Agent of the Grave - Inspired Necromancy - How does it work?


Rules Questions


I have wracked my brain on multiple occasions and cannot seem to make any interpretation I can come up with of this ability match the results given in the example.

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 Agent of the Grave 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/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

Ok, so a Cleric 7 has 7 caster levels. 2/3 of the Agent of the Grave levels progress his spellcasting and hence his CL, bringing him to a caster level of 9. Now from here is where this gets confusing, because Agent of the Grave doesn't progress a all 3 levels, so the interpretation that the ability is meant to say that you count the caster level increases being given by levels in Agent of the Grave, as being double that amount of CL increase, for the purposes of determining the amount of HD of undead controlled by Animate Dead, the numbers don't add up. That would only bring him up to a CL 11 equivalent which would be 44 HD of undead controlled. he's still 2 CL short. The only interpretation I can come up with where the numbers come out correctly, would involve not counting the CL increase for some insane reason and instead just getting 2xAgent of the Grave levels added to your CL for the casting.

This has plagued me for so long and I need an answer to this one. What am I not seeing here? I mean it can't just be a type or they would have errated it and it would be updated on d20pfsrd. Thanks in advance for any help your can lend.


The original Agent of the Grave print has a mistake in it. All of the abilities were written as if the Agent of the Grave gave a spell casting advance at every level. It was later corrected, but the original print is still messed up. I'm guessing the D20PFSRD copy/pasted the original without taking the fix into account.


Ok. So it is indeed supposed to mean that for any Agent of the Grave level where you got a CL increase, you count it twice for the amount of undead you can control. Therefore a Cleric 7/Agent of the Grave 3 would control 44 hd. Thank you very much. Im glad to know that I'm not crazy and just couldn't see the way that made it all make sense.


Any chance you might be able to post the correct text entry for me? My pdf has the incorrect original text as well.


Glad I could help. The only ability it affects is the Inspired Necromancy, so there's not a lot to worry about. Unfortunately, the correction was noted on the Carrion Crown board here in the section for the book where the PrC was introduced (Broken Moon) and not fully spelled out or published anywhere. The developers stated that it was a late change in development and the book wasn't fully updated to represent that. Here's the relevant post if it helps.


I want to know why they changed this? Or why they EVER do it? If you're delving into a "full caster level" prestige class (likely because you are a spell caster), why make joining the PRESTIGE class have a hindrance to your advancement?

You're already hurting yourself a little by missing out on base class specific abilities (like advancing your familiar, your animal companion, your eidolon, your channel energy, bonus feats, arcanist exploits and arcane reservoir, sorcerer bloodline traits, wizard school traits, granted SLAs (like Summon Monster), wildshape, capstone abilities, etc, etc, ad nauseum) because you like what the abilities the PRESTIGE class has to offer. You have to meet special criteria to gain access to this class, as well, sometimes forcing your character to devote valuable skill points and feats to those things you might not otherwise bother with!

Why then also hinder the character's spell casting advancement?

Breakdown of abilities for Agent of the Grave:

Inspired Necromancy (Ex). This is a nifty little boost, but this is only a 5 level class, so it's not particularly unbalancing. Couple that now with the fact that only 4 of those are caster levels, and it's 20% less cool. Also, it's gained at 1st level PrC, but provides no bonus until 2nd level PrC. So.... it's not like a one level dip is worth it for this! And it wouldn't even be that much of a bonus for the dipper if the did gain spell advancement at level 1!

Lich's Touch (Su). 1d6/PrC level (max 5d6) negative energy damage touch attack. Doesn't sound all that phenomenal. Oh, and it has a limited number of times per day usage, making it even LESS cool. Quick minor heal for a couple of adjacent undead minions per day (and themselves at level 4), at best. Only slightly better if you already have negative energy affinity, as you can heal yourself earlier... but that nullifies a later gained ability.

Unholy Fortitude (Su). Choose Charisma or Constitution modifier for PrC-specific level. This is a mediocre ability, as this is only a 5 level PrC. If it retroactively allowed you to apply this effect to ALL CHARACTER LEVELS, then it would be a GOOD ability. Once the character becomes undead (that is the goal, most likely), this becomes a non-ability.

