Ghoul

Tiberius Kardem's page

25 posts. No reviews. No lists. No wishlists.


RSS


Kolokotroni wrote:
Quote:


As for mount at 5th level, I apparently did not write it in but I had intended that once the dragon had mount, the rider could...well, ride it as long as they were of at least the same size category (because it doesn't get the Large evolution until much later).
But why doesnt it get mount at 1st level. Its called the dragon RIDER, not dude and his dragon buddy, it should get the mount evolution asap.

You have a point, and personally I don't see that as overpowered.

Something like starting evolutions: Bite, Claws, Mount, Limbs (x2)? I'll have to rewrite and edit some things before adjusting and reposting it.


Mythic +10 Artifact Toaster wrote:
To be fair I've seen posts of eidolons perfectly legal that are more dangerous than that. Any ever see what a con poison focused eidolon can do *shudder*. not to mention not getting pounce, which is the linchpin in most eidolon damage builds. couldn't spirit of the dragon simply be replaced by the draconic sorcerer bloodline? The spirit of the dragon stuff seems pretty cool, but form of the dragon is a very powerful spell. I think if you went the bloodline route, then you wouldn't need the spellcasting reduction.

Y'know I rather like the idea of the draconic sorcerer tie in...that could be quite nice. Maybe there should be a split, a Cavalier style alternate class that makes you a psuedo dragon rider (for melee types) and a Summoner alternate class for a more spell focused psuedo dragon rider. Upon further reading, yes the Form of the Dragon ability is quite powerful and probably should be a 18th/20th level capstone ability.


RedDogMT wrote:
LazarX wrote:

Someone has found one of the most breakable classes in the game, and found a good way to break it even further.

Not only do you have a souped up eidolon, the summoner has become Druidzilla.

I agree. It is an interesting concept, but the OP is taking an over-powered class and powering it up further. It needs to be toned down.

Also, with the massive amount of changes, I don't see this as an archetype. It really is it's own class.

Thank you for your congenial insights, clearly the idea is good but my process is flawed.


Corerue wrote:
This is fantastic! I had created my own revamp of dragon rider and this is way interesting archetype for Summoner. Bravo good sir :)

Thanks!


I like this, though I think you should reconsider the level of some of the spells (lesser animate dead at level one might not fly with many GMs). Does the "Abomination" gain Evolutions like the Eidolon?


Is there a way to clarify officially about the Eye of Talent? My group is debating between the RAW and RAI with Eye of Talent and the Eidolon. The text implies its for the "companion" in general but it does suspiciously leave out Eidolon.


Kolokotroni wrote:

This looks pretty interesting. Though I very much like the super genius games dragon rider, doing it with the summoner seems a bit more practical in general terms.

Though given the class is called the dragon rider, shouldnt mount be gained as an automatic or first level evolution?

Also, I am not clear on some of the evolutions. Does the dragon simply gain no evolutions at first level? Or are you saying that at first level it gets the improved version of the bite evolution and has 4 claw attacks? Because this would exceed the normal limitation on natural attacks for eidolons. I think maybe the improved bite and mount would be more appropriate at first level instead and think of something else to put in for level 5.

And how exactly are the other evolutions included? Does the eidolon get some kind of reduced evolution pool?

Hmm...well, its more of a set thing for the "eidolon", it gains the listed evolutions. It is separate from the normal base forms, evolution choices ect. No evolution pool, it just gains abilities as it levels.

As for mount at 5th level, I apparently did not write it in but I had intended that once the dragon had mount, the rider could...well, ride it as long as they were of at least the same size category (because it doesn't get the Large evolution until much later).


Thank you all for the suggestions and compliments, and by all means keep them coming!


DarthPinkHippo wrote:

This is actually perfect for an npc I need for my home game...

I'm too tired to comment any further really but I like it a lot! Props!

Thank you, that is quite complimentary.


3 people marked this as a favorite.

