Hello all, I'm remaking a pathfinder version of the Libris Mortis from the ground up with 2 new base classes, prestige classes, spells, feats, etc. was wondering if anyone would mind looking or play testing for me. Thanks a million
The Dark Necromancer
There are those that claim to know the secrets of death, the gods grant their servants some limited power over the dead, wizards holed up in their towers pour over ancient texts looking for secrets of the past...
All of those pale in comparison to the understanding of the veil of life and unlife granted to the Dark Necromancer. Even specialist Necromancer wizards are not as close to this power as the Dark Necromancer. He uses the powers granted to him to master the undead, cast spells drawn from dark powers, and command the life energies of those around him.
Role: The Dark Necromancer has his power steeped in the powers of necromancy. Although he sacrifices much of his arcane spell options for the path of necromancy, this devotion allows him to cast spells normally unavailable to him. He can be useful for casting spells to inflict conditions upon foes, have a veritable army available to him, snuff the life force from opponents, and commune with the spirits of the dead to provide insight for the party. The Dark Necromancer can fill many of the roles a fellow caster can, although their focus might leave them stunted to fulfilling certain roles.
Alignment: any, although good aligned necromancers are not incredibly common, they use their powers to thwart the undead and rival necromancers.
Starting wealth: as wizard
Skills
The Dark Necromancer's class skills are as follows: appraise, craft, fly, knowledge(all), linguistics, profession, spell craft, stealth, bluff, intimidate, heal.
Skill ranks per level: 2 plus intelligence modifier.
The Dark Necromancer
Class level. Bab. Fort. Ref. Will. Special
1. +0. +0. +0. +2. Necrotic bond, channel 1d6, spells
2. +1. +0. +0. +3. Bolster death
3. +1. +1. +1. +3. Channel 2d6, death magic
4. +2. +1. +1. +4. Death's secret
5. +2. +1. +1. +4. Channel 3d6, bonus feat, life sight.
6. +3. +2. +2. +5. Spell power
7. +3. +2. +2. +5. Channel 4d6, death magic
8. +4. +2 +3. +6. Death's secret
9. +4. +3. +3. +6. Channel 5d6, master Necromancer
10. +5. +3. +3. +7. Bonus feat.
11. +5. +3. +4. +7. Channel 6d6, death magic
12. +6. +4. +4. +8. Spell power, death's secret
13. +6. +4. +4. +8. Channel 7d6
14. +7. +4. +4. +9. Death magic
15. +7. +5. +5. +9. Channel 8d6, bonus feat
16. +8. +5. +5. +10. Death's secret
17. +8. +5. +5. +10. Channel 9d6, death magic
18. +9. +6. +6. +11. Spell power
19. +9. +6. +6. +11. Channel 10d6
20. +10/+5. +6. +6. +12. Deaths secret, bonus feat, death magic, eternal one
The following are class features of the Dark Necromancer.
Profiencies :The Dark Necromancer is proficient with simple weapons, as well as one martial weapon of their choosing, once this choice is made it cannot be changed. The Dark Necromancer is not proficient in any type or armor or shield. These interfere with their spells and cause them to suffer spell failure while wearing them.
Spells: The Dark Necromancer casts arcane spells drawn from a special spell list. They choose their spells from a list that includes all necromancy spells and universalist spells from the sorceror/wizard spell list as well as gain access to all necromancy spells from the cleric list. If a class has the spell on both lists, the Dark Necromancer may chooses to have the spell at a lower level. He must pick the spells on his list and he may spontaneously cast them a number of times per day as indicated on the spell table. Their spells are determined by their charisma score and in order to cast a spell they must have a charisma score equal to 10+spell level. The save dc for their spell is governed by charisma. In order to regain spells, the Dark Necromancer must rest for at least 8 hours then spend an hour communing with the spirits of the dead to regain his slots.
