence bonus instead of her Charisma bonus.<br />
<br />
'''Swarms of Bees:''' When the Lurker in the Swarm casts ''[[SRD:Summon Swarm|summon swarm]]'', she instead gets a swarm of bees rather than a swarm of bats, rats, or spiders. This is considered a Wasp Swarm (Fiend Folio, p. 172).<br />
<br />
'''Queen’s Right (Ex):''' At 2nd level, the Lurker in the Swarm can control the movements of the Swarms she summons. Any swarms resulting from a casting of ''[[SRD:Summon Swarm|summon swarm]]'', or other conjurations on her part will be able to move normally on her turn, and do so under the direction of the Lurker. In addition, the Lurker in the Swarm no longer takes damage while in the space occupied by a swarm.<br />
<br />
'''Gather the Blood Honey:''' At 3rd level, the Lurker in the Swarm gains the ability to produce the notorious Blood Honey. Composed of the necromantically extracted essence of dying sentients and produced by undead bees, this blood red honey has the ability to heal wounds and restore vigor. When consumed, each dose of Blood Honey has the effects of a restoration and a regenerate spell. Blood Honey is created when the Lurker’s swarms kill a creature with at least 5 HD and an Int of 5 or better and then spends one hour in an obsidian hive. Only one dose can be produced each day by any one swarm.<br />
<br />
'''Husks of the Swarm:''' The Lurker in the Swarm gains such power over death and bees that at 4th level she can summon a swarm of Animate Bee Corpses: treat as a Bloodfiend Locust Swarm (Fiend Folio, p. 170) with the Corpse Template (Book of Vile Darkness, p. 185).<br />
<br />
'''Harvest of the Bitter Nectar (Su):''' At 5th level, the Lurker in the Swarm gains the ability to hold onto her youth indefinitely by producing the Royal Jelly form of Blood Honey out of the blood and energy she harvests from living intelligent creatures caught by her Animate Bees. After her swarms kill a creature with at least 10 HD using negative levels she can make a dose of magical honey sufficient to restore a single character to the Young Adult Age Category. Age penalties are removed, but mental attribute bonuses for her true age do not change. This effect lasts for one month, and then the Lurker must consume another dose of Royal Jelly or else she returns to the true age (and dies if she has surpassed her maximum age). It gradually becomes more difficult to benefit from Royal Jelly. For every year a Lurker maintains her youth in this fashion, it requires an extra dose each month to retain the benefit (but never exceeds 30 doses for a month).<br />
<br />
'''The Plague that Swallows the Sun:''' A lurker in the Swarm learns the spell ''[[SRD:Insect Plague|insect plague]]'' at 6th level, even though it is most likely not on her list. The spell is still a 5th level spell, though the Lurker's Swarms of Bees, Queen’s Right, and Husks of the Swarm abilities all apply (allowing the Lurker to produce swarms of bees or animated bee corpses which move at her direction). At 8th level, the lurker learns the ''[[SRD:Creeping Doom|creeping doom]]'' spell, which again can take the form of various bees and move at her command without needing to expend actions.<br />
<br />
'''The Sight that is Shared (Su):''' At 7th level, the Lurker in the Swarm is capable of sharing her senses with all bees within long range (400' + 40' per caster level) of herself, whether or not line of effect exists between the Lurker and the bees. The Lurker can make a Search, Spot, or listen check as if she shared the location of any bees in that area, and anything noticed by the Lurker (or any of the bees) is automatically noticed by the Lurker and all of the bees. The Lurker in the Swarm can see through swarms of bees as if they did not block vision at all. The Lurker can also replicate ''[[SRD:Animal Messenger|animal messenger]]'' at will, though the messenger can and must be a bee.<br />
<br />
'''Spirits of the Hive:''' At 9th level, any time the Lurker in the Swarm summons bees, she may opt to replace summoned bees with Ephemeral Swarms (of bees). The constituents of the swarms are fine creatures, but otherwise conform to the listing of the Ephemeral Swarm (Monster Manual 3, p. 50).<br />
<br />
'''Hive Storm (Su):''' At 10th level, the Lurker in the Swarm contains an improbable number of bees within her own body, and can surround herself with a swarm of them at any time as a move action (these bees are considered a Hellwasp Swarm (Monster Manual, p. 238) while they are surrounding her). The swarm moves with the Lurker, and while they may be dispersed as normal, the Lurker can replace the swarm at any time with a move action. In addition, the Lurker in the Swarm is immune to the Distraction ability of swarms.<br />
<br />
==Heartless Mage==<br />
''"Now that I live forever, it seems that I no longer need you. Our relationship is most likely over."''<br />
<br />
Some necromancers seek to emulate the immortality of the lich without losing the pleasures of the flesh, and they master techniques to remove their own heart and place it within a box of polished obsidian. The price is terrible emotional stasis, but in return the Heartless Mage is free from death. Having sacrificed their own hearts in pursuit of power, they are emotionally sterile, driven by pure ambition.<br />
<br />
===Becoming a Heartless Mage===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level arcane spells, including ''[[SRD:Magic Jar|magic jar]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Heartless Mage}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Box the Mortal Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Lessons of the True Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | True Ownership<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Resurrection<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Immortal<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Heartless Mage gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Heartless Mage casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Box the Mortal Heart(Ex):''' At 1st level, the Heartless Mage removes his own heart and places it within an obsidian box worth at least 1,000 gp. The effect of this transformation is that whenever the Heartless Mage is killed, the obsidian box holding his heart may be used as a focus component to a ''[[SRD:Raise Dead|raise dead]]'' or ''[[SRD:Resurrection|resurrection]]'' spell. Using his heart in this way means that he is returned to life without level or XP loss. Should the Heartless Mage’s heart be destroyed or removed from the box, he is instantly killed wherever he stands. In addition, each level of Heartless Mage grants a cumulative –1 penalty on all Charisma-based checks. Also, from this point onward the Heartless Mage does not age further or advance in age categories.<br />
<br />
'''Lessons of the True Heart:''' At 2nd level, a Heartless Mage may use any of the following spells as spell-like abilities: ''heart of stone'', ''hoard life'', and ''[[SRD:False Life|false life]]'', each usable once per day. When he uses these abilities he must use the obsidian box holding his heart as a focus component, and the box counts as the final resting place of his heart for the effects of this spell.<br />
<br />
'''True Ownership (Sp):''' At 3nd level, the Heartless Mage improves the mystical connection to his heart. He may cast ''[[SRD:Scrying|scrying]]'' and ''[[SRD:Discern Location|discern location]]'' as a spell-like abilities at will, but only if he is seeking the obsidian box holding his heart.<br />
<br />
'''Heartless Resurrection:''' At 4th level, the Heartless Mage does not die when his body is killed. Instead, his soul is transferred to the obsidian box containing his heart (treat as a tiny construct with a hardness of 20 and no movement abilities). While in this form, he may cast ''[[SRD:Magic Jar|magic jar]]'' at will as a spell-like ability (caster level equal to his character level, and his obsidian box is the focus). For the purposes of this effect, soulless bodies in perfect physical condition (such as clones preserved by ''[[SRD:Gentle Repose|gentle repose]]'' or soulless bodies produced by ''[[SRD:Magic Jar|magic jar]]'' effects) can be targeted by this effect as if they were living. If the body possessed is a duplicate of the Heartless Mage’s own body (via clone or a simulacrum spell, for example), successful use of this ability counts as a ''[[SRD:True Resurrection|true resurrection]]'' on the Heartless Mage with a material component being the body he is possessing (it is consumed).<br />
<br />
'''Heartless Immortal:''' When a Heartless Mage is possessing a body with his Heartless Resurrection ability, he may perform a 12-hour ritual costing 1,000 gp in material components that recreates his current body into duplicate of his original body. This counts as a casting of ''[[SRD:True Resurrection|true resurrection]]'' with a material component of the body he is using.<br />
<br />
==Speaker for the Dead==<br />
''"For ten thousand years our ancestors have lived and died in this land and not once has the world been swallowed by an unending chasm into the Abyss. They tell me that they are disappointed in your actions, and I am here to make their displeasure known."''<br />
<br />
The souls of those that die are drawn inexorably towards the outer planes to await their punishment or rewards as befits the whim of the powerful beings that dwell there – outsiders and the gods themselves. A few get drawn back to the world of the living, but the vast majority become petitioners, and the memories of these lives beyond counting are gradually forgotten and lost to time.<br />
<br />
Or they would be, if the Speakers did not endeavor to catch these memories and keep them safe against a time in the future when they may be needed again. <br />
<br />
===Becoming a Speaker for the Dead===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Diplomacy 4 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast Divination and Necromancy spells of levels 1 through 3.<br />
|-<br />
! Languages:<br />
| Must know at least 4 languages.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Speaker for the Dead}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speak With Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Call Spirits, Well of Knowledge<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Taste of Lethe, Hear the Hungry Spirit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Education of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Proxy of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Revenge of the Fallen<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Avenging Souls<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Library of Lost Memories<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Usurp Death’s Kingdom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Vengeance of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Speaker for the Dead gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Speaker for the Dead casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speak With Dead (Sp):''' A Speaker for the Dead can use ''[[SRD:Speak with Dead|speak with dead]]'' as a spell-like ability at will. Unlike a normal caster, they can successfully use the spell more than once on the same corpse, though if a corpse of a creature with a hostile alignment makes its save, speak with dead may not be used again on that corpse for an entire week.<br />
<br />
'''Call Spirits (Su):''' The Speaker for the Dead is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead. In addition, all the of ''summon undead'' spells are considered spells known for her.<br />
<br />
'''Well of Knowledge:''' By 2nd level, the Speaker for the Dead has begun to have long conversations with the dead, gaining all sorts of odd knowledge. The speaker's levels count as Bard levels for the purposes of Bardic Knowledge. If she does not already have Bardic Knowledge, she gains that ability using only her levels in Speaker for the Dead.<br />
<br />
'''Hear the Hungry Spirit (Su):''' The Speaker for the Dead can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.<br />
<br />
'''Taste of Lethe (Ex):''' A Speaker of 3rd level or higher has honed her skills of remembrance to the point where she is able to draw upon the unending mind of the undead. She is not completely immune to mind affecting magic as an undead is, but her memories are. The Speaker is immune to effects such as ''[[SRD:Modify Memory|modify memory]]'' and ''mind rape'', and is even able to drink the waters of the River Styx without losing any precious memories.<br />
<br />
'''Education of the Dead:''' The Speaker for the Dead has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Speaker must assign skill points as normal to gain a skill at a higher ranks.<br />
<br />
'''Proxy of the Dead:''' Undead creatures cannot attack a Speaker for the Dead unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.<br />
<br />
'''Revenge of the Fallen:''' At 6th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeletons with more than 4 HD.<br />
<br />
'''Avenging Soul:''' At 7th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Create Greater Undead|greater create undead]]'' as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them.<br />
<br />
'''Library of Lost Memories:''' The Speaker for the Dead may cast ''[[SRD:Contact Other Plane|contact other plane]]'' or ''[[SRD:Legend Lore|legend lore]]'' as a spell-like ability once per day at 8th level.<br />
<br />
'''Usurp Death’s Kingdom (Su):''' A 9th level Speaker for the Dead may alter the purpose of a [[#Necromantic Intelligence|Necromantic Intelligence]]. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Speaker desires. If this is not possible, the Necromantic Intelligence is destroyed.<br />
<br />
'''Vengeance of the Dead:''' At 10th level, the Speaker for the Dead may create a [[#Necromantic Intelligence|Necromantic Intelligence]] with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.<br />
<br />
==Lord of the Damned==<br />
''"Your resistance is interesting, but ultimately futile. Whether now at my hands, or a hundred years hence... you will die. And you will join our legion."''<br />
<br />
It is a well known fact that undead are created from natural forces. Great pain, fear, or despair are but a few of the many ways for undead to rise, and the circumstances of one’s death determine what kind of undead one may become, and the raw power that undeath will bestow upon one. The Lord of the Damned in as earnest student of this phenomenon, and a practitioner of the most vile of tortures. He creates undead not by magic or negative energy, but by his understanding of the psychology and physiology of undeath. He controls his creations not by supernatural power, but by shattering the mind within the undead shell and reshaping it to his own purposes. To him, the greatest weakness of the undead is not that they are the walking dead, but that they were once alive. <br />
<br />
===Becoming a Lord of the Damned===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Evil.<br />
|-<br />
! Skills:<br />
| Knowledge (Religion) 9 ranks, Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast divine necromancy spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lord of the Damned}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Rebuking/Turning, Lord of the Damned Creation Feat, Aura of Evil<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Train Undead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | The Hunger Denied<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | Heel to the Master<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +2 || +6<br />
| class="left" | Parade of Atrocities<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +7 || +3 || +3 || +6<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +3 || +7<br />
| class="left" | The Obsession<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Lord of the Damned’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lord of the Damned gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lord of the Damned casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Rebuking/Turning (Su):''' The Lord of the Damned gains the ability to convert uses of [[SRD:Turn or Rebuke Undead|Turning]] into [[SRD:Turn or Rebuke Undead|Rebuking]] or uses of Rebuking into Turning regardless of alignment or god. Levels in Lord of the Damned stack with any other class levels that provide Turning or Rebuking.<br />
<br />
'''Lord of the Damned Creation Feat:''' At first and every subsequent odd numbered level, the Lord of the Damned may choose any [[#Necromantic Creation Feats|Necromantic Creation feat]] if he would normally qualify to take it. When he uses a feat learned with this class feature, he can and must create undead from living subjects (instead of corpses, as is normal for most of these feats).<br />
<br />
'''Aura of Evil:''' The Lord of the Damned radiates evil at a power equal to his level. This feature stacks with any other class features that cause a character to radiate evil, such as those of evil [[SRD:Cleric|clerics]] or [[SRD:Blackguard|blackguards]].<br />
<br />
'''Train Undead:''' At 2nd level, the Lord of the Damned may train any uncontrolled undead as if they were [[SRD:Magical Beast Type|Magical Beasts]] by using the rules for the [[SRD:Handle Animal Skill|Handle Animal]] skill. Undead only need to be “reared” for one month for them to be loyal to the Lord of the Damned, and intelligent undead do not need to be taught tricks. The Lord of the Damned may substitute Knowledge (Religion) for Handle Animal when training undead.<br />
<br />
'''The Hunger Denied (Su):''' At 4th level, the Lord of the Damned radiates an effect similar to an [[SRD:Antilife Shell|antilife shell]], except that it only affects undead. He may end or renew this effect as a move action.<br />
<br />
'''Heel to the Master (Su):''' If a 6th level Lord of the Damned expends two uses of [[SRD:Turn or Rebuke Undead|Turning/Rebuking]] while making a Rebuking attempt, any undead that would normally be Rebuked are instead Commanded (limited by the normal amount of undead he can command).<br />
<br />
'''Parade of Atrocities:''' At 8th level, the Lord of the Damned gains some of the abilities of a [[#Necromantic Intelligence|Necromantic Intelligence]]. He sees anything that any undead he has created sees, and he may alter the weather as a Necromantic Intelligence within a radius of 1 mile for every two character levels. Any creature of HD 1 or less violently killed within the radius of this weather becomes a [[SRD:Zombie|Zombie]] under his control.<br />
<br />
'''The Obsession:''' By 10th level, the Lord of the Damned has learned the exact circumstances needed to turn himself into a [[SRD:Lich|Lich]]. He does not gain a level adjustment or expend gold or experience points for this transformation, and he must designate one Tiny-sized magical object to become his phylactery.<br />
<br />
==Pumpkin King==<br />
''"Rise my children, and taste the fruits of our enemies."''<br />
<br />
The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a wrld of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.<br />
<br />
===Becoming a Pumpkin King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|Body Assemblage]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 3rd level spells and cast necromancy spells from every spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkin King}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Children of the Vine, Grow Vines<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Pumpkin Bomb, Plant Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Pluck the Ripe, Soul of the Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Pumpkin Men<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Reap the Unworthy, Soul of the Pumpkin<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Patch of Doom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Dark Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Cornucopia of Death<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapon or armor.<br />
<br />
'''Spellcasting:''' Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Children of the Vine (Sp):''' At first level, the Pumpkin King has learned to create the Children of the Vine. As an at-will spell-like ability, you may cast a special version of ''[[SRD:Animate Dead|animate dead]]'' to create skeletons, and only skeletons, from bones or corpses. To use this effect, you must place a pumpkin seed in the mouth or eyes of the skulls used. Vines then creep out of the eyes and wrap themselves around the newly created skeleton’s bones. These Children of the Vine last until the next dawn, and this ability shares a control pool with ''animate dead''. Children of the Vine that fall inert with the Sun's rise may be reanimated as normal. If a corpse has any flesh remaining upon its bones when animated by this effect, that flesh is scrubbed clean by the vines.<br />
<br />
'''Grow Vines (Sp):''' A Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit at will.<br />
<br />
Also at this level, leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried; otherwise, they are dark green.<br />
<br />
'''Pumpkin Bomb (Su):''' A 2nd level Pumpkin King may throw a Pumpkin Bomb up to fifty feet. He conjures a pumpkin blazing with green and black flames that detonates with unholy energy when it reaches its target. The explosion is 15 feet in radius and inflicts 1d6 per character level of Unholy Damage. A successful Reflex save halves the damage and the Save DC is Charisma based. Throwing a bomb is a full-round action that may be used at will.<br />
<br />
'''Plant Spells:''' At 2nd level, the spells ''[[SRD:Entangle|entangle]]'', ''[[SRD:Command Plants|command plants]]'', ''[[SRD:Control Plants|control plants]]'', ''[[SRD:Plant Growth|plant growth]]'', and [[SRD:Wall of Thorns|wall of thorns]]'' are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.<br />
<br />
'''Pluck the Ripe (Ex):''' At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. This infestation means that the Pumpkin King's skeletons have a minimum natural armor bonus equal to his levels in his class level, and they gain immunity to unholy damage.<br />
<br />
'''Soul of the Harvest:''' At 3rd level, the irises of your eyes become orange and seem to have an inner light. You gain immunity to unholy damage.<br />
<br />
'''Pumpkin Men (Sp):''' At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the ''awaken undead'' spell used on them, that have a minimum natural armor bonus equal to the Pumpkin King's class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.<br />
<br />
'''Reap the Unworthy (Ex):''' At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Willpower save or become frightened.<br />
<br />
'''Soul of the Pumpkin:''' At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.<br />
<br />
'''Patch of Doom (Sp):''' At 6th level, a Pumpkin King may create a Patch of Doom one per day as a spell-like ability. A Patch of Doom is a necromantically-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered ''[[SRD:Desecrate|desecrated]]''. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow.<br />
<br />
'''Dark Harvest (Su):''' At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.<br />
<br />
'''Cornucopia of Death (Su):''' At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow fires. This has no game effect.<br />
<br />
=Necromancers with Style=<br />
<br />
==Necromantic Creation Feats==<br />
Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.<br />
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.<br />
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.<br />
<br />
Undead Feats<br />
The powers of the undead are legendary, in part because they are so varied. A feat with the [Undead] tag can only be selected or used by a character who is undead.<br />
<br />
==Feats==<br />
<br />
===A Feast Unknown [Necromantic]===<br />
You have partaken of the feast most foul and count yourself a king among the ghouls.<br />
<br />
'''Prerequisite:''' You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil.<br />
<br />
'''Benefit:''' You can create Ghouls or Ghasts from any dying person (at -1- to –9 hps). Any undead you create have the Scent special quality. <br />
In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD. <br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.<br />
<br />
===The Path of Blood [Necromantic]===<br />
You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.<br />
<br />
'''Prerequisite:''' character level 5<br />
<br />
'''Benefit:''' You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Body Assemblage [Necromantic]===<br />
The discarded husks of life are nothing more than a building material to you.<br />
<br />
'''Prerequisite:''' Caster Level 1, ability to cast 1st level spells of the Necromancy school.<br />
<br />
'''Benefit:''' You may create skeletons and zombies that serve you alone.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.<br />
<br />
===Feed the Dark Gods [Necromantic]===<br />
You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.<br />
<br />
'''Prerequisite:''' Any two necromantic feats, character level 7, 10 ranks in Knowledge(Religion) <br />
<br />
'''Benefit:''' You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Wrappings of the Ages [Necromantic]===<br />
The ancient secrets by which unlife can be sustained in mummification have been unearthed.<br />
<br />
'''Prerequisite:''' character level 8<br />
<br />
'''Benefit:''' You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Whispers of the Otherworld[Necromantic]===<br />
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death. <br />
<br />
'''Prerequisite:''' character level 4 <br />
<br />
'''Benefit:''' You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Fairy Eater===<br />
By consuming the flesh of fairies, you have absorbed a fraction of their magic.<br />
<br />
'''Prerequisite:''' A Feast Unknown, must have eaten the flesh of a creature with the Fey type.<br />
<br />
'''Benefit:''' All figments and glamers you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Heavenly Desserts===<br />
By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.<br />
<br />
===Devil Preparation===<br />
By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of a Devil or Demon.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanari or Baazetu for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Child Necromancer=== <br />
An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.<br />
<br />
'''Prerequisite:''' Caster level 1, must know at least one necromancy spell of each spell level you can cast. <br />
<br />
'''Benefit:''' All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.<br />
<br />
'''Special:''' This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.<br />
<br />
===Blood Painter===<br />
By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.<br />
<br />
'''Prerequisite:''' Path of Blood, Caster level 5, Spellcraft 4 ranks<br />
<br />
'''Benefit:''' At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a flat 10’ by 10’ surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster's current Con or Blood Pool is less than double the spell's level, the spell cannot be cast.<br />
Any spells cast with this feat are Supernatural effects.<br />
<br />
===Sleep of the Ages===<br />
Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.<br />
<br />
'''Prerequisite:''' character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual<br />
<br />
'''Benefit:''' By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.<br />
As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)<br />
<br />
===Boneblade Master===<br />
You have mastered the alchemic processes needed to create boneblades, as well as their use in combat. <br />
<br />
'''Prerequisite:''' Craft(alchemy) 4, Craft 4 (scrimshaw)<br />
<br />