This archetype is based around creating a dragon riding class that doesn't break the game or create headaches for the GM. In essence it is a much more focused Summoner, who also gives up his Summon Monster Spell-like abilities. I would appreciate feedback and ideas, thanks. For instance, should there be a focused spell list separate from the summoners? Perhaps taken from the Sorcerer spell list?

Dragon Rider
(Summoner Archetype)
Summoner changed to Dragon-Rider. Eidolon changed to Draconic Mount.
Proficiencies
A Dragon-rider is proficient with all simple weapons, lances, whips (including Scorpion Whips) and bows. This alters the standard Summoner proficiencies.
Draconic Eidolon
Instead of an outsider, a Dragon-Rider’s eidolon has the “Dragon” creature type and the “Extraplanar” Subtype. Its statistics are changed from a standard eidolon as follows:
• HD: d12 (instead of d10)
• BAB: equal to total HD (fast progression)
• Saves: Good Fort, Good Reflex, poor Will
• Starts with Quadruped base form and the following Evolutions:
• Bite
• Limbs (legs) (2)
• Claws
• Dark-Vision

At 1st level the Dragon-rider chooses a dragon to model his draconic eidolon after. This choice cannot be changed later. This choice affects the eidolon's powers and resistances (Red dragon based eidolons have fire based powers and immunities for example). Typically these would be the chromatic/metallic dragons but could hypothetically be others (example: An Umbral Dragon based build could do negative energy damage).

Evolutions by level (In essence, the Draconic Eidolon has a set value of Evolutions gained at the set level, the Dragon-Rider has no control over these. The Draconic Eidolon's "base form" is modeled after one of the chromatic or Metallic dragons, this choice cannot be changed
1st: Bite, Claw
2nd: Low-Light Vision
3rd: Resistance
4th: Tail, Tail Slap
5th: Mount
6th: Flight (60ft.)
7th: Wing Buffet
8th: Magic Attack
9th: Breath Weapon
10th: Reach (bite)
11th: Immunity
13th: Large
15th: Spell Resistance
20th: Frightful Presence

Additionally, several other abilities may be gained. Evolutions like Gills, Swim, Climb or Energy Attack could be added at various levels.

Spirit of the Dragon
At first level, a Dragon Rider’s bond allows him to share in his Dragon’s essence and power. He may call upon this power a number of times per day equal to 3 + his charisma modifier. Each use lasts for one minute per level and takes a standard action to activate.
This ability grants him Natural Armor enhancement of +1, which increases by +1 every two levels (maximum +10). This ability also grants him two claw attacks that deal 1d4 damage (if medium) and a bite attack that deals 1d6 damage (if medium). At 5th level, these claws and bite attacks are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (if medium) and 1d8 (for the bite). At 13th level, you may spend a swift action to empower these claws and bite attacks to deal an additional 1d6 points of damage of your energy type on a successful hit.
At 3rd level, this ability grants you Resist Energy 5 to the energy type your dragon is attuned to. At 9th level this increases to Resist Energy 10, at 15th level this increases to Resist Energy 20, at 17th level this grants you immunity to your attuned energy.
At 11th level, you may grow a pair of wings as a swift action while Spirit of the Dragon is active, granting you fly speed of 60 ft. (average).
This ability replaces Summon Monster I, II, III, IV, V, VI, VII, VIII, and IX.
At 8th level, activating Spirit of the Dragon is reduced from a standard action to a move action. This replaces Transposition.
At 19th level, activating Spirit of the Dragon is reduced from a move action to a swift action. This replaces Gate.
Dragon Shape I
At 10th level you may take the form of a dragon (as if casting Form of the Dragon I), the form you take must match the thematic element of your bonded dragon and cannot be changed. Each use of this ability consumes one use of your Spirit of the Dragon power. This ability replaces Aspect.
Dragon Shape II
At 18th level your Dragon Shape ability functions as Form of the Dragon II, at lasts for ten minutes per level. This ability replaces Greater Aspect.
Dragon Shape III
At 20th level you’re connection to the dragons is perfected and your Dragon Shape ability functions as Form of the Dragon III and you may remain in that form for one hour per level. This ability replaces Twin eidolon.

