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Garion Beckett's page

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Ok everyone i am the gm for skulls and shackles. And one of my players is wanting to play a wizard. The archetype that he picked is interesting but i have questions.

So this normal:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

But this is the archetype:
Bonded Book (Sp): A Poleiheira adherent forms a bond with a spellbook. This bonded book becomes intrinsically tied to a Poleiheira adherent’s conscious and subconscious mind. The book always opens to the right page, and she can record any number of spells and other information in her bonded book—when she turns pages, more blank pages appear. Other wizards find it difficult to read the book, which displays information in a seemingly random order: the DC of all Spellcraft checks to copy or prepare spells from the book increases by 10.

Each time a Poleiheira adherent attains a new wizard level, she gains four spells (rather than two) to add to the bonded book. The cost and time requirement for writing a new spell into the book are halved. The time to prepare spells is reduced to one third (20 minutes to prepare all spells, and 5 minutes to prepare up to one quarter of her spells). Once per day while holding the book in one hand, she can use it to cast any one spell she has written in the bonded book, even if the spell is not prepared.

A Poleiheira adherent can replace a lost or destroyed bonded book in the same manner as a bonded item. The new bonded book retains a number of spells per spell level equal to the Poleiheira adherent’s Intelligence modifier from the previous bonded book, as well as all the mundane information that was recorded in the previous bonded book. If a Poleiheira adherent replaces her bonded book or dies, the previous book reverts to an ordinary blank spellbook.

This replaces arcane bond.

Now here is my question. Do you guys think it would still function like a bonded object? Or does this mean that the wizard can cast spells without the book on his person?


avr wrote:

1: It will fall off the wearer leaving him in his underclothes. If he's lucky the gambeson won't be counted as part of the armor.

2: That's a really small building you're looking at. Not much bigger than a dollhouse. I expect the person - surely not people - inside will be entangled in the wreckage.

3: Yes, a corpse is an item as well as being a deceased creature.

Sorry i did not see how much you could shrink until after lol

More questions. 4) what happens if you shrink an item with a magical item inside it. Like a backpack holding a lich box?


Ok i know there has this kind of post before but i want to ask weirder questions with this spell.

1) What happens to a person wearing non magical armor and the armor gets shrunk on him? I was thinking about plate mail specifically.

2) What happens when a building gets shrunk with people still inside??

3) Does a corpse count as items for the purpose of the spell?


VoodistMonk wrote:

The gestalt classes and Mythic Tiers probably equal around 26, which is the minimum for the Demon Lord traits, and adding Demon Lord traits doesn't say it actually increases the CR.

The mount and artifact sword are probably worth +1.

The way it is all going to synergize with a Succubus is probably worth another +1.

You would think the traits would add something though lol if you were to guess, how much would that add? I mean the resistances and the spell like ability to 100% success rate... so do you think the cr would be a minimum of 30?


Ok guys i need your help calculating CR for a monster i am trying to make.
I will list all the things that will go into the monster.
Succubus
Demon lord Trairs
https://aonprd.com/UMR.aspx?ItemName=Demon%20Lord%20Traits
10 mythic Tiers
Magus and antipaladin gestalt level 20
Nightmare cauchamur mount
A minor artifact falchion that can stop regeneration.

This lady will be the end boss to a campaign i am building.


Meirril wrote:
Garion Beckett wrote:
Meirril wrote:
Garion Beckett wrote:
But how do I give an NPC a Nightmare Cauchemar as a mount legally?

NPC isn't a player. Why are you worried about 'Legal'? Rule of Cool always works for enemies.

Your former PCs are now MONSTERS. Do not worry about the small stuff, just make sure they are appropriately tough for the encounter.

But I do have players that are sticklers for rules. If i can show that I can beat them, or trap them, or do plot related things while using the rules then it makes the experience (for me) that much better.

Some of my players can also be very player vs GM so this is also why I do this. I take it as a challenge and therefore i revel in it. But for the other players that just play for the story, they won't really care as long as the story and the play is enjoyable.

Well, if you are going to insist on doing this "by the book" try planar binding. A Cauchemar is a 14 HD creature and included on the list. You'll need Greater Planar Binding (8th level spell) to do it. If you want the character to be a cleric/oracle or shaman you could also use Greater Planar Ally instead. Still means casting an 8th level spell somehow. Could be from a scroll.