'''Benefit:''' You are considered to be proficient in the use of any weapon made from the special material Boneblade, and you may craft weapons out of Boneblade. In addition, you are considered to have the Improved Critical feat for any boneblade weapons you use in melee combat. <br />
You also gain a +2 to Initiative checks.<br />
<br />
===Ghost Cut Technique===<br />
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.<br />
<br />
'''Prerequisite:''' Whispers of the Otherworld <br />
<br />
'''Benefit:''' Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level. <br />
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
<br />
===Enervating Touch [Undead]===<br />
Your undead nature allows you to drain the life out of living victims.<br />
<br />
'''Benefit:''' Your unarmed attacks and natural weapons inflict one negative level. The DC to remove that negative level is Charisma based. You gain 5 temporary hit points every time you inflict a negative level on an intelligent creature in this way.<br />
<br />
===Control Spawn [Undead]===<br />
Your victims serve you eternally in death.<br />
<br />
'''Prerequisite:''' Enervating Touch<br />
<br />
'''Benefit:''' when a creature dies from the negative levels you inflict and rises as a Wight, it comes under your control. At any one time, you may control a number of Wights in this manner equal to your Charisma modifier (minimum of one). If you create additional Wights, you choose which spawn you lose control over.<br />
<br />
===Paralyzing Touch [Undead]===<br />
The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.<br />
<br />
'''Prerequisite:''' Ghoul<br />
<br />
'''Benefit:''' Your unarmed strikes and natural attacks cause paralysis for one minute unless your victim makes a Fortitude save. This save is Charisma based.<br />
<br />
=The Necronomicon=<br />
<br />
Necromancy as a school is possessed of some of the most powerful and game defining spells ever imagined in the worlds of Dungeons and Dragons. Magic jar, wail of the banshee, and clone can practically be a world threatening plan for a BBEG all by themselves. In fact, that's been done several times. But Necromancy as a school suffers greatly for this attention. Though the earth shaking power for dark lords is well represented, the low levels of necromancy have been largely ignored by generations of authors. It is our intention to produce a short list of spells that allow a low level Necromancer to be memorable and effective without constantly falling back on the old stand-by of having Spell Focus: Conjuration.<br />
<br />
==The [Healing] subschool==<br />
The spell cure light wounds has no business being in the school of Conjuration. It's not that you can't make an acceptable argument for the existence of "conjuration" that makes people feel better – that's actually pretty easy to rationalize. It's that cure light wounds doesn't work the way a spell that was in Conjuration would work. It doesn't create healthy flesh to fill up wounds – it channels Positive Energy into the creature and makes them feel better or worse depending upon how they react to that sort of thing. As described, the [Healing] subschool needs to be in the same school as inflict light wounds, because it does the same thing. Logically speaking, that could be Evocation (because Evocation handles any Energy Channeling), or it could be Necromancy (because Necromancy can do pretty much anything with Positive or Negative Energy). We suggest having the [Healing] subschool in Necromancy, but only because this isn't The Tome of Evocation. If you decide to make these spells Evocation spells for your home game, we won't stop you.<br />
<br />
==Congealing Consumption==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
'''Range:''' Medium<br />
<br />
'''Area:''' 10 foot radius burst.<br />
<br />
'''Duration:''' Instantaneous, and 1 round/level (see below)<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes. <br />
<br />
''As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within.''<br />
<br />
Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster.<br />
<br />
==Curse of Crumbling Conviction==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 4<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. "Why?" he asked. It was a question she could not answer…''<br />
<br />
If the target fails their save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one.<br />
<br />
==Dark Symmetry==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face.'' <br />
<br />
If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls.<br />
<br />
==Form of Death==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Touch<br />
<br />
'''Target:''' One Living Creature.<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Saving Throw:''' Fortitude Negates (Harmless)<br />
<br />
'''Spell Resistance:''' Yes (Harmless).<br />
<br />
''The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry.''<br />
<br />
A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures.<br />
<br />
==Puppet Dance==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Close<br />
<br />
'''Target:''' One Corporeal Creature<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Reflex Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh.''<br />
If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster's Base attack Bonus rather than their own.<br />
<br />
==Sobering Skeletal Stillness==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 1<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature with Bones.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Fortitude Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
<br />
''Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two…''<br />
<br />
If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not affect objects are still effected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not).<br />
<br />
==Tasha's Tomb Tainting==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level: Sor/Wiz 1'''<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' 40-ft. radius emanating from the touched point<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. "Not hardly…" he mutters, and begins fishing through his spell component pouch for a black pearl…'' <br />
<br />
Upon spell completion, the area is free of any consecration, desecration, [[#Forsaken Graveyards|Forsaken Graveyard]], ''[[SRD:Hallow|hallow]]'', [[#Tombs|Tomb]], or ''[[SRD:Unhallow|unhallow]]'' effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area).<br />
<br />
'''Material Component:''' One Black Pearl, worth at least 500 gp.<br />
<br />
==Tasha's Tomb Transport==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 minute<br />
<br />
'''Range:''' See Text<br />
<br />
'''Target:''' You and objects and willing creatures.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat.''<br />
<br />
This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster's choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight.<br />
<br />
==Tomb Tile Tessellation==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' One ten-foot cube<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' No.<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way.''<br />
<br />
This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb.<br />
<br />
'''Material Component:''' One vial of Holy Water or one vial of Unholy Water. <br />
<br />
=New rules:=<br />
<br />
The interaction of Undead with the rest of the rules is often less than satisfactory. Part of this is that the undead type itself is extremely overzealous in the game effects it provides. The fact that all undead don't need sleep means that vampires don't have to sleep in their coffins. The fact that undead don't have a Constitution score means that Ghouls can run for exactly zero rounds before they have to make a Con check (that they automatically fail) to continue (and also says it can "run on indefinitely", a base contradiction that makes us sad). The fact that undead are immune to critical hits means that a vampire can't be staked through the heart (even if it was sleeping, which it isn't). But even beyond that fundamental error, the multitude of authors that compromise the Dungeons and Dragons design staff never seemed to get on the same page as to exactly what being undead means – so a surprisingly large number of contradictory statements pepper the products.<br />
<br />
And I'm not just talking about how they made an entire Deathless Type when there's already Ghosts (Alignment: Any) right in the core rules.<br />
<br />
==Subtypes==<br />
The obvious, and slickest, way to handle the excesses of the Undead type would be to simply rewrite the Undead type with a lot less in it and throw down a number of subtypes (mindless for skeletons, amorphous for shadows, and ponderous for zombies) to put in the abilities that each type of undead is supposed to have. But polls have shown that people aren't willing to play with optional rules that do that – but perversely they are willing to add new subtypes to monsters to remove rules instituted by the base template. I don't know why, but DMs are honestly more likely to use an additional subtype that removes an inappropriate game effect from a monster than they are to use a modified base type that doesn't have the inappropriate effect in the first place. So that's how we're going to do it here.<br />
<br />
===Dark Minded (subtype)===<br />
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:<br />
<br />
- Not immune to mind affecting affects.<br />
<br />
- Immune to morale and fear effects.<br />
<br />
- Heals normally<br />
<br />
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.<br />
<br />
- A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.<br />
<br />
===Unliving (subtype)===<br />
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:<br />
<br />
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score.<br />
<br />
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.<br />
<br />
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).<br />
<br />
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.<br />
<br />
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.<br />
<br />
*Sample creatures with the [Dark Minded] subtype:<br />
**Liches<br />
**Nightshades<br />
**Vampires<br />
<br />
*Sample creatures with the [Unliving] subtype:<br />
**Ghouls<br />
**Necropolitan<br />
**Vampires<br />
<br />
==Undead and Aging==<br />
Undead don't age. They don't get any older or more decrepit over time, that's the whole point. A creature with the undead type does not grow older at all, unless further modified by the Dark Minded subtype. This probably should have been in the Monster Manual.<br />
<br />
==Becoming Undead==<br />
<br />
The basic rules for transforming into Undead were never intended to be playable by player characters. And thus it is unsurprising that the legions of the damned are not only unsatisfying, but actually unplayable when placed in a game. The following are templates that can be added to a character to make them into an Undead without actually changing their Level Adjustment. If a player wants to explore the legendary powers available to some of these creatures, they are encouraged to take Prestige Classes available to undead or to take one or more [Undead] feats that can grant the character these abilities within the normal level progression context. Each undead creature type has access to a special class that characters may take to advance their special abilities.<br />
<br />
===Revenants===<br />
''"Fear me first before all other evils under the heavens. Before even Death, for I am hatred and do not die."''<br />
<br />
A revenant is the victim of a murder driven to avenge their own death. A game master might allow a character to return from the dead as a revenant if their character died in a particularly unfair fashion or if their character had a lot left to do.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded subtype.<br />
<br />
'''Hit Dice:''' The character's BAB, Saves, and skills are all unaffected. The character must reroll his Hit Points, but every hit die is a d12.<br />
<br />
'''Ability Scores:''' The character loses his Constitution score.<br />
<br />
'''Alignment:''' The character's alignment changes to Lawful.<br />
<br />
'''Special Qualities:''' The character cannot be turned, but may be rebuked. The character heals completely at the setting of the sun, unless he is in a Tomb or hallowed area. This healing can even bring him back from destruction, but if his body is nailed to the ground (or in a Tomb or hallowed area), he can never come back from the dead by any means.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
===Vampires===<br />
''"An eternity of loneliness and betrayal is, ultimately, an eternity."''<br />
<br />
A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent. Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities. <br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scores:''' The character gains a +2 bonus to his Strength and Charisma.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. The character heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Humanoids slain by this Constitution Drain may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability).<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. The character suffers 2d6 damage and is considered staggered every round he is exposed to direct sunlight. This damage cannot be healed by any means until the character is in a place with no light at all (such as a coffin). A vampire character is vulnerable to Light effects.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Vampire Paragon====<br />
'''Hit Die:''' d6<br />
<br />
'''BAB/Saves:''' BAB: Poor (as Wizard); Fort: Bad; Reflex: Good; Will: Good<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus< br<br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Blood Pool, Gaseous Form, Flaw, +1 Spellcaster Level<br />
<br />
2 Hypnotic Gaze, +1 Spellcaster Level<br />
<br />
3 Command Spawn, Regeneration, Flaw, +1 Spellcaster Level<br />
<br />
'''Weapon and Armor Proficiencies:''' The Vampire Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Vampire Paragon casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level. If the character does not have any levels in any spellcasting classes when she takes her first level of Vampire, this class feature gives her levels in Sorcerer spellcasting. <br />
<br />
'''Blood Pool (Ex):''' A Vampire Paragon may "store" blood she has drained from intelligent creatures against future need and draw upon this blood to power her body or her magic. If a Vampire Paragon consumes the Constitution of an intelligent creature after she has already fed for the day, excess Constitution drained adds to her Blood Pool. A Vampire Paragon's Blood Pool can never exceed her character level plus her class level of Vampire Paragon. Constitution drained after the Blood Pool is filled is wasted.<br />
<br />
A Vampire Paragon may spend a point of her Blood Pool to heal herself of five points of damage. She may spend 4 points of Blood Pool to forgo needing to feed for one day. A spell being cast may be enhanced with any metamagic feat the Vampire Paragon knows by spending a number of points of Blood Pool equal to the number of extra levels the metamagic would add to the spell. Using Blood Pool is a free action, but no more than 4 points may be spent in a single round.<br />
<br />
'''Gaseous Form (Su):''' A Vampire Paragon can assume gaseous form as the spell at will.<br />
<br />
'''Flaw:''' Increasing the power of the blood within a Vampire is not without difficulties. As the potency of the Vampire's blood grows, so too does the power of her curse. At 1st and 3rd level of Vampire Paragon, the vampire gains an additional weakness related to her blood. Appropriate vampiric weaknesses are too numerous to be listed here, but could include: Inability to enter consecrated or hallowed ground; helplessness in water; repulsion (as the spell) by garlic; vulnerability to silver; daylight powerlessness (as a specter); dazed by spilled grains (2d4 rounds); nauseated by Holy Water (1d4 rounds); Inability to enter a hearth unless invited.<br />
<br />
'''Hypnotic Gaze (Su):''' At 2nd level, a Vampire Paragon gains the ability to hypnotize creatures which meet its gaze. The Vampire Paragon may make use its gaze on one creature within short range each round as a Swift action. Creatures are affected as by a hypnotism spell except that there is no hit die cap. The hypnotism effect ends if the Vampire Paragon no longer maintains the gaze (for example, by attempting to hypnotize a new victim). This is a Mind Affecting Enchantment effect, the DC is Charisma based.<br />
<br />
'''Command Spawn:''' Vampire Spawn created by a Vampire Paragon of 3rd level are under the Vampire Paragon's control.<br />
<br />
'''Regeneration (Ex):''' At 3rd level a Vampire Paragon regenerates, healing subdual damage every round equal to her character level. Damage from critical hits, fire, positive energy, aligned weapons, or wood inflict lethal damage on a Vampire Paragon.<br />
<br />
===Ghouls===<br />
''"The flesh of heroes reeks of their strength in death even as it is embodied in life. The taste is exquisite beyond description. As you quiver there and watch my meal, I want you to know that I allow you to live only in the hope that you can get word to more who think they have the strength to end my reign of terror."''<br />
<br />
Ghoul Fever is a horrifying illness that incites an almost insatiable craving for the flesh of humanoids. Characters with at least 2 class levels brought to zero Constitution by Ghoul Fever find their constitution restored and begin their unlife as Ghouls. Characters with less than 2 class levels simply die and rot.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scoress:''' The character's Dexterity increases by +2.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character gains a bite attack that inflicts an amount of damage appropriate to her size. She also is a carrier of Ghoul Fever.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance of +2. The character cannot eat anything other than raw meat (vegetables or cooked foods are forcefully vomited up, leaving the character sickened for an hour), and her total dietary requirements are not reduced.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Ghoul Paragon====<br />
'''Hit Die:''' d8<br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Bad<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
<br />
'''Skills/Level:''' 6 + Intelligence Bonus<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Paralysis<br />
<br />
2 Pestilence, +1d6 Sneak Attack<br />
<br />
3 Stench, Improved Pestilence<br />
<br />
'''Weapon and Armor Proficiencies:''' The Ghoul Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Paralysis (Ex):''' Characters struck by a Ghoul Paragon's unarmed strikes or natural weapons must make a Fortitude save or become paralyzed for 1d4+1 rounds. The Save DC is Charisma based. Elves are immune to this effect.<br />
<br />
'''Pestilence (Ex):''' A Ghoul Paragon of 2nd level is immune to disease, but spreads it quite easily. Every disease the Ghoul Paragon is ever exposed to is retained within his body (at the very least, this includes ghoul fever), and every time the Ghoul Paragon inflicts lethal damage with an unarmed strike or natural weapon, he also exposes the target to one of those diseases.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Ghoul Paragon gains a die of Sneak Attack as a Rogue. Levels of Ghoul Paragon stack with Rogue and similar classes for purposes of overcoming Uncanny Dodge.<br />
<br />
'''Stench (Ex):''' A Ghoul Paragon of 3rd level stinks so dreadfully that all other creatures within 10 feet must make a Fortitude save or become sickened for 10 minutes. A creature which successfully saves may not be affected by the Ghoul Paragon's stench for 24 hours. This is a Poison effect, the save is Constitution based.<br />
<br />
'''Improved Pestilence (Su):''' At 3rd level a Ghoul Paragon becomes able to magically speed up the disease process in his victims. The initial incubation period for any disease he passes with the Pestilence power becomes 1 round, and the save DC of any such disease is now Charisma based.<br />
<br />
===Sword Wraith===<br />
''"I remain… because I like to kill."''<br />
<br />
Mercenaries devoted strongly enough to a life of war that they carry on in death their endless campaign of destruction. A character slain in battle may return as a Sword Wraith if his services were hired under false pretenses or if his exploits were particularly impressive before his life finally ended (at the discretion of the DM).<br />
Sword Wraiths appear somewhat insubstantial and have faintly glowing eyes, but they are not truly incorporeal and their eyes do not produce enough light to modify vision penalties.<br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Skills:''' The character gains a +2 bonus to his Hide and Move Silently checks.<br />
<br />
'''Alignment:''' The character's alignment is unchanged.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. <br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Swordwraith Paragon====<br />
'''Hit Die:''' d12 <br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Bad; Reflex: Bad; Will: Good <br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str).<br />
<br />
'''Skills/Level:''' 2 + Intelligence Bonus<br />
<br />
Level, Abilities:<br />
1 Strength Damage, Alertness<br />
<br />
2 Damage Reduction 5/Magic, Iron Will<br />
<br />
3 Damage Reduction 10/Magic, Stealthy<br />
<br />
<br />
'''Weapon and Armor Proficiencies:''' The Swordwraith Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Strength Damage (Su):''' Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.<br />
<br />
'''Alertness:''' A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.<br />
<br />
'''Damage Reduction (Su):''' At 2nd level, a Swordwraith Paragon gains DR of 5/Magic. At 3rd level, this improves to 10/Magic.<br />
<br />
'''Iron Will:''' A Swordwraith Paragon gains Iron Will as a bonus feat at 2nd level.<br />
<br />
'''Stealthy:''' A Swordwraith Paragon gains Stealthy as a bonus feat at 3rd level.<br />
<br />
==Locations of Necromantic Importance==<br />
<br />
Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.<br />
<br />
===Necromantic Intelligence===<br />
Great and terrible crimes are often committed, sometimes causing the dead to rise. When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event. In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will. Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences.<br />
In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets.<br />
The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it. Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose. Like a ghost, if it should ever attain its purpose, it will be destroyed. Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose.<br />
The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.<br />
<br />
'''Aspected Necromantic Intelligence:''' While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected. These places only create one kind of undead. For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead. <br />
<br />
'''Cleansing the Focus:''' Every Necromantic Intelligence has a Focus. This is an area that is the symbolic center of the undead infestation. If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all available undead to destroy the caster. <br />
<br />
===Tombs===<br />
While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead. Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property. The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn.<br />
Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.<br />
<br />
===Forsaken Graveyards===<br />
<br />
The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.<br />
<br />
A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.<br />
<br />
A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.<br />
<br />
Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.<br />
<br />
===Pools of Deep Shadow===<br />
<br />
Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.<br />
<br />
The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.<br />
<br />
But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.<br />
<br />
This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.<br />
<br />
===Finality===<br />
Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp. Many items purchased from this location radiate evil, buyer beware. Lodging may be purchased at flat rate of one soul per day per person. The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.<br />
<br />
The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.<br />
<br />
==Necromantic Equipment==<br />
<br />
===New Materials===<br />
<br />
'''Boneblades:''' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property..<br />
Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties.<br />
Cost: 1,000 gp per lb.<br />
<br />
'''Blood steel:''' Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect.<br />
Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.<br />
<br />
'''Black steel:''' Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried.<br />
Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.<br />
<br />
'''Tainted obsidian''': While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain.<br />
Cost: +10,000.<br />
<br />
==Monsters==<br />
<br />
Perhaps the most important thing about necromancy is the undead creatures themselves.<br />
<br />
===Artificial Intelligence===<br />
<br />
When a necromancer creates even a lowly kobold skeleton when his necromantic control limit has already been reached, one or more of the undead creatures already under his control become "uncontrolled". That much is clear to everyone. But what does an uncontrolled zombie do? It's not intelligent, it simply runs a program that causes it to act in a predictable fashion to stimulus. Of course, what that program actually is has heretofore been left undescribed. The actions of uncontrolled undead depend largely on the moral option your game is using for necromancy in general.<br />
<br />
Of course, it doesn't make much difference to uncontrolled Wights and the like – they are somewhat intelligent and wholly evil. So they'll be just like any other monster – as tactically savvy as the DM.<br />
<br />
====Crawling Darkness====<br />
<br />
Under the Crawling Darkness option, undead are inherently evil, and act accordingly. The mindless undead hunger for life and are completely ambivalent to all else. If a skeleton has unbroken line of sight to a living creature or object, they will attack it. If living creatures and objects are both visible, the skeletons will bypass objects (such as trees) in order to attack creatures (such as people or horses). Non-living and undead creatures are unmolested unless the skeleton witnesses it attacking an undead creature. Skeletons prioritize targets that they can reach this round without provoking attacks of opportunity over other targets. Skeletons prioritize targets with more hit dice over other targets. Skeletons prioritize targets which are closer over targets more distant.<br />
<br />
If a skeleton perceives an undead creature attacking another undead creature, it will attack whichever undead has been in its line of sight for less time. If a skeleton has seen both creatures for an equal amount of time, it comes in on a random side (even if it had previously seen one of the undead creatures in a previous context). If a skeleton is attacked by an undead creature, it will defend itself.<br />
<br />
Skeletons wander around in a spiral search pattern attacking any living thing they find. They do not molest non-living things at all, so a skeleton will not open a door or tunnel through a wall unless it is made out of living wood or meat. If a living thing disappears from its vision, the skeleton will go to where the living creature was last seen and begin searching there – unless another living thing is seen (in which case the skeleton will simply move to attack it instead).<br />
