Dread Necromancer (Pathfinder Class)
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Dread Necromancer (Pathfinder Class)[edit]
Pathfinder[edit]
Necromancy is not just one school of magic among many. It is an Art, one that requires the Artist’s entire devotion.” —Kazerabet, Angel of the Dark
A specialist wizard who calls himself a necromancer or a cleric with the Death domain has signifi cant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths.
Class Features : All of the following are class features of the Dread Necromancer.
Weapon and Armor Proficiency: The Dread Necromancer is proficient with all simple weapons and one martial weapon of her choice. Her choice of martial weapon is made when the character takes the first level of Dread Necromancer and cannot be changed. Dread necromancers are also proficient with light armor, but not with shields. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
Spellcasting: A dread necromancer casts Arcane & Divine spells, which are drawn from the dread necromancer's spell list. Like a sorcerer & Oracle, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all spells for that level given on the dread necromancer's spell list. Dread necromancers can also add spells to their spell list through the advanced learning ability as they increase in level (see below). To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell's level. The Difficulty Class for saving throws against a dread necromancer's spell is 10 + spell level + Charisma modifier. Like other spellcasters, a dread necromancer can only cast a certain number of spells each day (detailed in the above table).
Charnel Touch (Su): Negative energy flows through a Dread Necromancer's body, concentrating in her hands. A number of times per day equal to 3 + her Charisma modifier, she can make a melee touch attack that deals 1d4 negative energy damage. This attack can be used at range using the spectral hand spell.
At 4th level, the Dread Necromancer threatens attacks of opportunity with her Charnel Touch, if not armed with a melee weapon and possessing a free hand. Attacks of opportunity made with Charnel Touch count toward her daily limit. The damage done by Charnel Touch also scales to 1d8.
At 8th level, the Dread Necromancer's Charnel Touch becomes more unstable with power. Her Charnel Touch attack now deals X3 damage on a critical, and she uses her Charisma modifier instead of her Strength or Dexterity modifier on the critical confirmation roll. She can also perform a Coup de Grace using her Charnel Touch as the weapon, and she adds her Charisma modifier to her Charnel Touch damage.
At 12th level, the Dread Necromancer can add half of her Charisma modifier on top of the regular attack roll of her Charnel Touch ability. She may make a full attack with her Charnel Touch as if doing so with a melee weapon; this consumes one daily use of her Charnel Touch.
At 16th level, this ability gains 5' of reach on top of the normal reach for the Dread Necromancer. Critical threat range increases to 19-20.
At 20th level, the critical damage of the Dread Necromancer's Charnel Touch increases to x4 and the critical threat range increases to 18-20.
Channel Energy (Su): A Dread Necromancer can channel negative or positive energy through her body as a cleric of her level (see the cleric class feature described on page 40 of the Core Rulebook). Positive is half effective when healing living creature.
Command Undead: Dread Necromancers get Command Undead as a bonus feat at level 1.
Necromantic Talent (Ex): The Dread Necromancer's experience with negative energy grants her special talents that enhance her necromantic power. At 2nd level and every 2 levels after, the dread necromancer may choose one of the talents listed below.
Bonus Feat: The dread necromancer may select one of the following feats as a bonus feat, she must meet the prerequisites: Bolster Resistance, Channel Smite, Corpse crafter, Deadly Chill, Destruction Retribution, Extra Channeling, Hardened Flesh, Nimble Bones, Spell Focus (Necromancy), Undead Master, Improved Animation, Desecrated Animation, Animation Mastery, Necromantic Presence, Necromantic Might, Profane Lifeleech, Fell Animate
Advanced Learning (Ex): At fourth level, and every four levels after, a dread necromancer can add spells to her spell list and only learn total number of spells equal to their Charisma modifier per advanced learning. This may be any spells from the Necromancy school or with the Evil descriptor, or any other spells from the Wizard/Sorcerer or Cleric/Oracle spell lists. The Dread Necromancer is restricted on what level of spell they may select:
Spells from the Necromancy school or with the Evil descriptor: The spell may be of a level up to the highest level the Dread Necromancer can cast, and it is added as a spell of equal level to its original level.
Cleric/Oracle & Wizard/Sorcerer spells: The spells must be at least one level lower than the highest-level spell the Dread Necromancer can cast, and it is added as a spell one level higher than its original level. (for example, the Dread Necromancer can't add fireball unless she can cast 4th level spells, and fireball would be a 4th level spell in her list)
Mental Bastion (Ex): Starting at 4th level, the dread necromancer gains a +2 bonus to saving throws against sleep, poison, paralysis, disease and stunning. This bonus increases to +4 at 9th level, and +6 at 14th level.