The best gestalt necromancers are going to be cleric/wizard that maybe dip into a PrC that favors undead, like Agent of the Grave. I honestly find that using archetypes offers more limitations than it does advantages. If you take 5 levels of Agent of the Grave make the Necromancer a Lich.

For a succubus that is a magus...where do you want to take this? Swashbuckler will make her very stabby. Inquisitor would let you buff yourself as a swift action. Wizard/psychic/mesmerist would give you more charm options.

Making the vampire rogue that wants to do archery into a ranger with favored enemy human makes sense. Well, other than wasting all of that precious blood. Maybe instead of an archer, make it one...

The succubus will be the big bad so thinking of making her a new demon lord i have everything i need for that, but full levels in magus hexcrafter and gestalted with antipaladin. All of the npcs mentioned are previous characters from an evil game i ran as a first time gm. Now i want my players to fight against their old evil characters all leveled up and super powered lol


so the question is more... why?

My guess is they want the mechanical benefits of the template without the drawbacks. But I'm a cynic.

I was curious because the player in question in this evil game is a Hedonist. The player is interested in the idea of a graveknight but if the character looses those facilities that he enjoys, the character won't persue that path.


Artofregicide wrote:

Not sure if this is appropriate for the forums, honestly, though I can't site a specific rule.

This feels very much in the domain of GM fiat. If this has a player wanting to do this, gods help you. But the less I know about this game, the better.

I did say adult themes in the title tbh...


Hey all! So i have a couple of really weird questions and hopefully we can come to consensus...

1) Can graveknights take off their armor?

2) Can graveknights have sex still?


Hey guys. I am playing in an evil campaign trying to take over the world so we as players are allowed to go over the top a bit so i have a few questions.
I kind of want to turn my character into a vampire, however we are in the middle of the shackles. So i know how to get around the sunlight problem, but the main problem i am having is the vulnerability to running water. So what would happen if i had an item that gave me a swim speed? Would that cancel that out?


Hello everyone! So long story short.. i want to take over the world... gm says its ok but i need help i want to convert the Master of Shrouds prestige class from the Libris Mortis for my eventual cohort.

If any of you have watched or read One Piece she will be my Perona and I will be Moria from the ship Thriller Bark.


Hello everyone! Ok i have looked everywhere and I need help understanding something.
Lets say for argument's sake that I have 100 level 1 followers due to leadership.
Now assume i am epic levels and mythic for more arguement's sake lol
Here is where the question starts.

100 followers
Alternate Capstone: Boss Minons ×10
Epic Feat: Legendary Comander minions ×10

Magic Item:Suzerain Scepter minions ×2
Magic Item:Ring of the Ecclesiarch ×2

Mythic Class feature: Crusader ×2

Now how does that math work?
Please explain the method if you can. I have looked through the RAW with no luck.


So when i took epic leadership i was taking it as it to be the upgraded version of whatever type of leadership i had at lower lvls.


Thanks guys. Is there any other suggestions right now? We are in the shackles and we under the flag of a pirate lord so i have access to a bunch of humans and other humanoids for now. But eventually i will be getting vile leadership and gaining a cohort who will specialize at melee and construct making. I was planning on him to make bone constructs to keep to flavor of skellys. Is there anything there you could help out with?


Thank you for the awesome suggestions!! I mainly have humans for corpses. So i have nothing with really big bang for my buck yet, however i am thinking about necrocrafts. But i read 2 conflicting things and i still have questions about them.it says i can't have a necrocraft with more HD than your caster level. Now here are my questions.
1) Does increase to CL help with this? Ie Signature Spell, traits, favoured class bonus?
2) Does the necrocraft count toward your HD limit? I've heard yes and no.
3) Can you add templates like bloody if you use all skellies?


Hello everyone. I am playing in an evil gestalt game, and i am playing a dhampir wizard/dread necromancer. So i will have a literal ton of undead soldiers, so i need help understanding the templates associated with making undead, as I am trying to be smart with the undead that I have around. I would like to stick to using skeletons as they don't rot and stink and potentially carry diseases aboard ships. (Also easier to pack).

I am looking for ways to get long range (archers) to stay with me and protect me.
Big melee monsters to go attack my enemies.

I kind of understand how it works but i need a refresher and maybe some advise. Please help out thanks.


Anyone know of a good digital sheet to gestalt on?


Did you make the adjustments?