Those are the first level abilities. Worth losing spell casting ability over? Heck no!!! If you're working toward becoming an undead (Vamp or Lich, for example), one ability becomes worthless, and one is a minor effect which you will almost never use. The only one that carries any weight whatsoever is Inspired Necromancy, and as discussed, this is 20% less effective for losing a spell casting level. Moving on:

Undead Manipulator (Ex). Now here is an ability which, if used cleverly, is one of the best reasons for taking this PrC. Use mind-affecting spells on undead. However, it's only worth it if undead are prevalent in your game, or if you have trouble otherwise controlling your own undead. So, circumstantially awesome?

Negative Energy Conduit (Ex). For the Animate Dead enthusiast, this is a decent ability. It's blah for a cleric, it's okay for a wizard (or anyone who doesn't gain access to the Desecrate spell), and it's good if it acts as a desecrate in the presence of an alter, without an alter actually having to be present. So... free desecrate for every Animate Dead, plus an aura for up to 50 minutes total. Not awesome, but it does what any respectable necromancer will already be able to do through spells and/or magic items.

Death's Shroud (Su). Nondetection or Undetectable Alignment once per day. Weak. Okay for a spy-focused character, but how sneaky and deceitful is your cleric or wizard, really? Just use a spell or spell completion item. Yawn!

Secrets of Death (Ex). Add Intelligence modifier in non-class necromancy spells to your spell list. For most clerics and sorcerers, this is probably not very good, as intelligence is likely their dump stat. For a wizard this is decent. For a PrC ability at its capstone level, this is fairly weak, but better than nothing.

Undeath Initiate (Ex). This should be the reason you entered into this PrC. But is it great? +5 on rolls related to becoming undead. Unless the Agent is becoming a Vampire, Lich, or other undead which specifically calls out keeping class levels, this ability is garbage. In the applicable cases, it's okay. This ability could have been MUCH better.

...

I'm planning to take this PrC for my necromancer, but the more I break it down, the more I question that idea. But what here is so awesome that it warrants losing a spell casting level? I really want to know.


The Agent of the Grave is for those wanting to have and eventually become themselves undead. Yet everytime I read it I am unimpressed. There are two 3rd ed prestige classes that blow this one away in terms of coolness and power. One is called the Pumpkin King. A ten level class where for one level you lose spell casting. The trade off is you can Animate Dead at will for half cost. Later you can create your own desecrate. The class also makes your undead essentially Burning for free. The last two abilities are interesting. One is you are automatically raised the next time you are killed in an area of your choice. The second is your face becomes a lit jack o lantern. Oh and you get a few Druid spells.
The second is called Baron of the Grave. Now this is what a Prestige class was meant to be. Not only does it make your undead stronger it actually turns you undead. Ten levels and every single level is well worth it.
3rd ed Prestige classes were more powerful and cooler. Which is my point. But also that Paizo has done a poor job of making a decent Prestige Class. Certainly not one worth taking all of it's levels. I have done Necromancer Builds that are like three classes that seem on paper far better then taking any Prestige Class. Not even for flavor are there any really cool prestige classes.

The Exchange Owner - D20 Hobbies

Is this the current text of the prestige class?


Derek Dalton wrote:
3rd ed Prestige classes were more powerful and cooler. Which is my point. But also that Paizo has done a poor job of making a decent Prestige Class. Certainly not one worth taking all of it's levels. I have done Necromancer Builds that are like three classes that seem on paper far better then taking any Prestige Class. Not even for flavor are there any really cool prestige classes.

They were. And Paizo didn't like that.

Paizo specifically and purposefully made prestige classes, especially casting prestige classes, weaker because they didn't like the 3/3.5 occurrence of multiclassing absolutely as soon as you could and never returning to that class because all the classes were front loaded and didn't scale well. Pathfinder prestige classes are made to allow for a specific fluffy concept, not to be good mechanically.

Now you can achieve things like "being an undead who is also a necromancer" but it isn't a mechanically overpowered option.


