Devoted Necromancer (Pathfinder Class)

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Devoted Necromancer

A devoted necromancer is a spell caster that harbors the ability to raise, animate, create, or summon undead over all other forms of magic. They are spontaneous magic casters that are more adept in the arts of spells that twist bodies, minds and souls alike than anyone else.

Making a Devoted Necromancer

A devoted necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls and usually the best thing to do that is by raising/summoning undead from their fallen enemies, skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate. A necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller') able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.

Races: Any.

Alignment: Any non-good, a necromancer who becomes good loses all class-features and spell casting until they atone.

Starting Gold: starting gold; 4d6x10 gp (average starting gold 140.)

Table: The Enlightened Dread Necromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Undead Commander, Channel Energy 1
2nd +1 +3 +0 +3 Charnel Touch 2
3rd +1 +3 +1 +3 Plaguebearer 3 1
4th +2 +4 +1 +4 4 2
5th +2 +4 +1 +4 One With Death 4 3 1
6th +3 +5 +2 +5 Animate Dead 4 4 2
7th +3 +6 +2 +6 Unlife Healer 4 4 3 1
8th +4 +6 +2 +6 Desecration Zone 4 4 4 2
9th +4 +6 +3 +6 Undead Mastery 4 4 4 3 1
10th +5 +7 +3 +7 4 4 4 4 2
11th +5 +7 +3 +7 Undead Senses 4 4 4 4 3 1
12th +6/+1 +8 +4 +8 Master of Atrocities 4 4 4 4 4 2
13th +6/+1 +8 +4 +8 4 4 4 4 4 3 1
14th +7/+2 +9 +4 +9 Mental Bastion 4 4 4 4 4 4 2
15th +7/+2 +9 +5 +9 Fear Aura 4 4 4 4 4 4 3 1
16th +8/+3 +10 +5 +10 4 4 4 4 4 4 4 2
17th +8/+3 +10 +5 +10 Fearsome Necromancy 4 4 4 4 4 4 4 3 1
18th +9/+4 +11 +6 +11 Grasp of the Dead 4 4 4 4 4 4 4 4 2
19th +9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3
20th +10/+5 +12 +6 +12 Final Guide 4 4 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level)
Appraise (Int), Craft (Int), (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the devoted necromancer.

Weapon and Armor Proficiency: Devoted necromancer are proficient with all simple weapons. Devoted necromancer are proficient with light armor.

Undead Commander: Unlike other familiars, the devoted necromancer makes his familiar if killed and lost the devoted necromancer cannot just summon a new one they need to make a new undead to be the next Undead Commander they can sure any method they choose to make them and then add the Undead Commander Familiar Bonuses to them after creation. The undead commander gains and can have ranks in any of the following skills: Acrobatics, Climb, Disguise, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, Stealth, and Swim. Armor/Weapon Proficiency (Ex): The bone commander is proficient with all armor and weapons.

Table: Undead Commander Familiar
Level Undead Commander Bonuses
+HD +BAB Fort Reflex Will Skill Feats AC DR/-,Fast Healing Str/Dex Bonus Special
1st 1 0 0 0 3 2 1 0 0 Share Spells, Link
2nd 2 1 1 1 3 4 1 1 1 0
3rd 3 2 1 1 3 6 2 1 1 1 Evasion
4th 3 2 1 1 4 8 2 1 1 1
5th 4 3 1 1 4 10 2 2 1 1 Speak with master, Ability Score Increase
6th 5 4 2 2 5 12 3 2 2 2 Improved Evasion
7th 6 4 2 2 5 14 3 3 2 2
8th 6 4 2 2 5 16 3 3 2 2
9th 7 5 2 2 6 18 4 3 2 3
10th 8 6 3 3 6 20 4 4 3 3 Ability Score Increase
11th 9 6 3 3 6 22 5 4 3 3 Spell Resistance
12th 9 6 3 3 7 24 5 5 3 4
13th 10 7 3 3 7 26 5 5 3 4
14th 11 8 4 4 8 28 6 5 4 4
15th 12 9 4 4 8 30 6 6 4 5 Ability Score Increase
16th 12 9 4 4 8 32 6 6 4 5
17th 13 9 4 4 9 34 7 7 4 5
18th 14 10 5 5 9 36 7 7 5 6
19th 15 11 5 5 9 38 8 7 5 6
20th 15 11 5 5 10 40 8 8 5 6 Ability Score Increase

Link (Ex): A necromancer and his undead commander share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the necromancer to give orders to his bone commander at any time.

Share Spells (Ex): The necromancer may cast a spell with a target of "You" on his bone commander (as a touch range spell) instead of on himself. A necromancer may cast spells on his bone commander even if the spells normally do not affect creatures of the companion's type (undead). This ability does not allow the bone commander to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If a bone commander is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a bone commander takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures can not understand this communication without magical help.

Spell Resistance (Ex): If the master is 11th level or higher, an undead commander gains spell resistance equal to the master's level + 5. To affect the undead commander with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the undead commander's spell resistance.

Channel Energy (Su): Channeling energy causes a burst that either heals all undead or harms all living in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two devoted necromancer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the devoted necromancers' level + the devoted necromancer’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A devoted necromancer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A devoted necromancer can choose whether or not to include herself in this effect.

