Overly concerned with death and negative
energies, necromancers are wizards who have somehow become tied in to the plane
known as the Gray. Though they marginally interact with this plane by drawing
energy from it, they don’t open portals into the Gray simply by virtue of
their spellcasting.
Whether through a fascination with death or
by attempting to harness negative life energy, necromancers have become tied to
the Gray. They are delvers into the great unknown, seekers of the answers known
only to the dead, and hopeful searchers in the frantic scramble for immortality.
Rather than drawing the energy to power their spells from plant life,
necromancers draw it from the Gray, the realm of the Athasian dead. It is thus
difficult for most people to tell if they are defilers or preservers, since they
have little effect on the plant life around them in normal circumstances.
Necromancers are mainly concerned with the
search for immortality. They learn all they can of death in order to avoid its
eventual embrace. Some are merely interested scholars, while others want to
attain immortality themselves. To this end, they often seek out intelligent
undead to learn from and may serve them in some capacity in return for this
information. Necromancers who make such bargains are always NPCs. Some
necromancers search for kaisharga to learn how to become like them; others may
approach meorty resting places hoping to learn more about the mysterious
ancients.
Player character necromancers may be normal
adventurers who have let their fear of death overwhelm them, true scholars
seeking to unlock the secrets of death and immortality, or regular people who
have inexplicably become linked to the Gray due to a curse or tragic event.
While most people consider necromancers
ghoulish and poor company, they can be quite potent adventuring companions.
Their abilities to animate dead and to keep intelligent (free-willed) undead
from ravaging if given the chance to speak to them should not be overlooked.
To qualify to become a Necromancer, a
character must fulfill the following criteria:
The
necromancer’s class skills (and the ability for each skill) are, Concentration
(Con), Craft (lens crafting) (Int), Diplomacy (Cha), Intimidation (Cha),
Knowledge (arcana) (Int), Knowledge (planes) (Int), Scry (Int, exclusive),
Spellcraft (Int). The Necromancer may also acquire any ancient language spending
only 1 skill point.
Skill
Points at Each Level: 2 + Int modifier
Hit
Die: d4
|
Lvl |
BaB |
Fort |
Ref |
Will |
Special |
Spells per day |
|
1 |
+0 |
+2 |
+0 |
+2 |
Immune
to Undead Fear, Gray Casting, Gray Fellowship, Look of Death, Necromantic
knowledge |
+1
caster level |
|
2 |
+1 |
+3 |
+0 |
+3 |
Orb
of Power, Rebuke Undead |
+1
caster level |
|
3 |
+1 |
+3 |
+1 |
+3 |
Reanimation |
+1
caster level |
|
4 |
+2 |
+4 |
+1 |
+4 |
Undead
Champion |
+1
caster level |
|
5 |
+2 |
+4 |
+1 |
+4 |
Steal
Energy |
+1
caster level |
|
6 |
+3 |
+5 |
+2 |
+5 |
Reanimation |
+1
caster level |
|
7 |
+3 |
+5 |
+2 |
+5 |
Immune
to Negative Energy |
+1
caster level |
|
8 |
+4 |
+6 |
+2 |
+6 |
Obsidian
Death |
+1
caster level |
|
9 |
+4 |
+6 |
+3 |
+6 |
Undead
Leadership |
+1
caster level |
|
10 |
+5 |
+7 |
+3 |
+7 |
Immune
to Energy Drain |
+1
caster level |
All of
the following are class features of the necromancer prestige class.
Weapon
and Armor Proficiency: Necromancers gain no proficiency in any weapon or armor.
Immune
to Undead Fear (Ex): The character is immune from fear and fear effects caused by the
undead.
Gray
Casting (Ex):
The Necromancer may cast arcane spells that are fuelled by energy from the Gray.
This way, they don’t need to gather energy from plants and the terrain. The
number of total spell levels the Necromancer can cast this way, per day, is
equal to its Int modifier x Necromancer level + 2d8/level (the access to the
Gray is unstable, and the necromancer must roll the dice in the beginning of
each day). When a necromancer accesses the Gray for spell energy,
he must make a Fortitude save (DC 10+spell level) to withstand the negative
energy of the dimension, taking 1d4 damage on a failure, and needing to be
successful on a Concentration check (DC 10+damage taken+spell level) to
successfully cast the spell. After spending his daily amount of energy from the Gray, all subsequent
spells are cast normally as the wizard’s original path (Defiler or Preserver).