Some classes especially with archtypes are still front load. Titan Mauler Barbarian is one example. Jotun grip is the only real ability to grab from a Barbarian. The rage is nice as are some of the rage powers. Still after grabbing that ability I'd switch to a fighter. A Combat feat every other level beats out rages any day of the weak.
Prestige Classes this is especially true. Shadow Dancer the first three levels are awesome in what it gives you. The later levels are like meh. Holy Vindicator is the same first level or two then go back out. Prestige classes are supposed to be a boost for a character especially considering what is required of some of them. Skill rank really high, lots of feats, or other requirements. Then you get into it and realize I wasted my time. I could have done everything with two levels of another class. That is annoying and stupid.
Even for flavor Prestige classes offer little incentive to play. Perfect example are Hellkinight and Red Mantis Assassin. Both were created to reflect PCs as members of these organizations. In both cases you didn't really need to. Both organizations end up saying not all members of their respective groups are this Prestige Class. Had a player take the Hell Knight Prestige class for a few levels. After getting his third or fourth pretty much asked can I replace all those useless levels with my base class and just call me a HellKnight. That is sad calling a Prestige Class useless.


Titan Mauler is one of the weaker barbarian archetypes. Jotungrip is actually a really terrible ability. It's a -2 penalty to wield a two handed weapon in one hand. A -2 to attack needs to increase your average damage by 4 to be about an even trade. So if you had a one handed weapon which normally dealt a d6 (3.5 avg) you need to deal 7.5 average damage to make it roughly equal. A d12 or 2d6 is the best you can get in weapon damage, and that is 6.5 or 7 damage on average. The ability actually decreases your average damage. It is however thematically cool. Paizo new exactly what they were doing with the ability.

Shadow Dancer is one of the few prestige classes people actually bother with because it is an example of one of the few front loaded prestige classes that gives a lot of benefits.

Holy Vindicator is actually quite terrible, including the abilities you first get. However, it again can be thematically cool.

Prestige classes aren't supposed to be power boosts. They're supposed to be thematic, to help focus your character on a specific them. Not necessarily to make them a powerful buff that every player should be required to take to be competitive.

I do agree that prestige classes offer little mechanical incentive to play, but this game isn't only about mechanics.


I agree the game isn't just about mechanics and it's about role playing as well. That's why I allowed my player to dump the Prestige Class in favor of his base class. He played a Hell Knight long before he became one finding the class just sucked. That's even after trying to alter it to make it cooler and fit with his general concept.
I disagree about a Prestige Class not being about a boost. Look at what is required for most. Shadow Dancers one of the few Prestige Classes I like, three feats and two skill requirements. In this case depending on your theme and character build it's worth the three feats. Hell Knight my earlier example the requirement is stiff considering what little it really offers. The magic casting version is even worse it's a joke how bad it is. I got the concept and idea Hell Knights having a magical arm of their organization. Still I'd rather spend my levels on fighter then waste them on the Prestige class losing a few levels of spell casting over what little the prestige class offers. A few do offer a few things but they are front loaded. First two levels I get the best abilities I then switch out. In this regard I think Paizo dropped the ball badly. The general concensious is no one should or need to multiclass. Yet the Prestige class encourage people to double dip instead.


James Risner wrote:
Is this the current text of the prestige class?

It seems to be. I can't find any source (pdf, d20pfsrd, AoN) that has the text mentioning any loss in casting. Text trumps table?

Emparawr wrote:
So it is indeed supposed to mean that for any Agent of the Grave level where you got a CL increase, you count it twice for the amount of undead you can control. Therefore a Cleric 7/Agent of the Grave 3 would control 44 hd.

It doesn't say you only count levels that increase casting, though. It says add all class levels twice.


Arcane of Nethys actually has the current one and it states you count only Agent of the Grave levels twice.


Which is what I meant when I said class levels (a term that normally refers only to the class that grants the ability).

I was contrasting all class levels to Emparawr's comment about only doubling the levels that advance casting.


Had a bunch I was gonna type here, but essentially it all comes down to I don't like the Paizo/Pathfinder approach to prestige classes, as a general rule. They are PRESTIGE classes. PRESTIGE. They have special requirements to get in, some have requirements in order to maintain their abilities (any with an Obedience feat requirement). They should generally be more than just a trade-off. There should be real incentive for taking these classes, provided they meet your needs, take you the direction you want to go, and you can meet the requirements. Too many prestige classes fall limp when you break them down.