Hey guys! Ok our GM is allowing us to gestalt and she might be open to homebrew classes. So one of our players found a dragoon class for pathfinder and we know it is NOT balanced at all even for a regular game. So my GM has tasked me to get your help with balancing this class because she is a huge final fantasy fan and wants to see her players happy.

http://www.finalfantasyd20.com/classes/core-classes/dragoon/

The thing we know that isnt balanced is the limit break. And maybe a few other things! Could you guys help us out???


So guys here is my predicament. Our GM in her infinite wisdom and awesomeness has allowed us to gestalt our characters. I am currently playing lvl 5 dhampir cruoromancer, and i currently can control 5HD of undead per caster level plus the control undead feat. Now i have picked the occultist and want to go for the necroccultist archetype to continue with the favor. However i have questions about the resonating power from the Necromancy implement school.
1) How many mental focus points can i use to max out the implement so i can get the most undead (trying to build the biggest army to take over the world)
2) How much undead can i control while doing this?


Meirril wrote:
Garion Beckett wrote:
But how do I give an NPC a Nightmare Cauchemar as a mount legally?

NPC isn't a player. Why are you worried about 'Legal'? Rule of Cool always works for enemies.

Your former PCs are now MONSTERS. Do not worry about the small stuff, just make sure they are appropriately tough for the encounter.

But I do have players that are sticklers for rules. If i can show that I can beat them, or trap them, or do plot related things while using the rules then it makes the experience (for me) that much better.

Some of my players can also be very player vs GM so this is also why I do this. I take it as a challenge and therefore i revel in it. But for the other players that just play for the story, they won't really care as long as the story and the play is enjoyable.


But how do I give an NPC a Nightmare Cauchemar as a mount legally?


Ok so first off when i say unkillable i mean "seamingly unkillable". I have an idea for a campaign setting using old characters from a ridiculously high level gestalt 3.5 game i was running, and basically i want to make those characters into the bad guys of the campaign.
We have a ghost bard/sorcerer, human dread necromancer/no idea what to gestalt, a succubus magus/same issue, a vampire rogue/something(archer), and a drow shadowdancer.

Here is what i need help with. The succubus was originally a paladin of slaughter/hexblade. With that she had a nightmare cauchemar mount. What classes and feats would give me this mount legit?


Ok so first off when i say unkillable i mean "seamingly unkillable". I have an idea for a campaign setting using old characters from a ridiculously high level gestalt 3.5 game i was running, and basically i want to make those characters into the bad guys of the campaign.
We have a ghost bard/sorcerer, human dread necromancer/no idea what to gestalt, a succubus magus/same issue, a vampire rogue/something(archer), and a drow shadowdancer.

Here is what i need help with. The succubus was originally a paladin of slaughter/hexblade. With that she had a nightmare cauchemar mount. What classes and feats would give me this mount legit?


What check do you need to brew coffee and it's different types. I have a person in my party who wants to be an alchemist, but also wants to do a few other things...


Hey guys! So in my newest game I want to play around with charging. And i know there a few magical items and weapon enchantments that help with it but what i mainly want to figure out is how to really use Belt of Thunderous Charging.

So i am a Katana wielder, and I have the feat Daisho Expertise that increase the damage dice of katanas by 1. Then I just enchanted Impact on it, and we also found a belt of thunderous charging as well in the hoard that is likely going to make it to me. And now i need help with the math.

My katana damage was 1d8
Daisho Expertise 1d10
Impact=?
Impact with the belt=?
Impact+belt+Enlarge person=?


Someone answered thank you.


Oh ok but what happens when you do crit? What would that math look like? My GM's rules are just doubling damage and no rolling twice.

Would it look like this? Using the example i gave above. All vital strike feats, 21Str, +5 bastard sword.
2(1d10+10)+30+3d10?


Ok guys. I know this topic has already been beaten down so many times but i still have questions.

"Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."

This is for only when you critically hit your enemy. Now my question is this: Is this math done before or after, your original Criical multiplier?

Eg. Fighter with 21 Str with a +5 bastard sword and all the Vitals..

2(1d10+10) would be his normal critical damage. With all Vital Strikes and Mythic Vital Strike what would that look like?
2(1d10+40)+3d10??


Ok guys. I know this topic has already been beaten down so many times but i still have questions.

"Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."

This is for only when you critically hit your enemy. Now my question is this: Is this math done before or after, your original Criical multiplier?

Eg. Fighter with 21 Str with a +5 bastard sword and all the Vitals..

