Necromancer (Graatel)

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Necromancer (Graatel)[edit]

Making a Graatel Necromancer[edit]

Alignment: Any, but you should have a reason.

Languages: A necromancer may substitute Draconic for any of the bonus languages available to the character because of her race.

Starting Gold: 3d6x10 gp

Starting Age: Wizard

Table: The Graatel Necromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will Spell Points Maximum Spell Points Expended Maximum Spell Level
1st +0 +2 +0 +2 Rebuke undead, Undead Minion 3 4 1
2nd +1 +3 +0 +3 Improved Create Undead 5 5 1
3rd +1 +3 +1 +3 Necromatic Mastery 8 6 1
4th +2 +4 +1 +4 Aura of Desecration 14 7 2
5th +2 +4 +1 +4 19 8 2
6th +3 +5 +2 +5 Army of the Dead 29 9 3
7th +3 +5 +2 +5 37 10 3
8th +4 +6 +2 +6 Bonus Feat 51 11 4
9th +4 +6 +3 +6 63 12 4
10th +5 +7 +3 +7 Improved Create Greater Undead 81 14 5
11th +5 +7 +3 +7 97 15 5
12th +6/+1 +8 +4 +8 Army of the Slain 115 17 6
13th +6/+1 +8 +4 +8 131 18 6
14th +7/+2 +9 +4 +9 149 20 7
15th +7/+2 +9 +5 +9 165 21 7
16th +8/+3 +10 +5 +10 Bonus Feat 183 23 8
17th +8/+3 +10 +5 +10 199 24 8
18th +9/+4 +11 +6 +11 Army of the Damned 217 25 9
19th +9/+4 +11 +6 +11 233 26 9
20th +10/+5 +12 +6 +12 Miasma 249 27 9

Class Skills (2 + int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int) Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the necromancers.

Weapon and Armor Proficiency: A Necromancer is proficient with all simple weapons. They are proficient with light armors but not with shields.

Spells: A Graatel necromancer casts both arcane and divine spells drawn from the wizard/sorcerer and cleric spell lists. The amount of arcane spells that a necromancer knows at first level are 5 0-level spells and 3 1st-level spells. The necromancer gains 2 additional spells per level from any level that he is capable of casting. The necromancer chooses cleric spells like a cleric (all spells available). All spells must be memorized ahead of time, and the necromancer is considered a prepared spell caster.

Rebuke Undead (Su): A necromancer can rebuke or command undead creatures like a cleric. The turning level is his class level, and he may command a total of 4 hit dice worth of undead per level. The necromancers undead minion does not count against the total number of hit dice that he can control.

Undead Minion: A Graatel necromancer commands an undead minion (normally a skeleton) that acts as their bodyguard. The bond between the necromancer and the minion grants additional powers, making the undead stronger faster and hardier. If the undead minion is destroyed the necromancer must spend one day and 100 gp per character level to create a new one.

Improved Create Undead (Su): At 2nd level, the Graatel necromancer has achieved mastery over the abilities to create undead. Instead of material components the necromancer may instead inflict hit points equal to the amount of hit dice of undead created during any Create Dead spell.

Necromatic Mastery (Su): Beginning at 3rd level, a Graatel necromancer’s dominion over death begins to become absolute. Whenever making a check influenced by level dealing with the undead (command, rebuke, create undead, etc) add 1/4 of the necromancers level (rounded up) to the result.

Aura of Desecration (Su): All undead creatures within 60 feet of you act as if under a desecration spell. In addition to the bonuses from the spell description all undead also receive a bonus to hit and damage equal to 1/4 of your necromancer level rounded down. This bonus damage is considered magical in nature and overcomes magic damage resistance.

Army of the Dead (Su): At 6th level, a necromancer may release their innate negative energy and let it lash about themselves. This energy reanimates every corpse within 30 feet and places all undead created under the necromancers control. These newly created undead do not count against the necromancers rebuke total. The newly reanimated skeletons last for 1 round per class level and may be used 1/day for every 6 levels the necromancer possesses.

Bonus Feat: Upon reaching 8th level the necromancer gains a bonus feat from the list of [Magic] feats found in the Feats Revamped book. The necromancer gains an additional bonus feat upon reaching 16th level.

Improved Create Greater Undead (Su): At 10th level, a necromancer is able to create undead even more efficiently. From this point forward the necromancer only need to take one point of damage per creature that is being created.

Army of the Slain (Su): At 12th level the Army of the Dead ability is upgraded to the Army of the Slain. Instead of the ability turning each creature into skeletons the necromancer may now option between skeletons, zombies and ghouls for the reanimation ability. These reanimated creatures still only last for 1 round per character level.

Army of the Damned (Su): At 18th level a necromancer's wish is absolute over the slain. An upgrade to the Army of the Dead the undead now can be made up of any type of lesser undead. Further after using this ability the necromancer may choose a single minion created to continue existing under his command, though this minion will count against the total amount of hit dice rebuked.

Miasma (Su): Upon reaching 20th level a necromancer is followed by death. Everywhere the necromancer goes he is followed by a slightly pink tinged mist that makes most individuals sick when exposed for short periods of time. If a necromancer delays in populated cities or other areas the Miasma will begin to bring death to the old and very young. This ability can be suppressed by the necromancer for a maximum of one hour per three necromancer levels.

In any combat situation new opponents facing the necromancers Miasma must pass a fortitude save against DC (10+3/4 necromancer level+Charisma mod) or become sickened and weak. In the sickened state the creatures are -2 to hit, damage, AC, intiative, and may not take more than a standard action per round.

A Graatel Necromancer's Undead Minion[edit]

A necromancer’s undead minion is empowered by the necromancer, making it unlike normal undead of its kind in many ways. A necromancer’s undead minion is superior to a normal undead of its kind and has special powers, as described below.

Armor Adj.
1st–2nd +0 +2 +0 Intelligent, Slaughter Fiend
3rd–5th +3 +4 +1 Evasion
6th–8th +5 +6 +2 Hard to Kill
9th–11th +8 +8 +3 Multiattack
12th–14th +10 +10 +4
15th–17th +13 +12 +5 Improved Evasion
18th–20th +15 +14 +6

Undead Minion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s necromancer level. The necromancer class levels are the base for determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra twelve-sided (d12) Hit Dice. In addition to the extra hit points the Base Attack Bonus of the undead minion is equal to the necromancers class level. Undead minions use the saving throws of the necromancer.

Natural Armor Adj.: The number noted here is an improvement to the undead minions existing natural armor bonus.

Str/Dex Adj.: Add this value to the undead minions Strength and Dexterity scores.

Intelligent: The necromancers minion has an intelligence score 3 less than the necromancer.

Link (Ex): A necromancer can give orders to his undead companion as a free action. undead companion understands any languages that his master speaks and obeys him as best as it can.

Slaughter Fiend (Su): The undead minion is capable of healing itself through dark powers. Whenever an opponent that the minion has damaged dies the minion regains hit points equal to one half of the damage it inflicted. This healing cannot take the minion over its maximum hit points.

Evasion (Ex): If an undead companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Hard to Kill (Ex): The undead minion gains 2 hit points per hit die and DR 5/-.

Multiattack: An undead companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the undead companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an undead companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

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