No, it's not all about mechanics... but at the same time, it is. 3.0/3.5 encouraged specialization plenty. Pathfinder takes this to the next level, penalizing characters for stepping out of their core class. Often even penalizing them for choosing a quirky archetype. I understand how they want to discourage the dip-master character, who moves from class to class, dipping just the right levels to get the ultimate build. We all get it! They did a pretty good job of tweaking the classes so most weren't too front-loaded, while not changing much of their feel or core dynamic. But don't hate the player who has a quirky or creative concept! Prestige classes should be a viable, worthwhile alternative to core class advancement. There should be more gain than loss, based upon the entry prerequisites. They should have their own capstone that makes a reasonable (or better) replacement for the one their losing by choosing to specialize in an alternative way.

I just had a WILD concept! What if you could CHOOSE your own capstone ability!? Like, instead of having capstones based on adhering to the same boring class for 20 levels, allow all characters who live to level 20 to choose their own capstone!? These would have prerequisites, of course, so not every character could qualify for every capstone, but a player might then choose a capstone they like early, and keep it in mind as a goal during progression! Class Archetypes and Prestige Classes could then offer alternative capstone options, specifically available to only members of those specialties (who must still meet the other prerequisites). Am I a genius, or what!? Hahaha!

...

Moving on.

@ Derek Dalton: Baron of the Grave! Absolutely! This is a Prestige Class! Side by side comparison, Baron/Agent:

Agent of the Grave (Pathfinder) vs Baron of the Grave (D&D 3.5)

Requirements:
AotG = Evil, Knowledge (Arcana and Religion) 5 ranks, be able to cast Animate Dead, and be a member of an undead-worshiping cult for 1 year.
BotG = Evil, BAB +3, Must be living, ability to cast Animate Dead

Winner = Baron. Basically similar requirements, but Baron doesn't require the fluff or devoted skill ranks.

Hit Dice / BAB / Good Saves / Skill Points per Level:
AotG = d8 / 1/2 / Fort and Will / 4 + Int Mod
BotG = d6 / 3/4 / Fort and Will / 4 + Int Mod

Winner = Baron. Why the Agent gets d8 HD, but only 1/2 BAB baffles me, as this has no parity with class design. And truth be told, updating the Baron to Pathfinder would up their HD type from d6 to d8. Even with the d6 though, higher BAB trumps a few extra hit points, where casters are concerned.

Class Skills:
AotG = Bluff (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).
BotG = Bluff (Cha), Diplomacy (Cha), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis).

Winner = Agent. I had to make some alterations, as some 3.5 skills are no longer valid, and have been rolled up into other skills. That said, it is arguable that Baron might be better. Even though it gets fewer skills, it does get the almighty PERCEPTION! Your mileage may vary.

Caster Levels:
AotG = 4/5 (80%, lose one caster level)
BotG = 10/10 (100%, lose NO caster levels)

Winner = Clearly the Baron. Who would choose to lose a caster level if they didn't have to with a similar/superior option?

Special Abilities:
Agent
* +5 CL for determining undead controlled via Animate Dead. Only +4 if your GM rules this only applies to the AotG caster levels. Mileage may vary.
* Touch attack for 5d6 Negative Energy damage (or Undead Healing) up to 3 times per day + Cha mod.
* Charisma or Constitution modifier to any class hit points gained upon attaining level 1 in AotG, player's choice.
* Treat undead as living for mind-affecting spells and effect.
* Nondetection OR Undetectable Alignment SLA 1/day at caster level.
* All undead created apply Desecrate effects.
* Negative Energy Affinity (Negative heals, positive hurts).
* Add Intelligence modifier worth of non-class Necromantic spells to Agent's spell list.
* +5 to all rolls for purposes of becoming an undead. (The rest of this ability is garbage.)