Undead Mastery (Ex): All undead creatures created by a dread necromancer of at least 5th level gain a +2-enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. Also add 1/4 of your character level to Int & Cha to All undead creatures created. In addition, the dread necromancer's limit for controlling creatures created by the animate dead spell or create undead spells (Create Greater Undead), changes from 4 Hit Die per caster level to (4 + 1/2 of her Charisma modifier) HD per caster level.
At 10th level this bonus increases to +4 Strength and Dexterity, +2 hit points per hit die, add 1/3 of your character level to Int & Cha to all undead creatures created and the dread necromancer adds her entire Charisma modifier to each caster level of her control limit instead of half. The Dread Necromancer also counts as having the Corpsecrafter feat for the purpose of qualifying for other feats in the Corpsecrafter line, but the effects apply to all undead creatures created, not just those created by necromancy spells. A Dread Necromancer that already has Corpsecrafter stacks on each other with Undead Mastery.
At 15th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD, add 1/2 of your character level to Int & Cha to all undead creatures created and the Dread Necromancer adds 1.5 times her Charisma modifier to the number of HD of undead per caster level that she can control.
At 20th level this bonus increases to +8 Strength and Dexterity, +4 hit points per HD, add your character level to Int & Cha to all undead creatures created and the Dread Necromancer adds twice her Charisma modifier to the number of HD of undead per caster level that she can control.
Craft Wondrous Item: At 18th level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required for her undead ascension. If she already has the Craft Wondrous Item feat, she may instead choose another item creation feat or a necromantic talent.
Undead Ascension: At 20th level, the Dread Necromancer takes her final steps into undeath. Her type changes to Undead, and she gains the typical traits of an undead creature, such as their immunities and the way they are affected by positive and negative energy. She no longer has a Constitution score; recalculate her hit points using her Charisma modifier instead of her Constitution modifier, but do not reroll HD.
In addition to her undead traits, the Dread Necromancer gains channel resistance +6, and she takes on the aspects of a certain type of undead creature, chosen from the list below. She does so through a 24-hour ritual that requires 1000gp of black onyx, as well as a special phylactery worth 100,000gp; she may perform the ritual again at a later time to change her aspect, though the ritual may only be performed once per week.
If the Dread Necromancer is slain, her body reforms near the phylactery and awakens 1 week later; she may perform the ritual to regain her aspect (or another aspect) as normal. If her phylactery is destroyed before she awakens, she is permanently slain. General of Undeath
Spells List[edit]
0th: Arcane Mark, Bleed, Detect Magic, Detect Poison, Disrupt Undead, Touch of Fatigue
1st Level: Bane, Blood Money, cause fear, chill touch, Cure Light Wounds, Detect Undead, Deathwatch, decompose corpse, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I, undetectable alignment
2nd Level: Blindness/Deafness, command undead, Cure Moderate Wounds, Darkness, Death Knell, Desecrate, Disguise Undead (SpC), false life, gentle repose, Ghoul Glyph (LM), ghoul touch, inflict moderate wounds, lesser animate dead, Ray of Weakness (SpC), scare, spectral hand, summon swarm, summon undead II, vomit swarm
3rd Level: Animate Dead, Crushing despair, Cure Serious Wounds, death ward, halt undead, inflict serious wounds, Magic Circle against Good/Evil/Law/Chaos, ray of exhaustion, speak with dead, summon undead III, Undead Anatomy I, Undead Lieutenant, Undead Torch (SpC), vampiric touch
4th Level: Aura of Doom, Bestow curse, Burning Blood (SpC), contagion, Cure Critical Wounds, dispel magic, enervation, black tentacles, fear, giant vermin, Greater False Life, inlfict critical wounds, phantasmal killer, poison, summon undead IV
5th Level: Avasculate, Blight, cloudkill, create undead, fire in the blood, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood, slay living, summon undead V, Undead Anatomy II, undeath to death, unhallow, waves of fatigue
6th Level: Acid fog, Awaken Undead (SpC), circle of death, eyebite, geas/quest, harm, Major Curse, Mass Contagion (SpC), mass inflict moderate wounds, planar binding, Revive Undead (SpC), summon undead VI, Undead Anatomy III, waves of exhaustion