Diminished Spell-Casting
Dragon-Riders cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level.


Personally I would say NO to using permanency, just a bit too...much. But that is a GM call.

However, using the rules for custom magic item creation he could make a continues use item that granted Lead Blades. Rules found here: http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Gold-Piece-Values

Under continues use it would be spell level (1st) multiplied times caster level (CL 1) times 2000gp. This equals 2000gp, but an addendum states that the final cost is multiplied times 2 if the spell originally lasted minutes per round. Therefore the final cost (if my calculations are correct) is about 4000 gp. This is roughly the double the cost of a +1 weapon but half the cost of a +2 weapon. The weapon in question would NOT be a "magic weapon" through the use of this.

Be warned that one reading of this rule is that the crafter could create an amulet that had a continues Lead Blades so that any weapon he wielded would be effected. This is a bit abusive of the rules but technically legal, personally I would say limit it to one weapon.

Perhaps some sort of attachable crystal that granted the Lead Blades to a single weapon? 3.5 had attachable weapon Crystals.

The Dwarf Cleric Archetype "Forgemaster" gets Lead Blades on his list, so he would be a prime candidate for this sort of thing.


I like the feel of the Dedicated Ossuarite, very nice. I would suggest looking at the back-story of Necromancer from Diablo II, very much like this and into the "Circle of Life" and balance. One issue is the Chill Aura of the skeletal companion: it's rather strong at that level but won't hold up very well in later levels (Cold Resistance 5 would ruin it), perhaps if it leveled with Ossuarite? or if the creature could add 1/2 your level to the damage? or (since the archetype isn't based around cold but death) maybe change the damage to Negative Energy (with the exception that it provides no healing to undead, you could work it up to be necrotic rotting energy).

Really liked it! looking forward to more.


Deuxhero: Thank you for the suggestion, I was aiming to make it a more focused Necromancer hence the scythe. Perhaps adding proficiency with all martial weapons as long as they are crafted from bone? (Do note that although although non-bludgeoning two-handed weapons cannot be made from bone, Magically crafted bone weapons should* bypass that restriction).
*subject to GM approve, as is everything.

Oceanshieldwolf: Thank you. An Undead Archetype for Druid? I rather like it. The Blight Druid can do a bit of that, but not to an impressive degree. I felt that Bone armor was more in tune with the character and makes their ability to cast in armor slightly mollified.

Kolokotroni: I have read up on it, unfortunately it relies on 3rd party sources a bit more than I like (So does mine, I guess but my group allows some 3.5 stuff). I do like the built in flexibility and it is very intriguing (especially with the separate paths and fetishes), not sure but I might have been influenced by it a little...hard to tell as I wrote this up a long time ago.

Thanks for the comments! Any other suggestions?


3 people marked this as a favorite.

I always liked the Dread Necromancer from 3.5 Heroes of Horror, and this is a fairly simple conversion to Pathfinder. Feedback and comments are appreciated.

Dread Necromancer Pathfinder Variant
HD: d8
Class Skills (2 + Int modifier per level): Bluff, Craft, Disguise, Stealth, Intimidate, Knowledge
(arcana), Knowledge (religion), Profession, Use Magic Device, and Spellcraft.

BAB: As Wizard
Good Save: Will
Bad Saves: Fort & Reflex
Spells per day: as Sorcerer

Class Features
Weapon and Armor Proficiencies: Dread Necromancers and proficient with all simple weapons and the Scythe.
Dread necromancers are also proficient with light armor and medium armor and light shields as long as they are made of bone. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing bone armor without incurring the normal arcane spell failure chance. He/she still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears light, medium or heavy armor, or uses a shield that is not made primarily of bone, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component.

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list. Like a sorcerer, she can cast any spell he/she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, he/she automatically knows all the spells for that level given on the dread necromancer’s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a dread necromancer’s spell is 10 + the spell’s level + his/her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. His/her base daily spell allotment is given in Table 5–2: The Dread Necromancer. In addition, he/she receives bonus spells for a high Charisma score (see Table 1–1 on page 8 of the Player’s Handbook).