Baron
* +4 Caster Levels with Animate Dead, Create Undead, and Create Undead, Greater spells and spell like abilities. Hold hands for 1 hour to increase either AC, attack bonus, OR damage bonus of ANY undead by +12! No limit in how many undead can be affected by this, what hit dice they are, the duration is indefinite (until changed to a different boost), and the undead in question don't even have to be under your command! Apply this to your friend, the Death Knight Anti-Paladin! Theoretically, if the Baron became a true undead, there is nothing stopping them from applying this bonus to themselves. :D
* Immunity to disease, sleep, paralysis, poison, and death from massive damage. No longer need to breathe.
* Command Undead SLA 3/day at caster level.
* Ghoul Touch SLA 3/day at caster level.
* Gain a powerful evil aura, and all sources of attack are treated as evil for overcoming damage reduction.
* Create Undead SLA 2/day at caster level.
* Slay Living SLA 2/day at caster level.
* Immune to Ability Drain, Energy Drain (Negative Levels), and physical ability score damage. May roll twice to avoid fatigue and exhaustion effects.
* Control Undead SLA 1/day at caster level.
* Create Undead, Greater SLA 1/day at caster level.
* Immune to stun effects and non-lethal damage. Need not eat or sleep. Increase base speed (by 30 ft, for most). Gain 2 primary natural claw attacks (1d8 damage, for most) which do damage that does not heal naturally.

Winner = Baron. The only thing their missing for truly turning to the dark (undead) side is Negative Energy Affinity. If you're a Dhampir, you've already got that covered. Missing out on the Desecrate effect is easily enough remedied with a wand or evil anti-paladin/cleric/oracle/inquisitor friend (or cohort). The cross-class necromatic spells would also be nice, but that's what evil allies and spell completion items are for.

Conclusion: The Baron of the Grave is superior in every way, except maybe skills, to the Agent. I think I'm gonna try to sweet-talk my GM into retrofitting the Baron for Pathfinder. Not much needs to be done, honestly.


Admittedly I think Baron is OP as hell compared to any Prestige class Paizo has. Agent of the grave is a joke all things considered. Which is why he pisses me off a bit. Prestige Classes are supposed to offer you something for all your troubles to get into it. Most of the Prestige classes are like this. None that I have seen are worth taking all levels of it. I get some are meant for flavor to aid in making your character but honestly I could do that all on my own. Most of the people I play with are the same. None are thrilled with the Prestige Classes.
I started looking for 3.0 prestige classes when I knew I wanted to play a Necromancer character. A friend had found a badass one and I wanted to play it. Never found it but I did find Baron and Pumpkin King. Pumpkin King isn't as powerful as Baron nor did I think too powerful for Pathfinder. What I loved was the flavor of this Prestige Class. You yourself become a walking talking Jack o Lantern at the highest level. You get Animate Dead as an at will ability for half cost. The other abilities are not bad at all.
I get Paizo changed the rules to make it a supposedly better game. I don't mind some of the changes made knowing 3.0 had some pretty powerful classes running around. But I think to depower so many of them and the way they have is sad. I get they don't want multiclass characters of death, doom and destruction. I get they want to depower some Prestige classes for that reason. The problem was they depowered the Prestige Classes to the point of why bother ever looking at one again.


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I feel Paizo went too far in trying to correct prestige class balance.

Two main things contributed to why everyone in 3.x took prestige classes.

a)Strong prestige classes

and

b)Lack of class features.

Clerics, Fighters, Sorcerers, and Wizards had no class features (except bonus feats). So ANYTHING was better than staying in your base class. Many other classes didn't lose much.

Barbarians only advanced Rage, Trap Sense and DR, so any PRC that advanced Rage and maybe DR was a win. There were PRC that advanced bardic spellcasting and Bardic Music. A few prestige classes advanced spellcasting and Wildshape for druids.

So the low opportunity cost (not giving up anything) plus the added benefits (class features) made this a good choice.

Pathfinder already had worked to solve this by giving all classes more class features. You now have an opportunity cost to take a PRC. That many of the PRC are also weaker now just makes the decision easy again, but with the opposite result.


