| Squaba |
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A new player I'm running for really wants to play a necromancer, however I REALLY dont want him to be evil. So I'm trying to compromise. This is a modified version of the Dread Necromancer from the 3.5 Heroes of Horror, please let me know what you think.
Redeemer
Masters of life and death a redeemer is an agent of karma that returns a semblance of life to their fallen foes so that they might have a chance to redeem their wicked ways and save themselves from an eternity of torment. They are masters of positive energy able to channel it into the bodies of the slain raising them as shells of their former selves until they have been judged worthy to pass on to their final rest. A redeemer seeks out those who actively do evil in and offer them this final chance at redemption, regardless of what they have to say about it.
Role: Redeemers bring a very valuable thing to the field of combat: numbers. Their deathless flock is able to quickly turn the tide of battle. Their blend of spells combined with their martial training and the unique nature of their bodies make them valuable assets to those they call allies. They can often be found traveling with individuals who seek out evil and destroy it where it’s found, or with those whom trouble always seems to find.
*A Note: The deathless subtype is almost identical to the undead subtype, except where undead are powered by negative energy, the deathless are powered by positive. Positive energy affects them the same way it would a living creature, so does negative energy. Spells used to raise, create, or summon creatures of the deathless subtype do not have the [evil] descriptor.
Alignment: Any non-evil
Hit Die: d8
Class Skills:
Bluff (Cha), Craft (Int), Disguise (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks Per Level: 4 + Int modifier
Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Righteous Touch, Channel Positive Energy
2nd +1 +0 +0 +3 Deathless Body
3rd +1 +1 +1 +3 Death's Embrace
4th +2 +1 +1 +4 Advanced Learning, Mental Bastion
5th +2 +1 +1 +4 Awesome Presence 10 ft.
6th +3 +2 +2 +5 Master of Fates, Lifesight 60 ft.
7th +3 +2 +2 +5 Necrotic Attunement
8th +4 +2 +2 +6 Deathless Mastery
9th +4 +3 +3 +6 Negative Energy Resistance
10th +5 +3 +3 +7 Light Fortification 25%
11th +5 +3 +3 +7 Mental Bastion +4
12th +6/+1 +4 +4 +8 Enervating Touch
13th +6/+1 +4 +4 +8 Lifesight 120 ft.
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Awesome Presence 30 ft.
16th +8/+3 +5 +5 +10 Death Ward
17th +8/+3 +5 +5 +10 Light Fortification 50%
18th +9/+4 +6 +6 +11 Mental Bastion +6
19th +9/+4 +6 +6 +11 Craft Wondrous Item
20th +10/+5 +6 +6 +12 Archlich Transformation
Class Features
Weapon and Armor Proficiencies: A redeemer is proficient with all simple weapons and with one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of redeemer and cannot be changed. Redeemers are also proficient with light armor and medium armor, but not with shields.
Spell casting: A redeemer casts divine spells, which are drawn from the redeemer’s spell list. Like an oracle, she can cast any spell she knows without preparing it ahead of time. When a redeemer gains access to a new level of spells, she automatically knows all the spells for that level given on the redeemer’s spell list. Redeemers 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 redeemer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a redeemer’s spell is 10 + the spell’s level + her Charisma modifier. Like other spell casters, a redeemer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 1. In addition, she receives bonus spells for a high Charisma score.
Table 1: Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 - - - - - - - -
2nd 4 - - - - - - - -
3rd 5 - - - - - - - -
4th 6 3 - - - - - - -
5th 6 4 - - - - - - -
6th 6 5 3 - - - - - -
7th 6 6 4 - - - - - -
8th 6 6 5 3 - - - - -
9th 6 6 6 4 - - - - -
10th 6 6 6 5 3 - - - -
11th 6 6 6 6 4 - - - -
12th 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 5
Righteous Touch (Su): The energy that flows through a redeemer’s body, and can be used as a weapon in his hands. As part of his touch attack, a redeemer can cause 1d8 points of damage +1 per two class levels by to any evil, or undead, creatures.
Spectral hand may be used with this ability.
Channel Positive Energy (Su): The redeemer can channel positive energy as a good cleric except uses his Charisma modifier for any saving throws and number of times per day it can be used. In addition, choose one of the following. This choice cannot be changed once it’s made:
Selective Channeling: The redeemer can choose to not include other living creatures as part of his positive energy channel and gains the selective channeling feat, assuming he can meet the prerequisites.
Redeem Undead: The redeemer releases a potent blast of positive energy driving out the negative energy that animates normal undead and then gaining control of them as he would any other deathless he creates. The redeemer gains the command undead feat.
Deathless Body: As part of the process of becoming a true deathless, the redeemer’s skin begins to take on unliving qualities. Nerve endings start to decay, flesh becomes more resilient, and bones harden. Beginning at 2nd level a redeemer gains damage reduction equal to half his class level, the damage reduction is bypassed with magic and bludgeoning.