Cantrips: Dread Necromancers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Negative Energy Affinity: At first level the Dread Necromancer gains the Negative Energy affinity universal ability, meaning the Dread Necromancer is healed by negative energy and harmed by positive energy, as if it were an undead creature.

Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, concentrating in his/her hands. At will, but no more than once per round,he/ she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per three class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per three class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance. As a dread necromancer levels he/she can add additional affects to his/her charnel touch:
• Scabrous Touch: Starting at 6th level, once per day a dread necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player’s Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted; see page 292 of the Dungeon Master’s Guide for details. Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance. A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.
• Poison Touch: Starting at 9th level once per day a dread necromancer can use her charnel touch to inflict poison on a creature she touches. This ability works like the poison spell, requiring a Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a poison touch attack from a distance. A dread necromancer can use this ability once per day at 9th level, twice per day at 14th level, and three times per day at 19th level.
• Necrotic touch: Starting at level 10, when a dread necromancer’s charnel touch kills a creature, he/she may, as a swift action, choose to reanimate the creature as an undead under his/her control, as Animate Dead. He/she may use this ability once per day at level 10, twice per day at level 15, and three times per day at level 20.
• Enervating Touch: When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack. A dread necromancer can use the spectral hand spell to deliver this attack from a distance. Beginning at 17th level, the number of negative levels a dread necromancer can bestow per day increases to equal her class level.

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Lich Body: Starting at 2nd level, a dread necromancer begins his/her journey into undeath. The first symptom is his/her body’s increased resilience to physical harm. He/she gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Channel Negative Energy (Su): Beginning at 3rd level, a dread necromancer gains the ability to channel negative energy as a Cleric of her level -2. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability a number of times per day equal to 1+ her Charisma modifier.

Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. A dread necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level.

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.

Fear Aura (Su): Beginning at 5th level, a dread necromancer radiates a 5-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.

Undead Leadership: At 7th level a Dread Necromancer gains Undead Leadership as a bonus feat, he/she does not need to meet the perquisites. The Dread Necromancer may choose a Skeletal Champion as a Cohort.

Undead Mastery: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist positive and negative energy effects, including energy drain, some ability drain, channeled energy and cure spells.

Craft Wondrous Item: At 3rd level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a Lich.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a Lich. Her type changes to undead, and she gains all the traits of the undead. She no longer has a Constitution score, all her existing Hit Dice become d8s. A dread necromancer need not pay experience points or gold to create her phylactery.

DREAD NECROMANCER SPELL LIST

The dread necromancer’s spell list appears below.
0 Level (Cantrips): bleed, disrupt undead, touch of fatigue, ghost sound, detect magic, ray of decay**

1st Level: Bane, bestow wound*, cause fear, chill touch, detect undead, doom, hide from undead, inflict light wounds, sculpt corpse, ray of enfeeblement, summon monster I, undetectable alignment, Animate Skeleton**

2nd Level: Blindness/deafness, command undead, darkness, death knell, desecrate, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon monster II, Animate Zombie**

3rd Level: Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon monster III, vampiric touch, Animate dead-lesser

4th Level: Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon monster IV

5th Level: Blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood*, slay living, summon monster V, undeath to death, unhallow, waves of fatigue

6th Level: Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, waves of exhaustion

7th Level: Control undead, destruction, finger of death, greater harm*, mass inflict serious wounds, song of discord, vile death*

8th Level: Create greater undead, horrid wilting, mass inflict critical wounds, symbol of death

9th Level: Energy drain, imprison soul*, mass harm*, plague of undead*, wail of the banshee
*New spell (see Dread Magic, starting page 125, Heroes of Horror).
**New spell (see below)
Ray of Decay
Necromancy
Level: Clr 0, Sor/Wiz 0, Dread Necromancer 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When this spell is cast, a ray of dark and sizzling negative energy shoots from the caster’s finger. The caster must succeed at a ranged touch attack, and if successful, this ray deals 1d3 points of negative damage. There is a slight stench of decay which extends from the new wound. If used on an undead creature this spell grants it a +2 to turn resistance for 1d4 rounds.

