Kazaven

DarkOne7141981's page

Organized Play Member. 167 posts (374 including aliases). No reviews. 1 list. No wishlists. 8 aliases.



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Female Half-Orc (disguised as human) Stargazer Oracle 1 (Lunar Mystery, Shadowbound Curse)

Congratulations! New kids are amazing in all ways!


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Female Half-Orc (disguised as human) Stargazer Oracle 1 (Lunar Mystery, Shadowbound Curse)

Oh, they're five and ten - I'm used to it! Christmas-time is always exciting, though...whew!

"And Mom and Dad can hardly wait for school to start again!"


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Female Half-Orc (disguised as human) Stargazer Oracle 1 (Lunar Mystery, Shadowbound Curse)

All that sounds good - I will look into the headers and tags, though I might just micro-manage it with my own spoiler, like I did in my first post. It's easy to add things like Perception to the automatically generated MythWeavers stat block.

But stealing chocolate is going to start a fight! Hands off my chocolate! :-D


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Female Half-Orc (disguised as human) Stargazer Oracle 1 (Lunar Mystery, Shadowbound Curse)

Hello, everyone! Thank you for having me in your game.

Before I get into the IC thread, is there anything I need to know? I've read several days back, but it looks like Sasha is in the "fishing village" (not the Friendly Arm Inn, at least anymore) so I'm going to write her as if she's been heading that way on her own and is still trying to figure out the "why." The arrival of others who support the church of Selûne will be a natural reason for her to join up and get involved.

Edit: Also, how do I join so that everything is listed in the "Players" and "Characters" tabs?

Edit again: It looks like everyone has a header at the top of their posts with PC information. What is needed? I'll be sure to include that in my posts too.


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Second recommendations for using a more user-friendly forum. GitP or MythWeavers.

Also think a Discord server would be a strong benefit here.

Finally, why not establish a community-setting with this foundation? Allow lower level characters to grow up in the World Serpent Inn, mix in some Planescape and/or Infinite Staircase shenanigans and build it up from the bottom up?


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LG Female Half-Orc Monk | HP 10/10 | AC 15, Touch 15, FF 13, CMD 18 | F+5, R +6, W+2 | Perc:+3 | Initiative +5 | Speed 30 ft | Conditions: None

I can look up some pictures and descriptions of Mechanus, but without more specifics I don't know what Cheyanne is really seeing right now. Some of the gears are truly enormous, so it's certainly possible for her to not see what she is standing on as a gear, yet. Can we get either a picture or some description of where we are? Thanks!


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LG Female Half-Orc Monk | HP 10/10 | AC 15, Touch 15, FF 13, CMD 18 | F+5, R +6, W+2 | Perc:+3 | Initiative +5 | Speed 30 ft | Conditions: None

"That has got to mean something different here in the outer planes than it does back home..." says Cheyanne uncertainly. "And how do you misplace a soul? Are Modron souls clockwork gears or something?"


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Wow, it looks like I'm the slow one to post here - that's what I get for posting yesterday at the same time as the DM and not seeing that I was selected...

I will be reviewing the thread and making adjustments today. Thank you for selecting me!

Edit: Cheyanne will have knowledge of Planes-Golarion and Planes-Axis, unless that doesn't make sense. Axis is where Irori, her divine ideal, makes his home. If in Planescape this would translate to another LN plane, please let me know.

Thanks!


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Recently my brother and I applied for a game on another forum and our PCs weren't selected. The AP was War for the Crown and the two PCs were twin sisters. We are flexible on details and can do some rebuilding if needed, but the game was advertised as Gestalt with lots of intrigue.

Thanks and Merry Christmas!


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@DM Default
Did you catch my background post? Is that sufficient to present a clear picture of who Quentin is? Without more information on Haleen I am not sure what else to say, but would like a good chance of being selected (so I will write more if that would improve the odds).

Thanks for taking the time to consider my application; I do appreciate it.


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It isn't like channeling is going to be overpowered by it stacking with multiple classes...

I mean Cleric/H. Paladin/L. Oracle/Holy Vindicator could get you a ton of low-value channels. So what? In combat they won't matter and out of combat most parties aren't hurting for healing options.

And before someone says, "What about vs. undead?" - Undead get high will saves against the channels, making them generally 1/2 damage. For lower value channels this makes them even worse.

Let it stack on both - there is no way it will be a problem.