7th Level: Control undead, destruction, finger of death, greater harm, mass inflict serious wounds, song of discord, summon undead VII, vile death
8th Level: Avascular Mass, create greater undead, Energy Ebb (LM), General of Undeath (GW), Ghostform (LM), Horrid wilting, mass inflct critical wounds, Greater Planar Binding, summon undead VIII, symbol of death, Undead Anatomy IV
9th Level: Energy drain, imprison soul, mass harm, plague of undead, Power Word Kill, summon undead IX, wail of the banshee
Summon Undead List[edit]
Summon Undead I Skeleton version of any non-Elemental from Summon Nature's Ally I Zombie version of any non-Elemental from Summon Nature's Ally I Human Warrior Skeleton, armed with small steel shield and longsword Kobold Zombie, armed with heavy mace
Summon Undead II Skeleton version of any non-Elemental from Summon Nature's Ally II Variant Skeleton version of any non-Elemental from Summon Nature's Ally I Zombie version of any non-Elemental from Summon Nature's Ally II Variant Zombie version of any non-Elemental from Summon Nature's Ally I 1d3 of any creature from Summon Undead I Skeletal Champion Bugbear Zombie, armed with greatclub
Summon Undead III Skeleton version of any non-Elemental from Summon Nature's Ally III Variant Skeleton version of any non-Elemental from Summon Nature's Ally II Zombie version of any non-Elemental from Summon Nature's Ally III Variant Zombie version of any non-Elemental from Summon Nature's Ally II 1d3 of any creature from Summon Undead II 1d4+1 of any creature from Summon Undead I Ghoul Troll Skeleton Chimera Zombie
Summon Undead IV Skeleton version of any non-Elemental from Summon Nature's Ally IV Variant Skeleton version of any non-Elemental from Summon Nature's Ally III Zombie version of any non-Elemental from Summon Nature's Ally IV Variant Zombie version of any non-Elemental from Summon Nature's Ally III 1d3 of any creature from Summon Undead III 1d4+1 of any creature from Summon Undead I-II Ghast Wyvern Zombie
Summon Undead V Skeleton version of any non-Elemental from Summon Nature's Ally V Variant Skeleton version of any non-Elemental from Summon Nature's Ally IV Zombie version of any non-Elemental from Summon Nature's Ally V Variant Zombie version of any non-Elemental from Summon Nature's Ally IV 1d3 of any creature from Summon Undead IV 1d4+1 of any creature from Summon Undead I-III Shadow Wight
Summon Undead VI Skeleton version of any non-Elemental from Summon Nature's Ally VI Variant Skeleton version of any non-Elemental from Summon Nature's Ally V Zombie version of any non-Elemental from Summon Nature's Ally VI Variant Zombie version of any non-Elemental from Summon Nature's Ally V 1d3 of any creature from Summon Undead V 1d4+1 of any creature from Summon Undead I-IV Mummy Vampire Spawn
Summon Undead VII Skeleton version of any non-Elemental from Summon Nature's Ally VI Variant Skeleton version of any non-Elemental from Summon Nature's Ally V Zombie version of any non-Elemental from Summon Nature's Ally VI Variant Zombie version of any non-Elemental from Summon Nature's Ally V 1d3 of any creature from Summon Undead VI 1d4+1 of any creature from Summon Undead I-V Wraith Mohrg
Summon Undead VIII Skeleton version of any non-Elemental from Summon Nature's Ally VII Variant Skeleton version of any non-Elemental from Summon Nature's Ally VI Zombie version of any non-Elemental from Summon Nature's Ally VII Variant Zombie version of any non-Elemental from Summon Nature's Ally VI 1d3 of any creature from Summon Undead VII 1d4+1 of any creature from Summon Undead I-VI Banshee (Bestiary 2) Vampire
Summon Undead IX Skeleton version of any non-Elemental from Summon Nature's Ally VIII Variant Skeleton version of any non-Elemental from Summon Nature's Ally VII Zombie version of any non-Elemental from Summon Nature's Ally VIII Variant Zombie version of any non-Elemental from Summon Nature's Ally VII 1d3 of any creature from Summon Undead VIII 1d4+1 of any creature from Summon Undead I-VII Devourer Ghost (has Corrupting Touch, Telekinesis, and Frightful Moan)
Necromantic Talents[edit]
Acolyte of Necromantic Knowledge (Ex): Adding templates to variations of undead creations. Undead Must have more than 5 HD to use. As the variation of undead cannot be mix with more than 1/2 of your class level as the undead count as double hit point on your control cap. The Dread Necromancer must be at least 6th level to select this talent.