<br />
Skeletons do not question their perceptions, a closed door or even a curtain can be enough for a skeleton to abandon a pursuit. Skeletons have no sense of smell or irony, and a living victim is forgotten as soon as the skeleton moves to the point of last contact. A skeleton will not walk into what appear to be dangerous or solid objects unless it can see a way to get to a living target that it can currently perceive.<br />
<br />
====Don't attack unless…====<br />
Since skeletons are mindlessly evil and relentless in their quest to destroy all life, a skeleton is normally ordered to not attack unless specific criteria are evoked. The criteria could be anything from "walking through this doorway without invoking the name of Wee Jas" to "attacking someone wearing the garb of the chosen of Kyuss." If the exact criteria are not met, the skeletons will hold their blades. Most necromancers remember to allow their skeletons leeway to defend themselves, but sometimes even that is overlooked. Controlled skeletons, therefore, are usually under considerable restraints and will often hold their claws in check until after combat has been initiated.<br />
<br />
=====Playing with Fire=====<br />
<br />
Under the Playing with Fire option, undead are dangerous, but not necessarily evil. Their behavior befits that. Uncontrolled skeletons follow their last set of commands exactly, and those commands are only of the most basic sort. A skeleton last ordered to follow the necromancer who created it will continue to do so – mindlessly marching in the necromancer's wake, its empty eye sockets staring vacantly. It won't make any move to assist the necromancer, nor will it take any further instructions, it will simply follow. Forever. Should a skeleton be last asked to guard an area, it will attack any creature entering the area, though it will make no move to attack creatures outside that area. A skeleton last ordered to chop wood will continue until the forest is splinters or its axe rusts away to nothing.<br />
<br />
Skeletons will defend themselves if attacked, and will attack creatures that they perceive attacking other undead. As with the Crawling Darkness, if skeletons see undead attacking other undead, it can rapidly degrade into a free-for-all with skeletons smashing each other with abandon. But they will not instigate such behavior on their own. Skeletons will not leave areas they are assigned to except to pursue creatures which are attacking them.<br />
<br />
Skeletons are not curious about their surroundings, and do not question events in their area that do not obviously interact with their latest orders.<br />
<br />
==Previously Published Monsters==<br />
<br />
There are a lot of undead monsters in a variety of sourcebooks. In fact, regional and monster sourcebooks that don't have at least one undead creature in them are by far in the minority. Many of these creatures are supposed to be constructed by powerful Necromancers, and have no rules for powerful necromancers actually doing that. Many of these creatures should rightfully have the Unliving or Dark Minded subtypes. What follows is a list of the Undead already existent in D&D as well as the method of creating them, with the hard character requirements on the second line and suggested building materials on the third. Many Fey and Native Outsiders can be counted as "humanoids" for purposes of creating undead.<br />
<br />
<br />
<br />
<br />
*Abyssal Ghoul (FF): Dark Minded, Unliving (Con 12 – 120 hp). <br />
A Feast Unknown: Character Level 12, Knowledge (planes) 4 ranks. <br />
Requires the sacrifice of a CR 8 or higher humanoid or fiend.<br />
<br />
*Allip (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 5, Listen 4 ranks<br />
Requires the name of a unique individual who was completely insane at death.<br />
<br />
*Angel of Decay (LM): Dark Minded <br />
Feed the Dark Gods: Character Level 17, must sacrifice 15 intelligent creatures, materials costing 7500 gp.<br />
<br />
*Atropal Scion (LM): No Modifications<br />
Feed the Dark Gods: Character Level 13, must sacrifice 11 intelligent creatures, materials costing 6,500 gp.<br />
<br />
*Banshee(MM2): Dark Minded<br />
Whispers of the Otherworld: Character Level 19, wail of the banshee <br />
Requires the corpse of a very selfish humanoid<br />
<br />
*Bhut (FF): Dark Minded<br />
Whispers of the Otherworld: Character level 11, Survival 4 ranks. <br />
Requires sacrificing an intelligent victim at least two days walk from a city.<br />
<br />
*Blaspheme (LM): Dark Minded<br />
Body Assemblage: Character Level 11, Knowledge (religion) 4 ranks, false life<br />
Requires pieces of humanoid or giant corpses such that an attribute of 14 or higher is represented in all statistics.<br />
<br />
*Bleakborn (LM): No Modifications<br />
Wrappings of the Ages: Character Level 9, chill touch<br />
Requires the corpse of a humanoid who died of cold.<br />
<br />
*Blood Amniote (LM):<br />
Path of Blood: Character Level 11, Knowledge (Dungeoneering) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Bloodfiend (FF): Dark Minded, Unliving (Con 17 – 114 hp)<br />
Path of Blood: Character level 16, knowledge (planes) 4 ranks <br />
Requires the sacrifice a demon of CR 8 or higher.<br />
<br />
*Bloodmote Cloud (LM): No Modifications<br />
Path of Blood: Character level 8, knowledge (Nature) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Boneclaw (MM3): Dark Minded, Unliving (Con 19, loses Unholy Toughness)<br />
Path of Blood: Character level 7, spectral hand<br />
Requires one humanoid body and the skeletons of 3 other medium creatures.<br />
<br />
*Bone Drinker (MM3): Dark Minded, Unliving (Con 14, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 8 (6 for Lesser), Craft (alchemy) 4 ranks<br />
or<br />
Create undead, caster level 15 (12 for Lesser).<br />
Requires the corpse of a goblin (lesser) or bugbear (greater).<br />
<br />
*Bone Naga (MM2): Dark Minded<br />
Wrappings of the Ages: Character Level 13, Requires the corpse of a Dark Naga.<br />
Requires the corpse of a Dark Naga<br />
<br />
*Bodak (MM): Dark Minded, Unliving (Con 15 – 76 hp)<br />
Path of Blood: Character level 10, Knowledge (Religion) 4 ranks<br />
Requires the corpse of someone extremely evil, or the killing of a humanoid with evil magic.<br />
<br />
*Bone Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 5, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat skeletons.<br />
<br />
*Bone Yard (LM): No Modifications<br />
Body Assemblage: Character level 16, Craft (alchemy) 4 ranks<br />
Requires 5 tonnes of bones from any creatures. <br />
<br />
*Brain in a Jar (LM): Dark Minded<br />
Wrappings of the Ages: Character level 6, Craft (alchemy) 4 ranks<br />
Requires the removal of the living brain of a creature with an Intelligence of 18+<br />
<br />
*Charnel Hound (MM3): Unliving (Con 19, loses Unholy Toughness)<br />
Body Assemblage: Character level 15, Handle Animal 4 ranks<br />
Requires 100 humanoid corpses (or proportionately fewer larger corpses of intelligent creatures)<br />
<br />
*Cinderspawn (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (planes) 4 ranks<br />
Requires the spot where a Fire Elemental perished.<br />
<br />
*Corpse Gatherer (MM2): No Modifications<br />
Body Assemblage: Character level 21, <br />
Requires and consumes a forsaken graveyard.<br />
<br />
*Corpse Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 6, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat corpses.<br />
<br />
*Crawling Head (FF): No Modifications<br />
Body Assemblage: character level 22, Use Magic Device 4 ranks <br />
Must have at least 100 humanoid corpses.<br />
<br />
*Crimson Death (MM2): Dark Minded<br />
Path of Blood: Character level 13, Hide 4 ranks.<br />
Requires a humanoid, a sharp implement, and a strong wind.<br />
<br />
*Crypt Chanter (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 9, Perform 4 ranks<br />
Must know the name of a dead performer who was unappreciated at the time of death.<br />
<br />
*Crypt Thing (FF): Dark Minded<br />
Wrappings of the Ages: Knowledge (Architecture and Engineering) 4 ranks.<br />
or<br />
create undead caster level 14th.<br />
Requires one humanoid corpse and a fancy outfit.<br />
<br />
*Deathbringer (MM2): Dark Minded<br />
Body Assemblage: Character level 19, Craft (tailor) 4 ranks, <br />
Requires at least 12 humanoid corpses or two giant corpses.<br />
<br />
*Death Knight (MM2): Dark Minded<br />
Feed the Dark Gods: More powerful warriors require more sacrifices to reanimate.<br />
<br />
*Deathlock (LM): Dark Minded, Unliving (Con 11 – 19 hp)<br />
Path of Blood: Character level 5, Knowledge (Arcana) 4 ranks<br />
Requires the body of an arcane Spellcaster.<br />
<br />
*Deathshrieker (MM3): No modifications<br />
Feed the Dark Gods: Character level 17, must sacrifice 15 intelligent creatures and use equipment costing no less than 7,500 gp.<br />
<br />
*Demilich: Dark Minded<br />
Craftt Wonderous Item: Caster Level 21<br />
<br />
*Desiccator (LM): No Modifications<br />
A Feast Unknown: Character Level 4, Knowledge (planes) 4 ranks<br />
Requires the location where a Water Elemental died.<br />
<br />
*Devourer (MM): Unliving (Con 18 – 126 hp)<br />
A Feast Unknown: Character level 13, Knowledge (planes) 4 ranks<br />
Requires the slaying of a giant and a humanoid.<br />
<br />
*Dream Vestige (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Oneiromancy<br />
Requires at least 100 sapient creatures to be killed in their sleep within an hour.<br />
<br />
*Drowned (MM3): Unliving (Con 13, loses Unholy Toughness), CR bumped to 9.<br />
Body Assemblage: Character level 11, Swim 4 ranks<br />
Requires the corpse of humanoid who died of drowning.<br />
<br />
*Dust Wight (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 9, Appraise 4 ranks<br />
Requires the corpse of a humanoid dead for at least 100 years.<br />
<br />
*Ephemeral Swarm MM3: CR bumped to 8<br />
Whispers of the Otherworld: Character level 10, Knowledge (Nature) 4 ranks.<br />
Requires the names of 1000 dead animals.<br />
<br />
*Effigy (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 19 <br />
Must have 3 spells with the [Fire] descriptor.<br />
<br />
*Entomber (LM): Unliving (Con 12 – 60 hp)<br />
A Feast Unknown: Character Level 7, Knowledge (architecture and engineering) 4 ranks<br />
Requires a corpse and some blue thread.<br />
<br />
*Entropic Reaper (LM): Dark Minded<br />
Feed the Dark Gods: Character level 14, 12 sacrifices and 6,000 gp.<br />
<br />
*Famine Spirit (MM2): Unliving (Con 18 – 336 hp)<br />
A Feast Unknown: Character Level 21, finger of death, symbol of pain<br />
Requires the corpse of a humanoid who starved to death within the last hour.<br />
<br />
*Forsaken Shell (LM): No Modifications<br />
A Feast Unknown: Character level 8, Hide 4 ranks<br />
Must remove all the skin from a humanoid.<br />
<br />
*Ghast (MM): Dark Minded, Unliving (Con 15 – 37 hp)<br />
A Feast Unknown: Character level 5, Heal 4 ranks<br />
Requires infecting and killing a humanoid of at least 3 hit dice.<br />
<br />
*Ghost Brute (LM): No Modifications<br />
Whispers of the Otherworld: Variable.<br />
<br />
*Ghostly Visage (FF): No Modifications<br />
Whispers of the Otherworld, Graft Flesh<br />
<br />
*Ghoul (MM): Dark Minded, Unliving (Con 13 – 15 hp)<br />
A Feast Unknown: Character level 3<br />
Requires killing a humanoid.<br />
<br />
*Gravecrawler (MM2): Dark Minded<br />
Body Assemblage: Character level 18, flesh to stone, speak with dead.<br />
<br />
*Gravetouched Ghoul (LM): Dark Minded, Unliving (Con 16 – 57 hp)<br />
This monster is subsumed into the Ghoul Template presented here.<br />
<br />
*Grim Weird (MM3): Dark Minded<br />
Whispers of the Otherworld: Character Level 13, Knowledge (Arcana) 4 ranks<br />
<br />
*Huecuva (FF): No Modifications<br />
Wrappings of the Ages: Knowledge (religion) 4 ranks<br />
Must have the corpse of a Blackguard, Cleric, Druid, Favored Soul, Monk, or Paladin.<br />
<br />
*Hulking Corpse (LM): No Modifications<br />
Body Assemblage: Character Level 11<br />
Requires the corpse of a giant.<br />
<br />
*Hullathoin (FF): Unliving (Con 26 – 232 hp)<br />
Feed the Dark Gods: Character Level 17, 15 sacrifices and 7,500 gp.<br />
<br />
*Hunefer (ELH): Dark Minded<br />
Wrappings of the Ages: Character level 27, Knowledge (Religion) 10 ranks<br />
Must have the body of a demigod.<br />
<br />
*Jahi (MM2): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Bluff 10 ranks<br />
<br />
*Lavawight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to a pool of magma.<br />
<br />
*Lich (MM): Dark Minded<br />
Craft Wondrous Item: Caster Level 11.<br />
<br />
*Morhg (MM): No Modifications<br />
Body Assemblage: Character level , <br />
<br />
*Mummy (MM): Dark Minded<br />
Wrappings of the Ages: Character level 7, Heal 4 ranks<br />
<br />
*Murk (LM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Sense Motive 4 ranks<br />
<br />
*Necromental (LM): No Modifications<br />
Wrappings of the Ages: Variable<br />
<br />
*Necronaut (MM3): No Modifications<br />
Body Assemblage: Character level 16, Knowledge (Engineering) 4 ranks<br />
<br />
*Necropolitan (LM): Dark Minded, Unliving<br />
Path of Blood: Knowledge (Arcana) 4 ranks<br />
<br />
*Nightshades (MM): Dark Minded<br />
Feed the Dark Gods: Sacrifices variable.<br />
<br />
*Plagueblight (LM): Dark Minded, Unliving (Con 15 – 57 hp)<br />
Body Assemblage: Character level 8, contagion<br />
<br />
*Plague Spewer (MM3): No Modifications<br />
Path of Blood: Character level 12, Heal 4 ranks<br />
<br />
*Quell (LM): Dark Minded<br />
Path of Blood: Character level 5, Knowledge (Religion) 4 ranks<br />
<br />
*Quth-Maren (FF): Dark Minded, Unliving (Con 15 – 85 hp)<br />
A Feast Unknown: Character level 9, must strip the skin off a humanoid<br />
<br />
*Ragewind (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 21, Proficiency in all martial weapons<br />
<br />
*Raiment (LM): No Modifications<br />
Wrappings of the Ages: Character level 3, Craft (tailoring) 4 ranks<br />
<br />
*Revived Fossil (LM): No Modifications<br />
Wrappings of the ages: Variable requirements.<br />
<br />
*Salt Mummy (MM3): Dark Minded, Unliving (Con 16, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 10, desiccate<br />
<br />
*Shadow (MM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Hide 4 ranks<br />
<br />
*Shadow of the Void (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Survival 10 ranks<br />
<br />
*Shape of Fire (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Knowledge (planes) 10 ranks<br />
<br />
*Skeletons (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
*Skin Kite (LM): No Modifications<br />
Body Assemblage: Character level 5, Craft (Tailoring) 4 ranks<br />
<br />
*Skirr (LM): Unliving (Con 19 – 94 hp)<br />
Wrappings of the Ages: Character level 9, Craft (alchemy) 4 ranks<br />
<br />
*Skulking Cyst (LM): Unliving (Con 15 – 34 hp)<br />
necrotic cyst<br />
<br />
*Slaughter Wight (LM): Unliving (Con 13 – 153 hp)<br />
A Feast Unknown: Character Level 10, BAB +7<br />
<br />
*Slay Mate (LM): Dark Minded, Unliving (Con 11)<br />
You can't make this one.<br />
<br />
*Spawn of Kyuss (MM2): No Modifications<br />
A Feast Unknown: Character level 7, Knowledge (Religion) 4 ranks<br />
<br />
*Specter (MM): No Modifications<br />
Whispers of the Otherworld: Character level 9, Bluff 4 Ranks<br />
<br />
*Spectral Lyricist (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 6, Perform 4 ranks<br />
<br />
*Swordwraith (FF): Darkminded, Unliving (Con 14 – 42 hp)<br />
Whispers of the Otherworld: Must have the corpse of a mercenary warrior. <br />
<br />
*Tomb Mote (LM): No Modifications<br />
Wrappings of the Ages: Character level 4, Heal 4 ranks<br />
<br />
*Ulgurstasta (FF): Unliving (Con 30 – 280 hp), upon reaching an Int of 10, the Ulgurstasta also has the Darkminded subtype.<br />
Feed the dark Gods: An Ulgurstasta is created at Intelligence 1, but still requires 11 sacrifices.<br />
<br />
*Vampires (MM): Dark Minded, Unliving (variable Con)<br />
Path of Blood: More powerful vampires require more powerful characters to create.<br />
<br />
*Vampire Spawn (MM): Unliving (Con 13 – 33 hp)<br />
Path of Blood: Character level 6, must sacrifice a humanoid of less than 5th level.<br />
<br />
*Vasuthant (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 4 (19 for Horrific Vasuthant), darkness<br />
<br />
*Visage (LM): Dark Minded, Unliving (Con 12 – 99 hp)<br />
A Feast Unknown: Character level 11, knowledge (planes) 4 ranks<br />
<br />
*Voidwraith (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (the planes) 4 ranks<br />
<br />
*Wheep (LM): No Modifications<br />
Path of Blood: Character level 13, Intimidate 4 ranks<br />
<br />
*Wight (MM): Unliving (Con 13 – 28 hp)<br />
Any creature slain by negative levels can rise as a Wight<br />
<br />
*Winterwight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to Black Ice.<br />
<br />
*Wraith (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 7 (13 for Dread Wraith)<br />
<br />
*Zombie (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
[[Category:Other]]<br />
[[Category:DnD]]</div>74.182.83.96https://www.dandwiki.com/w/index.php?title=Tome_of_Necromancy_(3.5e_Sourcebook)&diff=292691Tome of Necromancy (3.5e Sourcebook)2008-11-09T02:14:29Z<p>74.182.83.96: </p>
<hr />
<div>{{author<br />
|author_name=Frank and K<br />
|date_created=5/1/08<br />
|status=Completely transcribed<br />
|editing=Please don't alter it<br />
}}<br />
<br />
=Tome of Necromancy=<br />
<br />
Unlike the Revised Necromancer Handbook, which is a compilation of the Necromancy rules as they stand, what you are reading now is the rules for Necromancy as they should be. We feel there is a need for this because despite (or let's not kid ourselves, because of) the considerable amount of space spent given over to Necromancy in officially sanctioned products, the classical Necromancer does not function under the rules as written. Vampires can't run or be staked, there aren't any prestige classes that make you any more of a necromancer than you are with the base classes, and honestly noone even knows how the basic necromancy spells work. Not because they are stupid, but because the rules for such things are contradictory in several key places.<br />
<br />
<br />
=The Morality of Necromancy: Black and Gray=<br />
<br />
<br />
The rules of D&D attempt to be all things to all people, and unfortunately that just isn’t possible if you’re trying to make a system of objective morality. By trying to cater to two very different play styles as regards to the moral quandaries of the use of negative energy, the game ends up catering to neither – and this has been the cause of a great many arguments for which there actually are no possible resolutions. Ultimately therefore, it falls to every DM to determine whether in their game the powers of Necromancy are inherently evil, or merely extremely dangerous. That’s a choice which must be made, and has far reaching implications throughout the game. That’s an awful lot of work, and most DMs honestly just don’t care enough to be bothered with it, and I understand. Fortunately, we have collated those changes for you right here:<br />
<br />
<br />
==Moral Option 1: The Crawling Darkness==<br />
<br />
<br />
Many DMs will choose to have Negative Energy in general, and undead in particular, be inherently Evil. So much so that we can capitalize it: Evil. And say it again for emphasis: Evil. That means that when you cast a negative energy wave you are physically unleashing Evil onto the world. When you animate a corpse, you are creating a being whose singular purpose is to make moral choices which are objectionable on every level.<br />
<br />
That’s a big commitment. It means that anyone using Inflict Wounds is an awful person, at least while they are doing it. The Plane of Negative Energy is in this model the source of all Evil, more so than the Abyss or Hell. It’s Evil without an opinion, immorality in its purest most undiluted form.<br />
<br />
==Moral Option 2: Playing with Fire==<br />
Many DMs will choose to have Negative Energy be a base physical property of the magical universe that the D&D characters live in – like extremes of Cold or Fire it is inimical to life, and it is ultimately no more mysterious than that. An animate skeleton is more disgusting and frightening to the average man than is a stone golem, but it’s actually a less despicable act in the grand scheme of things because a golem requires the enslavement of an elemental spirit and a skeleton has no spirit at all.<br />
<br />
The Plane of Negative Energy in this model is precisely the same as all the other elemental planes: a dangerous environment that an unprotected human has no business going to.<br />
<br />
===Implications===<br />
<br />
It’s not actually enough to simply make a sweeping generalization about the morality of Negative Energy and leave it at that. Like a butterfly flapping its wings, such changes will eventually cause Godzilla to destroy Tokyo. Or something like that, I stopped math at Calculus.<br />
<br />
====Creatures====<br />
<br />
Some monsters have been written up with the (incorrect) assumption that either “The Crawling Darkness” or “Playing With Fire” was the general rule. Others have been written in such a fashion that is actually incompatible with any possible interpretation of morality in D&D.<br />
<br />
'''Revenants:''' If Negative Energy is inherently Evil, Revenants are Lawful Evil. They are undead who live only to kill and survive on hatred and the desire for vengeance. While they are victims and their actions are understandable, the Justice of their actions makes them Lawful, but they are still Evil and can be treated accordingly.<br />
<br />
With the Playing with Fire option, there is no change to the Revenant. All is fair in avenging your own death, and they are the unliving emissaries of the Balance in its pure form.<br />
<br />
'''Skeletons:''' If Negative Energy is inherently Evil, Skeletons must be as well. That means that they actually do Evil things. An uncontrolled skeleton will find the nearest source of life and start ripping it to pieces. A skeleton does not need to be commanded to attack, but to stop tearing up your vegetable garden (assuming even that it had not already found a more vigorous source of life such as the family dog). A commanded skeleton is a vicious, unthinking killer on a chain – not an inert construct awaiting commands.<br />
<br />
If Negative Energy isn’t Evil by itself, neither are skeletons. As described they aren’t moral agents. That means that they don’t have an alignment other than Neutral. Like a viper or a scorpion, though they do things that a paladin wouldn’t necessarily condone (such as use poison for the snake or move around after death for the skeleton), they aren’t gifted with the ability to make moral choices and default to the same Neutrality of the animated cabinet. Ordering a skeleton around could be Good, Evil, or Neutral depending on whether you are telling it to save children from a burning house, throw bloated corpses into the town well, or just carry your swag out of your basement.<br />
<br />
'''Vampires:''' Vampires are the rockstars of the undead world, but also the most affected by the gulf between Playing With Fire and Crawling Darkness Necromancy. Either vampires are tragically cursed Euro-trash with nice outfits or they are blood hungry princes of death…heck, sometimes they are depicted as both, as in the case of the patron saint of DnD vampires, Strahd Von Zarovich.<br />
<br />
Unlike most undead, vampires are morally affected by negative energy in a perversely contrary fashion; Zombies are evil if (and only if) negative energy makes zombies evil, but the opposite is true of the vampire. If Negative energy is a hungry and malevolent force that hungers for the light of the living, the vampire is a tragic figure compelled by dark desires he cannot control. He can even just be Good, but that’s not going to stop him from taking a nip from the farmer’s daughter. If negative energy is an objective force, then being a vampire is actually an evil act since you don’t have to eat babies for eternal life… you’re just a jerk. <br />
<br />
'''Zombies:''' Like Skeletons, Zombies must hunger for the flesh of the living or have no moral indictments. Either they sit and wait for their chance to devour your liver or they are Neutral. The Monster Manual version cannot stand. A zombie in the fields is either a figure of horror or comedy.<br />
<br />
'''Energons:''' Eregons are actually made out of energy. So if Positive and Negative Energy have an alignment, so do they. If using the Crawling Darkness option, the Xag-Ya is Neutral Good, and the Xeg-Yi is Neutral Evil. If using the Playing With Fire option, both remain as printed – they are Neutral.<br />
<br />
====Spells====<br />
<br />
'''Animate Dead:''' If Negative Energy isn’t Evil, this spell isn’t either. Zombies and Skeletons are the only possible creations of this spell, so the alignment tag is contingent on Negative Energy itself being a moral choice. Interestingly, create undead and create greater undead stay [Evil] even if animate dead doesn’t. Regardless of the moral inclinations of negative energy in general, Ghouls and shadows are just not nice people – they are a disease that exists for no purpose but to consume the living. So those [Evil] tags are on no matter what skeletons do with their free time.<br />
<br />
'''Deathwatch:''' This spell doesn't even use Negative Energy, it allows you to see ''positive'' energy. There's no reason for this spell to be evil no matter what version you use – this is just a typographical error as far as we can tell. Maybe this evil tag was supposed to be on death knell.<br />
<br />
'''Create Undead:''' While animate dead may or may not be evil depending upon your setup, create undead and create greater undead is an [Evil] spell regardless of the morality version you use. It creates evil creatures that unlive for nothing but to slay innocents, so it gets the Evil tag for the same reason that planar binding gets the [Evil] tag if it is used to call a Demon – it's bringing irredeemable evil into the world – the moral implications of the negative energy used are irrelevant. <br />
<br />
<br />
=Necromancy with Class=<br />
<br />
The degree to which the published classes of Necromancy aren’t good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:<br />
<br />
==Corpselight Whisperer==<br />
''"Come into my house, it is warm and the nights are both cool and damp in the swamp."''<br />
<br />
The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.<br />
<br />
There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe… <br />
<br />
===Becoming a Corpselight Whisperer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks.<br />
|-<br />
! Special:<br />
| Ability to Wild Shape.<br />
|-<br />
! Special:<br />
| Must have made friendly contact with a Will-o-Wisp.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Corpselight Whisperer}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Spell-like Abilities: Animate Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Wild Shape: Will-O-Wisp, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Spell-like Abilities: Dancing Lights, Terrible Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Summon Wisps<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Wild Shape: Large Plant, Sanctum Spell<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Bonus Domain (Deathbound)<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Spell-like Abilities: Programmed Image, +1 Wildshape Use<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Bog’s Heart, Bonus Necromantic Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Hands of the Corpselight<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Incorporeal Wild Shape 1/day<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiencies:''' The Corpselight Whisperer gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Spell-like Abilities (Sp):''' A Corpselight Whisperer can use ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability. At 3rd level, she is able to use ''[[SRD:Dancing Lights|dancing lights]]'', and at 7th level she is able to use ''[[SRD:Programmed Image|programmed image]]''. Her caster level is equal to her hit dice, and these abilities are usable at will.<br />
