Mysteries of the Dead Side: Sacred Necromancer (PFRPG) PDF (based on
2
ratings)
Zombie Sky Press
Our
Price:
$3.99
Add to Cart
All death, all the time!
Pure necromancy. This new class epitomizes what it means to cast the spells of death.
Play as one of 6 types: the flesh-crafting chirurgeon, the pact-making exorcist, the energy-wielding journeyman of the pale path or of the vibrant path, the ghost-talking psychopomp,and the undead revenant
Expand your deathly focus by delving into other fields: animist, eater of the dead, self-experimenter, and thaumaturgist
Consult the handy—and TERRIFYING!—necromancy spell list
Add to your use of The Faerie Ring with the fully statted iconic exorcist Ren, daughter of Red Jack
And wrap it all up with a handful of feats (and even a simple template for Ren, the fox-blooded!)
DYING to play an oracle-like spellcaster that casts only necromancy spells and thinks always of the dead? Then, bring the doom with your own sacred necromancer.
Mysteries of the Dead Side is the culmination of Zombie Sky Press's very first Kickstarter campaign. It was only with the ideas and collaboration of its patrons that it has succeeded.
This is a high quality, full-color, web-optimized PDF from Zombie Sky Press with convenient links to d20PFSRD.com for common gaming terms. It uses the Open Game License and the Pathfinder Roleplaying Game Compatibility License and is compatible with the Pathfinder Roleplaying Game and standard 3.5E fantasy RPGs.
Product Availability
Will be added to
your downloads
immediately upon purchase of
PDF.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
It's very much the spiritual successor to the dread necromancer, which was a very cool class. This one, though, is built using the oracle as a starting point and expanding on the necromantic themes.
Justin, essentially, yeah. We kept the basic structure we used for the yamabushi, especially with regard to magic, in that they can use both arcane and divine. It has been tailored, though, for necromancy.
Hi Scott; bought the product over the weekend and it gives me exactly what I need. Great stuff! I'm a bit confused with the Spell List given at the end though. I may have missed something as I haven't read it too thoroughly yet, but it says the Sacred Necromancer has access to both divine and arcane necromancer lists. However, in the spell list at the back it only gives the 'evil' variant; ie, Inflict Light Wounds etc, not the Cure version. Is this the case even for those who choose a calling that channels Positive Energy?
Hi Scott; bought the product over the weekend and it gives me exactly what I need. Great stuff! I'm a bit confused with the Spell List given at the end though. I may have missed something as I haven't read it too thoroughly yet, but it says the Sacred Necromancer has access to both divine and arcane necromancer lists. However, in the spell list at the back it only gives the 'evil' variant; ie, Inflict Light Wounds etc, not the Cure version. Is this the case even for those who choose a calling that channels Positive Energy?
Hope I can help. The sacred necromancer gets all necromancy spells. For whatever reason, the designers of 3rd edition made Cure Light Wounds a conjuration (healing) spell, rather than a Necromancy skill. Alternatively, they for some reason made Inflict Light Wounds a Necromancy skill, and not a conjuration spell.
Basically, it's an issue that's been in the game for a while, where the "evil" version of CLW is a different school of magic.
I believe that the Psychopomp calling gets the cure spells, but as necromancy spells. This was a decision to allow some calling to get the healing spells.
Hope I can help. The sacred necromancer gets all necromancy spells. For whatever reason, the designers of 3rd edition made Cure Light Wounds a conjuration (healing) spell, rather than a Necromancy skill. Alternatively, they for some reason made Inflict Light Wounds a Necromancy skill, and not a conjuration spell.
Basically, it's an issue that's been in the game for a while, where the "evil" version of CLW is a different school of magic.
I believe that the Psychopomp calling gets the cure spells, but as necromancy spells. This was a decision to allow some calling to get the healing spells.