Despite what most people would suggest I still like and do multiclass. Most times it works but not always. I rarely look at going into a Prestige Class. Some like the Shadow Dancer is expensive. Three feats to qualify. Granted it's one of the few that offers quite a lot but three feats is painful. Others require little but then offer nothing.
Someone kept saying they offer roleplaying opportunities. The only ones like that are mostly the organizational ones. Here's the sad part they state in the organizations that have these Prestige Classes you don't need to be them in order to be in the organization or to advance. In some cases the NPC upper echelon don't have even a single level of their organization's unique Prestige Classes. Even the NPC leaders realize their Prestige Classes are garbage.
The requirements on some is ridiculus. Take X feats and skills to get into this class. In some cases it makes sense in others it's like huh. Like have weapons focus and this feat but it's an Arcane based Prestige class. In others the Prestige Class offers something you want but the feat requirements force you to take a feat that you'd ignore otherwise. Granted some of the 3.0 Prestige classes are sickeningly overpowering and I as a GM wouldn't want to see them. However some offer unique abilities and flavor but are balanced enough to not make a GM cringe when a player says I want to take this Prestige Class.


Pumpkin King is a very thematically cool PrC. While not appropriate for Cadus (my necro), it is certainly something I might consider for future characters or villains. It has "recurring villain" built right into the Cornucopia of Death ability! Also, a great villain for a themed Halloween game. Or for Linus and his cult of Peanuts to worship ("All hail the Great Pumpkin"). On All Hallows Eve, the cultists ritualistically lure victims to the patch where they are set upon by the minions of The Great Pumpkin. Hahaha! Get that image out of your head! Childhood ruined? ;)

Back on topic: Other than being front-loaded and losing a Caster Level, this class doesn't seem unbalanced. Certainly, they could have fixed the front-loading problem by spreading out their gains over the course of 10 levels more evenly. Say: 1. Ghostly Stride, 2. Entangle (Pumpkin Patch themed), 3. Children of the Vine (forcing you to go at least 3 levels in for something truly worthwhile... add a pumpkin head to the undead for more flavor, methinks), 4. Plant Spells, 5. Pumpkin Bomb, 6. Patch of Doom (name sounds like someone hasn't been "grooming" since the 70's), 7. Animate Pumpkin Swarm (see below), 8. Dark Harvest, 9. Immunities, 10. Cornucopia of Death.

Animate Pumpkin Swarm (Su): Once per day per Pumpkin King level beyond 6, as a full-round action the Pumpkin King may permanently sow a dark combination of necromantic and plant-based magic into a 10 ft square patch of pumpkin plants. The source of these plants can be from the Pumpkin King's Entangle or Patch of Doom abilities, any spell effect which creates pumpkin plants as part its effect, or any natural pumpkin patch. This effect is permanent until either the swarm is destroyed, or the effect which created the plants ends (if applicable). The pumpkins plants in the affected area are treated as Animated Jack-O-Lanters with the creature swarm template, with the following exceptions. They are neutral evil, are of the undead type (rather than construct), has 5 hit dice, Int 3, Wis 10, Cha 12, treat their area as if affected by Entangle, gain a grab against any creature they damage (Reflex save DC 11 or become grappled) and trip attack against any target who ends their turn with the area of the swarm (Reflex save DC 11 or fall prone), and gain ghost sound as an at-will SLA. A Pumpkin King can instruct a Pumpkin Swarm to lie dormant. Such swarms will usually not attack unless attacked themselves, though they may attempt to lure in nearby children with the sounds of children laughing and playing, using their ghost sound SLA. While dormant, a swarm can spread, creating one additional Pumpkin Swarm in an applicable adjacent area. This happens each night at midnight, provided the swarm remained dormant and inactive for a full 24 hours prior (using their Ghost Sound ability does not count as activity). These additional swarms act in the same manner as the original swarm, remaining dormant if the base swarm is dormant, or active if the base swarm is instructed to be active. A dormant swarm is nigh undetectable without employing magic, and have total concealment until active. While an Pumpkin Swarm has a movement speed, it can never move beyond 5 ft per caster level of the Pumpkin King away from the area of a pumpkin patch. "Active" Pumpkin Swarms utilize their limited intelligence to prey upon targets. They will lie dormant until a potential victim comes within range of their Ghost Sound ability. They will use this ability to entice small humanoids (perceived as "children"), or distract medium humanoids. Using this trickery, they will attempt to sneak up on their victims, utilizing their grab and trip abilities, they attempt to drag their victim back to their point of creation. Casting Consecrate on an area occupied by a Pumpkin Swarm destroys the swarm instantly.

I had a level with no ability, and wanted to come up with something thematic to fill the gap. Thoughts?