<br />
'''Wild Shape:''' At 2nd level, a Corpselight Whisperer can use her Wild Shape ability to assume the form of a [[SRD:Will-O'-Wisp|Will-O-Wisp]], regardless of the allowed size, type, or hit dice of her Wild Shape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wild Shape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wild Shape ability. The Corpselight Whisperer may use her Wild Shape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wild Shaping classes for the purposes of maximum hit dice and duration.<br />
<br />
'''Terrible Nectar (Su):''' At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.<br />
<br />
'''Summon Wisps (Su):''' A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.<br />
<br />
'''Bonus Feat:''' At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional [[#Necromantic Creation Feats|Necromantic Creation Feat]] that she meets the prerequisites for as a bonus feat.<br />
<br />
'''Bonus Domain:''' At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,<br />
<br />
'''Bog's Heart (Su):''' A Corpselight Whisperer of 8th level or higher who dies is reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.<br />
<br />
'''Hands of the Corpselight (Ex):''' Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).<br />
<br />
'''Incorporeal Wild Shape (Su):''' A Corpselight Whisperer of 10th level or higher gains the ability Wild Shape into an Undead creature of the Incorporeal subtype with Hit Dice less than or equal to the player's character level (as per normal Wild Shape rules). The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wild Shape in this manner once per day, but if she would gain additional uses of Elemental Wild Shape for any reason, she gains an equal number of additional uses of Incorporeal Wild Shape.<br />
<br />
==Uttercold Assault Necromancer== <br />
''"Coooooooobraaaaaaaaa!"''<br />
<br />
The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead. <br />
<br />
<br />
For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic. <br />
<br />
Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp. <br />
<br />
Prerequisites:<br />
<br />
'''Feats:''' Energy Substitution (Cold), Lord of the Uttercold, Tomb Tainted Soul, Mentor (exchanged for apprentice).<br />
<br />
'''Spells:''' Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the cold descriptor. <br />
<br />
'''Skills:''' Concentration 9 Ranks, Knowledge (Planes) 9 Ranks, Language (Battle Signals), Speak Language (Semaphore Battle Signals). <br />
<br />
'''Alignment:''' Cannot be chaotic.<br />
<br />
'''Special:''' Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead. <br<br />
<br />
'''Special:''' Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).<br />
<br />
'''Note:''' If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul. <br />
<br />
Features<br />
'''Class Skills:''' The Uttercold Assault Necromancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). <br />
<br />
'''Skill Points/Level:''' 2 + Int modifier<br />
<br />
'''Hit Dice:''' D4<br />
<br />
'''BAB/Saves:''' Poor (as Wizard); Fort: Poor; Reflex: Poor; Will: Good <br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Uttercold Assault!:20, Undead General, Rebuke Undead, Officer and a Gentleman, Undead Leadership, +1 Spellcaster Level <br />
<br />
2 Necromantic Commander, +1 Spellcaster Level<br />
<br />
3 Exceptional Leadership, +1 Spellcaster Level<br />
<br />
4 Uttercold Assault!: 30, Bonus Feat, +1 Spellcaster Level<br />
<br />
5 Elite Followers, +1 Spellcaster Level<br />
<br />
6 Rallying Cry, +1 Spellcaster Level<br />
<br />
7 Uttercold Assault!: 40, Bonus Feat, +1 Spellcaster Level<br />
<br />
8 Fearsome Charge, +1 Spellcaster Level<br />
<br />
9 Crush Them, +1 Spellcaster Level<br />
<br />
10 Uttercold Assault!: 50, Bonus Feat, Elite Followers, +1 Spellcaster Level <br />
<br />
<br />
'''Weapon and Armor Proficiency:''' The Uttercold Assault Necromancer gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Uttercold Assault Necromancer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Unit:''' An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy<br />
<br />
'''Uttercold Assault! (Su):''' All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance. <br />
<br />
'''Undead General (Ex):''' Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example). <br />
Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion. <br />
Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however. <br />
Your apprentices do not penalize your leadership score when attracting undead cohorts. <br />
<br />
'''Rebuke Undead (Su):''' If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it. <br />
<br />
'''Officer and a Gentleman (Ex):''' An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following: <br />
<br />
<br />
*Avoid harming innocents and civilians, when feasible.<br />
<br />
*Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.<br />
<br />
*Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture. <br />
<br />
*Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive. <br />
<br />
*Always keep your word of honor.<br />
<br />
You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses. <br />
<br />
'''Undead Leadership (Ex):''' You gain Undead Leadership as a bonus feat, even if you do not meet the requirements. You will immediately "attract" the largest unit of Undead followers that you can lead (see Undead General above). You must attract cohorts as normal. If you already have Undead Leadership, take a Bonus Feat (see the list below) instead. <br />
<br />
'''Necromantic Commander (Ex):''' At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify. <br />
<br />
'''Exceptional Leadership (Ex):''' At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.<br />
<br />
<br />
'''Bonus Feat (Ex):''' At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved, Sacrificial Mastery (BV), Arcane Disciple, Bonus Domain, Empower Turning, Profane Boost, Quicken Turning, Undead Mastery, Zone of Animation (CD), Any Leader feat, Veteran Knowledge (HoB). Note that Undead Leadership will substitute as a pre-requisite for feats requiring leadership. <br />
<br />
'''Elite Followers (Ex):''' All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.<br />
<br />
'''Rallying Cry (Ex):''' At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature. <br />
<br />
'''Fearsome Charge (Ex):''' At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for. <br />
<br />
'''Crush Them (Ex):''' When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any Shaken (or worse) opponent as flat-footed, and inflict +2D6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.) <br />
<br />
They may count any Frightened or Panicked opponent as Helpless. The Necromancer's followers may coup de grace or grapple against such an opponent without provoking an attack of opportunity from enemies who are themselves at least Shaken. Note that under her Code of Conduct they are generally required to use this ability to order a grapple (capture) of any opponent who communicates a desire to surrender. Enemies who simply flee can be killed or captured, as desired. <br />
<br />
==Boneblade Reaper==<br />
''"I have bested Death itself and cannot die. Your powers do not impress me."''<br />
<br />
Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence... death itself.<br />
<br />
To begin this path, one masters the [[#New Materials|boneblade]], a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy. <br />
<br />
===Becoming a Boneblade Reaper===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Move Silently 9 ranks, Concentration 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Boneblade Master|Boneblade Master]], Improved Unarmed Strike, Weapon Finesse.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast first-level spells.<br />
|-<br />
! Special:<br />
| Cannot be undead.<br />
|-<br />
! Special:<br />
| Evasion ability.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Stunning Blade, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.<br />
<br />
'''Spellcasting:''' Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.<br />
<br />
'''Death Art Strike(Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).<br />
<br />
'''Secrets of the Boneblade Art(Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
<br />
'''Dark Life(Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
<br />
'''Stunning Blade (Ex):''' At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.<br />
<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
<br />
'''Runes of Life Trapping(Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like ''[[SRD:Magic Jar|magic jar]]'', ''[[SRD:Soul Bind|soul bind]]'', ''[[SRD:Trap the Soul|trap the soul]]'', and the class features of PrCs like [[#Soul Merchant|Soul Merchant]] and [[#Heartless Mage|Heartless Mage]] (even if he has levels in these PrCs). Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.<br />
<br />
'''Ghost Strike(Su):''' At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity<br />
<br />
'''Dance with the Dark Reaper(Ex):''' Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane. He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years. If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
<br />
'''Runes of the Dark Reaper(Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a ''soul bind'' effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action). At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Bonus: Boneblade Reaper, Dungeonomicon Version==<br />
While the original Boneblade Reaper was intended to address the fact that Monk levels from the PHB don’t<br />
make a spellcaster any good in combat (although admttedly they do allow you to come in second in any 1 on 1 combat), the Boneblade Reaper for th Dungeonomicon Monk shoud be there to address the problem that<br />
taking Wizard levels doesn’t really help your Monk combatting.<br />
<br />
Prerequisites:<br />
<br />
'''Skills:''' Move Silently 9 ranks, Concentration 4 ranks<br />
'''Feats:''' Boneblade Master, Weapon Finesse<br />
'''Spellcasting:''' Must be able to cast second level spells.<br />
'''Special:''' Cannot be undead.<br />
'''Special:''' Must have two Fighting Styles or must have the Evasion ability.<br />
<br />
'''Hit Die:''' d8<br />
'''Class Skills:''' The Boneblade Reaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),Move Silently(Dex), Profession (Wis), Search (Int), SenseMotive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Boneblade Reaper}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Deathscribed Flesh, Death Art Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Secrets of the Boneblade Art<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Dark Life<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Fighting Style, Speed of Death +20 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Runes of Lifetrapping<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | Speed of Death +40 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | Ghost Strike<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | Master Fighting Style, Speed of Death +60 feet<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | Dance with the Reaper<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | Runes of the Dark Reaper, Speed of Death +80 feet<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Weapon and Armor Proficiency:''' The Boneblade Reaper gains no proficiency with armor or weapons, al-<br />
though if he has any ability that applies to a Slam attack he may use it with any Boneblade weapon.<br />
Spellcasting: Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
'''Deathscribed Flesh (Ex):''' The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead<br />
creature, even if he is currently dead.<br />
'''Death Art Strike (Su):''' Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee<br />
attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, he may cast one targeted spell against the target of his attack as a free action.<br />
'''Secrets of the Boneblade Art (Su):''' From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. Once per turn, with a successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a free action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).<br />
'''Dark Life (Su):''' At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.<br />
'''Fighting Style:''' At 4th level, the Boneblade Reaper gains a Monk’s Fighting Style. Appropriate names are generally of a dark tone such as ”Wasting Serpent Style” or ”Hopeless Basilisk Stance”.<br />
'''Speed of Death (Ex):''' Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.<br />
'''Runes of Life Trapping (Ex):''' At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like magic jar, soul bind, trap the soul, and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs).<br />
Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his<br />
Deathscribed Flesh ability.<br />
'''Ghost Strike (Su):''' At 7th level, the Boneblade Reaper can lose any prepared spell in order to cast ''wraithstrike'', even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity.<br />
<br />
'''Master Fighting Style:''' A Boneblade Reaper of 8th level gains access to a Master Fighting Style as a Monk.<br />
<br />
'''Dance with the Dark Reaper (Ex):''' Due to a bargain with Death, a 9th level Boneblade Reaper must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane.<br />
<br />
He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper (''Libris Mortis'') without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years.<br />
If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf.<br />
If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.<br />
'''Runes of the Dark Reaper (Ex):''' At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a soul bind effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action).<br />
At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.<br />
<br />
==Skindancer==<br />
''"It was Elothar... but it wasn't Elothar. It was like someone wearing an Elothar suit."''<br />
<br />
Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake. <br />
<br />
===Becoming a Skindancer===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|A Feast Unknown]], Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 4th level Necromancy spells.<br />
|-<br />
! Special:<br />
| Must not be good.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Skindancer}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +0<br />
| class="left" | Wear Skin, Taking Lives<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +0<br />
| class="left" | Likeness<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +1<br />
| class="left" | Death Attack<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +1<br />
| class="left" | Flexible Hide<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +1<br />
| class="left" | Hide the Evidence<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +2<br />
| class="left" | Fill the Shell<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +2<br />
| class="left" | Aura Steal<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +2<br />
| class="left" | Art of the Preservation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +3<br />
| class="left" | Skin Reincarnation<br />
| class="left" | +1 Spellcaster Level <br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +3<br />
| class="left" | Skin Puppets<br />
| class="left" | +1 Spellcaster Level <br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Disquise(Cha), Hide(Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Sense Motive(Wis), Spot(Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Wear Skin (Ex):''' The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast ''[[SRD:Shapechange|shapechange]]'' and become that creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature’s race. Once used, the spell-like abilities of a particular skin are forever expended. The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act. If the Skindancer dies while wearing a Skin, that Skin is destroyed.<br />
<br />
'''Taking Lives (Ex):''' To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM’s judgment). If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act. Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM’s option).<br />
<br />
'''Likeness (Ex):''' While wearing a creature’s Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).<br />
<br />
'''Death Attack (Ex):''' At 3rd level, the Skindancer gains the Death Attack ability of an [[SRD:Assassin|Assassin]]. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.<br />
<br />
'''Flexible Hide:''' At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.<br />
<br />
'''Hide the Evidence (Su):''' At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.<br />
<br />
'''Fill the Shell:''' At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.<br />
<br />
'''Aura Steal(Su):''' For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.<br />
<br />
'''Art of the Preservation (Su):''' The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin’s ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.<br />
<br />
'''Skin Reincarnation(Su):''' If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.<br />
<br />
'''Skin Puppets:''' The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast charm monster on them.<br />
<br />
==Stranger with the Burning Eyes==<br />
<br />
One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies. When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.<br />
<br />
===Becoming a Stranger with the Burning Eyes===<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Must not be good.<br />
|-<br />
! Skills:<br />
| Concentration 9 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Feats:<br />
| Still Spell, Silent Spell.<br />
|-<br />
! Spellcasting:<br />
| Must be able to spontaneously cast 5th level spells, and the spell ''[[SRD:Magic Jar|magic jar]]''.<br />
|-<br />
! Special:<br />
| Your true body must have been destroyed.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Stranger with the Burning Eyes}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +0 || +0 || +2<br />
| class="left" | Burning Soul, Token<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +0 || +0 || +3<br />
| class="left" | Consume<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +1 || +1 || +3<br />
| class="left" | Firewall of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +1 || +1 || +4<br />
| class="left" | Explosive Reaction<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +1 || +1 || +4<br />
| class="left" | Inferno<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +2 || +2 || +5<br />
| class="left" | Lore of the Burning Flame<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +7 || +2 || +2 || +5<br />
| class="left" | Slow Burn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +8 || +2 || +2 || +6<br />
| class="left" | Wildfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +9 || +3 || +3 || +6<br />
| class="left" | Conflagration<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +10 || +3 || +3 || +7<br />
| class="left" | Hellfire<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Burning Soul (Su):''' At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use [[SRD:magic jar|magic jar]] at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.<br />
<br />
'''Token:''' At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.<br />
<br />
'''Consume (Su):''' At second level, the Stranger with the Burning Eyes may “lose” a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.<br />
<br />
'''Firewall of the Soul:''' At 3rd level, the Stranger with the Burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an [[SRD:Antimagic Field|antimagic field]] or other magic-destroying effect, though he is effectively trapped in that body until he can leave that effect.<br />
<br />
'''Explosive Reaction (Su):''' At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).<br />
<br />
'''Inferno (Su):''' While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.<br />
<br />
'''Lore of the Burning Flame:''' While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.<br />
<br />
'''Slow Burn (Su):''' Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.<br />
<br />
'''Wildfire (Su):''' At 8th level, the Stranger with the Burning Eyes may use his magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.<br />
<br />
'''Conflagration (Su):''' As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.<br />
<br />
'''Hellfire:''' Should the Stranger with the Burning Eyes ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.<br />
<br />
==Master of the Seven Necromantic Mysteries==<br />
''"Did you think that you could oppose me? Death itself is no mystery to one such as I."''<br />
<br />
The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.<br />
<br />
===Becoming a Master of the Seven Necromantic Mysteries===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| Spell Focus(Necromancy), Greater Spell Focus(Necromancy), two necromantic creation feats.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of the Seven Necromantic Mysteries}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Master of Necromancy, First Mystery: Secrets of Commanding<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Second Mystery: Secrets of Necromantic Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Third Mystery: Secrets of Negative Energy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Fourth Mystery: Secrets of Undead Creation<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Fifth Mystery: Secrets of Life Draining<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Sixth Mystery: Secrets of the Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Seventh Mystery: Secrets of Eternal Life<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Master of the Seven Necromantic Mysteries’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, the Master of the Seven Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''Master of Necromancy:''' The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.<br />
<br />
'''Secrets of Commanding (Su):''' The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).<br />
<br />
'''Secrets of Necromancy Spells:''' At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level.<br />
In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.<br />
<br />
'''Secrets of Negative Energy(Su):''' At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.<br />
<br />
'''Secrets of Undead Creation(Su):''' At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. <br />
In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day. <br />
<br />
'''Secrets of Life Draining(Su):''' At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.<br />
<br />
'''Secrets of the Soul:''' At 6th level, The Master of the Seven Necromantic Mysteries may cast magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another’s body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.<br />
<br />
'''Secrets of Eternal Life:''' At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.<br />
<br />
==Death King==<br />
''"I have returned."''<br />
<br />
The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy you. <br />
<br />
===Becoming a Death King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +8.<br />
|-<br />
! Feats:<br />
| Power Attack, Combat Expertise, Leadership.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|-<br />
! Special:<br />
| Must have been returned from the dead.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Death King}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mantle of Death<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | +1 Natural Armor, Gaze of the Terrible<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | +2 Natural Armor, Fast Healing 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | +3 Natural Armor, Regeneration 1<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | +4 Natural Armor, Horrors from Beyond<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | +5 Natural Armor , Eternal Hero<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Death King gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in [[SRD:Sorcerer|Sorcerer]] spellcasting.<br />
<br />
'''Mantle of Death:''' The Death King’s type changes to [[SRD:Undead|Undead]] (and he gains the augments subtype for his original type) and he gains the [[#Dark Minded (subtype)|Dark Minded]] and [[#Unliving (subtype)|Unliving]] subtypes.<br />
<br />
'''Natural Armor:''' At every level past 1st, the Death King’s natural armor increases by 1.<br />
<br />
'''Gaze of the Terrible (Su):''' As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a ''[[SRD:Fear|fear]]'' effect. This effect is handled as the spell, but targets only a single opponent.<br />
<br />
'''Fast Healing 1 (Ex):''' The Death King gains [[SRD:Fast Healing|Fast Healing]] 1 at 3rd level.<br />
<br />
'''Regeneration 1 (Ex):''' The Death King gains [[SRD:Regeneration|Regeneration]] 1 at 4th level. Non-magical weapons do normal damage to the Death King.<br />
<br />
'''Horrors from Beyond (Su):''' As a swift action, a 5th level Death King can target an opponent within short range with a ''[[SRD:Phantasmal Killer|phantasmal killer]]'' effect. This effect is handled as the spell.<br />
<br />
'''Eternal Hero (Ex):''' Should a 6th level Death King be destroyed and his remains interred in a [[#Tombs|Tomb]], he is restored to life in one week with no level loss.<br />
<br />
==Widow Queen==<br />
''"You look good enough to eat."''<br />
<br />
The Widow Queen is a necromancer who has been tempted by the awful seductions of vampirism. By drinking the blood and vital fluids of the living, she has grown bloated with magical power and life energy. She sits in a web of minions, trapping in enemies in her sticky machinations, probing their weakness for a soft spot to driver her fangs deep into their flesh.<br />
<br />
While her intelligent minions are the most clever and subtle, it is her mindless minions that are the most dangerous. Drained of vital fluids, they mass at her command and will gladly sacrifice themselves for her desires. This pleases her, and she will happily ask for that sacrifice. <br />
<br />
===Becoming a Widow Queen===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 9 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.<br />
|-<br />
! Feats:<br />
| [[#Feats|Path of Blood]], [[#Feats|A Feast Unknown]].<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level Necromancy spells and the spells ''[[SRD:Web|web]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Widow Queen}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Blood Drain, Paralyzing Touch<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Create Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Find the Little Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Suckle at the Resisting Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Create the Broken Ones<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +5 || +2 || +5<br />
| class="left" | Seductive Speech<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +5 || +2 || +5<br />
| class="left" | Snare the Will<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +6 || +2 || +6<br />