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I was considering the Words of Power alternate magic system recently and had a thought: how amazing could an Arcanist using Words of Power be?

Then I realized that the Arcanist was still a "prepared" caster, which IMO makes WoP less exciting to me (I find the WoP Sorcerer to feel more spontaneous than your standard Vancian Sorcerer and like the feel of that). However, would you as a DM allow an Arcanist to use WoP as if he were a spontaneous caster? He could theoretically learn all words eventually (like a wizard) but only prepare certain ones for use in a given day, giving them the best of both worlds!

Would you as a DM find that to be too powerful? Or, since Word Casting has so much less splatbook support would it be alright?


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Given that it is the Christmas season and I feel this thread is a gift that just keeps on giving, I have to present a quick couple of questions:

Would a succubus wearing a holiday-themed..."uniform" and wrapped in a bow in a box (tied with an appropriately high use rope check) be the perfect Christmas gift? If not, what would you suggest for the enterprising adventurer?

Imagine the song "Santa Baby" sung by a succubus - it is enough to make even a saint-templated St. Nicholas fall from grace! How would a paladin withstand such a temptation? Surely there are some items/spells/actions out there to help prevent what is otherwise an inevitable end result of this scenario?


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It was ages ago, but there was a very interesting post on the subject of Necromancy, Negative Energy, and morality on the old WotC forums.

http://community.wizards.com/forum/previous-editions-archive/threads/110327 1

I hope those interested in the subject enjoy it.


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Reading this thread is like watching a slow-motion video of a deadly car crash with multiple fatalities.

It is fascinating and I cannot help but keep reading, but everyone loses in the end and I feel dirty for paying attention to it...


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I have done alot of theory-crafting/reading/musing on the subjects of balance, class tiers, and game design lately. The more I think about it all, the more convinced I am that the huge disparity between the different tiers of classes is a result of two things: spells and rule specificity.

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Spells stand out as the first game-breaking component for high tier character classes. Basically every tier 1-3 class has a variety of spells available to them, and in many cases this is where the power creep occurs. If spells were re-written to avoid the exponential jump in power/versatility that occurs over time, would this "fix" the disparity in class tiers?

I would have to include that summoned monsters are also directly connected to the spell-power-creep. Is there a good way to manage this and still allow summoning in a game without it resulting in a vastly more powerful/versatile character simply due the the fact that there are more actions and abilities allowed a character who can summon help as opposed to one who cannot?

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Rule specificity is a very hindering thing to non-spellcasters in my opinion. Where a 3rd level wizard can effectively climb any wall and move along any surface they want with the Spider Climb spell, a 3rd level Rogue with max ranks in all appropriate skills and feats to support the decision will never come close to the same results by that level. Is this because the Spider Climb spell is broken? I would say it isn't, though without magic I cannot argue that a "vanilla" mortal could do the same. However, in a game system this results in a vastly unfair advantage when other classes can easily outperform a character who chooses to approach a problem using skills, feats, combat maneuvers, etc...instead of magic spells.

Every skill, every feat, and every combat action has a set of rules that guides the adjudication of a character attempting an action. However, most of those rules are completely overpowered by a choice spell or two. Given the nature of a role playing game, we need those rules to make the game work. However, is there a way to make the rogue a comparable equal to the wizard without giving them magic?

If the rules remain as specific as they are, then the skill junkie/combat maneuver bruiser will spend vastly more character resources (skill points, feats, etc...) to accomplish a more narrow and inferior result. Could we loosen the reigns on these rules? What if we do a further skill collapse? If we allowed combat maneuver-support feats to be less specific and instead apply to most/all combat maneuvers? Would this even scratch the surface of the problem (it surely wouldn't make people suddenly choose to be rogues/fighters instead of wizards...)?

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Is the better approach to make each class weaker at (or incapable of doing) different things? What if a wizard could out-"climb" a rogue, but needed that rogue to do something else they couldn't do? In 3.5 the Trapfinding class feature at least made a Trapfinding class strongly recommended for a party. Today, a Cleric can find the traps better and the party ignores, avoids, or deliberately sets off the traps so that they are inconvenienced the least possible.

Should Pathfinder "2.0" or a homebrew attempt to deal with things in this manner, or is there a better way?

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I haven't even begun to talk about utterly broken (as in, don't work" character classes. Is this just poor design, or a lost cause? Does anyone have any good thoughts on this?

