Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


Rules for Dread Necromancer

Spoiler:
Alignment: Any non-good

HD: d6

BAB: 1/2

Saves: Fort Bad, Ref Bad, Will Good

Class Features

Weapon and Armour Proficiencies: A dread necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.

Dread necromancers are also proficient with light armour, but not with shields. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armour without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armour, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).

Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 2 + Int modifier

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer’s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a dread necromancer’s spell is 10 + the spell’s level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 1: The Dread Necromancer. In addition, she receives bonus spells for a high Charisma score.

Spells per day:
Character Level: Spell levels
1st: 3/0/0/0/0/0/0/0/0
2nd: 4/0/0/0/0/0/0/0/0
3rd: 5/0/0/0/0/0/0/0/0
4th: 6/3/0/0/0/0/0/0/0
5th: 6/4/0/0/0/0/0/0/0
6th: 6/5/3/0/0/0/0/0/0
7th: 6/6/4/0/0/0/0/0/0
8th: 6/6/5/3/0/0/0/0/0
9th: 6/6/6/4/0/0/0/0/0
10th: 6/6/6/5/3/0/0/0/0
11th: 6/6/6/6/4/0/0/0/0
12th: 6/6/6/6/5/3/0/0/0
13th: 6/6/6/6/6/4/0/0/0
14th: 6/6/6/6/6/5/3/0/0
15th: 6/6/6/6/6/5/4/0/0
16th: 6/6/6/6/6/6/5/3/0
17th: 6/6/6/6/6/6/6/4/0
18th: 6/6/6/6/6/6/6/5/3
19th: 6/6/6/6/6/6/6/6/4
20th: 6/6/6/6/6/6/6/6/5

Dread Necromancer Spell List

0 Level

Create Water
Deathwatch
Detect Magic
Detect Poison
Light
Mending
Purify Food and Drink
Read Magic

1st Level

Bane
Cause Fear
Chill Touch
Detect Undead
Doom
Hide from Undead
Inflict Light Wounds
Ray of Enfeeblement
Summon Undead I*
Undetectable Alignment

2nd Level

Blindness/Deafness
Command Undead
Darkness
Death Knell
False Life
Gentle Repose
Ghoul Touch
Inflict Moderate Wounds
Scare
Spectral Hand
Summon Swarm
Summon Undead II*

3rd Level

Animate Dead
Crushing Despair
Death Ward
Halt Undead
Inflict Serious Wounds
Ray of Exhaustion
Speak with Dead
Summon Undead III*
Vampiric Touch

4th Level

Bestow Curse
Contagion
Death Ward
Dispel Magic
Enervation
Black Tentacles
Fear
Giant Vermin
Inflict Critical Wounds
Phantasmal Killer
Poison
Summon Undead IV*

5th Level

Blight
Cloudkill
Greater Dispel Magic
Insect Plague
Lesser Planar Binding
Magic Jar
Mass Inflict Light Wounds
Nightmare
Slay Living
Summon Undead V*
Undeath to Death
Unhallow
Waves of Fatigue

6th Level

Acid Fog
Circle of Death
Create Undead
Eyebite
Geas/Quest
Harm
Mass Inflict Moderate Wounds
Planar Binding
Summon Undead VI*
Waves of Exhaustion

7th Level

Control Undead
Destruction
Finger of Death
Mass Inflict Serious Wounds
Song of Discord
Summon Undead VII*

8th Level

Create Greater Undead
Horrid Wilting
Mass Inflict Critical Wounds
Symbol of Death
Summon Undead VIII*

9th Level

Energy Drain
Soul Bind
Mass Harm*
Plague of Undead*
Summon Undead IX*
Wail of the Banshee

*Not PF Spells descriptions at the end.

Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, and can be used as a weapon in her careful hands. Each day he can use this ability a number of times equal to 1/2 his dread necromancer level + his Charisma modifier (minimum 1/day). As a touch attack, a dread necromancer can cause 1d6 points of damage for every two dread necromancer levels he possesses (minimum 1d6). Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a dread necromancer can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the dread necromancer possesses.

Spectral Hand may be used with this ability.

Lich Body (Su): As part of the process of becoming a lich, the dread necromancer’s skin begins to take on unliving qualities. Nerve endings start to decay, flesh becomes more resilient, and bones harden. Beginning at 2nd level a dread necromancer gains damage reduction equal to half his class level, and the damage reduction is bypassed with magic and bludgeoning.