Bypass Resistance:
The Dread Necromancer has discovered how to negate an undead creature's resistance to channeled energy. An undead creature that is targeted by the Dread Necromancer's Command Undead ability, as well as any other channeled energy abilities granted by class levels or feats, may only add half of its channel resistance to its Will save to resist the channeled energy effect.
The Dread Necromancer may take this talent up to two times; the second time she selects it, undead targeted by her channeled energy effects may not add their channel resistance to their Will save at all.
Channel Resistance:
Undead under the dread necromancer's control gain channel resistance equal to one-third her class level (minimum +1, maximum +6 at level 18).
Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you Damage Reduction 5/bludgeoning. You can use this armor for 1 hour per day per Dread Necromancer level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Healing Hands (Ex): This give the dread necromancer a positive energy touch, that act like cure light wounds. Whenever a dread necromancer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level dread necromancer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing sub school that she casts as a dread necromancer, not to those that she may have by virtue of levels in another class. Casting on self is half effective.
Necrotic Transfer (Su):
At 6th level, a dread necromancer can transfer some of his life essence to another living creature. As a standard action, when a white necromancer touches a subject, he can sacrifice an amount of his own hp equal to 10 + his Constitution score + his dread necromancer level. Those hit points are then immediately transferred to the creature touched.
These hp heal the subject but cannot raise the subject’s hp higher than its normal hp total.
Life Bond (Su):
At 5th level, a dread necromancer may create a bond between himself and another living creature within 90 ft. as a standard action. He may have one bond active per dread necromancer level.
Each round at the start of the dread necromancer’s turn, if the bonded creature is wounded for 5 or more hp below its maximum hp, the bonded creature heals 5 hp and the dread necromancer takes 5 hp damage.
This bond continues until the bonded creature dies, the dread necromancer dies, the distance between them exceeds 90 ft., or the dread necromancer ends it as an immediate action. If he has multiple bonds active, he may end as many as he wants as part of the same immediate action.
Lich Body (Ex):
The dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/bludgeoning and magic. The damage reduction increases by 1 at 5th level and every odd-numbered level after (maximum 10 at 19th).
Necromantic Familiar:
The dread necromancer obtains an undead version of a typical wizard familiar. A dread necromancer's familiar gains the usual familiar benefits listed in the Core Rulebook with two exceptions. Its type becomes undead, and it does not gain the ability to speak with other creatures of its kind (unless the creature chosen automatically possesses the ability to speak with a verbal language). If the dread necromancer selects the Improved Familiar feat, she may obtain an undead version of any familiar that her level would permit.
A familiar can use its ability to deliver touch spells with the master's Charnel Touch, Scabrous Touch and Enervating Touch attacks. The master must use a standard action to imbue the touch attack into her familiar.
A necromantic familiar does not grant its master the typical bonus that a familiar of its type would (i.e., an undead snake familar does not grant its master a +3 bonus to Bluff checks). Instead, the familiar grants the dread necromancer a bonus to the number of undead that she can control; for the purposes of the Animate Dead spell, the dread necromancer counts as being one level higher when determining the total number of HD worth of undead that she can control.
- Special: A Dread Necromancer who selects the Necromantic Familiar talent may not select the Skeletal Guardian talent.
Undead Guardian:
The Dread Necromancer obtains an undead minion (a human warrior skeleton or human warrior zombie) that serves her. Obtaining the guardian involves a 24-hour ritual and 100gp worth of materials.
At first, the guardian is completely typical, but it gains power as the Dread Necromancer gains levels. The guardian has a number of Hit Dice equal to the necromancer’s HD. It also receives a bonus to its natural armor equal to one-half the Dread Necromancer’s HD, and a bonus equal to one-third of the Dread Necromancer’s class level to its Strength and Dexterity scores.
The Undead Guardian has an Intelligence & Charisma score equal to (5 + its master's HD).
- Special: A Dread Necromancer who selects the Undead Guardian talent may not select the Necromantic Familiar talent.
Turn Undead:
The Dread Necromancer gains Turn Undead as a bonus feat. She gains the ability to channel positive energy a number of times per day equal to 1+ her Charisma modifier, but only to use Turn Undead. The DC against the Dread Necromancer's Turn Undead ability is 10 + 1/2 Dread Necromancer level + Cha.