| class="left" | Create Poisoned Hearts<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" | Flush of Youth<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | Cult of Personality<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). <br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Widow Queen gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Widow Queen casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Blood Drain (Ex):''' The Widow Queen can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. The Widow Queen heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.<br />
<br />
'''Paralyzing Touch (Su):''' With a touch, the Widow Queen can paralyze any enemy who fails a Fortitude save. This effect lasts three rounds, and the save DC is Charisma based. Using this ability is an attack action.<br />
<br />
'''Create Spawn:''' Any intelligent [[SRD:Humanoid|Humanoid]] creature killed by a 2nd level Widow Queen’s Blood Drain ability becomes a [[SRD:Vampire Spawn|vampire spawn]] under the control of the Widow Queen.<br />
<br />
'''Find the Little Ones (Su):''' At 3rd level, the Widow Queen may cast ''[[SRD:Scrying|scrying]]'' at will on any creature or spawn created with her Widow Queen abilities.<br />
<br />
'''Suckle at the Resisting Will (Su):''' When a Widow Queen of 4th level uses her Blood Drain ability, the Widow Queen may do Wisdom drain instead of Constitution drain.<br />
<br />
'''Create the Broken Ones:''' Any creature reduced to Wisdom of 0 by a Widow Queen of 5th level can be turned into a unique kind of spawn, Broken Ones. These creatures have all the abilities of the originals, but they gain the Mindless trait and must be commanded by the Widow Queen to perform any action. A Broken One has a Wisdom score of 1.<br />
<br />
'''Seductive Speech (Su):''' At 6th level, the Widow Queen may cast the spell ''[[SRD:Demand|demand]]'' at will as a spell-like ability on any person that has been a victim of her Blood Drain ability. She may also use her ''scrying'' ability on any victim of her Blood Drain ability. In this way, the Widow Queen can coordinate her minions and track escaped prey.<br />
<br />
'''Snare the Will (Su):''' Every round that a 7th level Widow Queen drains a victim of Wisdom, that victim must make a Will save or suffer the effects of a [[SRD:Charm Monster|charm monster]] effect that lasts as long as the Wisdom drain remains.<br />
<br />
'''Create Poisoned Hearts:''' If an 8th level Widow Queen can use her Blood Drain ability to drain wisdom from a victim on three successive nights (and the victim does not become a Broken One), the victim becomes a unique form of Spawn, a Poisoned Heart. These spawn have all of their abilities, but are fanatically loyal to the Widow Queen.<br />
<br />
'''Flush of Youth:''' Any night that a 9th level Widow Queen uses her Blood Drain ability, her age category is reduced to Young Adult. This does not affect her mental ability scores. She returns to her true age if she fails to feed for three nights in a row. In additional, she gains a +4 increase to her Constitution, as if from level gain.<br />
<br />
'''Cult of Personality (Su):''' If a 10th level Widow Queen is ever killed, her remaining spawn and minions form a [[#Necromantic Intelligence]] with a purpose of returning her to life. If they can spill the lifeblood of 100 sentients into a pit, a [[SRD:True Resurrection|true resurrection]] effect will be cast on the Widow Queen, and she will burst forth from the pit. Once the Widow Queen is returned to life, she regains control of her minions and spawn.<br />
<br />
==Bone Rider==<br />
''"We can make it; we'll just have to ride all night..."''<br />
<br />
The desire for a steed that will not tire or balk is instantly understandable by anyone who has ridden for even a short time. Still, while the dark arts can provide, there are few who are willing to take steps down that path. The Bone Rider is one who has chosen to sacrifice the luxury of acceptance for the power and convenience of using the raw power of death for transportation and war.<br />
<br />
===Becoming a Bone Rider===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Ride 7 ranks, Knowledge (Religion) 3 ranks, Diplomacy 4 ranks.<br />
|-<br />
! Feats:<br />
| Mounted Combat.<br />
|-<br />
! Special:<br />
| Must have proficiency with all martial weapons.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Bone Rider}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Mount the Dead, Turn/Rebuke Undead, Spellcasting<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Versatile Riding, Deadly Touch<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Bonus Feat, Animate Dead<br />
|- class="{{Odd-Even}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Speed of the Dead, Hunger of the Dead<br />
|- class="{{Odd-Even}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Bonus Feat, Eternal Faithfulness<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge all skills taken individually) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Bone Rider gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level of Bone Rider counts as two levels of Blackguard for the purposes of spells per day and available spells. A Bone Rider's caster level for these Blackguard spells is her character level.<br />
<br />
'''Mount the Dead (Su):''' A Bone Rider can summon an undead creature to serve her for up to her character level in hours each day. The Bone Rider traditionally rides this creature, though it is fanatically loyal and she can use it for any other task it is capable of. Summoning or dismissing the mount is a standard action, and it appears within close range of the Bone Rider. If the Bone Rider's mount is destroyed, she may not summon it again for 24 hours.<br />
<br />
The mount is an undead creature, but is often much more intelligent and loyal than a normal example of its type. The undead mount has an Intelligence of 10 if it would normally be less than that (including creatures which usually have an Intelligence of "-"). The Bone Rider is immune to any harmful effects of touching or being within the presence of her mount. The Mount gains Turn Resistance equal to the Bone Rider's class level. <br />
<br />
A Bone Rider of sufficiently high level can select her mount from the following list, if her character level is at least equal to the minimum level of the beast in question. If a Bone Rider is higher level than necessary, she adds the difference to the undead beast's hit dice. The DM is welcome to allow alternative undead steeds, the following list is intended only as an example:<br />
* '''Minimum Level''' - '''Mount'''<br />
* 1 - Skeleton Wolf<br />
* 3 - Skeleton Warhorse<br />
* 5 - Skeleton Manticore<br />
* 7 - Zombie Wyvern<br />
* 9 - Revived Fossil Behir (LM)<br />
* 11 - Young Adult White Zombie Dragon (Draconomicon)<br />
* 13 - Ulgurstasta (Fiend Folio)<br />
* 15 - Charnel Hound (Monster Manual 3)<br />
* 16 - Nightwing<br />
* 17 - Hullathoin (Fiend Folio)<br />
* 20 - Nightcrawler <br />
<br />
<br />
'''Turn/Rebuke Undead (Su):''' If the Bone Rider already has turning or rebuking, she may add her levels of Bone Rider to her level for the purposes of turning or rebuking.<br />
<br />
'''Versatile Riding (Ex):''' At 2nd level, the Bone Rider's mount gains the special bonuses of a [[SRD:Phantom Steed|phantom steed]] cast with a caster level equal to her caster level.<br />
<br />
'''Deadly Touch (Su):''' At 2nd level, a Bone Rider can inflict negative energy damage with a touch. The total amount of damage which can be used each day is equal to her Charisma bonus times her class level. As this is negative energy, this damage heals undead. The Bone Rider can use as much or as little of this ability with a single touch as she chooses.<br />
<br />
'''Bonus feat:''' At 3rd level, the Bone Rider gains a Bonus Feat that she qualifies for. The feat must have Mounted Combat or Point Blank Shot as one of its prerequisites. She gains another similar Bonus Feat at level 5.<br />
<br />
'''Speed of the Dead:''' At 4th level, the Bone Rider's mount gains a +100' enhancement bonus to its speed with every movement it has. The mount also has Evasion.<br />
<br />
'''Hunger of the Dead:''' The mount of a 4th level Bone Rider can consume the flesh of a fallen corporeal enemy and heal itself completely in doing so. Devouring a helpless or dead opponent is a standard action if the target creature is at least one size smaller than the undead beast.<br />
<br />
'''Eternal Faithfulness (Su):''' At 5th level, a Bone Rider's Mount will sacrifice itself to save the Bone Rider's life. If the Bone Rider is ever affected by an effect or attack that would kill her while she is touching her mount, her mount suffers the effects instead. If the effect covered an area, it is entirely possible that the mount will be affected twice.<br />
<br />
===Paladin Bone Riders===<br />
<br />
In games using the Playing With Fire Necromancy option, it is entirely possibly for a Paladin to become a Bone Rider and use their abilities without adversely affecting their standing as Paladins. However, many of the spells on the Blackguard list are not conducive to retaining a Good alignment. It is suggested therefore, that a Bone Rider with any levels in Paladin be allowed to prepare spells from the Paladin list in her Blackguard spell slots in addition to the regular Blackguard spells.<br />
<br />
===Special Mounts and Cohorts===<br />
<br />
A game master may allow a Bone Rider with leadership to have an undead mount as a cohort. This undead Cohort may be any creature of a CR at least 2 less than the Bone Rider's character level, and may remain in the world 24 hours a day if desired. The undead cohort is a special creature initially attracted like a normal cohort, and has the Elite stat array (Undead creatures which normally have an Intelligence less than 10 or "-" have an Int modifier of +0 when they are a cohort special mount).<br />
<br />
<br />
==Thief of Souls==<br />
''"What would I possibly want with your money?"''<br />
<br />
Jewels, gold, and magical trinkets fill the dreams of most thieves, but the Thief of Souls wants only the most treasured possession of all: your very soul. Charming, wicked, and stealthy, they’re the enemy of the gods, preventing believer’s souls from entering their rightful place in the afterlife. From souls come power, and these dangerous individuals have learned to tap into that power for their own ends. The fact that this process destroys the souls does not matter to them as they know the world is full of souls, waiting to be taken.<br />
<br />
===Becoming a Thief of Souls===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Cannot be good.<br />
|-<br />
! Skills:<br />
| Use Magic Device 9 ranks, Knowledge(Religion) 4 ranks, Craft (alchemy) 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 1st level Arcane Spells.<br />
|-<br />
! Special:<br />
| Sneak Attack, Sudden Strike, or Skirmish +2d6.<br />
|-<br />
! Special:<br />
| Must have owned and used a dagger made from thinaun.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Thief of Souls}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Soul Taker, Thinaun Alchemy<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Sneak Attack +1d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Fuel Magic<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Sneak Attack +2d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +4 || +4<br />
| class="left" | Soulfire<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Sneak Attack +3d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +5 || +5<br />
| class="left" | Steal Magical Essence<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +6 || +6<br />
| class="left" | Sneak Attack +4d6<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +6 || +3 || +6 || +6<br />
| class="left" | Reap Soul<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +7 || +7<br />
| class="left" | Fuel Life, Sneak Attack +5d6<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Thief of Souls gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Thief of Souls casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Soul Taker(Su):''' At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it within a gem worth at least 100 gp. This process takes one minute, and the soul in the gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is released. If the soul gem is used to fuel any of the Thief of Soul’s class features, the gem and soul inside are destroyed and the creature whose soul was taken cannot be returned from the dead.<br />
<br />
'''Thinaun Alchemy(Ex):''' The Thief of Souls learns alchemic secrets that teach him how to convert iron into thinaun, the legendary soul stealing metal. He may construct new blades using this technique, the process take one day and expends 5000 gp in materials.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Thief of Soul's Sneak Attack Damage increases by 1d6. His sneak attack damage increases by another d6 at every even level. If the Thief of Souls has the Skirmish ability, he can increase his Skirmish Damage instead of his Sneak Attack.<br />
<br />
'''Fuel Magic(Su):''' When activating a charged magic item, a 3rd level Thief of Souls may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have a HD equal to the caster level of the effect.<br />
<br />
'''Soulfire (Su):''' A 5th level Thief of Souls may destroy a gem containing a soul (destroying the soul) in exchange for a ranged touch attacking deal 1d6 points of damage per HD of the soul with the gem. This is an attack action with a medium range, and the character need not be within 30 feet of the target for the attack to count as a Sneak Attack (other restrictions of sneak attacks apply).<br />
<br />
'''Steal Magical Essence (Su):''' Any time a Thief of Souls of 7th level or higher uses his Soul Taker ability, he can also extract one spell from the soul that was it had prepared at the time of its death (his choice). This effect keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.<br />
<br />
'''Reap Soul (Su):''' Any time the Thief of Souls successfully uses his sneak attack on an enemy with a thinaun weapon, the victim must make a Fortitude save or die. The save is Charisma based, and this is a Necromantic Death Effect. The Thief of Soul’s thinaun blade can take the soul as normal.<br />
<br />
'''Fuel Life (Ex):''' At 10th level, the Thief of Souls may destroy any soul gem with a CR equal to his character level in exchange for reverting himself to a young adult age. Doing so has no effect on his mental attributes, and when the soul gem is destroyed the character may choose to alter his appearance to match that of the creature whose soul was destroyed. This gives a +10 bonus to Disguise checks to impersonate the victim.<br />
<br />
==Soul Merchant==<br />
<br />
Upon death, souls pass to the Outer Planes. Evil souls go to the Lower Planes while good souls go the Upper Planes, and some souls wander the places between, but each has a value to the beings that live in those places Where there is value and profit to be made there is a merchant; in the soul trade, that man is the Soul Merchant. Slaver, procurer, and arbitrator, the Soul Merchant is ultimate middle-man in the market of stealing, selling, and buying souls. Like any successful merchant, he enjoys special privileges with his clients.<br />
<br />
===Becoming a Soul Merchant===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (The Planes) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Feats:<br />
| Leadership<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast [[SRD:Lesser Planar Binding|Lesser Planar Binding]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Soul Merchant}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Extract Soul, Extended Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Escort to the Promenade<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Craft Soul Contract<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Soulless Spawn<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Bargain<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Notable Investments<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Credit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Lifetime Warranty<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Soul Merchant gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Soul Merchant casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Extract Soul(Su):''' The Soul Merchant may cast ''[[SRD:Soul Bind|soul bind]]'' as a spell like ability a number of times per day equal to his intelligence bonus. He must use a gem to hold the soul, and it must be worth at least 100gp.<br />
<br />
'''Extended Contract(Su):''' Due to his extensive web of contacts in the Outer Planes, the Soul Merchant can call spirits from beyond the grave. He may call undead creatures with his ''[[SRD:Planar Binding|planar binding]]'' spells in addition to the usual creatures.<br />
<br />
'''Escort to the Promenade(Su):''' At 2nd level, the Soul Merchant may call an Escort with a casting of the ''[[SRD:Lesser Planar Binding|lesser planar binding]]'' spell. Treat this creature as an [[SRD:Erinyes|erinyes]], but with the additional ability to use gate (travel version only, and only to Finality and the last location it was bound to). This Escort will take a Soul Merchant to Finality, a planar metropolis that has a prominent economy in the buying selling of souls (see Finality in [[#Locations of Necromantic Importance|Locations of Necromantic Importance]]).<br />
<br />
'''Craft Soul Contract(Su):''' At 3rd level, the Soul Merchant may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical effects of the contract are also ended.<br />
<br />
'''Soulless Spawn:''' Should a 4th level Soul Merchant gain someone’s soul with a Soul Contract, he may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.<br />
<br />
'''Bargain:''' By 5th level, the Soul Merchant has become a trusted (or at least known) middle-man in the soul trade. He may sell lesser souls to gain souls of greater value. In effect, he may buy souls in Finality by exchanging enough souls to equal the value of a more powerful soul. The Soul Merchant also gains the ability to increase the HD limitation of any planar binding spells he casts by +2 HD.<br />
<br />
'''Notable Investments:''' A Soul Merchant of 6th level has performed substantial dealings in the oft maligned (yet potentially lucrative) trade in souls. The character can act as a fixer for one of the major interested parties. The character gains one ability from the following list: Angelic Favor, Baatezu Favor, Demonic Favor, or Lich's Favor.<br />
<br />
* Angelic Favor (Sp): Due to outstanding effort in the recovery of good-aligned souls and destruction of evil-aligned souls, several celestials owe you favors. Once per day you may cast ''[[SRD:Greater Planar Ally|greater planar ally]]'' as a spell-like ability. This effect only calls a good-aligned celestial, and it only accepts souls as payment.<br />
* Baatezu Favor (Sp): Due to preexisting deals with several Devils, the Soul Merchant may destroy a soul for infernal power. Once per day, the Soul Merchant may gain DR of 15/good and silver for 10 minutes per CR of the creature destroyed. During this time, the Soul Merchant may see in darkness (including magical darkness) and is immune to fire.<br />
* Demonic Favor: After hurling a number of notable souls into forgotten maelstroms of torment in the Abyss, the Soul Merchant has gained agreements in principle to issue commands to Tanar'ri legions that are nominally under the control of his business associates. The Soul Merchant no longer has to pay Demons that have a CR at least 6 less than his own for their services.<br />
* Lich’s Favor (Sp): Due to preexisting deals with several [[SRD:Lich|liches]], the Soul Merchant level may destroy a soul for magical power. Once per day, the Soul Merchant may recover a spell slot by destroying a soul of a CR equal to twice the level of the spell.<br />
<br />
'''Credit:''' Due to his outstanding record, a 7th level Soul Merchant can use his abilities on credit (without expending souls); however, if he does not pay for these uses with twice as many souls (two souls of the correct value for each ability he used) in one month, his own soul is taken. If for any reason the Soul Merchant's soul cannot be taken, the merchants of Acheron will not extend him any more credit.<br />
<br />
'''Lifetime Warranty:''' At 8th level the Soul Merchant may store souls with certain powerful outsiders in the Finality. Should he ever die, these outsiders will sell his souls for the magic objects necessary to return him to life (such as true resurrection, cloning, or true reincarnation magic). If he should ever run out of souls, he can still be brought back on credit...<br />
<br />
==Lurker in the Swarm==<br />
''"You cannot know what we know. Your terror smells so... delicious... to... bees."''<br />
<br />
Through the ages, terrible necromantic practices have flourished in the dark and forgotten places of the world, but none has been so insidious as the practice of producing Blood Honey. Composed of the dying essences of sentients and produced by undead bees in necromantically-charged obsidian hives, Blood Honey has the remarkable qualities restoring vigor and youth to any that consume it. Kingdoms have fallen and lives have been lost due to the addiction for this substance as the Lurkers in the Swarm have peddled it among the powerful and elite in exchange for dark favors.<br />
<br />
The Lurkers in the Swarm are masters of the art of summoning and controlling undead swarms of bees, adding their minions’ powers to their own. Each maintains a hidden lair for their obsidian hives, commanding their undead bees to produce blood honey. Often, they conduct raids on the lairs of other Lurkers, each attempting to corner the market on Blood Honey and loot the stores of others. When cabals of Lurkers form, terrible plans are hatched and atrocities are committed as these necromancers have the patience of an immortal and the alien insights of an undead insect.<br />
<br />
===Becoming a Lurker in the Swarm===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) 9 ranks. Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast ''[[SRD:Summon Swarm|summon swarm]]'' and ''[[SRD:Vampiric Touch|vampiric touch]]'' as arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lurker in the Swarm}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speech of the Queen, Swarms of Bees<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Queen’s Right<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Gather the Blood Honey<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Husks of the Swarm<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Harvest of the Bitter Nectar<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | The Plague that Swallows the Sun<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | The Sight that is Shared<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Greater Plagues<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Spirits of the Hive<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Hive Storm<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot(Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lurker in the Swarm gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lurker in the Swarm casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speech of the Queen (Ex):''' The Lurker in the Swarm can communicate with vermin as if they were capable of communicating in a language she understands. She can likewise communicate with any creature that probably should have been classified as a vermin, subject to the DM's whim. She is fully able to speak to and understand a [[SRD:Hellwasp Swarm|Hellwasp Swarm]], a [[SRD:Phase Spider|Phase Spider]], or a [[SRD:Gelugon|Gelugon]], for example. With respect to such creatures, the Lurker in the Swarm can use her ranks in [[SRD:Handle Animal|Handle Animal]] or [[SRD:Diplomacy|Diplomacy]] to influence their opinion, as well as using her Intelligence bonus instead of her Charisma bonus.<br />
<br />
'''Swarms of Bees:''' When the Lurker in the Swarm casts ''[[SRD:Summon Swarm|summon swarm]]'', she instead gets a swarm of bees rather than a swarm of bats, rats, or spiders. This is considered a Wasp Swarm (Fiend Folio, p. 172).<br />
<br />
'''Queen’s Right (Ex):''' At 2nd level, the Lurker in the Swarm can control the movements of the Swarms she summons. Any swarms resulting from a casting of ''[[SRD:Summon Swarm|summon swarm]]'', or other conjurations on her part will be able to move normally on her turn, and do so under the direction of the Lurker. In addition, the Lurker in the Swarm no longer takes damage while in the space occupied by a swarm.<br />
<br />
'''Gather the Blood Honey:''' At 3rd level, the Lurker in the Swarm gains the ability to produce the notorious Blood Honey. Composed of the necromantically extracted essence of dying sentients and produced by undead bees, this blood red honey has the ability to heal wounds and restore vigor. When consumed, each dose of Blood Honey has the effects of a restoration and a regenerate spell. Blood Honey is created when the Lurker’s swarms kill a creature with at least 5 HD and an Int of 5 or better and then spends one hour in an obsidian hive. Only one dose can be produced each day by any one swarm.<br />
<br />
'''Husks of the Swarm:''' The Lurker in the Swarm gains such power over death and bees that at 4th level she can summon a swarm of Animate Bee Corpses: treat as a Bloodfiend Locust Swarm (Fiend Folio, p. 170) with the Corpse Template (Book of Vile Darkness, p. 185).<br />
<br />
'''Harvest of the Bitter Nectar (Su):''' At 5th level, the Lurker in the Swarm gains the ability to hold onto her youth indefinitely by producing the Royal Jelly form of Blood Honey out of the blood and energy she harvests from living intelligent creatures caught by her Animate Bees. After her swarms kill a creature with at least 10 HD using negative levels she can make a dose of magical honey sufficient to restore a single character to the Young Adult Age Category. Age penalties are removed, but mental attribute bonuses for her true age do not change. This effect lasts for one month, and then the Lurker must consume another dose of Royal Jelly or else she returns to the true age (and dies if she has surpassed her maximum age). It gradually becomes more difficult to benefit from Royal Jelly. For every year a Lurker maintains her youth in this fashion, it requires an extra dose each month to retain the benefit (but never exceeds 30 doses for a month).<br />
<br />
'''The Plague that Swallows the Sun:''' A lurker in the Swarm learns the spell ''[[SRD:Insect Plague|insect plague]]'' at 6th level, even though it is most likely not on her list. The spell is still a 5th level spell, though the Lurker's Swarms of Bees, Queen’s Right, and Husks of the Swarm abilities all apply (allowing the Lurker to produce swarms of bees or animated bee corpses which move at her direction). At 8th level, the lurker learns the ''[[SRD:Creeping Doom|creeping doom]]'' spell, which again can take the form of various bees and move at her command without needing to expend actions.<br />
<br />
'''The Sight that is Shared (Su):''' At 7th level, the Lurker in the Swarm is capable of sharing her senses with all bees within long range (400' + 40' per caster level) of herself, whether or not line of effect exists between the Lurker and the bees. The Lurker can make a Search, Spot, or listen check as if she shared the location of any bees in that area, and anything noticed by the Lurker (or any of the bees) is automatically noticed by the Lurker and all of the bees. The Lurker in the Swarm can see through swarms of bees as if they did not block vision at all. The Lurker can also replicate ''[[SRD:Animal Messenger|animal messenger]]'' at will, though the messenger can and must be a bee.<br />