2(1d10+11) would be his normal critical damage. With all Vital Strikes and Mythic Vital Strike what would that look like?
2(1d10+44)+3d10??


Hey guys long time no see! I am co-GMing a super high powered game with my girlfriend and she is putting me in charge of gear and designing artifacts. I have a good basis of the weapons, but i have some questions about getting to the final product.
Here is the basic item:
Starts at +1.
Gives mythic 1 mythic tier
Gets legendary bond
Funtions like a rod absortion except:
1)Only absorbs like element.
2)Can use absorbed energy damage up to a max of 12 damage per HD.
Gives Elemental Arcane School
(Gives Forsight and Hand of the Apprentice ability for the knife associated with mind.)

Now here is where the questions come in. By the end of lvl 20 this artifact will bestow 10 mythic tiers (starts off with 1) and be a +5 weapon, with another +5 worth of special abilities. I want to have a progression that covers all of that for the players and is still customizable. How would i do this?


Hey guys long time no see! I am co-GMing a super high powered game with my girlfriend and she is putting me in charge of gear and designing artifacts. I have a good basis of the weapons, but i have some questions about getting to the final product.
Here is the basic item:
Starts at +1.
Gives mythic 1 mythic tier
Gets legendary bond
Funtions like a rod absortion except:
1)Only absorbs like element.
2)Can use absorbed energy damage up to a max of 12 damage per HD.
Gives Elemental Arcane School
(Gives Forsight and Hand of the Apprentice ability for the knife associated with mind.)

Now here is where the questions come in. By the end of lvl 20 this artifact will bestow 10 mythic tiers (starts off with 1) and be a +5 weapon, with another +5 worth of special abilities. I want to have a progression that covers all of that for the players and is still customizable. How would i do this?


Hey guys i am an aspiring necromancer and i have questions about Necrocrafts.

In the entry it says: The creator can’t create a necrocraft with more Hit Dice than her caster level.

Now my question is, does this contribute to the HD per caster level?


James Jacobs wrote:
Garion Beckett wrote:
Hey James! Huge fan of your work! I am trying to make a homebrew class and i want your opinion on it if that is ok?
Thanks! And yeah, that's perfectly fine, I don't mind offering opinions and advice on game design. That's MUCH different than arguing with someone who seems more interested in the semantics of an argument than getting to a workable solution, which is what so many internet rules arguments seem to be focused on...

I totally agree! So here is a little background on the class. I am in an evil game and we are trying to take over Golarion. I am a necromancer that probably will be providing much of the bodies needed for large scale combat. This class is 10 level prestige class focused on giving me those numbers. I tried giving it as much unique flavor as i could but i ended up borrowing a capstone ability from Agent of the grave, because i also want to try and ascend to lichdom. We are in this camapign for the long hall and if you could just shine some light on my design that would be great!! Also i find that it hard to describe things and naming things so please bare with me...

Ultimate Necromancer

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d6
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks.
Spells: Must be able to cast Animate Dead, Lesser or Animate Dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the Ultimate Necromancer prestige class.

Weapon and Armour Proficiency:
Ultimate Necromancers gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Channel Energy (Su)
At 1st level the Ultimate Necromancer gains the ability to channel energy as the Cleric class feature. If he had levels in Cleric, then the effects stack he you gain Extra Channel feat as a bonus feat. If he had the ability, but he was unable to heal or cause damage (Wizard Arcane School), then he would gain the ability to heal undead with this ability. For the Command Undead/ Turn Undead feats his caster level stacks for determining the effects. He can not use this ability to harm the living, and for the purposes of the amount healed, he treats his Ultimate Necromancer level as his effective cleric level. Example: A wizard 5/UN 5 would be able to heal undead for 3d6, and can use the Command Undead feat for caster level 10.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

Secrets of Death (Ex)
At 2rd level and 2nd level thereafter, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a necromancy spell that is not normally a part of his class’s spell list to his spell list. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undead Manipulator (Ex)
At 2nd level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer's limit for controlling creatures created by the Animate Dead, Lesser or Animate Dead spells increases by an amount equal to half of the spellcasting ability modifier (CHA for Bards, and Sorcerers, INT for Wizards and Magi, WIS for Cleric and Warpriests) possessed by the class before becoming an Ultimate Necromancer. This bonus also gets applied to the previous class that the Ultimate Necromancer belonged to before.(Example: A cleric 5/Ultimate Necromancer 3 with a wisdom of 16 would be able to control 4+1(half of 3 rounded down)HD/caster level=40HD.) Enhancing undead in this manner can not stack with the effects of the Desecrate Spell, except of doubling the HD limit for a single casting of Animate Dead, lesser and Animate Dead.