Necrotic bond(ex): the dark Necromancer gains a necrotic bond, strengthening his bond with the netherworld. He gains the ability to animate a special undead to serve him known as death's chosen. In order to have this chosen, the Necromancer must perform a ritual that takes one hour and requires a corpse of a medium sized creature. During this ritual the Necromancer invests a portion of his life energy into this creature and animates it. The Necromancer, at the completion of this ritual take 2 points of constitution damage from this investiture. The Necromancer may never heal or restore these points as long as the chosen is in existence. As soon as the chosen is destroyed, these points may be healed as normal. An undead creature instead invests 2 points of charisma into this process and may recover them as listed above. The chosen gains a number of abilities and is outlined on a separate table.
Channel(su): through manipulation of raw negative energy, the Necromancer may channel energy as a cleric of his level. The Necromancer may elect to take feats that enhance channeling or take any feat that would apply to channeling in the same manner as if he had been a cleric of is level. He may channel a number of times per day equal to 1 + charisma modifier per day. He may also choose to include himself in the effect if desired. The Necromancer can only channel negative energy, either choosing to inflict damage or to heal undead creatures. He does not need a holy symbol to use this ability.
Bolster death(sp): as per the specialist Necromancer arcane school. This can be used a number of times per day equal to 3+charisma modifier times per day.
Death magic(ex) : the Necromancer gains the ability to choose a spell from the sorceror/ wizard spell list and permanently adds it to his list of spells known. This can be of any level and is furthermore treated as a necromancy spell and loses its original school.
Death's secret(ex,sp, or su, see description): the Necromancer has gleaned much from his knowledge of death and it's workings. He gains a death's secret from the list below. The secrets are varied in their use and could be an extraordinary, supernatural, or spell like depending on the secret selected.
Lifesight(su): as per the necromancy arcane school power, except the range is 10 ft per 2 Necromancer levels.
Master necromancer(ex): the Necromancer has delved into many sources of death magic and has vast knowledge of his chosen field. He may treat all knowledge(religion) checks made to identify undead as if his die roll was a natural 20. He may also treat any spell craft check made to identify a necromancy spell as if he rolled a natural 20. The game master lets him know before the roll if he can identify the effect.
Eternal one(ex): at 20th level the Necromancer has reached a pinnacle of his apotheosis with the energies of death. He may choose life or death. If life is selected, the Necromancer gains a + 2 inherent bonus to his constitution score and is forever immune to spells of the necromancy school unless he wishes to be affected by them. If he chooses death, he gains a +2 inherent bonus to charisma and is treated as an undead creature for all effects. He also loses his constitution bonus and is treated as if he had the monster type undead. He may research the means to become a lich and if he gains the ability to make a phylactery he may instead choose to become a lich with an automatic success rate.
Spells known. Spell level
Class level. 1. 2. 3. 4. 5. 6. 7. 8. 9
1. 3
2. 4
3. 4. 2
4. 5. 3
5. 5. 3. 2
6. 6. 4. 3.
7. 6. 4. 3. 2
8. 6. 5. 4. 3
9. 6. 5. 4. 3. 2
10. 6. 6. 5. 4. 3
11. 6. 6. 5. 4. 3. 2
12. 6. 6. 5. 5. 4. 3
13. 6. 6. 5. 5. 4. 3. 2
14. 6. 6. 5. 5 5. 4. 3
15. 6. 6. 5. 5. 5. 4. 3 2
16. 6. 6. 5 5. 5. 4. 4. 3
17. 6. 6. 5. 5. 5. 4. 4. 3. 2
18. 6. 6. 5. 5. 5. 4. 4. 4. 3
19. 6. 6. 5. 5 5. 4. 4. 4. 3
20 6. 6. 5. 5. 5. 4. 4. 4. 4
Spells per day
Spell level
Class level. 1. 2. 3. 4. 5. 6. 7. 8. 9
1 3
2. 4
3. 4. 3
4. 5 4
5. 5. 4. 3
6. 5. 5. 4
7. 6. 5. 4. 3
8. 6. 5. 5. 4
9. 6. 6. 5. 4. 3
10. 6. 6. 5. 5. 4
11. 6. 6. 6. 5. 4. 3
12. 6. 6. 6. 5. 5. 4
13. 6. 6. 6. 6. 5. 4. 3
14. 6. 6. 6. 6. 5. 5. 4
15. 6. 6. 6. 6. 6. 5. 4. 3
16. 6. 6. 6. 6. 6. 5. 5. 4
17. 6. 6. 6. 6. 6. 6. 5. 4. 3
18. 6. 6. 6. 6. 6. 6. 5. 5. 4
19! 6. 6. 6. 6. 6. 6. 6. 5. 5
20. 6. 6. 6. 6. 6. 6. 6. 6. 6
Death's secrets
Below is a list of deaths secrets the Dark Necromancer may select from as he gains levels.