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Thanks for your thoughts and input. I would sure enjoy a helpful discussion on this topic. Who knows, maybe we can find a satisfying way to let a player make a fighter in the same party as a wizard and not feel so useless for the decision...

- DarkOne7141981


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Hi everyone. I have always been a fan of a couple of classes that never got an official conversion to Pathfinder. My first serious effort at converting one to PF is the Dread Necromancer.

I figure that I should mention my priorities first. The class needs to be playable (both clear enough to understand and effective in actual play). Any character taking the class needs to have a flavorful set of abilities. The Dread Necromancer needs to flow smoothly within itself from level to level. And finally, I don’t want to reinvent the wheel; if a class has abilities that are similar and already balanced, use or adjust them.

Specifically I plan to cover what a Dread Necromancer needs to do, both in and out of combat, what flavor(s) it needs to encompass, and what abilities it needs to do those things. The class should provide the following:

1. Good offensive casting.
2. Undead creation and support.
3. The ability to function in the game world without immediately being strung up or burned at the stake.
4. Becoming an undead (lich) at level 20.

Please be sure to read to the end before ranting that the class is overpowered. I do NOT want to create a class that is unfair. I am not opposed to Tier 1, but if the class is too powerful, I genuinely want your input. That being said, I have tried to avoid that problem, so please check out the limitations I added regarding the creation of a phylactery and the costs therein.

So, with that introduction, here we go!

------------------------------------------------------------------------

The consummate practitioner of “the Art” of Necromancy, the Dread Necromancer is an arcane spellcaster capable of raising armies of undead abominations who works tirelessly to become a mighty lich to stave off the end of their mortal life.

Role: Dread Necromancers violate and destroy enemies with vile magic and raise undead minions to support themselves and their parties. Capable of many different tactics, from ranged caster, horde-controller, or melee combatant, the Dread Necromancer can fulfill several different roles in a party or function capably as a solo champion of Undeath (villain).

Alignment: Any non-good.

Hit Die: d6

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge (Arcana, Religion), Linguistics, Perception, Profession, Sense Motive, Stealth, Spellcraft

Skill Ranks per Level: 2 + Int Modifier

BAB: Poor (as a Sorceror)

Saves: Fortitude - Poor, Reflex - Poor, Will - Good (as a Sorceror)

Spell Progression: As a Sorceror numerically, with a set spell list and all spells known.

LVL Special
1 Power over Undead (Command Undead)
2
3 Channel Energy 1d6 (Cha Mod/Day)
4 Advanced/Eclectic Learning
5 Channel Energy 2d6 (Cha Mod/Day)
6 Craft Wondrous Item
7 Channel Energy 3d6 (Cha Mod/Day), Summon Familiar
8 Advanced/Eclectic Learning, Corpsecrafter
9 Channel Energy 4d6 (Cha Mod/Day)
10
11 Channel Energy 5d6 (Cha Mod/Day)
12 Advanced/Eclectic Learning
13 Channel Energy 6d6 (Cha Mod/Day)
14
15 Channel Energy 7d6 (Cha Mod/Day)
16 Advanced/Eclectic Learning
17 Channel Energy 8d6 (Cha Mod/Day)
18
19 Channel Energy 9d6 (Cha Mod/Day)
20

LVL Lich Conversion
1 Charnel Touch
2 Lich Body DR 3/Bludgeoning and Magic
3 +1 Natural AC
4 Mental Bastion +2, Resistance 5 Cold and Electricty
5 Fear Aura 10 ft
6 Lich Body DR 6/Bludgeoning and Magic, Paralyzing Touch 1/day (1d4 Rounds), Phylactery Investment (6,000 GP)
7 +2 Natural AC
8 Resistance 10 Cold and Electricty
9 Negative Energy Resistance, +2 Int, +2 Perception/Sense Motive/Stealth
10 Fear Aura 30 ft, Lich Body DR 9/Bludgeoning and Magic
11 +3 Natural AC, Paralyzing Touch 2/day (1d4 Minutes), Darkvision 30 ft, Phylactery Investment (18,000 GP)
12 Resistance 15 Cold and Electricity
13 +2 Wis, +5 Perception/Sense Motive/Stealth
14 Mental Bastion +4, Lich Body DR 12/Bludgeoning and Magic
15 +4 Natural AC, Fear Aura 60 ft
16 Resistance 20 Cold and Electricty, Paralyzing Touch 3/day (1d4 Hours), Phylactery Investment (36,000 GP)
17 +2 Cha, +8 Perception/Sense Motive/Stealth
18 Lich Body DR 15/Bludgeoning and Magic
19 +5 Natural AC, Darkvision 60 ft
20 Undead Type, Immunity Cold and Electricity, Paralyzing Touch at will (Permanent), Channel Resistance +4, Phylactery Investment (60,000 GP), Rejuvenation (Phylactery)

Class Features
The following are the class features of the Dread Necromancer.