Anyway, definitely a cool PrC. I don't think it's overpowered, but it's better than most of the Paizo-created offerings.


I had planned on begging my GM to let me play it when I got close to leveling in it. We are still first. My reasoning was this is just a cool class but it's not more powerful then some other Prestige Classes. In fact after reading it I think Paizo would legally approve of it since it's really not powerful compared to their other Prestige Classes. The Skeletons become essentially Burning Skeletons which any caster can make with Animate Dead. The Desecrate a split class cleric can do. The half price for undead is beautiful. The extra Druid Spells are nice but I if asked wouldn't complain losing them. One of the more beautiful aspects of this class no alignment restrictions. In fact while undead are all evil including Skeletons and Zombies I'd be willing to say they go from being undead to plants since that's seems the theme I get from the class.
Overall this is not even an evil class just a cool one. By the way love the Peanuts reference most people probably wouldn't get it.


Given the (very generous) approach my GM has been taking to her game, I had her look over the Baron of the Grave PrC, acknowledging that some minor conversions would need to be done to put it in line with the general Pathfinder design approach. She was cool with it, so I took to making my modifications. What I ended up with was more of an Agent-Baron hybrid. It came out like this:

Agent of the Grave / Baron of the Grave hybrid PrC:

Requirements: Any Evil alignment and the ability to cast Animate Dead as a spell (spell-like abilities and supernatural abilities which emulate or simulate this spell do not qualify).
Hit Dice: d8
Base Attack Bonus: 3/4
Good Saves: Fort and Will.
Class Skills (4 + Int modifier per level): Bluff (Cha), Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis).