Charnel Shield:
The Dread Necromancer may expend a use of her Charnel Touch to create a barrier of negative energy around herself, absorbing blows and dealing damage to her attackers. She gains temporary hit points equal to twice her level plus her Charisma modifier, which last for 1 minute per 4 levels. Creatures who strike the Dread Necromancer with a melee attack take damage equal to half the damage dealt by the attack; this damage is negative energy damage, and so heals undead creatures.
Shadow Storage:
A Dread Necromancer can store his undead within his shadow. The number of undead that can be stored is (5 + 1/2 character level + charisma mod). These undead can be called out within a 30ft radius of the Dread Necromancer, does take a standard action to release the one or all undead from the shadow storage.
Dark Sacrifice:
The Dread Necromancer may sacrifice undead creatures she controls to heal her own wounds and ailments. As a standard action, she may sacrifice one of her undead creatures to heal 1d8 hit points per HD of the sacrificed undead, up to her maximum hit points or the current hit points of the sacrificed undead. She must be adjacent to the undead she is sacrificing, and using this ability provokes attacks of opportunity.
When using this ability, the Dread Necromancer may sacrifice 2 HD worth of healing to heal 1d4 points of ability damage or cure herself of a disease, 3 HD worth of healing to cure herself of poison or curses, or 5 HD worth of healing to heal 1d4 points of ability drain or remove one temporary negative level from herself. She may choose to heal herself of more than one ailment at a time, though no more than the sacrificed undead's HD would allow.
The Dread Necromancer must be at least 4th level to select this talent.
Special: The Dread Necromancer may select this talent twice; if she has selected the ability twice, she may use Dark Sacrifice to heal an ally instead of herself by channeling the healing through her Charnel Touch. She must be adjacent to both the ally she wishes to heal and the undead she is sacrificing, and using this ability expends one of her daily uses of Charnel Touch.
Extra Charnel Touch:
The Dread Necromancer may use her Charnel Touch more frequently. The number of times per day she can use her Charnel Touch increases by 2.
The Dread Necromancer must be at least 4th level to select this talent. It may be selected more than once.
Skins Suits (Ex): You grant the ability for your undead to cloak themselves with unnatural veil of flesh and blood. Your Undead cover themselves with a living form of flesh & blood as this form break away when attacked, its hit points equal to his 1/3 its hit points. When so disguised, they cannot use energy drain or ability damage with their undead special attacks (such as a wight or vampire’s slam attacks) without destroying the suit. While wearing a skin suit, their alignment is masked as though by a constant undetectable alignment spell, and they have the aura of a living creature instead of an undead creature for the purposes of detect undead and similar effects. Skinsuit can also suppress Aura of evil if an undead has an evil aura.
Fear Aura (Su):
The dread necromancer may project a fear aura that extends 5 ft/3 levels (minimum 5ft) at will as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class levels + Cha modifier) or become shaken until they are no longer in the presence of the dread necromancer, requiring them to be over 10'/level away from the dread necromancer before the effect wears off. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours. The fear aura can be used to escalate an existing fear effect applied by a different source (you can't stack fear from your own fear aura) and the shaken effect it applies can be escalated by other sources (though the duration of the new effect ends when either source's duration ends, reverting back to the lesser fear level).
The dread necromancer must be at least 4th level to select this talent.
Undead Empathy:
The Dread Necromancer can improve the attitude of an undead creature, as if using Diplomacy to improve the attitude of a person. She rolls 1d20 and adds her level and Charisma modifier to determine the result. Against mindless undead, the creature's attitude is considered to be one step higher (typically causing it to be counted as Unfriendly rather than Hostile) for determining the check's DC.
Charnel Blast:
The Dread Necromancer can use her Charnel Touch as a ranged touch attack, with a maximum range of 10ft/Dread Necromancer level. Charnel Blast consumes two of her daily Charnel Touch uses.
Disrupting Energy (Ex):
Through her study of negative energy and undead, the dread necromancer has discovered a way to attack undead with the very energy that animates them. When targeting an undead creature with her Charnel Touch or Inflict spells, she may choose to have the effect deal damage to the undead instead of healing it; effectively, the spell or effect acts as if she were using positive energy instead of negative energy (so, for example, a bloody skeleton destroyed using this talent would count as being destroyed by positive energy, and would be truly destroyed). The dread necromancer may not use this talent to damage undead with Channel Negative Energy or a Mass Inflict spell, as the focus required to alter the negative energy prevents her from doing so on a large scale.
The dread necromancer must be at least 6th level to select this talent.