Deathless Embrace: Upon reaching 3rd level the redeemer is better able to understand the energies that flow between all things living and dead. As a full round action the redeemer may activate deathless embrace and must select either within or without. Once chosen the choice cannot be changed for the duration of that day. Once he rests and regains his spells, he may choose again.
*Within: The redeemer chooses to reinforce the positive energies within his own body, empowering his physical and mental forms. When under the effects of deathless embrace, he gains a tolerance for negative energy and the creatures that relish in it. Undead creatures may not attack the redeemer unless they succeed on a will save with a DC equal to 10 + ½ her class levels + her charisma modifier. Mindless undead fail these checks automatically. Additionally, his Righteous touch ability also adds half his Charisma bonus to damage rolls (minimum +1).
*Without: Undead are treated as their previous creature type with regards to how the redeemer's spells affect them. For example, a human zombie would be treated as a human, and therefore susceptible to scare. A skeletal giant would count as a giant; a dracolich would count as a dragon, etc.
Further, every time he casts a spell that creates or animates a new deathless, these creatures gain +2 bonus hit points per hit die, as well as DR 1/-- with an additional +1 DR/-- per 5 caster levels the redeemer possesses.
Advanced Learning (Ex): At 4th level, a redeemer 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 redeemer already knows. Alternatively, the redeemer may chose a spell of any school, so long as the spell is one spell level lower than the highest possible he can cast.
Once a new spell is selected, it is added to that redeemer’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 redeemer.
He selects another spell every two levels thereafter, for a total of eight advanced learning selections at 18th level.
Mental Bastion: Starting at 4th level, a redeemer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 11th level and then again to +6 at 18th level.
Awesome Presence (Su): Beginning at 5th level, a redeemer radiates a 10-foot-radius fear aura as a free action. Evil creatures and undead 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 redeemer’s fear aura for 24 hours. Starting at 15th level the fear aura’s radius increases to 30 feet. Creatures immune to fear are immune to this effect.
Master of Fate (Su): As the redeemer comes closer and closer to his ultimate ascension into undeath, he also becomes more aware of how weak he used to be. When activating this ability, upon reaching 6th level, he may choose between body and mind. Master of fate lasts for a number of hours equal to the redeemer’s caster level. He may use this ability one time per day per four caster levels she possesses.
*Body: You shed your mortal shell and temporarily gain the deathless subtype. While under this effect you lose your constitution score and gain the traits of a deathless creature. This effect renders the caster medically dead for its duration. In addition, he is immune to turning.
*Mind: You gain spell resistance equal to 10 + class level. Further, any time the redeemer is forced to make a will save, she may roll twice and take the best of both roll.
Lifesight: The redeemer gains a form of lifesight that can detect living and undead creatures. The redeemer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 60 feet. Activating or deactivating this ability is a swift action, and the redeemer's eyes glow white while he’s using it. Spells that blind the redeemer have a 50% chance of negating this form of blindsight; blindfolds and shades have do not block lifesight, but do block normal vision as usual.
At 13th level the range increases from 60 feet to 120 feet.
Necrotic Attunement: Beginning at 7th level a redeemer chooses one option from among the following. Once chosen, this ability may not be changed.
*Deathless Guardian: One of the redeemer’s deathless flock gains true redemption and, rather than passing on to their next life, remains under his control and becomes his champion. This creature must be deathless and under the redeemer’s control.
This requires a touch and a quick incantation, but grants the undead many benefits:
It loses any appetites or diet needs it previously had (such as a ghoul's hunger for flesh or a vampire's thirst for blood), but can still gain benefits from partaking (if any).
It gains a +1 holy bonus on attack rolls (+1 per 4 redeemer class levels), the same in deflection modifier to AC, and +2 additional hit points per hit dice.
These bonuses last until the redeemer withdraws the boon, appoint a new guardian, or the deathless is destroyed. The boon can be withdrawn at any time with a similar incantation (a free action).
*Talisman of Light: The redeemer can form a potent talisman of Holy Energy. This can take many forms, from a finger bone, a rosary, a scroll of ancient prayers, an etched chalice, a jeweled mirror, all the way to a painted skull on a strap.
By brandishing this talisman and reciting eldritch passages, the redeemer can amplify their spells by using the ambient energy that lays in all life. Upon using a move action to activate the talisman, any spells cast until the end of his next round will count as if being affected by the heighten spell feat, but doesn’t increase the spell level required to cast it.
Reciting the eldritch passages is necessary for the function of the talisman, but does not interfere with the verbal components of the spell. He may use his talisman of light a number of times per day equal to 3 + his charisma bonus.
Constructing this talisman is a very personal task, and can take hours or days depending on the item. Regardless of its type, materials worth around 100 gp per class level, and one day-long ritual to bind the item to the Redeemer's aura are needed.
Deathless Mastery: All deathless creatures created by a redeemer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.