At 5th level this bonus increases to +4 Strength and Dexterity, and the Ultimate Necromancer adds his entire spellcasting ability modifier to each caster level of her control limit instead of half.

At 7th level this bonus increases to +2 hit points per HD and the Ultimate Necromancer adds 1.5 times her spellcasting ability modifier to the number of HD of undead per caster level that she can control.

At 9th level this bonus increases to +6 Strength and Dexterity, and the Ultimate Necromancer adds twice her spellcasting modifier to the number of HD of undead per caster level that she can control.

Spawn Mastery (Su)
At 4th level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. This ability is also augmented by the Undead Mastery feature. Excess undead are free-willed unless previously controlled undead are released.

Forbidden Friends (Ex)
The Ultimate Necromancer’s influence over the undead goes beyond magical. It is almost instinctual to search for these creature to even have a normal conversation. Upon attaining this ability at 6th level he gains a bonus to your Leadership score equal to his Ultimate Necromancer level. This bonus only helps with attaining minions, and not for getting a more powerful cohort and is stackable with items, feats, class features, and traits that help boost his Leadership score.

Dark Ally (Ex)
The Ultimate Necromancer’s relationship with the undead so well founded that more powerful undead are willing to come to his cause. At 8th level the Ultimate Necromancer gains an undead cohort that is 1 CR below his total CR.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


Hey James! Huge fan of your work! I am trying to make a homebrew class and i want your opinion on it if that is ok?


I know that lol i want the exact number of lvl 1 followers lol. It's a science experiment and i want to see if my numbers are correct.
When some thing says it doubles, do i double the already doubled amount or am i only doubling the base amount? Same goes for the 10x from Legendary commander, do i multiply the end result or do i multiply the base amount then add the rest?


Hey guys. So i am trying make a bad guy, just for the sake of doing it. And i am playing around with the leadership feat and the Kingdom building system in the Ultimate Campaigns book. I've also pulled from the Mythic system and the 3.5 epic rules system to see how ridiculous i could go, and no i need help help with the math lol

So for a lvl 30 mythic dread lich, without any help from magic items, feats or class features, his orginal leadership score is 43. Now here is where the real fun begins mwahaha!
Feats:
Vile Leadership
Epic Leadership
Legendary Commander= followers*10
Mythic Leadership= +10 score
Dynasty Founder= +3 score
Dual Path
Extra Path Ability= Crusader
Traits:
Natural born leader= +1 score
Class features:
Crusader= +10score and double followers
Items:
Ring of the Ecclesiarch= double followers
Suzerain Scepter= double followers
Imperial Army Greathelm= +3 score
Modifiers:
Ruthless= +2
Rewards loyalty= +1
Possesses special power (wizard)= +1
Gained power by eliminating a superior= +1
Has a stronghold=+2
Total score= 87

Nowhere is where the help comes in.
With that kind of score how do i come up with the number of level 1 followers using all the items, and feats, and the Crusader mythic class feature together?
Using epic leadership and the final score you start with 4700 lvl 1 minions


No one??


Ok minor miss calculation with my Undead Mastery example. It's supposed to be cleric 5/ undead master 3. 4+1(1/2 of 3 rounded down)hd/cl equals 40hd.


Ok guys I have made improvements from version 2. here is version 3!

Ultimate Necromancer

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d8
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks.
Spells: Must be able to cast Animate Dead, Lesser or Animate Dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the Ultimate Necromancer prestige class.