Negative energy affinity(ex): the Dark Necromancer is furthermore treated as undead for the purposes of how they interact with positive and negative energy.
Negative energy conduit(sp): as a standard action once per day, the Necromancer may create a desecrate aura radiating from him that lasts for 10 minutes per level. Also, an undead created by him now counts as having been animated in the aura of desecrate, regardless of whether they were created in one or not.
Blade and bone(su): the Necromancer may have any undead( not including his chosen)that were created through him to explode in a storm of bone. This automatically destroys the undead with no save, any adjacent creature to any of the skeletons takes 1d6/ per hd worth of piercing and slashing damage based on the hit dice of the skeleton destroyed in this manner. The creatures affected may attempt a reflex save( dc 10+ half Necromancer level+ necromancers charisma modifier). This ability is subject to damage reduction and is activated as a standard action. The Necromancer may use this once per day, selecting this secret an additional time grants one additional use of this ability.
Staunch(ex): the Necromancer automatically stabilizes when below zero hit points and never suffers from bleed damage.
Army of darkness(ex): the Necromancer now may command up to 5 times his caster level when using animate dead.
Legion of undeath(ex): the Necromancer now may command up to 6 times his caster level when using animate dead. Requires army of darkness.
Horde of the unliving(ex): the Necromancer now may command up to 8 times his caster level when using animate dead. Requires legion of undeath.
Returning dead(ex): the Necromancer may now reanimate destroyed undead as if they were never animated in the first place. The only exception to this are undead destroyed by his blade and bone ability. The Necromancer may only use this ability on a creature destroyed within a number of rounds equal to the necromancers level.
Life is cheap(ex): the Necromancer ignores half the material cost when casting an undead creating spell. If selected a second time, he ignores any material cost associated with it.
Deadened soul(ex): the Necromancer is immune to fear effects.
Death's Chosen
The chosen gain abilities as the Necromancer gains levels and is outlined below. The chosen is proficient in light and medium armor, and with all simple and martial weapons. Statistics use the base human warrior skeleton with the additional abilities listed below. In addition the chosen can speak the same languages as the Necromancer and has an intelligence score of 10.
Level. HD. Str/dex Natural armor. Special
1. 1. +0. +0. Link, share spell.
2. 2. +0. +1
3. 3. +1. +1. Evasion
4. 4. +1. +2
5. 5. +1 +2
6. 6. +2. +3
7. 7. +2. +3
8. 8. +2. +4
9. 9. +3. +4
10. 10. +3. +5
11. 11. +3. +5
12. 12. +4. +6
13. 13. +4. +6
14. 14. +4. +7
15. 15. +5. +7. Improved evasion
16. 16. +5. +8
17. 17. +5. +8
18. 18. +6. +9
19. 19. +6. +9
20. 20. +6. +10
The chosen gains profiency with all simple and martial weapons. It also gains profiency with light and medium armor.
Hit dice: the chosen has an amount of hit dice equal to its masters level. Hit points, skills, feats and saves progress as with their listed undead hit dice.
Str/dex: the chosen gains the listed amount as an increased to both their dexterity and strength scores.
Link: the Dark Necromancer and the chosen share a link as they are formed from the same soul. At any time, the Necromancer is aware of the chosen as per he stasis spell. Also, the Necromancer is always aware of the hit pont total of the chosen. The Necromancer can either communicate via verbal or telepathic communication, the chosen knows all of the languages as its creator.
Share spells: as per the familiar ability of the wizard.
Evasion: as per the rogue class feature of he same name, except that it may be used in light or medium armor.
Improved evasion: as per the rogue ability, except it may also be used in medium armor.