In addition, when a redeemer uses the animate dead spell to create deathless, he can control 4 + his 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 redeemer 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.
Negative Energy Resistance: Beginning at 9th level, a redeemer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Beginning at 16th level he gains a constant death ward effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.
Light Fortification: Starting at 10th level, a redeemer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability. At 17th level, this fortification increases to 50%.
Disrupting Touch (Su): When a redeemer reaches 12th level, he gains the ability to pull positive energy away from his target and bestow negative levels when he uses his righteous touch attack. A successful attack renders 1d2 negative levels to the target. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. He may use this ability a number of times per day equal to 3 + his Charisma modifier.
Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack. A redeemer can use the spectral hand spell to deliver this attack from a distance.
Craft Wondrous Item: At 19th level, the redeemer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become an archlich.
Archlich Transformation: When a redeemer attains 20th level, he undergoes a divine transformation and becomes an archlich. Archliches are transformed spell casters who have deliberately and carefully accomplished their own transformation into liches. They devote their deathlessness to the furtherance of the noble purpose that motivated them in life. Archliches appear as normal liches. They have all the characteristics of normal liches, but can water walk as well and have turning immunity.
Apply the Lich template as described in the Bestiary. A redeemer need not pay experience points or gold to create his phylactery. A redeemer who is not humanoid does not gain this class feature.
Redeemer Spell List
0 Level
Create Water
Detect Magic
Detect Poison
Disrupt Undead
Light
Mending
Purify Food and Drink
Read Magic
1st Level
Bane
Cause Fear
Chill Touch
Command
Cure Light Wounds
Deathwatch
Detect Undead
Doom
Hide from Undead
Ray of Enfeeblement
Summon Undead I* (Creatures Summoned have the Deathless subtype)
2nd Level
Blindness/Deafness
Command Undead
Cure Moderate Wounds
Darkness
Death Knell
False Life
Gentle Repose
Ghoul Touch
Scare
Spectral Hand
Summon Swarm
Summon Undead II* (Creatures Summoned have the Deathless subtype)
3rd Level
Cure Serious Wounds
Death Ward
Halt Undead
Magic Vestments
Ray of Exhaustion
Speak with Dead
Summon Undead III* (Creatures Summoned have the Deathless subtype)
Vampiric Touch
4th Level
Animate Dead (Creatures Created have the Deathless subtype)
Bestow Curse
Black Tentacles
Crushing Despair
Cure Critical Wounds
Death Ward
Dispel Magic
Fear
Holy Smite
Phantasmal Killer
Restoration
Spiritual Ally
Summon Undead IV* (Creatures Summoned have the Deathless subtype)
5th Level
Atonement
Blight
Breath of Life
Cleanse
Flame Strike
Greater Dispel Magic
Hallow
Lesser Planar Binding
Magic Jar
Mass Cure Light Wounds
Nightmare
Raise Dead
Slay Living
Summon Undead V*
Undeath to Death
Waves of Fatigue
6th Level
Circle of Death
Create Undead (Creatures Created have the Deathless subtype)
Eyebite
Forbiddance
Geas/Quest
Heal
Mass Cure Moderate Wounds
Planar Binding
Undeath to Death
7th Level
Control Undead
Destruction
Finger of Death
Greater Restoration
Holy Word
Mass Cure Serious Wounds
Resurrection
Waves of Exhaustion
8th Level
Create Greater Undead (Creatures Created have the Deathless subtype)
Holy Aura
Horrid Wilting
Mass Cure Critical Wounds
Symbol of Death
9th Level
Astral Projection
Mass Heal
Soul Bind
True Resurrection
Wail of the Banshee
*Spell from Heroes of Horror
| Doomed Hero |
I would play this class. It looks like you've put a lot of thought into the conversion.
I'm not sure what setting you're using, but This might help you address some of the issues inherent in Necromancy. It presents a great breakdown of how to handle the morality of negative energy and it's various effects.
| Squaba |
I would play this class. It looks like you've put a lot of thought into the conversion.
I'm not sure what setting you're using, but This might help you address some of the issues inherent in Necromancy. It presents a great breakdown of how to handle the morality of negative energy and it's various effects.
Thank you, I wanted to try to maintain the flavor of the necromancer, but with a twist of redemption and the divine aspects. I hope his reaction is similar, but I have a feeling he just want's to make a bad guy (he's a young player and they all seem to love making the bad guy...)
That article was very interesting. I think if he doesn't like the class I'll have him read that.
Marc Radle
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| 1 person marked this as a favorite. |
Interesting!
Have you checked out the White Necromancer from from Kobold Press? The class is very much what you are trying to accomplish here and might be well worth a look.
You can find the class as part of the New Paths Compendium
You can read more about the White Necromancer class itself HERE although the New Paths Compendium contains the most up-to-date version, plus all the other classes, spells, feats etc :)