Grave-touched:
The dread necromancer has discovered a way to heal her own wounds using negative energy. She may heal herself with her Charnel Touch and Inflict spells as if she were an undead creature, and when channeling negative energy to heal undead she may choose to include herself in the effect. This ability only affects her own spells and abilities; positive and negative energy from other sources will still affect her as normal.
The dread necromancer must be at least 6th level to select this talent, and may not select it if she already has an ability that allows her to be healed by negative energy. If she ever gains an ability that allows her to be healed by negative energy (such as her Undead Ascension at 20th level), the dread necromancer may replace this with another talent.
Negative Energy Resistance: The dread necromancer gains a bonus equal to one-third her class level to saving throws made to resist negative energy effects, including energy drain, some ability drain and inflict spells. The dread necromancer must be at least 6th level to select this talent.
Scabrous Touch (Su):
The dread necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell, inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 class level + her Cha modifier). Should the target fail the save, it immediately takes the initial ability damage of the disease, adding the dread necromancer's charisma modifier to the ability damage inflicted. The DC for subsequent saving throws to resist the effects of the disease depend on the disease inflicted, and secondary damage of the disease is unchanged.
Activating this feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver scabrous touch from a distance.
A dread necromancer can use this ability once per day at level 6, and she must be at least level 6 to select this talent. This increases to 2/day at level 11, and 3/day at level 16.
Corpse Explosion:
The Dread Necromancer can send a surge of negative energy into an undead creature she controls or a corpse, causing it to explode in a shower of flesh and bone. As a standard action, she may expend one use of Channel Negative Energy to detonate an undead creature or a corpse that is within 60 ft. The explosion deals bludgeoning, slashing, and piercing damage to all creatures within its radius; affected creatures may make a Reflex save for half damage (DC 10 + 1/2 Dread Necromancer level + Cha). Non-magical clothing and armor are destroyed by the explosion, while magical clothing and armor are unaffected (though they are likely to be sent several yards away by the blast). The explosion's radius and damage are determined by the size category of the detonated corpse or undead, as shown in the table below.
The Dread Necromancer must be at least 8th level to select this talent.
Size Category Radius Damage
Tiny 5ft 1/HD
Small 5ft 1d4/HD
Medium 10ft 1d6/HD
Large 15ft 1d8/HD
Huge 20ft 2d6/HD
Gargantuan 30ft 2d10/HD
Colossal 50ft 3d8/HD
Immortal Terror:
The dread necromancer has learned how to strike fear into the undead. She may treat undead as their original creature type for the purpose of her fear effects (for instance, a human skeleton would be counted as a humanoid). Mindless undead can be affected as well, though they receive a +2 bonus on their Will save to resist the effect.
The dread necromancer must be at least 8th level to select this talent.
Light Fortification:
The dread necromancer gains 25% resistance to critical hits. This increases to 50% at level 16.
The dread necromancer must be at least level 10 to select this ability.
Repurposed Corpse:
The dread necromancer has learned how to recycle her undead, allowing her to use the power of her current undead to help with the animation of new undead. When casting Animate Dead or Create Undead, she may sacrifice any number of undead creatures (destroying them in the process, though this does not trigger effects that activate upon the undead's destruction) that are currently under her control to replace the material component cost of the spell. The total cost of the spell's components is reduced by 25g for every 2 HD sacrificed in this way; for example, a sacrificed ghoul (2 HD) would reduce the cost by 25g, while a sacrificed hill giant skeleton (10 HD) would reduce the cost by 125g. The dread necromancer must sacrifice all of an undead creature's HD when using this effect, and she may not sacrifice her undead familiar (if she has one).
The dread necromancer must be at least level 10 to select this talent.
Enervating Touch (Su):
The dread necromancer gains the ability to bestow negative levels with her Charnel Touch attack. Each day, she can bestow a total number of negative levels equal to her half of her class level, but no more than two with a single touch attack. The saving throw to remove the negative has a DC of 10 + 1/2 of her class level + Cha modifier. Activating and applying this class feature is identical to Scabrous touch. Scoring a critical hit with the Charnel Touch attack delivering the negative levels does not bestow additional levels on the target.
The dread necromancer must be at least 12th level to select this talent. At 17th level, the number of negative levels she can inflict per day becomes equal to her class level.
Master of Necromantic Knowledge (Ex): Undead who don’t have a creative process listed can be made or have special circumstances. Only with Create Greater Undead [Undead count as double hitdice against control cap] The dread necromancer must be at least 16th level to select this talent.
Bonus Feats[edit]
Bolster Resistance
Undead you raise or create are more resistant to turning than normal.