Weapon and Armor Proficiency: Dread Necromancers are proficient with all Simple Weapons and one Martial Weapon of their choice. The choice of Martial Weapon is made when taking the first level of Dread Necromancer and cannot be changed.

Dread Necromancers are also proficient with light armor, 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 armor 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 armor, 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.

Spells: A Dread Necromancer casts arcane spells, which are drawn from the Dread Necromancer's spell list (see below). 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/Eclectic 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 above. In addition, she receives bonus spells for a high Charisma score.

Power over Undead: You receive Command Undead as a bonus feat. You can command undead a number of times per day equal to 3 + your Charisma modifier. You cannot use Channel Energy (gained at level 3) to power this feat.

You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. If you do so, such feats apply to either this ability or your Channel Energy, not both, chosen when you take the feat. This allows you to choose both feats twice, once for each ability.

The DC to save against Command Undead is equal to 10 + 1/2 your Dread Necromancer level + your Charisma modifier.

(This is intended to be basically identical to the Specialist Necromancer Wizard, only without the need for Intelligence, as that isn’t a primary statistic for the Dread Necromancer.)

Channel Energy: When a Dread Necromancer reaches 3rd level, they gain the supernatural ability to channel negative energy like an evil cleric. A Dread Necromancer uses their level -2 as their effective cleric level and can use this ability a number of times per day equal to their Cha modifier. This is a Charisma-based ability.

(For example, a level 3 Dread Necromancer with a Cha modifier of +2 would be able to Channel Energy twice per day for 1d6 each time. Given most starting Charisma values, a Dread Necromancer will deal less or comparable damage as an evil Cleric throughout the day, but receive the ability later in their career.)

Advanced/Eclectic Learning: At 4th, 8th, 12th, 16th, and 20th level, a Dread Necromancer can add a new spell to their list. This new spell is a result of one of two forms of learning: advanced learning or eclectic learning. A Dread Necromancer chooses which form of learning they gain at each given level, with results as follows:

Advanced Learning: A Dread Necromancer can add a new spell to their list, representing the result of personal study and experimentation. The spell must be a spell from a 9-level spellcasting class of the 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 known. If a spell is found on multiple spell lists, use the lowest level (when different) to determine what level the spell is for a Dread Necromancer.

Eclectic Learning: A Dread Necromancer can add a new spell to their list, representing the result of personal research. The spell may be a spell of the any school from a 9-level spellcasting class, and of a level at least one lower 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 as a spell of one level higher than the original spell and can be cast just like any other spell known.

(Allowing either Advanced Learning or Eclectic Learning gives some flexibility to the player. Also requiring the spell to be chosen from a 9-level spell casting class removes the option to play the system by choosing high powered spells from more limited spellcasting classes at lower levels than appropriate.)

Craft Wondrous Item: At 6th level, the Dread Necromancer gains Craft Wondrous Item as a bonus feat. This allows the Dread Necromancer to begin preparing and investing in the phylactery required to become a lich.

(While some might see gaining this earlier as a buff, it is tied with a heavy gold investment to continue to advance in the class and become a lich. This price should offset any gains from receiving the feat earlier.)

Summon Familiar: At 7th level or anytime thereafter, a Dread Necromancer can obtain a familiar. The familiar she acquires is more powerful than a standard Wizard's or Sorcerer's familiar, but it is unequivocally evil. The player of a Dread Necromancer character chooses one of the following creatures: imp (devil), quasit (demon), vargouille, or ghostly visage (Fiend Folio, p. 221).

A Dread Necromancer's familiar gains the usual familiar benefits with two exceptions. Its type does not change, and it does not gain the exceptional ability to speak with other creatures of its kind. A Dread Necromancer's familiar can use its ability to deliver touch spells such as its master's charnel touch or Paralyzing Touch. The master must use a standard action to imbue the touch attack into her familiar.