Animate Animal
Necromancy
Level: Sor/Wiz 0, Dread Necromancer 0
Components: V,S,M
Casting Time: 1 action
Range: Touch
Targets: One animal corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of one dead animal into an undead skeleton or zombie that follows your spoken commands. This spell will only animate dead animals of Tiny size. The skeleton or zombie can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton or zombie remains animated until it is destroyed. A destroyed skeleton or zombie cannot be reanimated again.
Regardless of the amount of times this spell is cast, only a single undead animal may be controlled at any one time by a single caster. If an undead animal is animated using this spell whilst another is already under your control, the original animal becomes uncontrolled.
An undead animal can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a tiny-sized skeleton or zombie may be found in the SRD.
Material Component: A small black onyx gem worth at least 10 gp per HD must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animate Skeleton
Necromancy
Level: Sor/Wiz 1, Dread Necromancer 1
Components: V,S,M
Casting Time: 1 action
Range: Touch
Targets: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of one dead creature into an undead skeleton that follows your spoken commands. This spell will only animate skeletons of Medium size or smaller. The skeleton can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.
Regardless of the amount of times this spell is cast, only a single skeleton may be controlled at any one time by a single caster. If a skeleton is animated using this spell whilst another is already under your control, the original skeleton becomes uncontrolled.
An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had whilst alive. See the SRD for details.
Material Component: A small black onyx gem worth at least 25 gp per HD must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animate Zombie
Necromancy
Level: Sor/Wiz 2, Dread Necromancer 2
Components: V,S,M
Casting Time: 1 action
Range: Touch
Targets: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of one dead creature into an undead zombie that follows your spoken commands. This spell will only animate zombies of Medium size or smaller. The zombie can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The zombie remains animated until it is destroyed. A destroyed zombie cannot be reanimated again.
Regardless of the amount of times this spell is cast, only a single zombie may be controlled at any one time by a single caster. If a zombie is animated using this spell whilst another is already under your control, the original zombie becomes uncontrolled.
An undead zombie can be created only from a mostly intact corpse. The statistics for a zombie depend on its size; they do not depend on what abilities the creature
may have had whilst alive. See the SRD for details.
Material Component: A small black onyx gem worth at least 25 gp per HD must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.
Corpse Dance
Necromancy
Level: Dread Necromancer 2
Components: V, S, F, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse touched
Duration: 1 hour/per level
Saving Throw: None
Spell Resistance: No
You animate a single corpse into a skeleton or zombie. Due to the inefficient method of reanimation the undead is held together for only a short time, before it falls back into death. The zombie or skeleton is under your control but doesn't count towards your limit of undead controlled.
Material Component: a bit of raw meat (for Zombies), or bone (for Skeletons)
Focus: The corpse to be animated


Skeeve Plowse wrote:

Within my own group, myself and a player of mine that wanted to play a wizard in full plate solved the issue by borrowing the Twilight armor property from 3.5. It's a +1 armor property that reduces spell failure chances by 10%. Right now he's level 7, with +1 Mithril Twilight Full Plate, Arcane Armor Training & Mastery, and has a 0% spell fail chance.

As for the actual archetype, well... I'd probably allow it if a player really wanted it, but it doesn't seem all that great. Also, I question the specific logic in trading out Scribe Scroll for Craft Magic Arms & Armor; a wizard can enchant their Arcane Bond item as though they already had the appropriate feat, so this isn't really necessary for anything, it looks like just a straight trade up for something better.

An interesting concept, though I believe that build and this Archetype equal out at similar levels, though with one sacrificing money while the other sacrifices class abilities. I shall look into this "twilight" enchantment, Thank you.