Class Features
--------------------
Spells per Day/Spells Known
With each level gained in this Prestige Class, the character gains new spells as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If the character has more than one spellcasting class before becoming this Prestige Class, they must decide which class they add the new level to for the purpose of determining spells per day. (No caster level loss.)
Undead Refinement: At first level the PrC grants a +1 bonus to caster level with Animate Dead, Create Undead, and Create Undead, Greater spells and spell-like abilities.
The character may spend 1 hour with a single undead, performing a ritual which focuses their negative energies, granting the undead creature a permanent insight bonus to either AC, attack rolls, or damage rolls equal to three times their Undead Refinement bonus. A single undead creature may only have one of these three stats being affected by this class feature at a given time, and this insight bonus can be changed from one stat to another freely, given that an hour is spent to focus for energies again. The bonus increases by +1 every three levels after first (4th, 7th, 10th, 13th, etc.).
Necrosis: Starting at second level, members of this PrC gain immunity to disease, sleep effects, paralysis, and poison, are not at risk of death from massive damage, and no longer needs to breathe in order to survive. Additionally, they may choose to substitute their Charisma modifier on Concentration checks.
They also are considered part of the undead favored enemy group in addition to any other favored enemy group they may have had for all intents and purposes.
Necromantic Initiate: Beginning at third level, members of this PrC gain access to and may spontaneously cast the following spells: Animate Dead, Command Undead, Control Undead, Create Undead, Create Undead, Greater, Ghoul Touch, and Slay Living. They must sacrifice a prepared spell of the appropriate level. A Baron may not cast a spell of a level they are unable to cast. If the Baron is a spontaneous spell caster, these spells are added to their list of known spells as additional spells known when they attain a level at which they would be able to cast them. If any of these spells are not on the Baron's normal spell list, they are added to their spell list. Arcane casters add Divine spells at one level higher, and Divine caster add Arcane spells at one level higher. For example, Command Undead, a second level Arcane spell, would be treated as a third level Divine spell.
Touch of the Grave (Su): Beginning at fourth level, members of this PrC may make melee touch attacks dealing 1d6 points of damage from negative energy per iterative PrC level attained (1d6 at level 4, 2d6 at level 5, on up to 7d6 at level 10). This ability also allows them to heal any creature with Negative Energy Affinity, such as undead and dhampirs. This ability functions as a variation of the Channel Negative Energy class ability, and qualifies the character for access to applicable feats and abilities. Unlike Channel Energy, this ability does not require a Divine Focus. Feats such as Command Undead may be utilized through this ability, but may only affect one target per touch. Damage or healing from this ability does not stack with the Channel Negative Energy class ability. If the character possesses the Channel Negative Energy class ability, using this ability counts as a use of Channel Negative Energy. Otherwise, the character may use this ability a number of times per day equal to 3 + their Charisma bonus. Each use of Touch of the Grave lasts for one full round. Activating this ability is a swift action. The character may deliver multiple touches in a round, up to one per attack available, as a full-round attack action. Alternatively, this ability can be delivered via the Spectral Hand spell, but delivery in this way counts as a standard action.
Vile Incarnation: At fifth level, member of this PrC gain an evil aura as if they were a 10th level cleric. If they already project an evil aura due to a class feature, then he is considered 10 levels higher for the purposes of determining the strength of this aura.
Those viewing the character's aura while under the effects of a True Seeing spell will see they appear to have black smoke rising from their body. All damage the character inflicts (from any source) counts as evil for the purpose of overcoming damage reduction.
In addition, any undead the character creates are treated as having been created within the area of a Desecrate spell. The character's aura is so profane, their body acts as an unholy alter for purposes of this effect.
Secrets of Death (Ex): At sixth level, members of this PrC may add a number of necromancy spells that are not normally a part of their class’s spell list to their spell list. They may add a number of spells equal to the bonus gained from their caster stat. Clerics would reference their Wisdom modifier, while Wizards would reference their Intelligence modifier, for example. These spells function as a class spell of the same level as the class spell list from which they were derived. The character may choose to add spells they cannot yet cast—this does not allow them to cast spells of a higher level than they normally could, rather granting them access to those spells when they reaches the level required to cast them. These spells are not automatically added to the spell books of wizards or arcanists, the familiars of witches, and are not automatically known to spontaneous spell casters. They merely become available, and the character must still choose to learn them in the standard method for their given class.
Unholy Fortitude: Members of this PrC may choose to add either their Constitution bonus or their Charisma bonus to the number of hit points gained in all class levels, as well as when determining their ability modifier on Fortitude saves. This ability functions retroactively. If the Baron chooses to use their Charisma modifier, this bonus replaces any bonuses previously gained from their Constitution modifier. This change is permanent, and cannot be changed at a later point in time. If the character ever becomes undead (or otherwise gains a null Constitution score), they automatically use their Charisma modifier when determining bonus hit points and their Fortitude save bonus.
Unholy Ichor (Ex): At eighth level, members of this PrC gain immunity to ability drain, energy drain, and damage to their physical ability scores (Strength, Dexterity, and Constitution). Any effect that requires a Fortitude save in order to avoid fatigue or exhaustion, the character may attempt a single re-roll per check they are required to make. This re-roll must be made before the player learns if the first roll was successful or not, and must be accepted, even if it is worse than the first roll. Additionally, undead see the character as another undead. Unless otherwise instructed, mindless undead will ignore the character while intelligent undead treat any interaction with the character as two steps higher, and the character gains a +4 bonus to Charisma-based checks when dealing with undead.
Undead Manipulator (Ex): At ninth level, members of this PrC gain great insight into the minds and necromantic forces controlling undead creatures. The character's spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, the character can use Charm Person against a humanoid zombie or Confusion against a horde of skeletal champions, for example. Such spells cast in this way are treated as necromany spells.
Stygian Anatomy: At tenth level, members of this PrC gain immunity to stunning, is no longer subject to nonlethal damage, and no longer needs to eat or sleep in order to survive. In addition to these bonuses, the baron gains an enhancement bonus to his speed equal to their base speed, and grows elongated claws gaining two claw primary natural attacks that deal damage based on their size (1d8 damage for medium creatures). Damage inflicted by these claw attacks may only be healed through magical means. The character becomes undead, acquiring the undead creature type. They gains a fast healing value equal to their Charisma modifier. This does not stack with any other fast healing ability gained from racial or class-granted abilities, or from having acquired specific templates. In these cases the greater value prevails. Spells and items which grant fast healing do, however, stack with this ability.

This amalgamated PrC may seem a bit over-powered, but my GM said she would allow it. If it does seem a bit OP, I welcome suggestions to bring it down a notch or two. I'm not willing to sacrifice caster levels.

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