Excellent, that's what I'd hoped; it's a Psychopomp one of my players would like and it seemed counterintuitive not to let the good guys get healing if the bad guys got Inflict. Now you've explained it I can see it's based on existing logic, however faulty. I will amend my game accordingly - very useful, thanks!
Glad to have been of help! I'm pretty sure it's the psychopomp at least. I'd have to double check, but there's definitely a whisper for someone that does what I described.
Hope I can help. The sacred necromancer gets all necromancy spells. For whatever reason, the designers of 3rd edition made Cure Light Wounds a conjuration (healing) spell, rather than a Necromancy skill. Alternatively, they for some reason made Inflict Light Wounds a Necromancy skill, and not a conjuration spell.
Basically, it's an issue that's been in the game for a while, where the "evil" version of CLW is a different school of magic.
I believe that the Psychopomp calling gets the cure spells, but as necromancy spells. This was a decision to allow some calling to get the healing spells.
Excellent, that's what I'd hoped; it's a Psychopomp one of my players would like and it seemed counterintuitive not to let the good guys get healing if the bad guys got Inflict. Now you've explained it I can see it's based on existing logic, however faulty. I will amend my game accordingly - very useful, thanks!
Glad you're enjoying the class, theneofish! Yeah, as Cheapy said, we followed the spell schools explicitly, so the cure spells are not on the default necromancy spell list.
The psychopomp can heal using their channel energy, but they don't get the cure spells, I'm almost positive without it in front of me (since they're more about the incorporeal than the corporeal). The chirurgeon, however, does get the cure spells with the healing lore whisper. (It would be a simple matter to allow the psychopomp access to the healing lore whisper by a house rule since they can already channel positive energy. Or even create a new field based on healing.)
We'd love to hear how it goes playing the class! :D
Glad you're enjoying the class, theneofish! Yeah, as Cheapy said, we followed the spell schools explicitly, so the cure spells are not on the default necromancy spell list.
The psychopomp can heal using their channel energy, but they don't get the cure spells, I'm almost positive without it in front of me (since they're more about the incorporeal than the corporeal). The chirurgeon, however, does get the cure spells with the healing lore whisper. (It would be a simple matter to allow the psychopomp access to the healing lore whisper by a house rule since they can already channel positive energy. Or even create a new field based on healing.)
We'd love to hear how it goes playing the class! :D
Thanks for the elucidation Scott! This is a great product, and I'm looking forward to getting the character integrated into the party. The group will be without a traditional cleric, so healing options will be shared between this, a bard, and judicious use of wands and potions. At the same time the party mage is pretty clueless, so I was also hoping that it would be able to pitch in with some arcane strength when required. This fits the bill perfectly.
Do you anticipate any future support for the class in the way of new options / archetypes or paths? Also - and a bit of a 'dream on' one for me - any likelihood of Hero Lab files? Our group relies pretty heavily on this, and we usually stick only to 3PP classes etc that we can utilise in this way. This one was just too cool to pass up, but it would still be a massive bonus.
Thanks again - and as others have said, love the artwork.
Ah right, it was chirurgeon. I thought the only spell-modifying thing they got was the whisper that causes the undead creating spells to lose the (evil) descriptor. Sorry there! Allowing them access to the healing whisper would work, I think. We tried to have the psychopomp focus on the spiritual aspects of necromancy, which healing bodily injury doesn't quite fit. But checking it over again, there were certainly a lot of things thematically close to healing. Let us know how it works out!
@Justin: I'd love to hear what you think of it once you've had the chance to take it for a spin!
@theneofish: I think that future support would be fun, especially if we do some more classes. We are definitely looking at it. As to Hero Lab files, it is on our To Do list, but we don't currently have the capacity in time and talent. So it won't be very soon, but it should happen.
And thanks for the comments folks - about to start Shattered Star this weekend and very much looking forward to the Sacred Necromancer being part of the mix. Scott - thank you; can't wait for more products from Zombie Sky.