Weapon and Armour Proficiency:
Ultimate Necromancers gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Channel Energy (Su)
At 1st level the Ultimate Necromancer gains the ability to channel energy as the Cleric class feature. If he had levels in Cleric, then the effects stack he you gain Extra Channel feat as a bonus feat. If he had the ability, but he was unable to heal or cause damage (Wizard Arcane School), then he would gain the ability to heal undead with this ability. For the Command Undead/ Turn Undead feats his caster level stacks for determining the effects. He can not use this ability to harm the living, and for the purposes of the amount healed, he treats his Ultimate Necromancer level as his effective cleric level. Example: A wizard 5/UN 5 would be able to heal undead for 3d6, and can use the Command Undead feat for caster level 10.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

Secrets of Death (Ex)
At 2rd level and 2nd level thereafter, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a necromancy spell that is not normally a part of his class’s spell list to his spell list. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undead Manipulator (Ex)
At 2nd level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer's limit for controlling creatures created by the Animate Dead, Lesser or Animate Dead spells increases by an amount equal to half of the spellcasting ability modifier (CHA for Bards, and Sorcerers, INT for Wizards and Magi, WIS for Cleric and Warpriests) possessed by the class before becoming an Ultimate Necromancer. This bonus also gets applied to the previous class that the Ultimate Necromancer belonged to before.(Example: A cleric 5/Ultimate Necromancer 2 with a wisdom of 16 would be able to control 4+3HD/caster level=49HD.) Enhancing undead in this manner can not stack with the effects of the Desecrate Spell, except of doubling the HD limit for a single casting of Animate Dead, lesser and Animate Dead.

At 5th level this bonus increases to +4 Strength and Dexterity, and the Ultimate Necromancer adds his entire spellcasting ability modifier to each caster level of her control limit instead of half.

At 7th level this bonus increases to +2 hit points per HD and the Ultimate Necromancer adds 1.5 times her spellcasting ability modifier to the number of HD of undead per caster level that she can control. 

At 9th level this bonus increases to +6 Strength and Dexterity, and the Ultimate Necromancer adds twice her spellcasting modifier to the number of HD of undead per caster level that she can control. 

Spawn Mastery (Su)
At 4th level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. This ability is also augmented by the Undead Mastery feature. Excess undead are free-willed unless previously controlled undead are released.

Forbidden Friends (Ex)
The Ultimate Necromancer’s influence over the undead goes beyond magical. It is almost instinctual to search for these creature to even have a normal conversation. Upon attaining this ability at 6th level he gains a bonus to your Leadership score equal to his Ultimate Necromancer level. This bonus only helps with attaining minions, and not for getting a more powerful cohort and is stackable with items, feats, class features, and traits that help boost his Leadership score.

Dark Ally (Ex)
The Ultimate Necromancer’s relationship with the undead so well founded that more powerful undead are willing to come to his cause. At 8th level the Ultimate Necromancer gains an undead cohort that is 1 CR below his total CR.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


Version 2!!!

Ultimate Necromancer

Prerequisits:
Knowledge Arcana, Religion, Spellcraft, Use Magic Device 5

Class Features
The following are class features of the lord of the dead prestige class.

Weapon and Armor Proficiency: Ultimate Necromancers gain no new proficiencies with any armor or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spellcasting class he has, then determines spells per day and caster level accordingly. If the character had more than one spellcasting class before he became a Ultimate Necromancer, he must choose which class he adds each Ultimate Necromancer level to for the purpose of determining spells per day.

Aligned Class Feature (Ex)
At 1st level, the Ultimate Necromacer must choose a class he belonged to before adding the prestige class, then select a feature he already possessed to be his aligned class feature. He gains all the benefits of having this feature through the entirety of the prestige class. Eg. If a Magus 5/Ultimate Necomancer 1 were to pick his Spell Combat feature, as he progresses through being a Ultimate Necromancer if Spell Were to improve at all if he were to stay a magus, then it still will improve.

Inspired Necromancy (Ex)
When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Ultimate Necromancer levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Ultimate Necromancer 3 would be able to control 52 Hit Dice worth of undead with Animate Dead, lesser or Animate Dead.

Secrets of Death (Ex)
At 2rd level and 2nd level thereafer, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a necromancy spell that is not normally a part of his class’s spell list to his spell list. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain a +2 enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer's limit for controlling creatures created by the Animate dead,lesser or Animate Dead spells increases by an amount equal to half of the spellcasting ability modifier possessed by the class before becoming an Ultimate Necromancer. (Eg. Charisma for Bards, Sorcerer, and Oracles Intelligence for Wizards, Arcanists, and Magi, and Wisdom for Clerics and Warpriests.) Enhancing undead in this manner can not stack with the effects of the Descecrate Spell, except of doubling the HD limit for a single casting of Animate Dead, lesser and Animate Dead.

At 5th level this bonus increases to +4 Strength and Dexterity, +2 hitpoints per hit die and the Ultimate Necromancer adds his entire spellcasting ability modifier to each caster level of her control limit instead of half.