Prerequisite Corpsecrafter (LM) ,
Benefit Each undead you raise or create with any necromancy spell gains +4 channel resistance.
Channel Smite
You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Corpse crafter
Undead you raise or create are tougher than normal.
Prerequisite Required for Bolster Resistance (LM) , Deadly Chill (LM) , Destruction Retribution (LM) , Hardened Flesh (LM) , Nimble Bones (LM) ,
Benefit Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.
Deadly Chill
Undead you raise or create deal more damage than normal.
Prerequisite Corpsecrafter (LM) ,
Benefit Each corporeal undead you raise or create with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.
Destruction Retribution
Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
Prerequisite Corpsecrafter (LM) ,
Benefit Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Refl ex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures
Extra Channel
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Hardened Flesh
Undead you raise or create can better handle themselves in a fi ght.
Prerequisite Corpsecrafter (LM) ,
Benefit Every undead you raise or create with any necromancy spell gains a +2 natural armor bonus to Armor Class.
Nimble Bones
Undead you raise or create are faster and more nimble than normal.
Prerequisite Corpsecrafter (LM) ,
Benefit Each undead you raise or create with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
Spell Focus (Necromancy)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Undead Master
You can marshal vast armies of the undead to serve you.
Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.
Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
Improved Animation
Your undead animations are unusually powerful.
Prerequisite: Spellcaster level 6th+, 5+ ranks in Knowledge (religion)
Benefit: Undead you create using animate dead or the create undead spells gain an additional Hit Die and a +1 competence bonus to attack and damage rolls. Note: Undead do not gain an increase in size due to the increased Hit Dice from this feat.
Desecrated Animation
Your animations are especially resistant to turning attempts.
Prerequisite: Ability to cast desecrate, +8 ranks in Knowledge (religion)
Benefit: Undead creatures you create using animate dead or the create undead spells gain +2 channel resistance and fast heal 5 while in desecrated areas.
Animation Mastery
Your animations are exceptionally powerful.
Prerequisite: Improved Animation, Desecrated Animation, Spell Focus (Necromancy), 12+ ranks in Knowledge (religion)
Benefit: Undead you create using animate dead or the create undead spells gain maximum hit points and an additional +2 channel resistance
Necromantic Presence
Undead you control are harder to turn when they are near you.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their channel resistance.
Necromantic Might
Undead you control gain Benefits when they are near you.
Prerequisite: Necromantic Presence.
Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.
Profane Lifeleech
You can channel negative energy to draw the life force from nearby living creatures.
Prerequisite: Ability to rebuke undead.
Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect can’t reduce any creature’s current hit points to less than 0.
You are healed of an amount of damage equal to the total amount of hit points that you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point total.
Special: This feat deals no damage to constructs or undead.
Fell Animate
Living foes slain by your spell may rise as zombies.
Benefit: You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action.
Even if you kill several creatures with a single fell animated spell, you can’t create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see animate dead, page 198 of the Player’s Handbook) apply to newly created undead gained through this metamagic feat.
A fell animated spell uses up a spell slot two levels higher than the spell’s actual level.
Undead Battery
You can drain negative energy from undead in order to power your spells.
Prerequisite: Greater Spell Focus (Necromancy), Ability to cast 6th level necromancy spells
Benefit: With a successful touch attack, you can attempt to drain an undead creature of its energy. The Undead is allowed a will save (10 + your caster level + Charisma bonus) in order to resist the drain. Failure of the saving throw means that you drain 1 hit dice per your charisma modifier from the undead, Undead that are drain to 0 HD must make another will saving throw, or else be completely destroyed. Against ethereal/incorporeal undead, you must be able to physically touch them in order to drain them.
You can then use that store energy to cast any spell you know, giving it the benefit of any other meta-magic feat that you possess. For every point of stored energy that you expend, you reduce the require cost increase in effective spell level by one. You can store up to a maximum amount of energy equal to your Character level + your Charisma modifier, although you will lose 1 level of energy stored every 10 minutes after it is absorbed.