Charnel Touch (Su): Once the devoted necromancer reaches level 2, negative energy starts to flow through their body with ease allowing them to unleash a devastating attack. At will, but no more than once per round, they can make a melee touch attack that deals 1d8 points of negative energy damage, +1d8 per four class levels after level 2. This touch heals undead creatures. A devoted necromancer can use the spectral hand spell to deliver this attack from a distance.

Plaguebearer (Su): At level 3, the devoted necromancer becomes immune to non-magical diseases. However, the devoted necromancer may choose at the time of infection to become a carrier for the disease. They show none of the superficial signs of a carried disease and suffer no ability damage or other ill effects, but they can still spread the infection as usual for the particular illness. A carrier can attempt Fortitude saves to recover (or choose not to) or be magically healed as normal. Additionally, a lord of the dead may cast contagion or remove disease each once per day as a spell-like ability. The save DC is Charisma-based.

One With Death (Ex): A devoted necromancer lives at the intersection of life and death. A living devoted necromancer becomes immune to damage from negative energy, while an undead one becomes immune to damage from positive energy. (Other effects relying on negative or positive energy, such as Turn Undead, work normally, they simply deal no damage.) At 5th level, a devoted necromancer is healed by both positive and negative energy.

Animate Dead (Sp): At 6th level, a devoted necromancer's experience working with undead forms brings the ability to animate the dead easily. The devoted necromancer is able to animate the dead once per day as a spell-like ability that works as animate dead spell. At 12th level number of uses increases to 2/day and at 18th level a necromancer can use it 3/day.

Unlife Healer (Su): At 7th level, the devoted necromancer’s spells, spell-like abilities, and supernatural abilities used to heal undead gain the benefit of the Empower Spell metamagic feat. At 16th level, these effects also gain the benefit of the Maximize Spell metamagic feat.

Desecration Zone (Su): At 8th level, a devoted necromancer is continuously surrounded by an aura of negative energy. The area of negative energy extends to a radius of 10 feet per devoted necromancer class level. (+6 profane bonus to negative energy channel, +2 profane bonus and +2 hit points per HD for undead in the area).Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).Also acts as a magic circle against good.

Finally, at level 12 you may choose to fix a single spell effect to the Desecration Zone you may changed the spell effect 1/day. Spell effects that may be tied to Desecration Zone include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.

Undead Mastery (Ex): All undead creatures created by a devoted necromancer who has reached 9th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a devoted necromancer uses the animate dead spell to create undead, she can control 4 + half of their charisma modifier rounded down of HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a devoted necromancer casts the control undead spell, the spell targets up to (2 + half of their charisma modifier rounded down) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Undead Senses (Ex): At 11th level a devoted necromancer gains the senses of the dead, granting him sight, hearing and smell of the undead creatures he controls or creates. The necromancer also gains darkvision 60 ft. if he did not already have it and can see, hear and smell even if his respective sense organs are damaged or removed.

Master of Atrocities (Su): At 12th level, a devoted necromancer significantly extends his mastery of Animate Dead class ability. He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than ½ devoted necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.

Mental Bastion (Su): At 14th level, a devoted necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 18th level.

Fear Aura (Su): At 15th level, a devoted necromancer radiates a 15-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that devoted necromancer's fear aura for 24 hours.

Fearsome Necromancy (Su): Any foe required to save against a necromancy spell you cast is shaken for 1d4 rounds if they fail the initial save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).

Grasp of the Dead (Su): This causes a swarm of skeletal arms to burst from the ground to rip and tear at the devoted necromancer’s foes within 60 feet. The skeletal arms erupt from the ground in a 20-foot-radius burst. Enemies within the area of effect take 1d6 points of shadow damage per devoted necromancer level. Those caught in the area receive a Reflex save (DC 10 + half of devoted necromancer’s level + his Charisma modifier) for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. This ability can be used a number of times per day equal to 3 + their charisma modifier.

Final Guide (Su): At 20th level, a devoted necromancer can actually guide the spirit of a slain creature back to its body a number of times per day equal to the devoted necromancer’s Charisma modifier, restoring the creature to life. This is only possible if the spirit is nearby, and thus this power must be used within 10 minutes since the creature’s death. This functions like the True Resurrection spell except the casting time is 1 full round. Once a creature has been restored to life by a devoted necromancer’s final guide ability, that creature cannot benefit from that ability again until 1 week has passed in time.

Spells: The devoted necromancer uses their charisma stat to determine their save DCs, bonus spells are based, and what determines the highest-level spell that can be cast. Devoted necromancers choose their spells from Wizard and Cleric spell lists: but spells must have the Necromancy school, or the death, evil, or fear descriptors. They are spontaneous divine casters.

Table: Devoted Necromancer's Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 1
4th 6 3 2
5th 6 4 2 1
6th 7 4 3 2
7th 7 5 3 2 1
8th 8 5 4 3 2
9th 8 6 4 3 2 1
10th 9 6 5 4 3 2
11th 9 6 5 4 3 2 1
12th 9 6 6 5 4 3 2
13th 9 6 6 5 4 3 2 1
14th 9 6 6 5 5 4 3 2
15th 9 6 6 5 5 4 3 2 1
16th 9 6 6 5 5 5 4 3 2
17th 9 6 6 5 5 5 4 3 3 1
18th 9 6 6 5 5 5 4 4 3 2
19th 9 6 6 5 5 5 4 4 4 3
20th 9 6 6 5 5 5 4 4 4 4

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