<br />
'''Spirits of the Hive:''' At 9th level, any time the Lurker in the Swarm summons bees, she may opt to replace summoned bees with Ephemeral Swarms (of bees). The constituents of the swarms are fine creatures, but otherwise conform to the listing of the Ephemeral Swarm (Monster Manual 3, p. 50).<br />
<br />
'''Hive Storm (Su):''' At 10th level, the Lurker in the Swarm contains an improbable number of bees within her own body, and can surround herself with a swarm of them at any time as a move action (these bees are considered a Hellwasp Swarm (Monster Manual, p. 238) while they are surrounding her). The swarm moves with the Lurker, and while they may be dispersed as normal, the Lurker can replace the swarm at any time with a move action. In addition, the Lurker in the Swarm is immune to the Distraction ability of swarms.<br />
<br />
==Heartless Mage==<br />
''"Now that I live forever, it seems that I no longer need you. Our relationship is most likely over."''<br />
<br />
Some necromancers seek to emulate the immortality of the lich without losing the pleasures of the flesh, and they master techniques to remove their own heart and place it within a box of polished obsidian. The price is terrible emotional stasis, but in return the Heartless Mage is free from death. Having sacrificed their own hearts in pursuit of power, they are emotionally sterile, driven by pure ambition.<br />
<br />
===Becoming a Heartless Mage===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 10 ranks, Knowledge (Religion) 10 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 5th level arcane spells, including ''[[SRD:Magic Jar|magic jar]]''.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Heartless Mage}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Box the Mortal Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Lessons of the True Heart<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | True Ownership<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Resurrection<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Heartless Immortal<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Heartless Mage gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Heartless Mage casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Box the Mortal Heart(Ex):''' At 1st level, the Heartless Mage removes his own heart and places it within an obsidian box worth at least 1,000 gp. The effect of this transformation is that whenever the Heartless Mage is killed, the obsidian box holding his heart may be used as a focus component to a ''[[SRD:Raise Dead|raise dead]]'' or ''[[SRD:Resurrection|resurrection]]'' spell. Using his heart in this way means that he is returned to life without level or XP loss. Should the Heartless Mage’s heart be destroyed or removed from the box, he is instantly killed wherever he stands. In addition, each level of Heartless Mage grants a cumulative –1 penalty on all Charisma-based checks. Also, from this point onward the Heartless Mage does not age further or advance in age categories.<br />
<br />
'''Lessons of the True Heart:''' At 2nd level, a Heartless Mage may use any of the following spells as spell-like abilities: ''heart of stone'', ''hoard life'', and ''[[SRD:False Life|false life]]'', each usable once per day. When he uses these abilities he must use the obsidian box holding his heart as a focus component, and the box counts as the final resting place of his heart for the effects of this spell.<br />
<br />
'''True Ownership (Sp):''' At 3nd level, the Heartless Mage improves the mystical connection to his heart. He may cast ''[[SRD:Scrying|scrying]]'' and ''[[SRD:Discern Location|discern location]]'' as a spell-like abilities at will, but only if he is seeking the obsidian box holding his heart.<br />
<br />
'''Heartless Resurrection:''' At 4th level, the Heartless Mage does not die when his body is killed. Instead, his soul is transferred to the obsidian box containing his heart (treat as a tiny construct with a hardness of 20 and no movement abilities). While in this form, he may cast ''[[SRD:Magic Jar|magic jar]]'' at will as a spell-like ability (caster level equal to his character level, and his obsidian box is the focus). For the purposes of this effect, soulless bodies in perfect physical condition (such as clones preserved by ''[[SRD:Gentle Repose|gentle repose]]'' or soulless bodies produced by ''[[SRD:Magic Jar|magic jar]]'' effects) can be targeted by this effect as if they were living. If the body possessed is a duplicate of the Heartless Mage’s own body (via clone or a simulacrum spell, for example), successful use of this ability counts as a ''[[SRD:True Resurrection|true resurrection]]'' on the Heartless Mage with a material component being the body he is possessing (it is consumed).<br />
<br />
'''Heartless Immortal:''' When a Heartless Mage is possessing a body with his Heartless Resurrection ability, he may perform a 12-hour ritual costing 1,000 gp in material components that recreates his current body into duplicate of his original body. This counts as a casting of ''[[SRD:True Resurrection|true resurrection]]'' with a material component of the body he is using.<br />
<br />
==Speaker for the Dead==<br />
''"For ten thousand years our ancestors have lived and died in this land and not once has the world been swallowed by an unending chasm into the Abyss. They tell me that they are disappointed in your actions, and I am here to make their displeasure known."''<br />
<br />
The souls of those that die are drawn inexorably towards the outer planes to await their punishment or rewards as befits the whim of the powerful beings that dwell there – outsiders and the gods themselves. A few get drawn back to the world of the living, but the vast majority become petitioners, and the memories of these lives beyond counting are gradually forgotten and lost to time.<br />
<br />
Or they would be, if the Speakers did not endeavor to catch these memories and keep them safe against a time in the future when they may be needed again. <br />
<br />
===Becoming a Speaker for the Dead===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Diplomacy 4 ranks, Knowledge (Religion) 9 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast Divination and Necromancy spells of levels 1 through 3.<br />
|-<br />
! Languages:<br />
| Must know at least 4 languages.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Speaker for the Dead}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Speak With Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Call Spirits, Well of Knowledge<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Taste of Lethe, Hear the Hungry Spirit<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Education of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Proxy of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Revenge of the Fallen<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Avenging Souls<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Library of Lost Memories<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | Usurp Death’s Kingdom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | Vengeance of the Dead<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Speaker for the Dead gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Speaker for the Dead casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.<br />
<br />
'''Speak With Dead (Sp):''' A Speaker for the Dead can use ''[[SRD:Speak with Dead|speak with dead]]'' as a spell-like ability at will. Unlike a normal caster, they can successfully use the spell more than once on the same corpse, though if a corpse of a creature with a hostile alignment makes its save, speak with dead may not be used again on that corpse for an entire week.<br />
<br />
'''Call Spirits (Su):''' The Speaker for the Dead is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead. In addition, all the of ''summon undead'' spells are considered spells known for her.<br />
<br />
'''Well of Knowledge:''' By 2nd level, the Speaker for the Dead has begun to have long conversations with the dead, gaining all sorts of odd knowledge. The speaker's levels count as Bard levels for the purposes of Bardic Knowledge. If she does not already have Bardic Knowledge, she gains that ability using only her levels in Speaker for the Dead.<br />
<br />
'''Hear the Hungry Spirit (Su):''' The Speaker for the Dead can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.<br />
<br />
'''Taste of Lethe (Ex):''' A Speaker of 3rd level or higher has honed her skills of remembrance to the point where she is able to draw upon the unending mind of the undead. She is not completely immune to mind affecting magic as an undead is, but her memories are. The Speaker is immune to effects such as ''[[SRD:Modify Memory|modify memory]]'' and ''mind rape'', and is even able to drink the waters of the River Styx without losing any precious memories.<br />
<br />
'''Education of the Dead:''' The Speaker for the Dead has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Speaker must assign skill points as normal to gain a skill at a higher ranks.<br />
<br />
'''Proxy of the Dead:''' Undead creatures cannot attack a Speaker for the Dead unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.<br />
<br />
'''Revenge of the Fallen:''' At 6th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Animate Dead|animate dead]]'' as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeletons with more than 4 HD.<br />
<br />
'''Avenging Soul:''' At 7th level, the Speaker for the Dead gains the ability to cast ''[[SRD:Create Greater Undead|greater create undead]]'' as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak [[#Necromantic Intelligence|Necromantic Intelligence]] that has a purpose of finding the people that killed them.<br />
<br />
'''Library of Lost Memories:''' The Speaker for the Dead may cast ''[[SRD:Contact Other Plane|contact other plane]]'' or ''[[SRD:Legend Lore|legend lore]]'' as a spell-like ability once per day at 8th level.<br />
<br />
'''Usurp Death’s Kingdom (Su):''' A 9th level Speaker for the Dead may alter the purpose of a [[#Necromantic Intelligence|Necromantic Intelligence]]. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Speaker desires. If this is not possible, the Necromantic Intelligence is destroyed.<br />
<br />
'''Vengeance of the Dead:''' At 10th level, the Speaker for the Dead may create a [[#Necromantic Intelligence|Necromantic Intelligence]] with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.<br />
<br />
==Lord of the Damned==<br />
''"Your resistance is interesting, but ultimately futile. Whether now at my hands, or a hundred years hence... you will die. And you will join our legion."''<br />
<br />
It is a well known fact that undead are created from natural forces. Great pain, fear, or despair are but a few of the many ways for undead to rise, and the circumstances of one’s death determine what kind of undead one may become, and the raw power that undeath will bestow upon one. The Lord of the Damned in as earnest student of this phenomenon, and a practitioner of the most vile of tortures. He creates undead not by magic or negative energy, but by his understanding of the psychology and physiology of undeath. He controls his creations not by supernatural power, but by shattering the mind within the undead shell and reshaping it to his own purposes. To him, the greatest weakness of the undead is not that they are the walking dead, but that they were once alive. <br />
<br />
===Becoming a Lord of the Damned===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Evil.<br />
|-<br />
! Skills:<br />
| Knowledge (Religion) 9 ranks, Handle Animal 4 ranks.<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast divine necromancy spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Lord of the Damned}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Rebuking/Turning, Lord of the Damned Creation Feat, Aura of Evil<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Train Undead<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | The Hunger Denied<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | Heel to the Master<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +6 || +2 || +2 || +6<br />
| class="left" | Parade of Atrocities<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 9th || +7 || +3 || +3 || +6<br />
| class="left" | Lord of the Damned Creation Feat<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 10th || +7 || +3 || +3 || +7<br />
| class="left" | The Obsession<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
The Lord of the Damned’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal(Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' The Lord of the Damned gains no proficiency with armor or weapons.<br />
<br />
'''Spellcasting:''' Every level, the Lord of the Damned casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Rebuking/Turning (Su):''' The Lord of the Damned gains the ability to convert uses of [[SRD:Turn or Rebuke Undead|Turning]] into [[SRD:Turn or Rebuke Undead|Rebuking]] or uses of Rebuking into Turning regardless of alignment or god. Levels in Lord of the Damned stack with any other class levels that provide Turning or Rebuking.<br />
<br />
'''Lord of the Damned Creation Feat:''' At first and every subsequent odd numbered level, the Lord of the Damned may choose any [[#Necromantic Creation Feats|Necromantic Creation feat]] if he would normally qualify to take it. When he uses a feat learned with this class feature, he can and must create undead from living subjects (instead of corpses, as is normal for most of these feats).<br />
<br />
'''Aura of Evil:''' The Lord of the Damned radiates evil at a power equal to his level. This feature stacks with any other class features that cause a character to radiate evil, such as those of evil [[SRD:Cleric|clerics]] or [[SRD:Blackguard|blackguards]].<br />
<br />
'''Train Undead:''' At 2nd level, the Lord of the Damned may train any uncontrolled undead as if they were [[SRD:Magical Beast Type|Magical Beasts]] by using the rules for the [[SRD:Handle Animal Skill|Handle Animal]] skill. Undead only need to be “reared” for one month for them to be loyal to the Lord of the Damned, and intelligent undead do not need to be taught tricks. The Lord of the Damned may substitute Knowledge (Religion) for Handle Animal when training undead.<br />
<br />
'''The Hunger Denied (Su):''' At 4th level, the Lord of the Damned radiates an effect similar to an [[SRD:Antilife Shell|antilife shell]], except that it only affects undead. He may end or renew this effect as a move action.<br />
<br />
'''Heel to the Master (Su):''' If a 6th level Lord of the Damned expends two uses of [[SRD:Turn or Rebuke Undead|Turning/Rebuking]] while making a Rebuking attempt, any undead that would normally be Rebuked are instead Commanded (limited by the normal amount of undead he can command).<br />
<br />
'''Parade of Atrocities:''' At 8th level, the Lord of the Damned gains some of the abilities of a [[#Necromantic Intelligence|Necromantic Intelligence]]. He sees anything that any undead he has created sees, and he may alter the weather as a Necromantic Intelligence within a radius of 1 mile for every two character levels. Any creature of HD 1 or less violently killed within the radius of this weather becomes a [[SRD:Zombie|Zombie]] under his control.<br />
<br />
'''The Obsession:''' By 10th level, the Lord of the Damned has learned the exact circumstances needed to turn himself into a [[SRD:Lich|Lich]]. He does not gain a level adjustment or expend gold or experience points for this transformation, and he must designate one Tiny-sized magical object to become his phylactery.<br />
<br />
==Pumpkin King==<br />
''"Rise my children, and taste the fruits of our enemies."''<br />
<br />
The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a wrld of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.<br />
<br />
===Becoming a Pumpkin King===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Feats:<br />
| [[#Feats|Body Assemblage]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 3rd level spells and cast necromancy spells from every spell level available.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkin King}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | Children of the Vine, Grow Vines<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | Pumpkin Bomb, Plant Spells<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | Pluck the Ripe, Soul of the Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | Pumpkin Men<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | Reap the Unworthy, Soul of the Pumpkin<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | Patch of Doom<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | Dark Harvest<br />
| class="left" | +1 Spellcaster Level<br />
|- class="{{Odd-Even}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | Cornucopia of Death<br />
| class="left" | +1 Spellcaster Level<br />
|}<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).<br />
<br />
===Class Features===<br />
<br />
'''Weapon and Armor Proficiency:''' Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapon or armor.<br />
<br />
'''Spellcasting:''' Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''Children of the Vine (Sp):''' At first level, the Pumpkin King has learned to create the Children of the Vine. As an at-will spell-like ability, you may cast a special version of ''[[SRD:Animate Dead|animate dead]]'' to create skeletons, and only skeletons, from bones or corpses. To use this effect, you must place a pumpkin seed in the mouth or eyes of the skulls used. Vines then creep out of the eyes and wrap themselves around the newly created skeleton’s bones. These Children of the Vine last until the next dawn, and this ability shares a control pool with ''animate dead''. Children of the Vine that fall inert with the Sun's rise may be reanimated as normal. If a corpse has any flesh remaining upon its bones when animated by this effect, that flesh is scrubbed clean by the vines.<br />
<br />
'''Grow Vines (Sp):''' A Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit at will.<br />
<br />
Also at this level, leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried; otherwise, they are dark green.<br />
<br />
'''Pumpkin Bomb (Su):''' A 2nd level Pumpkin King may throw a Pumpkin Bomb up to fifty feet. He conjures a pumpkin blazing with green and black flames that detonates with unholy energy when it reaches its target. The explosion is 15 feet in radius and inflicts 1d6 per character level of Unholy Damage. A successful Reflex save halves the damage and the Save DC is Charisma based. Throwing a bomb is a full-round action that may be used at will.<br />
<br />
'''Plant Spells:''' At 2nd level, the spells ''[[SRD:Entangle|entangle]]'', ''[[SRD:Command Plants|command plants]]'', ''[[SRD:Control Plants|control plants]]'', ''[[SRD:Plant Growth|plant growth]]'', and [[SRD:Wall of Thorns|wall of thorns]]'' are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.<br />
<br />
'''Pluck the Ripe (Ex):''' At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. This infestation means that the Pumpkin King's skeletons have a minimum natural armor bonus equal to his levels in his class level, and they gain immunity to unholy damage.<br />
<br />
'''Soul of the Harvest:''' At 3rd level, the irises of your eyes become orange and seem to have an inner light. You gain immunity to unholy damage.<br />
<br />
'''Pumpkin Men (Sp):''' At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the ''awaken undead'' spell used on them, that have a minimum natural armor bonus equal to the Pumpkin King's class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.<br />
<br />
'''Reap the Unworthy (Ex):''' At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Willpower save or become frightened.<br />
<br />
'''Soul of the Pumpkin:''' At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.<br />
<br />
'''Patch of Doom (Sp):''' At 6th level, a Pumpkin King may create a Patch of Doom one per day as a spell-like ability. A Patch of Doom is a necromantically-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered ''[[SRD:Desecrate|desecrated]]''. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow.<br />
<br />
'''Dark Harvest (Su):''' At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.<br />
<br />
'''Cornucopia of Death (Su):''' At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow fires. This has no game effect.<br />
<br />
=Necromancers with Style=<br />
<br />
==Necromantic Creation Feats==<br />
Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.<br />
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.<br />
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.<br />
<br />
Undead Feats<br />
The powers of the undead are legendary, in part because they are so varied. A feat with the [Undead] tag can only be selected or used by a character who is undead.<br />
<br />
==Feats==<br />
<br />
===A Feast Unknown [Necromantic]===<br />
You have partaken of the feast most foul and count yourself a king among the ghouls.<br />
<br />
'''Prerequisite:''' You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil.<br />
<br />
'''Benefit:''' You can create Ghouls or Ghasts from any dying person (at -1- to –9 hps). Any undead you create have the Scent special quality. <br />
In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD. <br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.<br />
<br />
===The Path of Blood [Necromantic]===<br />
You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.<br />
<br />
'''Prerequisite:''' character level 5<br />
<br />
'''Benefit:''' You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Body Assemblage [Necromantic]===<br />
The discarded husks of life are nothing more than a building material to you.<br />
<br />
'''Prerequisite:''' Caster Level 1, ability to cast 1st level spells of the Necromancy school.<br />
<br />
'''Benefit:''' You may create skeletons and zombies that serve you alone.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.<br />
<br />
===Feed the Dark Gods [Necromantic]===<br />
You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.<br />
<br />
'''Prerequisite:''' Any two necromantic feats, character level 7, 10 ranks in Knowledge(Religion) <br />
<br />
'''Benefit:''' You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level.<br />
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Wrappings of the Ages [Necromantic]===<br />
The ancient secrets by which unlife can be sustained in mummification have been unearthed.<br />
<br />
'''Prerequisite:''' character level 8<br />
<br />
'''Benefit:''' You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Whispers of the Otherworld[Necromantic]===<br />
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death. <br />
<br />
'''Prerequisite:''' character level 4 <br />
<br />
'''Benefit:''' You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.<br />
<br />
===Fairy Eater===<br />
By consuming the flesh of fairies, you have absorbed a fraction of their magic.<br />
<br />
'''Prerequisite:''' A Feast Unknown, must have eaten the flesh of a creature with the Fey type.<br />
<br />
'''Benefit:''' All figments and glamers you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Heavenly Desserts===<br />
By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.<br />
<br />
===Devil Preparation===<br />
By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.<br />
<br />
'''Prerequisite:''' A Feast Unknown, character level 10, must have eaten the flesh of a Devil or Demon.<br />
<br />
'''Benefit:''' You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanari or Baazetu for the effects of spells, magic items, or prerequisites for feats or prestige classes.<br />
<br />
===Child Necromancer=== <br />
An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.<br />
<br />
'''Prerequisite:''' Caster level 1, must know at least one necromancy spell of each spell level you can cast. <br />
<br />
'''Benefit:''' All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.<br />
<br />
'''Special:''' This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.<br />
<br />
===Blood Painter===<br />
By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.<br />
<br />
'''Prerequisite:''' Path of Blood, Caster level 5, Spellcraft 4 ranks<br />
<br />
'''Benefit:''' At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a flat 10’ by 10’ surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster's current Con or Blood Pool is less than double the spell's level, the spell cannot be cast.<br />
Any spells cast with this feat are Supernatural effects.<br />
<br />
===Sleep of the Ages===<br />
Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.<br />
<br />
'''Prerequisite:''' character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual<br />
<br />
'''Benefit:''' By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.<br />
As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)<br />
<br />
===Boneblade Master===<br />
You have mastered the alchemic processes needed to create boneblades, as well as their use in combat. <br />
<br />
'''Prerequisite:''' Craft(alchemy) 4, Craft 4 (scrimshaw)<br />
<br />
'''Benefit:''' You are considered to be proficient in the use of any weapon made from the special material Boneblade, and you may craft weapons out of Boneblade. In addition, you are considered to have the Improved Critical feat for any boneblade weapons you use in melee combat. <br />
You also gain a +2 to Initiative checks.<br />
<br />
===Ghost Cut Technique===<br />
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.<br />
<br />
'''Prerequisite:''' Whispers of the Otherworld <br />
<br />
'''Benefit:''' Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level. <br />
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.<br />
<br />
===Enervating Touch [Undead]===<br />
Your undead nature allows you to drain the life out of living victims.<br />
<br />
'''Benefit:''' Your unarmed attacks and natural weapons inflict one negative level. The DC to remove that negative level is Charisma based. You gain 5 temporary hit points every time you inflict a negative level on an intelligent creature in this way.<br />
<br />
===Control Spawn [Undead]===<br />
Your victims serve you eternally in death.<br />
<br />
'''Prerequisite:''' Enervating Touch<br />
<br />
'''Benefit:''' when a creature dies from the negative levels you inflict and rises as a Wight, it comes under your control. At any one time, you may control a number of Wights in this manner equal to your Charisma modifier (minimum of one). If you create additional Wights, you choose which spawn you lose control over.<br />
<br />
===Paralyzing Touch [Undead]===<br />
The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.<br />
<br />
'''Prerequisite:''' Ghoul<br />
<br />
'''Benefit:''' Your unarmed strikes and natural attacks cause paralysis for one minute unless your victim makes a Fortitude save. This save is Charisma based.<br />
<br />
=The Necronomicon=<br />
<br />
Necromancy as a school is possessed of some of the most powerful and game defining spells ever imagined in the worlds of Dungeons and Dragons. Magic jar, wail of the banshee, and clone can practically be a world threatening plan for a BBEG all by themselves. In fact, that's been done several times. But Necromancy as a school suffers greatly for this attention. Though the earth shaking power for dark lords is well represented, the low levels of necromancy have been largely ignored by generations of authors. It is our intention to produce a short list of spells that allow a low level Necromancer to be memorable and effective without constantly falling back on the old stand-by of having Spell Focus: Conjuration.<br />
<br />
==The [Healing] subschool==<br />