The build isn't meant to be "great", that is what the Wizard Spells are for. It is meant to diversify options and provide a means for alternate concepts. Which is just a long-winded way of saying that it would be cool to play Dr. Doom or other such armored sorcerers. As to the Feat switch, it was NOT intended to be a trade for something better, simply something that would fit the concept (And note that they wouldn't have gotten it until 5th level, thus losing out on an early free feat). Cold Napalm pointed out that it didn't really fit and I agree with both of you.


Cold Napalm wrote:
Tiberius Kardem wrote:

That is assuming a wizard would want to take EK. It's only interesting bonus is the spell critical at 16th level, true the d10 HD are nice but there are better classes.

As I have said, my group plays low-level games exclusively, it is less of an issue for me or my group than it would be for another. I do however acknowledge and respect your thoughts. I will consider the medium to 7th (and heavy to higher level)and confer with my group. Do you think the reduction of ASF mechanics are conceptually sound?

Your assuming that a wizard would NEVER take EK. You need to balance things to everything else in the rules. That is why it got so out of hand with the rules bloat of 3.5. Too many rules to balance things with...so they just didn't bother and we got some pretty broken things that way.

The ASF reduction is good...but you may wanna slow it down a tad...every 3 levels maybe? Do 1st level is 5%, 4th is 10%, 7 is 15% and 10 is 20% and then make the cap 25% at level 13 (what mithril full plate is). So if you do 7 and 13 for the medium and heavy, you can do mithril breast plate and full plate without using AAT and those can be used if you want a shield or other armor bits that raise ASF...or want adamantium or other special material.

The 15th level for two abilities seem kinda high...but arcane shield is pretty meh anyways with the burning of spells so not a big deal to give it something else...but arcane insight? You mean arcane accuracy of the magus arcana? Because this ability seems kinda not in line with the whole theme...

Arcane Insight (Ex): At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.

I understand the 3.5 issue, my group did discuss that but we came to the conclusion that EK was simply sub-par, the Magus fills the role better. And if one were to convince the GM to let them use this archetype and then go into EK, they would still only ignore 15% ASF (25% with a swift action) and are still limited by the armor bond, not really a game-breaker (though a clever player can do diabolical things with even commoners). This of course all relies on the GM. I totally understand your point, however.

Hmmm...that seems workable, but that limits them to padded armor at lower levels, ANY mage can stack an armored kilt with ceremonial silk armor for +2 AC no ASF. As to the Arcane Insight: http://www.d20pfsrd.com/feats/general-feats/arcane-insight

Arcane Insight
Prerequisites: Worshiper of Nethys, Arcane Shield.
Benefit: Whenever you use the Arcane Shield feat, you also gain a +1 insight bonus to your Armor Class for 1 round.

There is the requirement to worship Nethys, but I think Arcane casters shouldn't have to rely on divine permission for arcane feats...but if one disagrees that is their right.
Again, thanks for the input.


Quite Right, I tend to confuse the two. Libris Mortis did have the Pale Master prestige class which had some interesting points about it.

Some 3rd party sources had a cantrip which let you animate a tiny low hd animal, kinda like a skeletal familiar (I once threw an undead monkey into the face of a wood golem, not that it affected it).

Same source (I think it was a Mongoose publishing book) had 1st level animate skeleton and 2nd level animate zombie spells.

Edit: http://grandwiki.wikidot.com/ean2, Warning: Mongoose publishing is oft considered overpowered.

I actually have a self-created Pathfinder version of the Dread Necromancer if you'd like to take look.


That is assuming a wizard would want to take EK. It's only interesting bonus is the spell critical at 16th level, true the d10 HD are nice but there are better classes.
As I have said, my group plays low-level games exclusively, it is less of an issue for me or my group than it would be for another. I do however acknowledge and respect your thoughts. I will consider the medium to 7th (and heavy to higher level)and confer with my group. Do you think the reduction of ASF mechanics are conceptually sound?

Apologies Helaman, Yes to the Archetype or to the 15th level bonus feat replacement?