Corpsecrafter: At 8th level the Dread Necromancer gains Corpsecrafter (found in Libris Mortis, p. 25) as a bonus feat to represent their increasing mastery in undead creation.

(This feat is gained at the same time as the 3.5 class gained the numeric advantages without the feat itself. This allows the Dread Necromancer to advance that feat chain, but disallows doubling up on the benefits.)

Ascension to Lichdom: At level 20 the Dread Necromancer completes a vile ritual and makes the transition from life to undeath. They become a lich, with all the abilities and bonuses of the template, but lose all (redundant) abilities found under the “Lich Conversion” column of the class table.

Lich Conversion
As a Dread Necromancer levels, they work tirelessly towards their ultimate goal: transforming into a powerful undead lich. All of the following abilities gained by a Dread Necromancer are tied to this goal and function slightly differently then the Dread Necromancer’s other class features.

From levels 1-19 these abilities function as extraordinary or supernatural abilities provided by the Dread Necromancer class. At level 20, when the Dread Necromancer completes their ascension to lichdom, all of these abilities become racial abilities and are assimilated into the lich template. As such, a level 20 Dread Necromancer is a lich with all of the abilities found under the “Special” column and the spellcasting gained from leveling in the class and none of the (redundant) abilities found in the “Lich Conversion” column of the class table.

(I was recently made more aware that the 3.5 Dread Necromancer does not actually become a standard lich. While I cannot speak for why this was done, it occurred to me that it could and perhaps should. Thus, I went about adjusting the numbers and abilities somewhat. In any case, to prevent doubling up on abilities once the Dread Necromancer hits level 20, they must transition those abilities from class abilities to racial ones when the template is applied.)

Phylactery: All Dread Necromancers begin play with an item of immense personal value: their future phylactery. This item will by necessity be of Masterwork quality, though it cannot have any effect in combat nor can it be enchanted in anyway at this level (it may not be any form of weapon or armor, though jewelry and other small items may be appropriate at the DM’s discretion). In many cases this item has some great personal meaning to the character.

Should the Dread Necromancer’s phylactery be lost prior to their ascension, they immediately lose all abilities found under the “Lich Conversion” column until such time as it is recovered. If it is destroyed prior to their ascension, the fragments of their soul contained therein return to them without penalty and they are free to invest the appropriate gold to create a new phylactery appropriate to their class level.

(This addition is tied to all of the following abilities. It is intended to be a central part of the character and is an investment that should matter to the player very much. If there is a recurring opponent to this character, they should make an effort to threaten the phylactery in some manner during the character’s career. Just as a lich’s phylactery is central to the lich’s well being, the Dread Necromancer’s is just as important.)

Charnel Touch (Su): Negative energy flows through a Dread Necromancer's body, concentrating in the hands. At will, but no more than once per round, a Dread Necromancer can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per two class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per two class levels. A Dread Necromancer can use the spectral hand spell to deliver this attack from a distance.

(The Charnel Touch originally mimicked the touch attack of a lich, without hitting as hard. I do not see the difference made by 5 damage at level 20, so made it match exactly.)

Lich Body: Starting at 2nd level, a Dread Necromancer begins the journey into undeath. The first symptom is the body's increased resilience to physical harm. The Dread Necromancer gains DR 3/bludgeoning and magic. As the Dread Necromancer increases in level, this DR increases in effectiveness, to DR 6 at 6th level, DR 9 at 10th level, DR 12 at 14th level, and DR 15 at 18th level.

(This is substantially more DR than the 3.5 Dread Necromancer. I am unsure if this will be too much over the course of the class and am open to other options that eventually get to the DR 15/Bludgeoning and Magic of the lich template.)

Natural AC: By forcibly manipulating their bodies with negative energy and foul rituals, the Dread Necromancer toughens their bodies, resulting in bonuses to their Natural AC. Beginning at level 3 they gain a +1 Bonus to their Natural AC. This bonus increases at levels 7, 11, 15, and 19.

(This is entirely an addition to the 3.5 Dread Necromancer, added to match the lich template again. I do not think it is too large, but in combination with the DR it may make the class too tough. Once again, I am open to input.)

Mental Bastion: Starting at 4th level, a Dread Necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.

(While poorly named, this is taken directly from the 3.5 Dread Necromancer and fits the intent; bringing the class closer to the lich template and its immunities.)