The spell cure light wounds has no business being in the school of Conjuration. It's not that you can't make an acceptable argument for the existence of "conjuration" that makes people feel better – that's actually pretty easy to rationalize. It's that cure light wounds doesn't work the way a spell that was in Conjuration would work. It doesn't create healthy flesh to fill up wounds – it channels Positive Energy into the creature and makes them feel better or worse depending upon how they react to that sort of thing. As described, the [Healing] subschool needs to be in the same school as inflict light wounds, because it does the same thing. Logically speaking, that could be Evocation (because Evocation handles any Energy Channeling), or it could be Necromancy (because Necromancy can do pretty much anything with Positive or Negative Energy). We suggest having the [Healing] subschool in Necromancy, but only because this isn't The Tome of Evocation. If you decide to make these spells Evocation spells for your home game, we won't stop you.<br />
<br />
==Congealing Consumption==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
'''Range:''' Medium<br />
<br />
'''Area:''' 10 foot radius burst.<br />
<br />
'''Duration:''' Instantaneous, and 1 round/level (see below)<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes. <br />
<br />
''As the necromancer finishes the final incantations, a dark cloud arises and envelopes the souls of those within.''<br />
<br />
Any creature within the area when the spell is cast must make a Willpower save or be nauseated for one round per level of the caster.<br />
<br />
==Curse of Crumbling Conviction==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 4<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The avenging angel glared down with menace at the necromancer. She raised her flaming sword even as he completed his spell. He met her smoldering gaze levelly. "Why?" he asked. It was a question she could not answer…''<br />
<br />
If the target fails their save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in a d4 days unless they already have a new one.<br />
<br />
==Dark Symmetry==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Willpower Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face.'' <br />
<br />
If the victim fails their saving throw, they are helpless and unable to voluntarily move until the spell is terminated. Further, if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved off a cliff, he falls.<br />
<br />
==Form of Death==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Touch<br />
<br />
'''Target:''' One Living Creature.<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Saving Throw:''' Fortitude Negates (Harmless)<br />
<br />
'''Spell Resistance:''' Yes (Harmless).<br />
<br />
''The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry.''<br />
<br />
A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all charisma related checks when used on undead creatures, the target also suffers a -4 penalty on Charisma related checks for dealing with living creatures.<br />
<br />
==Puppet Dance==<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Close<br />
<br />
'''Target:''' One Corporeal Creature<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Reflex Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
''The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh.''<br />
If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell is terminated. This spell only affects creatures with a physical body. When the caster spends a standard action to concentrate on the spell, she may opt to have the victim move and perform a physical standard action. The caster cannot force the victim to use their spell knowledge (if any), and any attacks made by the victim use the caster's Base attack Bonus rather than their own.<br />
<br />
==Sobering Skeletal Stillness==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 1<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 Standard Action<br />
<br />
'''Range:''' Medium<br />
<br />
'''Target:''' One Creature with Bones.<br />
<br />
'''Duration:''' Concentration<br />
<br />
'''Saving Throw:''' Fortitude Negates<br />
<br />
'''Spell Resistance:''' Yes.<br />
<br />
<br />
''Chortling like a man possessed, the necromancer contorts his hands into unnatural positions, emitting dreadful crackling sounds of bones grinding against one another. A black aura surrounds his victim, and the sounds of crepitace now come from two…''<br />
<br />
If the victim fails their saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a fortitude save that do not affect objects are still effected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not).<br />
<br />
==Tasha's Tomb Tainting==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level: Sor/Wiz 1'''<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' 40-ft. radius emanating from the touched point<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The graveyard has a serene feeling; the dead have lain here undisturbed for generations. Above the gate a sign in ancient Dwarven earnestly proclaims that the heroes interred within shall lie in peace forever. The necromancer puzzles through the faint and archaic runes and chuckles to himself. "Not hardly…" he mutters, and begins fishing through his spell component pouch for a black pearl…'' <br />
<br />
Upon spell completion, the area is free of any consecration, desecration, [[#Forsaken Graveyards|Forsaken Graveyard]], ''[[SRD:Hallow|hallow]]'', [[#Tombs|Tomb]], or ''[[SRD:Unhallow|unhallow]]'' effects. If the caster chooses, the area can be considered desecrated for the next 24 hours (the effects are increased as if there had been a permanent altar to an evil god or pantheon in the area).<br />
<br />
'''Material Component:''' One Black Pearl, worth at least 500 gp.<br />
<br />
==Tasha's Tomb Transport==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 3<br />
<br />
'''Components:''' V, S<br />
<br />
'''Casting Time:''' 1 minute<br />
<br />
'''Range:''' See Text<br />
<br />
'''Target:''' You and objects and willing creatures.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' See text<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''The caster finishes the droning incantations and places her hand on the ground, where dark red runes appear in a circle around it. Eerily dark tendrils rise from the shadows and consume everyone and everything within the area. Far away, a black portal opens on the ground and the travelers rise from it covered in a thin sheen of cold sweat.''<br />
<br />
This spell can only be cast in a Tomb, and it transports the targets to another Tomb of the caster's choice. The caster has no ability to determine where in the Tomb she will end up, but all targets appear together. The target Tomb need not be on the same plane of existence, but the caster must know where the target Tomb is to within one mile. The spell fails if either Tomb is cut off from the Negative Energy Plane (including effects like dimensional interdiction). Total transported creatures and objects cannot exceed 500 pounds per caster level in weight.<br />
<br />
==Tomb Tile Tessellation==<br />
<br />
'''Necromancy'''<br />
<br />
'''Level:''' Sor/Wiz 2<br />
<br />
'''Components:''' V, S, M<br />
<br />
'''Casting Time:''' 10 minutes<br />
<br />
'''Range:''' Touch<br />
<br />
'''Area:''' One ten-foot cube<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
'''Saving Throw:''' No.<br />
<br />
'''Spell Resistance:''' No.<br />
<br />
<br />
''Who knew how long the dead had lain in repose, unmolested and forgotten? Judging by the state of the remains, it was long enough – so the necromancer brought out the charts and began planning out how to make sure it stayed that way.''<br />
<br />
This spell can only be cast in a place where the dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb.<br />
<br />
'''Material Component:''' One vial of Holy Water or one vial of Unholy Water. <br />
<br />
=New rules:=<br />
<br />
The interaction of Undead with the rest of the rules is often less than satisfactory. Part of this is that the undead type itself is extremely overzealous in the game effects it provides. The fact that all undead don't need sleep means that vampires don't have to sleep in their coffins. The fact that undead don't have a Constitution score means that Ghouls can run for exactly zero rounds before they have to make a Con check (that they automatically fail) to continue (and also says it can "run on indefinitely", a base contradiction that makes us sad). The fact that undead are immune to critical hits means that a vampire can't be staked through the heart (even if it was sleeping, which it isn't). But even beyond that fundamental error, the multitude of authors that compromise the Dungeons and Dragons design staff never seemed to get on the same page as to exactly what being undead means – so a surprisingly large number of contradictory statements pepper the products.<br />
<br />
And I'm not just talking about how they made an entire Deathless Type when there's already Ghosts (Alignment: Any) right in the core rules.<br />
<br />
==Subtypes==<br />
The obvious, and slickest, way to handle the excesses of the Undead type would be to simply rewrite the Undead type with a lot less in it and throw down a number of subtypes (mindless for skeletons, amorphous for shadows, and ponderous for zombies) to put in the abilities that each type of undead is supposed to have. But polls have shown that people aren't willing to play with optional rules that do that – but perversely they are willing to add new subtypes to monsters to remove rules instituted by the base template. I don't know why, but DMs are honestly more likely to use an additional subtype that removes an inappropriate game effect from a monster than they are to use a modified base type that doesn't have the inappropriate effect in the first place. So that's how we're going to do it here.<br />
<br />
===Dark Minded (subtype)===<br />
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:<br />
<br />
- Not immune to mind affecting affects.<br />
<br />
- Immune to morale and fear effects.<br />
<br />
- Heals normally<br />
<br />
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.<br />
<br />
- A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.<br />
<br />
===Unliving (subtype)===<br />
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:<br />
<br />
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score.<br />
<br />
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.<br />
<br />
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).<br />
<br />
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.<br />
<br />
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.<br />
<br />
*Sample creatures with the [Dark Minded] subtype:<br />
**Liches<br />
**Nightshades<br />
**Vampires<br />
<br />
*Sample creatures with the [Unliving] subtype:<br />
**Ghouls<br />
**Necropolitan<br />
**Vampires<br />
<br />
==Undead and Aging==<br />
Undead don't age. They don't get any older or more decrepit over time, that's the whole point. A creature with the undead type does not grow older at all, unless further modified by the Dark Minded subtype. This probably should have been in the Monster Manual.<br />
<br />
==Becoming Undead==<br />
<br />
The basic rules for transforming into Undead were never intended to be playable by player characters. And thus it is unsurprising that the legions of the damned are not only unsatisfying, but actually unplayable when placed in a game. The following are templates that can be added to a character to make them into an Undead without actually changing their Level Adjustment. If a player wants to explore the legendary powers available to some of these creatures, they are encouraged to take Prestige Classes available to undead or to take one or more [Undead] feats that can grant the character these abilities within the normal level progression context. Each undead creature type has access to a special class that characters may take to advance their special abilities.<br />
<br />
===Revenants===<br />
''"Fear me first before all other evils under the heavens. Before even Death, for I am hatred and do not die."''<br />
<br />
A revenant is the victim of a murder driven to avenge their own death. A game master might allow a character to return from the dead as a revenant if their character died in a particularly unfair fashion or if their character had a lot left to do.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded subtype.<br />
<br />
'''Hit Dice:''' The character's BAB, Saves, and skills are all unaffected. The character must reroll his Hit Points, but every hit die is a d12.<br />
<br />
'''Ability Scores:''' The character loses his Constitution score.<br />
<br />
'''Alignment:''' The character's alignment changes to Lawful.<br />
<br />
'''Special Qualities:''' The character cannot be turned, but may be rebuked. The character heals completely at the setting of the sun, unless he is in a Tomb or hallowed area. This healing can even bring him back from destruction, but if his body is nailed to the ground (or in a Tomb or hallowed area), he can never come back from the dead by any means.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
===Vampires===<br />
''"An eternity of loneliness and betrayal is, ultimately, an eternity."''<br />
<br />
A vampire is an unliving mockery of life that lives by cruelly consuming the blood of the innocent. Only characters slain by a vampire's Constitution Drain rise as vampires, and even then only if they have 5 hit dice or more. Characters with less hit dice become monstrous vampire spawn and do not retain their abilities. <br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scores:''' The character gains a +2 bonus to his Strength and Charisma.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. The character heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Humanoids slain by this Constitution Drain may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability).<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. The character suffers 2d6 damage and is considered staggered every round he is exposed to direct sunlight. This damage cannot be healed by any means until the character is in a place with no light at all (such as a coffin). A vampire character is vulnerable to Light effects.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Vampire Paragon====<br />
'''Hit Die:''' d6<br />
<br />
'''BAB/Saves:''' BAB: Poor (as Wizard); Fort: Bad; Reflex: Good; Will: Good<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).<br />
<br />
'''Skills/Level:''' 4 + Intelligence Bonus< br<br />
<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Blood Pool, Gaseous Form, Flaw, +1 Spellcaster Level<br />
<br />
2 Hypnotic Gaze, +1 Spellcaster Level<br />
<br />
3 Command Spawn, Regeneration, Flaw, +1 Spellcaster Level<br />
<br />
'''Weapon and Armor Proficiencies:''' The Vampire Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Spellcasting:''' Every level, the Vampire Paragon casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level. If the character does not have any levels in any spellcasting classes when she takes her first level of Vampire, this class feature gives her levels in Sorcerer spellcasting. <br />
<br />
'''Blood Pool (Ex):''' A Vampire Paragon may "store" blood she has drained from intelligent creatures against future need and draw upon this blood to power her body or her magic. If a Vampire Paragon consumes the Constitution of an intelligent creature after she has already fed for the day, excess Constitution drained adds to her Blood Pool. A Vampire Paragon's Blood Pool can never exceed her character level plus her class level of Vampire Paragon. Constitution drained after the Blood Pool is filled is wasted.<br />
<br />
A Vampire Paragon may spend a point of her Blood Pool to heal herself of five points of damage. She may spend 4 points of Blood Pool to forgo needing to feed for one day. A spell being cast may be enhanced with any metamagic feat the Vampire Paragon knows by spending a number of points of Blood Pool equal to the number of extra levels the metamagic would add to the spell. Using Blood Pool is a free action, but no more than 4 points may be spent in a single round.<br />
<br />
'''Gaseous Form (Su):''' A Vampire Paragon can assume gaseous form as the spell at will.<br />
<br />
'''Flaw:''' Increasing the power of the blood within a Vampire is not without difficulties. As the potency of the Vampire's blood grows, so too does the power of her curse. At 1st and 3rd level of Vampire Paragon, the vampire gains an additional weakness related to her blood. Appropriate vampiric weaknesses are too numerous to be listed here, but could include: Inability to enter consecrated or hallowed ground; helplessness in water; repulsion (as the spell) by garlic; vulnerability to silver; daylight powerlessness (as a specter); dazed by spilled grains (2d4 rounds); nauseated by Holy Water (1d4 rounds); Inability to enter a hearth unless invited.<br />
<br />
'''Hypnotic Gaze (Su):''' At 2nd level, a Vampire Paragon gains the ability to hypnotize creatures which meet its gaze. The Vampire Paragon may make use its gaze on one creature within short range each round as a Swift action. Creatures are affected as by a hypnotism spell except that there is no hit die cap. The hypnotism effect ends if the Vampire Paragon no longer maintains the gaze (for example, by attempting to hypnotize a new victim). This is a Mind Affecting Enchantment effect, the DC is Charisma based.<br />
<br />
'''Command Spawn:''' Vampire Spawn created by a Vampire Paragon of 3rd level are under the Vampire Paragon's control.<br />
<br />
'''Regeneration (Ex):''' At 3rd level a Vampire Paragon regenerates, healing subdual damage every round equal to her character level. Damage from critical hits, fire, positive energy, aligned weapons, or wood inflict lethal damage on a Vampire Paragon.<br />
<br />
===Ghouls===<br />
''"The flesh of heroes reeks of their strength in death even as it is embodied in life. The taste is exquisite beyond description. As you quiver there and watch my meal, I want you to know that I allow you to live only in the hope that you can get word to more who think they have the strength to end my reign of terror."''<br />
<br />
Ghoul Fever is a horrifying illness that incites an almost insatiable craving for the flesh of humanoids. Characters with at least 2 class levels brought to zero Constitution by Ghoul Fever find their constitution restored and begin their unlife as Ghouls. Characters with less than 2 class levels simply die and rot.<br />
<br />
====Character Modifications:====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Ability Scoress:''' The character's Dexterity increases by +2.<br />
<br />
'''Alignment:''' The character's alignment changes to Evil.<br />
<br />
'''Special Attacks:''' The character gains a bite attack that inflicts an amount of damage appropriate to her size. She also is a carrier of Ghoul Fever.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance of +2. The character cannot eat anything other than raw meat (vegetables or cooked foods are forcefully vomited up, leaving the character sickened for an hour), and her total dietary requirements are not reduced.<br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Ghoul Paragon====<br />
'''Hit Die:''' d8<br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Bad<br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
<br />
'''Skills/Level:''' 6 + Intelligence Bonus<br />
<br />
'''Level, Abilities:'''<br />
<br />
1 Paralysis<br />
<br />
2 Pestilence, +1d6 Sneak Attack<br />
<br />
3 Stench, Improved Pestilence<br />
<br />
'''Weapon and Armor Proficiencies:''' The Ghoul Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Paralysis (Ex):''' Characters struck by a Ghoul Paragon's unarmed strikes or natural weapons must make a Fortitude save or become paralyzed for 1d4+1 rounds. The Save DC is Charisma based. Elves are immune to this effect.<br />
<br />
'''Pestilence (Ex):''' A Ghoul Paragon of 2nd level is immune to disease, but spreads it quite easily. Every disease the Ghoul Paragon is ever exposed to is retained within his body (at the very least, this includes ghoul fever), and every time the Ghoul Paragon inflicts lethal damage with an unarmed strike or natural weapon, he also exposes the target to one of those diseases.<br />
<br />
'''Sneak Attack (Ex):''' At 2nd level, the Ghoul Paragon gains a die of Sneak Attack as a Rogue. Levels of Ghoul Paragon stack with Rogue and similar classes for purposes of overcoming Uncanny Dodge.<br />
<br />
'''Stench (Ex):''' A Ghoul Paragon of 3rd level stinks so dreadfully that all other creatures within 10 feet must make a Fortitude save or become sickened for 10 minutes. A creature which successfully saves may not be affected by the Ghoul Paragon's stench for 24 hours. This is a Poison effect, the save is Constitution based.<br />
<br />
'''Improved Pestilence (Su):''' At 3rd level a Ghoul Paragon becomes able to magically speed up the disease process in his victims. The initial incubation period for any disease he passes with the Pestilence power becomes 1 round, and the save DC of any such disease is now Charisma based.<br />
<br />
===Sword Wraith===<br />
''"I remain… because I like to kill."''<br />
<br />
Mercenaries devoted strongly enough to a life of war that they carry on in death their endless campaign of destruction. A character slain in battle may return as a Sword Wraith if his services were hired under false pretenses or if his exploits were particularly impressive before his life finally ended (at the discretion of the DM).<br />
Sword Wraiths appear somewhat insubstantial and have faintly glowing eyes, but they are not truly incorporeal and their eyes do not produce enough light to modify vision penalties.<br />
<br />
====Character Modifications====<br />
<br />
'''Type:''' The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and Unliving subtypes.<br />
<br />
'''Hit Dice:''' The character's Hit Dice, BAB, Saves, and skills are all unaffected.<br />
<br />
'''Skills:''' The character gains a +2 bonus to his Hide and Move Silently checks.<br />
<br />
'''Alignment:''' The character's alignment is unchanged.<br />
<br />
'''Special Qualities:''' The character gains Turn Resistance +2. <br />
<br />
'''Level Adjustment:''' +0<br />
<br />
<br />
====Swordwraith Paragon====<br />
'''Hit Die:''' d12 <br />
<br />
'''BAB/Saves:''' BAB: Good (as Fighter); Fort: Bad; Reflex: Bad; Will: Good <br />
<br />
'''Class Skills:''' The Swordwraith Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str).<br />
<br />
'''Skills/Level:''' 2 + Intelligence Bonus<br />
<br />
Level, Abilities:<br />
1 Strength Damage, Alertness<br />
<br />
2 Damage Reduction 5/Magic, Iron Will<br />
<br />
3 Damage Reduction 10/Magic, Stealthy<br />
<br />
<br />
'''Weapon and Armor Proficiencies:''' The Swordwraith Paragon gains no new armor or weapon proficiencies.<br />
<br />
'''Strength Damage (Su):''' Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.<br />
<br />
'''Alertness:''' A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.<br />
<br />
'''Damage Reduction (Su):''' At 2nd level, a Swordwraith Paragon gains DR of 5/Magic. At 3rd level, this improves to 10/Magic.<br />
<br />
'''Iron Will:''' A Swordwraith Paragon gains Iron Will as a bonus feat at 2nd level.<br />
<br />
'''Stealthy:''' A Swordwraith Paragon gains Stealthy as a bonus feat at 3rd level.<br />
<br />
==Locations of Necromantic Importance==<br />
<br />
Rules for locations that have interesting effects upon the dead are scattered throughout various published sourcebooks. Of primary interest is Black Sand (from It's Hot Outside) which heals undead and can be grown by killing creatures on it (no necromancer should be without a portable hole bottomed with this stuff), and Black Water (from It's Wet Outside) that acts as a desecration effect and is available with a Wizard spell (thereby breaking the stranglehold monopoly of Clerics on getting bonus hit points for their skeletons). But none of those locations are necromantically important. They are essentially quasi-mobile magic items that necromancers like to put in their pants. What follows are some locations that Necromancers will care about for more than a single mining session.<br />
<br />
===Necromantic Intelligence===<br />
Great and terrible crimes are often committed, sometimes causing the dead to rise. When enough dead rise in a single place, or a single act of murder or slaughter is so great as to create dozens of the undead, a Necromantic Intelligence can be born in a location central to the event. In such a place, trees and undergrowth wither and animals die, the sun no longer shines as brightly as mists obscure the sky and evil descends on the land. In such a place, all of those who die become undead and lose their free will. Ghoul or shadow infestations, vampire massacres, sites of great battles or disasters, or even the combined works of cabals of necromancers can create Necromantic Intelligences.<br />
In the area of a Necromantic Intelligence, the land is either shadowy during the day as dark clouds obscure the sky, or misty (treat as an obscuring mist, even though it may be composed of dust, ashes, or some other substance). Any living creature killed in the area becomes an undead creature with a CR equal to its former CR (DM’s choice, unless the Necromantic Intelligence is Aspected) when the sun next sets.<br />
The most terrifying facet of a Necromantic Intelligence is that it has a purpose and a will, and it coordinates the undead that compose it. Assume that it is a creature that can see anything that any of its undead can see. Often it will coordinate fiendishly clever tactics using masses of undead to fulfill its purpose. Like a ghost, if it should ever attain its purpose, it will be destroyed. Knowing this, some clever heroes have helped Necromantic Intelligences in an effort to destroy them. A legend lore or bardic knowledge check is often needed to discover an Intelligence’s purpose.<br />
The Necromantic Intelligence commands the activities of a great number of undead of varying powers. As a rough guide, the Necromantic Intelligence controls undead with CRs equal to the levels of followers attractable by a character with a Leadership score of 35 or more (using the Epic Leadership rules). Challenging the entire Necromantic Intelligence is an EL 11 adventure.<br />
<br />
'''Aspected Necromantic Intelligence:''' While most Intelligences are random manifestations of negative energy, creating many different kinds of undead, some places are Aspected. These places only create one kind of undead. For example, a Necromantic Intelligence created in a ghoul warren may only create ghouls, while an Intelligence created during a plague may only create plague zombies. Decrease the EL of such an Intelligence by at least 1 as players will prepare tactics suited to that specific kind of undead. <br />
<br />
'''Cleansing the Focus:''' Every Necromantic Intelligence has a Focus. This is an area that is the symbolic center of the undead infestation. If anyone can perform a hallow spell at the site of the Focus, the Necromantic Intelligence will be destroyed; however, once the ritual is started, the Necromantic Intelligence will be alerted and it will send all available undead to destroy the caster. <br />
<br />
===Tombs===<br />
While most tombs are merely places of rest for remains, some tombs become focal points for Negative Energy as hundred of years pass in the presence of the dead. Also, years of habitation by undead creatures in an enclosed space can also wear at the boundaries of the Negative Energy Plane. Some Necromancy effects can create or exploit this property. The game effect of a Tomb is that all undead inside it gain fast healing 1 and cannot be Turned or Rebuked, and spells with the [Tomb] subtype can be cast within it. Undead cannot be created within the confines of a Tomb, and creatures slain by undead do not become spawn.<br />