At 7th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD and the Ultimate Necromancer adds 1.5 times her spellcasting ability modifier to the number of HD of undead per caster level that she can control. 

At 9th level this bonus increases to +8 Strength and Dexterity, +4 hit points per HD and the Ultimate Necromancer adds twice her spellcasting modifier to the number of HD of undead per caster level that she can control. 

Spawn Mastery (Su)
At 4th level, whenever a lord of the dead would create a free-willed undead, that undead is instead under the lord of the dead’s control. A lord of the dead can control up to 4 HD of undead per lord of the dead level in this manner. Excess undead are free-willed unless previously controlled undead are released.

Undead Manipulator (Ex)
At 6th level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Death’s Shroud (Su)
At 8th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Ultimate Necromancer’s highest caster level.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.

So i took a lot of everyone's advice to see how it would look. I spread Undead Mastery out over 8 levels, allowing more of a progression for the class. I also changed a few features to be not as powerful (Aligned Class) and tried to make each level gained, powerful and have something exciting.

Let's see if the new improvements help :)


OmniMage wrote:


If you wanted to make your class more unique, maybe you can increase the number of undead your class can control. I'm tempted to make my own prestige class; working name is Lords of Undead.

That's what this class is all about. Undead Mastery and Inspired Necromancy are big helps... did you read my class?


Ok how would you improve my class to compete???


Ok!! Thanks guys! I will be making adjustments in the next few days then come back with a more updated version.

If you come up with an idea or a feature that you would like to see added, let me know :)


Necrosocial (Ex)
The Ultimate Necomancer's influence over intelligent undead becomes more refinded. At 5th level he gains a bonus equal to half his Ultimate Necomancer level to his Leadership score for attracting undead to his cause. If the Ultimate Necromancer becomes undead then this bonus becomes his full level. If this would allow him to gain a powerful cohort, then that cohort must still remain 3 CR lower than the Ultimate Necomancer.

Hey guys i am still adding piece by piece to this thing. If you have an idea for a class feature let me know. I followed the advise that there wasn't enough for lvl 5, 7, 8, and 10. So that leaves 3 levels kind of barren. I am trying to come up with interesting add ons but if you got one, lets hear it.


to be honest i used a few features from that class, but like i said, i wanted a little more umph. for a 10th level prestige class i am wondering if this would be balancedish.


Hey guys! So I am trying my best to come up with a good necromancer prestige class that gives a little more punch than anything that is out there right now. So i have a work in progress and i am looking for some criticism and feedback. This is actually for my big bad guy but how balanced would this be if a player were to try it?

Ultimate Necromancer 10 level prestige

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d8
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Spells: Must be able to cast animate dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the Ultimate Necromancer prestige class.

Weapon and Armour Proficiency:
Ultimate Necromancers gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Aligned Class (Ex)
At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the Ultimate Necromancer prestige class.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

One With Death (Ex)
A Ultimate Necromancer lives at the intersection of life and death. At 2nd level, a living Ultimate Necromancer only receives half damage from negative energy, while an undead one takes half damage from positive energy.

Inspired Necromancy (Ex)
Starting at 2nd level, when determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Ultimate Necromancer levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Ultimate Necromancer 3 would be able to control 52 Hit Dice worth of undead with Animate Dead.

Spawn Mastery (Su)
At 3rd level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. Excess undead are free-willed unless previously controlled undead are released. If there is class feature from another class that might enhance his HD per caster level (as per Aligned Class), then this limit also increases. This is also modified by the Undead Mastery class feature.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain a +2 enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer adds his Spell Casting Modifier to the limit for controlling undead creatures created by the Animate Dead spell.

At 6th level this bonus increases to +4 Strength and Dexterity, +2 hit points per hit die and the Ultimate Necromancer adds 1.5 Spell Casting modifier to each caster level of his control limit.

At 9th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD and the Ultimate Necromancer adds twice his Spell Casting modifier to the number of HD of undead per caster level that she can control.

One with Death, Greater (Ex)
At 4th level, the energies that govern the well being of the Ultimate Necromancer become even more ineffective. The Ultimate Necromancer no longer takes damage from harmful Negative or Positive Energy. However if Channel Energy is used for another effect (such as healing or Turn Undead) it still takes effect. Only harmful energies are blocked by this feature.

