Ultimate Necromancer Prestige Class


Homebrew and House Rules


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

Ultimate Necromancer 10 level prestige

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

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

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

Skill Points at Each Level: 4 + Int modifier.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


This seems a bit to similar to the agent of the grave prestige class may I suggest make spawn mastery and undead mastery feats and using that one instead?


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


Well I would move up some of the abilities and either make more scaling or just a few more abilities for later levels given that some of the abilities you can get for 5 levels of a different class so I would say anything you can get for 5 levels of agent of the grave should also be gotten in 5 levels here then have some more potent abilities for levels 6+ I would also lower the pre requisites a little.


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

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


So first of all, this class is getting too many class features in general. On their own most of them are fine, but all together it's too much for a single class. Remember that if you have too many ideas for a single class you could simply give a list of options to pick from, and give a choice every 2 levels.

On to more specific issues

Garion Beckett wrote:
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.

This is somewhat late; typically prestige classes open up a little earlier than this.

Garion Beckett wrote:

Aligned Class (Ex)

At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains.

This turns the prestige class into a straight upgrade on the base class. You literally get everything from your class, plus more. If you're entering this prestige class you should be getting its benefits instead of those from your base class; that's the trade-off. There are a few narrow cases where this is fine (Dragon Disciple getting some of the benefits of a Sorcerer's draconic bloodline, for instance) but wholesale "you get everything from your original class in addition to the benefits of the prestige class" are completely unreasonable.

Garion Beckett wrote:
. If there is class feature from another class that might enhance his HD per caster level (as per Aligned Class), then this limit also increases

This is phrased poorly. Take the time to state what you mean. If I'm understanding correctly, this is what you meant to say: "Any ability that increases the maximum number of HD of undead that the character can control with Animate Dead also applies to this ability"

Garion Beckett wrote:
In addition, the Ultimate Necromancer adds his Spell Casting Modifier to the limit for controlling undead creatures created by the Animate Dead spell.

"Spell Casting Modifier" is not a proper game term in Pathfinder; you'll need to specify what you mean.

Garion Beckett wrote:

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

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

Those are getting too big. At very least limit it so it doesn't stack with Desecrate, as +5 hit points per HD is obscene.

Garion Beckett wrote:

Truly One with Death (Ex)

At 7th level, whenever an Ultimate Necromancer would be affected by harmful energies, he instead heals for 1/2 the damage dealt.

This is phrased way too broadly; as written this would apply against elemental damage. I believe you mean positive and negative energy.

Garion Beck wrote:

Secrets of Death (Ex)

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

A) Once again definte what you mean by "spell casting modifier"

B) You probably want to add these as spells known as well as adding them to your class spell list.
C) You don't need to include examples when the meaning is clear.


Dasrak wrote:
Garion Beckett wrote:
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
This is somewhat late; typically prestige classes open up a little earlier than this.

agreed

Dasrak wrote:
Garion Beckett wrote:

Aligned Class (Ex)

At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains.
This turns the prestige class into a straight upgrade on the base class. You literally get everything from your class, plus more. If you're entering this prestige class you should be getting its benefits instead of those from your base class; that's the trade-off. There are a few narrow cases where this is fine (Dragon Disciple getting some of the benefits of a Sorcerer's draconic bloodline, for instance) but wholesale "you get everything from your original class in addition to the benefits of the prestige class" are completely unreasonable.

didn't see this on the 1st look through but I also agree that this is too good of an ability.


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

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


I would reduce the prerequisites for the knowledge skills. As is, in Pathfinder, no character could take this prestige class until 11th level.

In case you didn't know, skills in Pathfinder are a little different than DND 3.5. In DND 3.5, your max ranks is your level + 3, and you get 4x skill points at first level. In Pathfinder, your max ranks = level but you get a + 3 bonus if the skill is a class skill.

Animate Dead is a spell can be cast by a 5th level Cleric, a 7th level Wizard, or 8th level sorcerer. Do you want the Cleric to be able to enter this class early, or do you want to have them wait until the Wizard and Sorcerer to catch up? For instance, making the knowledge skills requirement to 7 is enough to allow the Wizard to catch up.

I don't like the evil requirement. I don't like alignment requirements in general. If it must be there, maybe change it to any non-good. It would allow the "misguided" to join as well.

My final point, I don't like the name. "Ultimate" anything implies it is the best of that thing, but I don't think there is only 1 way to be a necromancer. DND 3.5 had several different kinds of necromancer prestige classes. For instance, there was the Master of Shrouds, the Pale Master, and True Necromancer to name a few.

Edit: Looking at the stats, the True Necromancer might just win the crown for best necromancer. Gains spells like a Mystic Theurge (+1 arcane and +1 divine each level), keeps improving rebuke undead, and gains some other abilities.


My thoughts after digesting the details. The True Necromancer seems to be the end product of power creep. Its better than the Mystic Theurge. Its a 14 level prestige class, leaving just enough room for a Cleric 3/Wizard 3 to meet the prerequisites. A 20th level True Necromancer will just fall short of level 9 spells. Its caster level for necromancy spells (thanks to a class feature) will be equal to that of a 20th level spell caster. It can rebuke undead. It also gains a number of spell like abilities and other effects.

It might be a good example of a class going too far. The prerequisites to enter the class is more strict, if that counts for anything. I don't think anything prevents you from extending the Mystic Theurge to level 14, if you want to compete that way.


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


Well, I'm not sure.

All 3 of those classes got spell like abilities. The True Necromancer gets spell like abilities to create more undead (and many other spells). So does the Pale Master, but not to the same extent. The Pale Master gets most of its spell like abilities as it turns into a partially undead creature, such an undead arm graft. The Master of Shrouds summons incorporeal undead.

So knowledge to cast create undead as spell like undead. Maybe the spell like ability to control undead.

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


OmniMage wrote:


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

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


Version 2!!!

Ultimate Necromancer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Let's see if the new improvements help :)


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

Ultimate Necromancer

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

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

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

Skill Points at Each Level: 4 + Int modifier.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


No one??


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Why don't you try to mix the pale master and the true necromancer from d&d 3.5 and adapt to Pathfinder


There is the dread necromancer a 20 lv class


Yea, no class, archetype, or prestige class should grant exactly everything another class grants, and then some. To add insult to injury, on top of granting all the class abilities, a wizard or sorcerer taking this would also gain MORE skill points and HP.

I think you removed that in the last version, but I did feel like this point needed to be reiterated.

Something granting "every ability, and then some new ones", if it were to work, would need to be costly elsewhere to compensate. Heavy feat taxes, heavy skill tax, lower HD (d4?), less skills, lower saves, etc. And even then it's still poor design, imo.

The problem with necromancers, imo, is that the default necromancer doesn't fit the tropes at all. A PC necromancer cannot do anything remotely close to what any of the staple villain necromancers do.

So every archetype/class/prestige class that steps in to try to make the necromancer a truer necromancer is almost certain to make it /better/ than the default necromancer, which in turn becomes upsetting for balance.

There's also issues with how the spells were split into the different schools, some of those choices were really more for the sake of balancing out the schools rather than flavor or being coherent. The necromancy spell list is also not all that good, for the most part, and the undead minions created by RAW are typically underwhelmingly weak and likely to all just blow up at the first AoE they get a taste of.


I just see that you empower the class and the undead but not the magic, all spellcaster look to improve the magic so will be hard to pass the save, I suggest that you put at lv 4 necromantic power: increase +1 the DC of your necromancer spell this improve to +2 at lv 7 and +3 at lv 10; or +1 at lv 1, +2 at lv 4, +3 at lv 7 and finally +4 at lv 10 but only necromantic spell

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