Gray
Fellowship (Ex):
The character is easily identified by free-willed undead as a fellow being with
ties to the Gray. The necromancer may make a Diplomacy skill check at DC 10 to
prevent to free-willed undead from attacking the necromancer and his companions
as enemies, at least while the necromancer explains himself and maybe strikes a
bargain with the undead. This DC may be modified by how the PCs approach the
undead and whether the undead has other plans in mind.
Look of Death (Ex):
Necromancers have a strange look about them. It hangs like a dark aura, growing
stronger as they advance in level. This makes others feel ill at ease in their
presence, giving a reaction penalty equal to half its Necromancer level, rounded
down. However, this penalty does not affect undead and other necromancers, and
works as a bonus to the necromancer’s Intimidate checks.
Necromantic Knowledge:
To a Necromancer, Animate Dead is a 3rd level spell and Control
Undead as a 5th level spell. He also has access to Create
Undead as a 6th level spell and Create Greater Undead as a
8th level spell.
Rebuke Undead:
At second level, the Necromancer may rebuke undead as an evil cleric with a
level equal to the necromancer’s character level minus 2.
Orb of Power :
The necromancer may craft an obsidian orb, similar to an Arcane Orb, using his
Craft (lens crafting) skill. The DC is set by the necromancer, being equal to 10
plus the spell levels it will hold (with a maximum equal to triple the
Necromancer’s level, plus his Intelligence modifier). For instance, an orb
that holds 6 spell levels worth of energy has DC 16 to be crafted. The
Necromancer may fill the orb with energy from the Gray (casting spells into it,
but only its energy levels are absorbed, not the spells themselves) and use it
whenever he likes. Once drained, the orb may be filled again. Only one orb may
be used by a necromancer.
Reanimation (Sp):
The Necromancer is able to reanimate a destroyed undead one more time, casting Animate
Dead and spending additional energy equal to the undead’s HD (the
Necromancer may not reanimate undead that have more HD than he has in caster
levels). At sixth level, he may reanimate an undead a second time.
Undead Champion:
The necromancer may animate a corpse up to large size and design it as his
champion. This newly created undead has maximum hit points for its type and +1
profane bonus to its AC, attack and damage rolls and its special abilities DCs.
This bonus increases by 1 when the Necromancer reaches 7th and 10th
level. The champion also has Turn Resistance equal to the Necromancer’s level,
and can never be controlled or rebuked. The necromancer and the champion can
communicate with each other telepathically up to one mile away. The champion may
be reanimated by the necromancer just as any other undead.
Steal Energy (Su):
Using its obsidian orb, the necromancer may leech away power from another mage. The
energy thus stolen goes into the orb for use by the caster. Energy is taken from
the other wizard at a rate of one point per level of the caster per round. That
one point translates into enough energy to cast one spell level. For example, if
a 12th-level caster uses steal energy against another mage and that mage fails
to offset the spell, the caster may pull up to 12 points worth of spell energy
per round from the other wizard and store the energy within the obsidian for
later use. Two cantrips have 1 energy point, a 1st level spell has 1
energy point, a 2nd level spell has 2 energy points, and so on. This
energy drained away is taken from the lowest level spells first. The victim is
allowed a Fortitude save, with a DC equal to 10+Necromancer’s Int modifier+ ½
Necromancer’s class level to avoid it.
Immune
to Negative Energy (Ex): Due to its connection to the Gray, any attack that drains hit points or
ability scores fails when used against the necromancer.
Obsidian Death (Sp):
Using his obsidian orb, the Necromancer may release energy levels as a ray
(ranged touch attack) that hurts living beings (or cures undeads). This ray causes
1d8 damage for every spell level the wizard has stored within the orb. Those
targeted by the spell are allowed a Reflex saving (DC 10 + Necromancer’s Int
modifier + ½ Necromancer’s class level) for half damage. Anyone killed
outright by the damage is completely turned to ash.
Undead
Leadership (Ex):
the Necromancer attracts undead followers, just as if he had the Leadership
feat, but he doesn’t get a cohort.
Immune
to Energy Drain (Ex): The necromancer is so close to the Gray that he is immune to energy
drain, never gaining negative levels.