Undead Manipulator (Ex)
At 4th level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex)
At 5th level, an Ultimate Necromancer bolsters undead around him. As a standard action, an Ultimate Necromancer manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Ultimate Necromancer can use this ability once per day. In addition, any undead the Ultimate Necromancer creates is treated as having been created within the area of a desecrate spell.

Truly One with Death (Ex)
At 7th level, whenever an Ultimate Necromancer would be affected by harmful energies, he instead heals for 1/2 the damage dealt.

Death’s Shroud (Su)
At 6th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Ultimate Necromancer’s highest caster level.

Secrets of Death (Ex)
At 8th level, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Spell Casting modifier. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


Hey guys! So I am trying my best to come up with a good necromancer prestige class that gives a little more punch than anything that is out there right now. So i have a work in progress and i am looking for some criticism and feedback. This is actually for my big bad guy but how balanced would this be if a player were to try it?

Ultimate Necromancer 10 level prestige

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d8
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Spells: Must be able to cast animate dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the lord of the dead prestige class.

Weapon and Armour Proficiency:
Lords of the dead gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Aligned Class (Ex)
At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the Ultimate Necromancer prestige class.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

One With Death (Ex)
A Ultimate Necromancer lives at the intersection of life and death. At 2nd level, a living Ultimate Necromancer only receives half damage from negative energy, while an undead one takes half damage from positive energy.

Inspired Necromancy (Ex)
Starting at 2nd level, when determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Ultimate Necromancer levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Ultimate Necromancer 3 would be able to control 52 Hit Dice worth of undead with Animate Dead.

Spawn Mastery (Su)
At 3rd level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. Excess undead are free-willed unless previously controlled undead are released. If there is class feature from another class that might enhance his HD per caster level (as per Aligned Class), then this limit also increases. This is also modified by the Undead Mastery class feature.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain a +2 enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer adds his Spell Casting Modifier to the limit for controlling undead creatures created by the Animate Dead spell.

At 6th level this bonus increases to +4 Strength and Dexterity, +2 hit points per hit die and the Ultimate Necromancer adds 1.5 Spell Casting modifier to each caster level of his control limit.

At 9th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD and the Ultimate Necromancer adds twice his Spell Casting modifier to the number of HD of undead per caster level that she can control.

One with Death, Greater (Ex)
At 4th level, the energies that govern the well being of the Ultimate Necromancer become even more ineffective. The Ultimate Necromancer no longer takes damage from harmful Negative or Positive Energy. However if Channel Energy is used for another effect (such as healing or Turn Undead) it still takes effect. Only harmful energies are blocked by this feature.

Undead Manipulator (Ex)
At 4th level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex)
At 5th level, an Ultimate Necromancer bolsters undead around him. As a standard action, an Ultimate Necromancer manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Ultimate Necromancer can use this ability once per day. In addition, any undead the Ultimate Necromancer creates is treated as having been created within the area of a desecrate spell.

Truly One with Death (Ex)
At 7th level, whenever an Ultimate Necromancer would be affected by harmful energies, he instead heals for 1/2 the damage dealt.

Death’s Shroud (Su)
At 6th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Ultimate Necromancer’s highest caster level.

Secrets of Death (Ex)
At 8th level, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Spell Casting modifier. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


glass wrote:

I ran Age of Worms with gestalt characters - initially because we thought we were going to have a small group, although it did not turn out that way. I have played a couple of short term minim-campaigns but sadly never a full longe term campaign in it. If I was to run or play Pathfinder with a 3 or 2 person group, I would definitely use/suggest gestalt again.

I also have this idea bouncing around in my head for solo games with four-class gestalt and some other tweaks, but nothing has come of that yet.

_
glass.

I love to be your guinea pig for that!! So for a 4 class gestalt what kind of character would you be looking to see i can try and make one...


Jeff Merola wrote:
Garion Beckett wrote:
Samasboy1 wrote:
A wyvern can be taken as a 10th level cohort with Leadership.
Question... how did you find out that the wyvern is a lvl 10 companion?
Ignoring the massive necro, Bestiary 1 has the rule you want. Appendix 6: Monster Cohorts.

Thank you!! We are trying to turn an old 3.5 game into a pathfinder game, and one of our players had the Dragon Steed feat to get a draconic mount. She was a paladin of freedom. And she raised this wyvern from an egg, and was magically aged by accident... so we were trying to figure out how to keep that relevent. Lol

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