Armor Bond
• At 1st level an Armored Mystic bonds with a single suit of armor gaining a connection with this specific piece of armor. At 1st level he may bond with light armor, at 5th level he may bond with medium armor, and at 10th level he may bond with heavy armor. The Armored Mystic is considered proficient with his bonded armor and reduces Arcane Spell Failure of his bonded armor by 5% per two levels (to a maximum of 20% at 7th level). The Bonded Armor does not allow the Armored Mystic to cast an additional spell as normal arcane bonds do. This ability otherwise works as Arcane Bond. This ability replaces Arcane Bond.

Arcane Armor
• At 5th level an Armored Mystic gains Arcane Armor Training as a bonus feat. This replaces the 5th level Bonus feat.
• At 10th level an Armored Mystic gains Arcane Armor Mastery as a bonus feat. This replaces the 10th level bonus feat.

This method instead simply reduces the ASF while still limiting the class of armor. at 5% per 2 levels means that at 3rd level he (or she) ignores 10% of the ASF. But wait Tiberius! that can stack with the Arcane Armor Training feat! Which is why it is a bonus feat for 5th level, meaning at 5th level (just when medium armor is available) the ASF they can ignore is 15%, if they spend a swift action it is 25% (the ASF on a Breastplate). Now they could take the feat early so as to ignore more ASF earlier but would ultimately be giving up a free feat limiting themselves in the long run. Why is does the reduction on ASF go up so high? because there are other items (dwarven boulder-helm) which increase ASF.

At 10th level they would reduce the ASF by 20%, and with the Arcane Armor mastery feat they could reduce it to 40% with a swift action.

The advantage with this version is in order to make full use of the best armor, you still have to spend a swift action, but can wear lesser armor easily. The bonded armor must still be worn, and only one bond at a time, as well as still not getting the option for better armor till higher levels.

What do you think of replacing the 15th level bonus feat with Arcane Shield and Arcane Insight?


Very Nice, Seems somewhat similar to the Dread Necromancer from 3.5 Libris Mortis. Did that serve as any inspiration for this?

Also may I suggest that as this class is very focused on the Undead that you move the Animate Dead spell to a 3rd level spell slot(as Clerics) I never saw why a Specialized Necromancer Wizard gets Animate Dead at 7th level whereas any old cleric can cast it at 5th level. And now that Lesser Animate Dead is out, Clerics can start building undead armies at level 3, whereas Arcane casters still have to wait till 5th level to get lesser animate dead.


Thank you. I personally think that armor at lower level than the Magus is acceptable as the Magus has a lot of in-combat bonuses, whereas this is a normal d6 HD wizard who can wear armor. By level 7 a standard Mage can take the Improved Familiar feat which can give some absolutely amazing things. The bonded items are slightly less stellar but are not shabby with the extra spell ability. By giving these up for the armor you are getting with Full-plate +9 AC, though you can add magic abilities to it. Compared this the Imp (shape changing, commune and other spell like abilities), Ratling (loads of nice Spell like abilities and can use any scrolls), or even the Agathion Cat (which grants healing like a Paladin as well as Spell like abilities).
I have considered War Mage (I have been working on something similar)but this is aimed not at having the Wizard at the front line, but granting them Armor and some abilities based around armor. This gives them more survivability at the cost of options.

If the Wizard is getting the Heaver Armor at the same level as the Magus then the Wizard is just a squishier, but more magical, Magus without spell combat.

Also note that with this "Armor Bond" it is a single piece of armor. They are proficient with only that particular armor, and can only ignore the ASF from that particular armor. I also realize I wasn't clear on how they would shift their "Bonded Item". I need to fix that.

Indagare: I share your opinion, though I respect the reasoning behind the mechanics of it. Can't completely outshine the non-magical classes, that would be...tacky.

Really the Archetype is more about flavor than power, yeah one could just use a Hat of Disguise...but to me that just feels...sad.

Thanks for all the suggestions! I will be rewriting this Archetype, incorporating some of your ideas. Please continue the suggestions though.