Tombs are always enclosed places, and if they should ever be exposed to sunlight (by smashing in the roof, for example), they lose all special properties and no longer confer effects to undead creatures.<br />
<br />
===Forsaken Graveyards===<br />
<br />
The number of deaths is one per person even without the intercession of powerful magic. And once spells like raise dead are taken into account, it is clear that in Dungeons and Dragons there are significantly more deaths than people. So the locations where the most deaths occurred are simply the locations where the most living people live. The sites with the greatest death count are aspected to life and trade, not to death and destruction. But there are places that are inexorably linked with death, where the dead rise to slay the living. Creating a land of horror such as this requires more than killing a bunch of people (although that certainly helps), the deaths themselves must be meaningless and cruel, the ends coming about through betrayal.<br />
<br />
A Forsaken Graveyard is a dangerous place, even for a necromancer. Creatures within a Forsaken Graveyard have Turning Resistance of +3. This makes both turning and rebuking more difficult, and throws salt in the game of both the necromancer and the hunter of the dead. Corpses left within a forsaken graveyard have a tendency to rise up and slay the living from time to time. Every sunset, a number of undead creatures are created and go on a rampage. These undead creatures fall back to death when the sun rises. A body left within a Forsaken Graveyard for more than an hour can be turned into an undead creature even if it had previously been an undead creature and been destroyed. Undead creatures created within a Forsaken Graveyard have an extra 2 hit points per hit die.<br />
<br />
A Forsaken Graveyard can be cleansed with four castings of consecrate or desecrate (one at each corner of the area), or a single casting of Tasha's tomb tainting (in the middle). Unfortunately, these spells can only affect it during the nighttime (as during the day, there is literally nothing to cleanse). Once cleansed, any undead created by the Forsaken Graveyard lose their bonuses, but are also not recalled at sunrise. Such undead creatures will continue their rampage until slain. Unlike a necromantic intelligence, the Forsaken Graveyard has no ability to direct the undead against specific targets.<br />
<br />
Cleansing a Forsaken Graveyard is normally an appropriate adventure for a 6th level party, and the location itself spawns one CR 7 creature, one CR 6 creature, two CR 5 creatures, and six CR 4 creatures every night. These creatures are undirected in their assaults on the living, and travel individually or in groups of two. A Forsaken Graveyard adventure can be scaled up or down for adventurers of differing power by changing the power levels of the creatures within it, or simply changing the parameters of the encounter. If a standard graveyard is itself small enough that every creature is encountered simultaneously, that would be an EL 11 encounter.<br />
<br />
===Pools of Deep Shadow===<br />
<br />
Veteran players of Dungeons and Dragons often ask "Why don't Shadows just take over the whole world?" Certainly, there are very few residents of the worlds of D&D that can fight against a Shadow at all, and their victims rise from the dead as Shadow Spawn, so it doesn't take a lot of imagination to see where this is going. However, there are a few things limiting the growth of Shadow armies that are not mentioned in the core books at all.<br />
<br />
The first is that only intelligent creatures slain by Shadows turn into spawn. That's important, as it means that Shadows cannot simply hunt frogs in the swamp until they number in the tens of thousands before they roll over cities and dragon caves like a fog of Death Incarnate.<br />
<br />
But perhaps even more importantly is that almost any time you see a Shadow, or for that matter any incorporeal undead creature, you are looking at a summoned creature. When the Shadow's summoning ends, all of its spawn vanish. Most of the time, an incorporeal undead is summoned forth from the Negative Energy Plane by an object that looks much like a puddle of very oily water, called a Pool of Deep Shadow. Whenever light falls directly upon the pool, or the sun rises high enough in the sky that there are no shadows (about half an hour before and after noon), the summoning effect ends and the Shadow vanishes. When the shadows grow long and darkness has fallen upon the pool, a Shadow is again summoned.<br />
<br />
This means that an individual Shadow or Wraith has a very difficult time destroying the whole world, as there is no particular way for them to get more than a day's float from their pool. It also means, however, that areas inhabited by Shadows are extremely dangerous – for even if such a creature is destroyed it will return again the following day. And on every day it will return until those charged with exterminating it are caught unlucky or unaware. In order to permanently destroy such a pool, a flask of Holy Water (or Unholy Water) need simply be poured into it, causing the blackness to depart and the water to become quite clear and drinkable.<br />
<br />
===Finality===<br />
Finality is a planar metropolis in the Infernal Battlefield of Acheron. Its harsh laws are kept in rigid and uncompromising order by the will of powerful pit fiends, and the city serves as a marketplace for the lucrative trade in souls. Magic items can be bought or sold here, but the currency is always souls (as a planar metropolis, Finality has a gp limit of 600,000 gp). Souls are valued at their CR squared, multiplied by 100 gp. Many items purchased from this location radiate evil, buyer beware. Lodging may be purchased at flat rate of one soul per day per person. The section of Acheron that Finality rests in has the Timeless trait and is mildly Lawfully aligned. The population of The City is about 100,000 people (with uncounted millions of souls), most of whom are Baatezu.<br />
<br />
The rules in Finality are uncompromising and bizarre, and the punishments for breaking them are vindictively carried out to the letter by powerful devils. But there is no warfare allowed in the city, and even Celestials and Tanar'ri come to participate in the great mercantile dance of soul collection. Characters must make a Knowledge (Local: Finality) check everyday with a DC of 10 + 2 per day they've been in the city or unknowingly break one of the city's many inscrutable laws (knowingly breaking the law by starting fights or stealing goods is a whole different thing). Punishments range from perplexing to fatal. Characters who stay away from Finality for more than a month are no longer subject to the baroque residency rules and their DCs are returned to 10 the next time they visit.<br />
<br />
==Necromantic Equipment==<br />
<br />
===New Materials===<br />
<br />
'''Boneblades:''' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property..<br />
Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties.<br />
Cost: 1,000 gp per lb.<br />
<br />
'''Blood steel:''' Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect.<br />
Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.<br />
<br />
'''Black steel:''' Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried.<br />
Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.<br />
<br />
'''Tainted obsidian''': While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain.<br />
Cost: +10,000.<br />
<br />
==Monsters==<br />
<br />
Perhaps the most important thing about necromancy is the undead creatures themselves.<br />
<br />
===Artificial Intelligence===<br />
<br />
When a necromancer creates even a lowly kobold skeleton when his necromantic control limit has already been reached, one or more of the undead creatures already under his control become "uncontrolled". That much is clear to everyone. But what does an uncontrolled zombie do? It's not intelligent, it simply runs a program that causes it to act in a predictable fashion to stimulus. Of course, what that program actually is has heretofore been left undescribed. The actions of uncontrolled undead depend largely on the moral option your game is using for necromancy in general.<br />
<br />
Of course, it doesn't make much difference to uncontrolled Wights and the like – they are somewhat intelligent and wholly evil. So they'll be just like any other monster – as tactically savvy as the DM.<br />
<br />
====Crawling Darkness====<br />
<br />
Under the Crawling Darkness option, undead are inherently evil, and act accordingly. The mindless undead hunger for life and are completely ambivalent to all else. If a skeleton has unbroken line of sight to a living creature or object, they will attack it. If living creatures and objects are both visible, the skeletons will bypass objects (such as trees) in order to attack creatures (such as people or horses). Non-living and undead creatures are unmolested unless the skeleton witnesses it attacking an undead creature. Skeletons prioritize targets that they can reach this round without provoking attacks of opportunity over other targets. Skeletons prioritize targets with more hit dice over other targets. Skeletons prioritize targets which are closer over targets more distant.<br />
<br />
If a skeleton perceives an undead creature attacking another undead creature, it will attack whichever undead has been in its line of sight for less time. If a skeleton has seen both creatures for an equal amount of time, it comes in on a random side (even if it had previously seen one of the undead creatures in a previous context). If a skeleton is attacked by an undead creature, it will defend itself.<br />
<br />
Skeletons wander around in a spiral search pattern attacking any living thing they find. They do not molest non-living things at all, so a skeleton will not open a door or tunnel through a wall unless it is made out of living wood or meat. If a living thing disappears from its vision, the skeleton will go to where the living creature was last seen and begin searching there – unless another living thing is seen (in which case the skeleton will simply move to attack it instead).<br />
<br />
Skeletons do not question their perceptions, a closed door or even a curtain can be enough for a skeleton to abandon a pursuit. Skeletons have no sense of smell or irony, and a living victim is forgotten as soon as the skeleton moves to the point of last contact. A skeleton will not walk into what appear to be dangerous or solid objects unless it can see a way to get to a living target that it can currently perceive.<br />
<br />
====Don't attack unless…====<br />
Since skeletons are mindlessly evil and relentless in their quest to destroy all life, a skeleton is normally ordered to not attack unless specific criteria are evoked. The criteria could be anything from "walking through this doorway without invoking the name of Wee Jas" to "attacking someone wearing the garb of the chosen of Kyuss." If the exact criteria are not met, the skeletons will hold their blades. Most necromancers remember to allow their skeletons leeway to defend themselves, but sometimes even that is overlooked. Controlled skeletons, therefore, are usually under considerable restraints and will often hold their claws in check until after combat has been initiated.<br />
<br />
=====Playing with Fire=====<br />
<br />
Under the Playing with Fire option, undead are dangerous, but not necessarily evil. Their behavior befits that. Uncontrolled skeletons follow their last set of commands exactly, and those commands are only of the most basic sort. A skeleton last ordered to follow the necromancer who created it will continue to do so – mindlessly marching in the necromancer's wake, its empty eye sockets staring vacantly. It won't make any move to assist the necromancer, nor will it take any further instructions, it will simply follow. Forever. Should a skeleton be last asked to guard an area, it will attack any creature entering the area, though it will make no move to attack creatures outside that area. A skeleton last ordered to chop wood will continue until the forest is splinters or its axe rusts away to nothing.<br />
<br />
Skeletons will defend themselves if attacked, and will attack creatures that they perceive attacking other undead. As with the Crawling Darkness, if skeletons see undead attacking other undead, it can rapidly degrade into a free-for-all with skeletons smashing each other with abandon. But they will not instigate such behavior on their own. Skeletons will not leave areas they are assigned to except to pursue creatures which are attacking them.<br />
<br />
Skeletons are not curious about their surroundings, and do not question events in their area that do not obviously interact with their latest orders.<br />
<br />
==Previously Published Monsters==<br />
<br />
There are a lot of undead monsters in a variety of sourcebooks. In fact, regional and monster sourcebooks that don't have at least one undead creature in them are by far in the minority. Many of these creatures are supposed to be constructed by powerful Necromancers, and have no rules for powerful necromancers actually doing that. Many of these creatures should rightfully have the Unliving or Dark Minded subtypes. What follows is a list of the Undead already existent in D&D as well as the method of creating them, with the hard character requirements on the second line and suggested building materials on the third. Many Fey and Native Outsiders can be counted as "humanoids" for purposes of creating undead.<br />
<br />
<br />
<br />
<br />
*Abyssal Ghoul (FF): Dark Minded, Unliving (Con 12 – 120 hp). <br />
A Feast Unknown: Character Level 12, Knowledge (planes) 4 ranks. <br />
Requires the sacrifice of a CR 8 or higher humanoid or fiend.<br />
<br />
*Allip (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 5, Listen 4 ranks<br />
Requires the name of a unique individual who was completely insane at death.<br />
<br />
*Angel of Decay (LM): Dark Minded <br />
Feed the Dark Gods: Character Level 17, must sacrifice 15 intelligent creatures, materials costing 7500 gp.<br />
<br />
*Atropal Scion (LM): No Modifications<br />
Feed the Dark Gods: Character Level 13, must sacrifice 11 intelligent creatures, materials costing 6,500 gp.<br />
<br />
*Banshee(MM2): Dark Minded<br />
Whispers of the Otherworld: Character Level 19, wail of the banshee <br />
Requires the corpse of a very selfish humanoid<br />
<br />
*Bhut (FF): Dark Minded<br />
Whispers of the Otherworld: Character level 11, Survival 4 ranks. <br />
Requires sacrificing an intelligent victim at least two days walk from a city.<br />
<br />
*Blaspheme (LM): Dark Minded<br />
Body Assemblage: Character Level 11, Knowledge (religion) 4 ranks, false life<br />
Requires pieces of humanoid or giant corpses such that an attribute of 14 or higher is represented in all statistics.<br />
<br />
*Bleakborn (LM): No Modifications<br />
Wrappings of the Ages: Character Level 9, chill touch<br />
Requires the corpse of a humanoid who died of cold.<br />
<br />
*Blood Amniote (LM):<br />
Path of Blood: Character Level 11, Knowledge (Dungeoneering) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Bloodfiend (FF): Dark Minded, Unliving (Con 17 – 114 hp)<br />
Path of Blood: Character level 16, knowledge (planes) 4 ranks <br />
Requires the sacrifice a demon of CR 8 or higher.<br />
<br />
*Bloodmote Cloud (LM): No Modifications<br />
Path of Blood: Character level 8, knowledge (Nature) 4 ranks<br />
Requires 20 liters of blood and an alchemist's lab.<br />
<br />
*Boneclaw (MM3): Dark Minded, Unliving (Con 19, loses Unholy Toughness)<br />
Path of Blood: Character level 7, spectral hand<br />
Requires one humanoid body and the skeletons of 3 other medium creatures.<br />
<br />
*Bone Drinker (MM3): Dark Minded, Unliving (Con 14, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 8 (6 for Lesser), Craft (alchemy) 4 ranks<br />
or<br />
Create undead, caster level 15 (12 for Lesser).<br />
Requires the corpse of a goblin (lesser) or bugbear (greater).<br />
<br />
*Bone Naga (MM2): Dark Minded<br />
Wrappings of the Ages: Character Level 13, Requires the corpse of a Dark Naga.<br />
Requires the corpse of a Dark Naga<br />
<br />
*Bodak (MM): Dark Minded, Unliving (Con 15 – 76 hp)<br />
Path of Blood: Character level 10, Knowledge (Religion) 4 ranks<br />
Requires the corpse of someone extremely evil, or the killing of a humanoid with evil magic.<br />
<br />
*Bone Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 5, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat skeletons.<br />
<br />
*Bone Yard (LM): No Modifications<br />
Body Assemblage: Character level 16, Craft (alchemy) 4 ranks<br />
Requires 5 tonnes of bones from any creatures. <br />
<br />
*Brain in a Jar (LM): Dark Minded<br />
Wrappings of the Ages: Character level 6, Craft (alchemy) 4 ranks<br />
Requires the removal of the living brain of a creature with an Intelligence of 18+<br />
<br />
*Charnel Hound (MM3): Unliving (Con 19, loses Unholy Toughness)<br />
Body Assemblage: Character level 15, Handle Animal 4 ranks<br />
Requires 100 humanoid corpses (or proportionately fewer larger corpses of intelligent creatures)<br />
<br />
*Cinderspawn (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (planes) 4 ranks<br />
Requires the spot where a Fire Elemental perished.<br />
<br />
*Corpse Gatherer (MM2): No Modifications<br />
Body Assemblage: Character level 21, <br />
Requires and consumes a forsaken graveyard.<br />
<br />
*Corpse Rat Swarm (LM): No Modifications<br />
Body Assemblage: Character level 6, Knowledge (Nature) 4 ranks<br />
Requires 1,000 rat corpses.<br />
<br />
*Crawling Head (FF): No Modifications<br />
Body Assemblage: character level 22, Use Magic Device 4 ranks <br />
Must have at least 100 humanoid corpses.<br />
<br />
*Crimson Death (MM2): Dark Minded<br />
Path of Blood: Character level 13, Hide 4 ranks.<br />
Requires a humanoid, a sharp implement, and a strong wind.<br />
<br />
*Crypt Chanter (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 9, Perform 4 ranks<br />
Must know the name of a dead performer who was unappreciated at the time of death.<br />
<br />
*Crypt Thing (FF): Dark Minded<br />
Wrappings of the Ages: Knowledge (Architecture and Engineering) 4 ranks.<br />
or<br />
create undead caster level 14th.<br />
Requires one humanoid corpse and a fancy outfit.<br />
<br />
*Deathbringer (MM2): Dark Minded<br />
Body Assemblage: Character level 19, Craft (tailor) 4 ranks, <br />
Requires at least 12 humanoid corpses or two giant corpses.<br />
<br />
*Death Knight (MM2): Dark Minded<br />
Feed the Dark Gods: More powerful warriors require more sacrifices to reanimate.<br />
<br />
*Deathlock (LM): Dark Minded, Unliving (Con 11 – 19 hp)<br />
Path of Blood: Character level 5, Knowledge (Arcana) 4 ranks<br />
Requires the body of an arcane Spellcaster.<br />
<br />
*Deathshrieker (MM3): No modifications<br />
Feed the Dark Gods: Character level 17, must sacrifice 15 intelligent creatures and use equipment costing no less than 7,500 gp.<br />
<br />
*Demilich: Dark Minded<br />
Craftt Wonderous Item: Caster Level 21<br />
<br />
*Desiccator (LM): No Modifications<br />
A Feast Unknown: Character Level 4, Knowledge (planes) 4 ranks<br />
Requires the location where a Water Elemental died.<br />
<br />
*Devourer (MM): Unliving (Con 18 – 126 hp)<br />
A Feast Unknown: Character level 13, Knowledge (planes) 4 ranks<br />
Requires the slaying of a giant and a humanoid.<br />
<br />
*Dream Vestige (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Oneiromancy<br />
Requires at least 100 sapient creatures to be killed in their sleep within an hour.<br />
<br />
*Drowned (MM3): Unliving (Con 13, loses Unholy Toughness), CR bumped to 9.<br />
Body Assemblage: Character level 11, Swim 4 ranks<br />
Requires the corpse of humanoid who died of drowning.<br />
<br />
*Dust Wight (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 9, Appraise 4 ranks<br />
Requires the corpse of a humanoid dead for at least 100 years.<br />
<br />
*Ephemeral Swarm MM3: CR bumped to 8<br />
Whispers of the Otherworld: Character level 10, Knowledge (Nature) 4 ranks.<br />
Requires the names of 1000 dead animals.<br />
<br />
*Effigy (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 19 <br />
Must have 3 spells with the [Fire] descriptor.<br />
<br />
*Entomber (LM): Unliving (Con 12 – 60 hp)<br />
A Feast Unknown: Character Level 7, Knowledge (architecture and engineering) 4 ranks<br />
Requires a corpse and some blue thread.<br />
<br />
*Entropic Reaper (LM): Dark Minded<br />
Feed the Dark Gods: Character level 14, 12 sacrifices and 6,000 gp.<br />
<br />
*Famine Spirit (MM2): Unliving (Con 18 – 336 hp)<br />
A Feast Unknown: Character Level 21, finger of death, symbol of pain<br />
Requires the corpse of a humanoid who starved to death within the last hour.<br />
<br />
*Forsaken Shell (LM): No Modifications<br />
A Feast Unknown: Character level 8, Hide 4 ranks<br />
Must remove all the skin from a humanoid.<br />
<br />
*Ghast (MM): Dark Minded, Unliving (Con 15 – 37 hp)<br />
A Feast Unknown: Character level 5, Heal 4 ranks<br />
Requires infecting and killing a humanoid of at least 3 hit dice.<br />
<br />
*Ghost Brute (LM): No Modifications<br />
Whispers of the Otherworld: Variable.<br />
<br />
*Ghostly Visage (FF): No Modifications<br />
Whispers of the Otherworld, Graft Flesh<br />
<br />
*Ghoul (MM): Dark Minded, Unliving (Con 13 – 15 hp)<br />
A Feast Unknown: Character level 3<br />
Requires killing a humanoid.<br />
<br />
*Gravecrawler (MM2): Dark Minded<br />
Body Assemblage: Character level 18, flesh to stone, speak with dead.<br />
<br />
*Gravetouched Ghoul (LM): Dark Minded, Unliving (Con 16 – 57 hp)<br />
This monster is subsumed into the Ghoul Template presented here.<br />
<br />
*Grim Weird (MM3): Dark Minded<br />
Whispers of the Otherworld: Character Level 13, Knowledge (Arcana) 4 ranks<br />
<br />
*Huecuva (FF): No Modifications<br />
Wrappings of the Ages: Knowledge (religion) 4 ranks<br />
Must have the corpse of a Blackguard, Cleric, Druid, Favored Soul, Monk, or Paladin.<br />
<br />
*Hulking Corpse (LM): No Modifications<br />
Body Assemblage: Character Level 11<br />
Requires the corpse of a giant.<br />
<br />
*Hullathoin (FF): Unliving (Con 26 – 232 hp)<br />
Feed the Dark Gods: Character Level 17, 15 sacrifices and 7,500 gp.<br />
<br />
*Hunefer (ELH): Dark Minded<br />
Wrappings of the Ages: Character level 27, Knowledge (Religion) 10 ranks<br />
Must have the body of a demigod.<br />
<br />
*Jahi (MM2): Dark Minded<br />
Whispers of the Otherworld: Character level 18, Bluff 10 ranks<br />
<br />
*Lavawight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to a pool of magma.<br />
<br />
*Lich (MM): Dark Minded<br />
Craft Wondrous Item: Caster Level 11.<br />
<br />
*Morhg (MM): No Modifications<br />
Body Assemblage: Character level , <br />
<br />
*Mummy (MM): Dark Minded<br />
Wrappings of the Ages: Character level 7, Heal 4 ranks<br />
<br />
*Murk (LM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Sense Motive 4 ranks<br />
<br />
*Necromental (LM): No Modifications<br />
Wrappings of the Ages: Variable<br />
<br />
*Necronaut (MM3): No Modifications<br />
Body Assemblage: Character level 16, Knowledge (Engineering) 4 ranks<br />
<br />
*Necropolitan (LM): Dark Minded, Unliving<br />
Path of Blood: Knowledge (Arcana) 4 ranks<br />
<br />
*Nightshades (MM): Dark Minded<br />
Feed the Dark Gods: Sacrifices variable.<br />
<br />
*Plagueblight (LM): Dark Minded, Unliving (Con 15 – 57 hp)<br />
Body Assemblage: Character level 8, contagion<br />
<br />
*Plague Spewer (MM3): No Modifications<br />
Path of Blood: Character level 12, Heal 4 ranks<br />
<br />
*Quell (LM): Dark Minded<br />
Path of Blood: Character level 5, Knowledge (Religion) 4 ranks<br />
<br />
*Quth-Maren (FF): Dark Minded, Unliving (Con 15 – 85 hp)<br />
A Feast Unknown: Character level 9, must strip the skin off a humanoid<br />
<br />
*Ragewind (MM2): No Modifications<br />
Whispers of the Otherworld: Character level 21, Proficiency in all martial weapons<br />
<br />
*Raiment (LM): No Modifications<br />
Wrappings of the Ages: Character level 3, Craft (tailoring) 4 ranks<br />
<br />
*Revived Fossil (LM): No Modifications<br />
Wrappings of the ages: Variable requirements.<br />
<br />
*Salt Mummy (MM3): Dark Minded, Unliving (Con 16, loses Unholy Toughness)<br />
Wrappings of the Ages: Character level 10, desiccate<br />
<br />
*Shadow (MM): No Modifications<br />
Whispers of the Otherworld: Character level 5, Hide 4 ranks<br />
<br />
*Shadow of the Void (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Survival 10 ranks<br />
<br />
*Shape of Fire (ELH): Dark Minded<br />
Whispers of the Otherworld: Character level 28, Knowledge (planes) 10 ranks<br />
<br />
*Skeletons (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
*Skin Kite (LM): No Modifications<br />
Body Assemblage: Character level 5, Craft (Tailoring) 4 ranks<br />
<br />
*Skirr (LM): Unliving (Con 19 – 94 hp)<br />
Wrappings of the Ages: Character level 9, Craft (alchemy) 4 ranks<br />
<br />
*Skulking Cyst (LM): Unliving (Con 15 – 34 hp)<br />
necrotic cyst<br />
<br />
*Slaughter Wight (LM): Unliving (Con 13 – 153 hp)<br />
A Feast Unknown: Character Level 10, BAB +7<br />
<br />
*Slay Mate (LM): Dark Minded, Unliving (Con 11)<br />
You can't make this one.<br />
<br />
*Spawn of Kyuss (MM2): No Modifications<br />
A Feast Unknown: Character level 7, Knowledge (Religion) 4 ranks<br />
<br />
*Specter (MM): No Modifications<br />
Whispers of the Otherworld: Character level 9, Bluff 4 Ranks<br />
<br />
*Spectral Lyricist (LM): Dark Minded<br />
Whispers of the Otherworld: Character level 6, Perform 4 ranks<br />
<br />
*Swordwraith (FF): Darkminded, Unliving (Con 14 – 42 hp)<br />
Whispers of the Otherworld: Must have the corpse of a mercenary warrior. <br />
<br />
*Tomb Mote (LM): No Modifications<br />
Wrappings of the Ages: Character level 4, Heal 4 ranks<br />
<br />
*Ulgurstasta (FF): Unliving (Con 30 – 280 hp), upon reaching an Int of 10, the Ulgurstasta also has the Darkminded subtype.<br />
Feed the dark Gods: An Ulgurstasta is created at Intelligence 1, but still requires 11 sacrifices.<br />
<br />
*Vampires (MM): Dark Minded, Unliving (variable Con)<br />
Path of Blood: More powerful vampires require more powerful characters to create.<br />
<br />
*Vampire Spawn (MM): Unliving (Con 13 – 33 hp)<br />
Path of Blood: Character level 6, must sacrifice a humanoid of less than 5th level.<br />
<br />
*Vasuthant (MM3): No Modifications<br />
Whispers of the Otherworld: Character level 4 (19 for Horrific Vasuthant), darkness<br />
<br />
*Visage (LM): Dark Minded, Unliving (Con 12 – 99 hp)<br />
A Feast Unknown: Character level 11, knowledge (planes) 4 ranks<br />
<br />
*Voidwraith (LM): No Modifications<br />
Whispers of the Otherworld: Character level 8, Knowledge (the planes) 4 ranks<br />
<br />
*Wheep (LM): No Modifications<br />
Path of Blood: Character level 13, Intimidate 4 ranks<br />
<br />
*Wight (MM): Unliving (Con 13 – 28 hp)<br />
Any creature slain by negative levels can rise as a Wight<br />
<br />
*Winterwight (ELH): Unliving (Con 16 – 304 hp)<br />
A Feast Unknown: Character level 25<br />
Requires a humanoid of at least 16 hit dice and access to Black Ice.<br />
<br />
*Wraith (MM): Dark Minded<br />
Whispers of the Otherworld: Character level 7 (13 for Dread Wraith)<br />
<br />
*Zombie (MM): No Modifications<br />
Body Assemblage: Variable requirements<br />
or<br />
Animate Dead<br />
<br />
[[Category:Other]]<br />
[[Category:DnD]]</div>74.182.83.96