Aura of Desecration (Su): Upon reaching 3rd level the dread necromancer emits an aura that bolsters his undead minions. All undead with 10' of the dread necromancer that he has created, summoned or controls receive the benefit of a Desecrate spell: a +3 profane bonus to resist positive energy and a +1 profane bonus to attack rolls, damage rolls and saving throws. In addition, all undead that the dread necromancer has summoned or created gain +1 hit points per hit die.

At 9th level the radius of the effect increases to 20', and increases again to 30' at 15th level. At 12th level, these bonuses are doubled to a +6 profane bonus to resist positive energy, a +2 profane bonus to attack rolls, damage rolls and saving throws, and a +2 bonus hit points per hit die for undead summoned or created by the dread necromancer. The +2 bonus to hit points applies to undead created by the dread necromancer even if they were created before he was 12th level. The dread necromancer can suppress or activate this aura as a swift action.

Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the abjuration, divination, evocation or necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. He selects another spell every two levels thereafter, for a total of eight advanced learning selections at 18th level.

Channel Negative Energy (Su): When a dread necromancer reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his Charnel Touch ability. A dread necromancer uses his level as his effective cleric level when channelling negative energy. This is a Charisma-based ability.

Gradual Transformation (Su): Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, disease, mind-affecting effects and negative energy effects such as energy drain, ability drain, and inflict spells. This bonus increases to +4 at 11th level and then again to +6 at 18th level.

In addition, starting at 4th level, the dread necromancer gains resist cold 5 and resist electricity 5. At 11th level both of these resistances increase to 10, and to 15 at 18th level.

Master's Champion (Ex): Beginning at 4th level, the dread necromancer can summon an powerful undead servant. He can summon either a human skeletal champion (see Bestiary) or zombie lord (see Bestiary 4) warrior (see Core Rulebook) as his champion.

The champion has the standard array of ability scores (see p6 of the Bestiary) which the dread necromancer can assign as he sees fit. The champion has the same number of levels as the dread necromancer's class level, and levels up when the dread necromancer increases his class level in dread necromancer. The champion gains the benefits of increasing its level (e.g. BAB, hit points, skill ranks, feats, ability score increases) as normal. The master must provide the champion's equipment, if any.

The champion is unswervingly loyal to the dread necromancer, obeys orders given by the dread necromancer to the best of its ability, and does not count against the limit of undead which the dread necromancer can control. A 10th level the dread necromancer can hand control of undead that he controls to his champion with total hit dice equal to the champion's hit dice, and these undead no longer count against the dread necromancer's limit for controlling undead. The champion can return these undead to the control of the dread necromancer or release them, as directed by the dread necromancer.

A dread necromancer can dismiss his champion at any time. If the champion is dismissed or killed, the dread necromancer must wait for 30 days or until they gain a level in dread necromancer, whichever comes first, before summoning a new champion. If the dread necromancer is killed, the champion becomes an uncontrolled, free-willed undead creature.

Aura of Fear (Sp): Beginning at 5th level, a dread necromancer can charge his Aura of Desecration with negative energy to create an aura of fear. Doing so is a standard action, an instantaneous effect and expends one use of Charnel Touch. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature that successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours.

Dreadsight (Su): At 6th level, the dread necromancer gains a form of blindsight that can detect living and undead creatures. The necromancer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 30 feet. Activating or deactivating this ability is a swift action, and turns the necromancer's eyes black or dull grey. Spells that blind the necromancer do not negate this form of blindsight; blindfolds and shades do not block dreadsight, but do block normal vision as usual. At 12th level the range increases to 60 feet.

Undead Mastery (Su): At 7th level, when a dread necromancer uses the Animate Dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the Control Undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Dark Power: From 9th level, the dread necromancer can channel negative energy to bolster the power of his necromancy spells. He can use the Heighten Spell metamagic feat, but only for spells of the necromancy school. For each level by which a spell is heightened he must expend a use of Charnel Touch. All the other restrictions for using metamagic spells as a spontaneous caster apply.

Enervating Touch (Su): When a dread necromancer reaches 12th level, he gains the ability to bestow negative levels when she uses her Charnel Touch attack. This consumes an additional use of Charnel Touch (i.e. in addition to the use of Charnel Touch to inflict negative energy damage). A successful attack renders 1d2 negative levels to the target. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Aura of Terror (Su): At 13th level, the dread necromancer make his Aura of Fear truly terrifying. This works exactly like Aura of Fear, except that the dread necromancer can choose to spend two uses of Charnel Touch and enemies in the aura are Frightened.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Apply the Lich template as described in the Beastiary. A dread necromancer need not pay experience points or gold to create her phylactery.