Gustavo Inglesias: We had considered Eldritch Knight, however it simply is horrible. It's only real ability is the capstone, which, while nice, simply cannot make up for the lack of everything else. They don't get any abilities to reduce ASF. Perhaps a modified Eldritch Knight would be a better choice than a Wizard Archetype though, Thanks for the suggestions.

Harrison: The Hellknight is fairly good (even getting the mask!) but is rather faction specific. It's workable, but difficult to implement. For clarification our group plays low level only, I personally have never leveled past 8th. Which admittedly colors my view towards granting lower level armor bonus. But thanks for the suggestion, I had not considered prestige classes very seriously before now.

Rainrax: The swift action idea makes sense, but on the other hand you could take the Arcane Armor line of feats (which I consider painfully underwhelming). The bonus to concentrate checks begins to make the Wizard more of a Magus, rather than a full caster who wears armor. Compare this to the Cleric for instance: the Cleric gets full casting, even traditional Wizard spells if they choose the right domain, gets better BAB and can cast in armor. Now I am not advocating overhauling the classes are such, but simply hypothesizing an archetype which gains certain armor based abilities in exchange for dropping other class features (which I guess is exactly what an Archetype is).
As to spreading the abilities out more (I assume you meant when they gain the next armor level) I admit that our groups low level play colors my opinion: Your suggestions for altered leveling?
The lack of endurance was entirely intentional, if they wish to take advantage of the heaver forms of armor they have to take the feat.

Ciaran Barnes: An interesting idea, allowing the casting to ignore ASF based on level. However at first level they would be extremely underpowered, as they would not have the advantage of a Familiar (which essentially gives two free feats; alertness and the familiar ability) or the advantage of Arcane Bonded Item which grants an extra spell. I personally think that granting the extra abilities based on level are a bit to powerful for a replacement of only the arcane bond. A good idea about the bonus feats, though I think it would serve the purpose better if it granted specific feats instead of allowing optional choices. Excellent concepts, thank you.

Note that under my "Armored Mystic" the normal limits for an Arcane bonded item would apply to the Armor, so if the Mage wasn't wearing the armor they would have to make the concentration checks or lose the spell, a big disadvantage when circumstances force you to remove your armor.


Essentially I want to create a "Dr. Doom" style wizard archetype. This is what I have created thus far:

Armored Mystic (Wizard)

Armor Bond
• At 1st level an Armored Mystic bonds with a single suit of armor gaining a connection with this specific piece of armor. At 1st level he may bond with light armor, at 5th level he may bond with medium armor, and at 10th level he may bond with heavy armor. The Armored Mystic is considered proficient with his bonded armor and does not suffer from the Arcane Spell Failure of his bonded armor. The Bonded Armor does not allow the Armored Mystic to cast an additional spell as normal arcane bonds do. This ability otherwise works as Arcane Bond. This ability replaces Arcane Bond.

Craft Magic Arms and Armor
• At 5th level an Armored Mystic gains Craft Magic Arms and Armor as a bonus feat. This replaces the Scribe Scroll bonus feat.

Mystic Armor Training
• At 5th level an Armored Mystic reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every five levels thereafter (10th, 15th, and 20th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. This is considered to be Armor Training in regards to stacking the abilities. Additionally at 10th level the Armored Mystic reduces the penalty to his movement caused by medium or heavy armor by 5ft. At 20th level the Armored Mystic ignores the speed reduction of medium and heavy armors. This replaces the Wizard’s bonus feats from 5th, 10th, 15th, and 20th levels.

I know that this is not fully balanced. I know that the Magus class has many similarities (and Some may say that the Magus makes this unnecessary). My group has given me the dubious advice of being "Overpowered and Underpowered" but could not really pinpoint any particular area. The main issue is the increase in AC. The Mystic Armor training may be infringing on the fighter to much, and really is more for fluff. Any suggestions are more than welcome.


HerosBackpack wrote:

Open the forum you want to post in and you'll see a little link-button at the top that says 'Add new thread'.

Click that, type your message and post.

Thank You


So how does one create a Thread? I have a few...creations...that would benefit from outside opinions.


Sign in to create or edit a product review.