Resist Cold and Electricity: As the Dread Necromancer studies the mystical workings of undead in general and liches in particular, they begin to unlock the secret to their immunity to cold and electricity. This leads them to gain Resistance to these elements (5 at level 4, 10 at level 8, 15 at level 12, and finally 20 at level 16).

(More additions to match the lich template. Continuing to be open to input.)

Fear Aura (Su): Beginning at 5th level, a Dread Necromancer radiates a 10-foot-radius fear aura as a free action. 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. The radius increases at level 10 to 30 ft and again at level 15 to 60 ft.

(Buffed from the 3.5 version to match the lich template. This ability changes slightly at level 20 with the lich template.)

Paralyzing Touch (Su): At level 6 the Dread Necromancer begins to unlock one of the most feared abilities of the lich; their paralyzing touch. At first this ability is very limited, but as the Dread Necromancer levels up it improves substantially.

At level 6 the Dread Necromancer may attempt to Paralyze an enemy as part of their Charnel Touch attack once per day. Should the enemy fail a Fortitude save they become paralyzed for 1d4 rounds. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the Dread Necromancer's save DC). The effect cannot be dispelled. Anyone paralyzed by a Dread Necromancer seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. At level 11 the Dread Necromancer may use this ability twice per day with an increased duration of 1d4 minutes. At level 16 the Dread Necromancer may use their Paralyzing Touch three times per day with a duration of 1d4 hours.

(This is where things change substantially. The 3.5 Dread Necromancer gains Scabrous Touch and Enervating touch over the course of their career. Standard liches do not have such abilities. In exchange I decided to apply this ability progression from the Savage Species lich monster class progression to the Dread Necromancer’s Charnel touch attacks. I do not know if the paralysis is of comparable power in actual play, and would like opinions on this point.)

Negative Energy Resistance: Beginning at 9th level, a Dread Necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

(A direct conversion from the 3.5 Dread Necromancer.)

Ability Score Bonuses: As the Dread Necromancer gains further insights into the minds of the undead they obsess over they discover foul methods of increasing their own mental abilities. Beginning at 9th level they gain a bonus of +2 Int, followed by +2 Wis at level 13 and +2 Cha at level 17.

(More additions to match the lich template. The order of ability scores deliberately matches the Savage Species monster class.)

Lich Skills: Growing ever closer to their goal of undeath, Dread Necromancers gain skill in several vital skills for the lich. At level 9 they gain a +2 to Perception, Sense Motive, and Stealth. This bonus increases to +5 at level 13, and +8 at level 17.

(More additions to match the lich template. The order of ability scores deliberately matches the Savage Species monster class.)

Phylactery Investment: The rise to lichdom is not without its costs. To continue to level up as a Dread Necromancer, the character must invest themselves to the cause, both financially and spiritually. Beginning at level 6 a Dread Necromancer must begin investing in their phylactery. This requires an expenditure of 6,000 GP. Spending this gold is required to level to this point in the class and may not be offset in any way, nor can it pay for enhancements to the phylactery in any manner. This cost is inherent to the class and the advancement of all “Lich Conversion” abilities.

This cost is added to at level 11 (18,000 more GP), level 16 (36,000 more GP), and finally at level 20 (60,000 GP).

(This is perhaps the largest change to the 3.5 Dread Necromancer. It is my hopes that the addition of this cost, plus the threat of a lost phylactery, will balance the class appropriately. The total gold cost is the same as the standard lich template’s phylactery. Under no circumstances should this cost be offset or utilized in any way. In addition, players must pay the gold cost to level up when appropriate. DMs should feel free to allow them to “bank” experience if they suddenly have a gold problem, but they should not gain spells, BAB, save bonuses, skills, etc…till they have paid the cost. )

(As an aside, the first level this cost is applied corresponds with the gain of Craft Wondrous Item and the Paralyzing Touch ability intentionally. The further costs parallel the improvements to Paralyzing Touch as well.)

Lich Template: At level 20 the Dread Necromancer commits themselves fully to undeath, and in a vile ritual they become a lich. All of the abilities of the template are applied to the character, and all “Lich Conversion” abilities are assimilated into the template.

Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Spell List
(As the 3.5 Necromancer with the following changes:)

0th Level Spells – Detect Magic, Read Magic, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Arcane Mark, Prestidigitation

1st Level – Lose Detect Magic

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Thank you for your comments!

(As an aside, again, anyone know how to insert tables on the forums? If so, please send me a private message with directions. Thanks!)