A dread necromancer who is not humanoid does not gain this class feature.

SUMMON UNDEAD I
Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I (see page 285 of the Player’s Handbook), except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list in the Summon Undead table at right. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice
of undead that you can control with Animate Dead, Plague of Undead, or other Command Undead abilities.
Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.
Note: Zombies can be summoned as Fast or Plague versions without changing the level of the spell. Skeletons can be summoned in Burning or Bloody versions, but the spell is one level higher than normal.
-1st: Beheaded, Crawling Hand, Isitoq, Human Skeleton, Human Zombie
-2nd: Festrog, Ghoul, Bugbear Skeleton, Bugbear Zombie
-3rd: Allip, Ghast, Ogre Skeleton, Ogre Zombie
-4th: Shadow, Wight, Dire Lion Skeleton, Wyvern Zombie
-5th: Mummy, Wraith, Stone Giant Skeleton, Stone Giant Zombie
-6th: Bodak, Mohrg, Spectre, Mummified Spire Drake
-7th: Baykok, Gholdako, Mummified Tyrannosaurus, Witchfire,
-8th: Devourer, Nightskitter, Mummified Cloud Giant
-9th: Banshee, Nightwing

SUMMON UNDEAD II
Conjuration (Summoning) [Evil]
Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.

SUMMON UNDEAD III
Conjuration (Summoning) [Evil]
Level: Blackguard 3, cleric 3, dread necromancer 3, sorcerer/wizard 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.

SUMMON UNDEAD IV
Conjuration (Summoning) [Evil]
Level: Blackguard 4, cleric 4, dread necromancer 4, sorcerer/wizard 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rdlevel list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD V
Conjuration (Summoning) [Evil]
Level: Cleric 5, dread necromancer 5, sorcerer/wizard 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD VI
Conjuration (Summoning) [Evil]
Level: Cleric 6, dread necromancer 6, sorcerer/wizard 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 6th-level list, two undead of the same kind from the 5th-level list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD VII
Conjuration (Summoning) [Evil]
Level: Cleric 7, dread necromancer 7, sorcerer/wizard 7
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 7th-level list, two undead of the same kind from the 6th-level list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD VIII
Conjuration (Summoning) [Evil]
Level: Cleric 8, dread necromancer 8, sorcerer/wizard8
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 8th-level list, two undead of the same kind from the 7th-level list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD IX
Conjuration (Summoning) [Evil]
Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 9th-level list, two undead of the same kind from the 8th-level list, or four undead of the same kind from a lower-level list.

HARM, MASS
School necromancy; Level Death mage 9, Dread Necromancer 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets One or more creatures, no two of which can be more than 30 ft. apart.
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Mass harm uses negative energy to deal 10 points of damage per caster level (to a maximum of 250 points of damage at 25th level to each creature). If the creature successfully saves, mass harm deals half this amount. Mass harm cannot reduce the target's hit points to less than 1.

If used on an undead creature, mass harm acts like heal.

PLAGUE OF UNDEAD
Necromancy [Evil]
Level: Cleric 9, dread necromancer 9,
sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within
range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A
destroyed skeleton or zombie can’t be animated again.) Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level. The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead (see page 198 of the Player’s Handbook), you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes
you to release some of the undead you control through this spell or animate dead, you choose which undead are released. The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.
Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp

Stats for Teprin

Spoiler:
XP 1,200
Human monk 5
LE Medium humanoid (human)
Init +5; Senses Perception +11
DEFENSE

AC 17, touch 17, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +1 monk, +3 Wis)
hp 31 (5d8+5)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE

Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or mwk siangham +7 (1d6+3) or unarmed strike flurry of blows +6/+6 (1d8+3)
Ranged javelin +4 (1d6+3)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
TACTICS

During Combat The monk uses Stunning Fist to make opponents drop weapons, attacking if foes try to retrieve them.
STATISTICS

Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +8 (+10 grapple); CMD 23 (25 vs. grapple)
Feats Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist
Skills Acrobatics +7 (+12 when jumping), Climb +8, Intimidate +7, Knowledge (religion) +8, Perception +11, Sense Motive +11, Stealth +9
Languages Common
SQ fast movement, high jump, ki pool (5 points, magic), maneuver training, purity of body, slow fall 20 ft.
Combat Gearpotions of cure light wounds (2); Other Gear javelin, masterwork siangham, cloak of resistance +1, ring of protection +1, 347 gp