Undead Crafting (Craft Skill)[edit]
Undead Crafting: Often a Necromancer wants to infuse elements of two or more bodies, or rearrange the elements of a corpse to better suit her purpose before animating bodies as undead or constructs such as golems. In most cases, Necromancers build undead to be servants & soldiers; however, In some cases, Necromancers want a special type of undead like a Fiery Skeleton as some of these undead can be used for simple tasks like lighting the way in a dark hallway. In order to do this, one must take a spell of the element they are trying to infuse in the corpse and weave it in a delicate way during the creation of the undead. Stronger magics have a stronger effect on the creation of the undead. Stack with the listed feats effects. Feat - Corpsecrafter Special Only to this craft line are these feats below and this book.{ Libris Mortis } These feats can also be the list of bonus feats. Corpsecrafter – Feat – D&D Tools Bolster Resistance – Feat – D&D Tools Deadly Chill – Feat – D&D Tools Destruction Retribution – Feat – D&D Tools Hardened Flesh – Feat – D&D Tools Nimble Bones – Feat – D&D Tools Craft Skill - Corpsecraft
Corpse crafting allows you to apply special modifiers to undead creatures already animate and under your control, using components from other corpses and complex magical rituals. While this can produce vastly superior unliving servants, the process is not without its risks. Much as with Craft skills, progress is made incrementally- rather than the tiny rate of mundane crafting, your progress per day on a Corpsecraft project is equal to your roll x 25gp.
A single failure during this process results in the undead creature losing all progress toward the modifications you were making and being rendered unworkable as the undead is destroyed; and the materials and time are wasted.
Undead Crafting Rules
Crafting of Undead requires Black Onyx Gems worth 25gp Per Hit Dice of the undead creature. Crafting DC is (10 + Hit Dice Bonus + Crafting Modifier). Undead lists of undead creation are listed by spell in this link. Undead List
Overwhelming flow: the more black onyx gem you use that 100 gp worth to add 1 HD. Each HD you add costs x2 then the last. [Undead 1HD12] 100 gp of black onyx gem Add the Extra HD to the Dc At creation or Modification as the undead get 3/4 of the Hit points
Exchange Limbs: Removing limbs from the body transferring it to another undead/body has to be the same or one size category bigger or smaller size typing/natural weapon. 500 GP per & Arm of equal size or one size category bigger or smaller. +2 DC Can be applied after animating/creating
Convergence : Allows your undead to gain a class level in exchange of hit-dice. Only intelligence undead with 6 int or more can gain class level. Undead must still abide by the rule of the class. Undead with high intelligence can apply for magic classes. Undead with 9 or lower classes can apply for example Fighter, Monk, Paladin, Anti-Paladin. [Lower int they can't cast spell if there casting mod in the negatives] 500 gp worth per HD +5 DC Can be applied when creating or after animating
Lifesense The creature notices and locates living creatures within 60 feet, as if it had blindsight. Also Living Creatures give off a light outline of their body. Invisible creatures would give off a distorted outline still giving a 50% miss chance. When seen a creature that is living with lifesense that trying to sneak attack doesn't count flat footed. 750 GP [gm determine items needed]
Adding Limbs grafted Limb: Adding grafted to the body Grafted Limb cost GP & Arm of equal size or one size category bigger or smaller +5 DC Requires Graft & Graft Feat Can be applied after animating/creating
Integrated or Improved Natural Weapons: Adding different natural attacks to the undead on top of the ones they already have Or Improved Natural Weapons damage dice. Improves the Natural Weapons damage by one dice higher. Changing Natural Weapons 250 GP Improved Damage 500 GP +7 DC Require 2 bodies each with different natural attacks. Can be applied after animating/creating
Harden Flesh and bone: Tanning and hardening the flesh and bone giving +2 Natural Armor
+2 = 4000 GP, +4 = 16,000 GP, +6 = 360,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP
+4 to DC
Require Day long process per HD of curing bone and drying flesh
Can be applied after animating/creating
Strengthening Bones: Melding two bodies together adding a +4 Enhancement Bonus Bonus to Str +2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP +4 DC Require 2 bodies Require Day long process per HD of stress testing and melding Bring the DC down by two if you can cast Bull’s Strength (Once Only at Creation) Can be applied after animating/created
Flexible Bones: Soaking the bones over time giving bones more flexibility adding a +4 Enhancement Bonus to Dex
+2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP
+4 DC
Require Day long process per HD of soaking and curing the bones
Bring the DC down by two if you can cast Cat’s Grace (Once Only at Creation)
Can be applied after animating/creating
Cunning Insight: *Must be animated already* The undead studies overtime, planning and reading, granting +4 Enhancement Bonus to Int
+2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP
+5 DC
Require Day long process per HD of studying and planning
Bring the DC down by three if you can cast Fox’s Cunning (Once Only at Creation)
Can be applied after animating/created
Mental Fortitude: *Must be animated already* The undead fights for control against your wills & command, slowly gaining more will power of its own. As it is attempting to fully break control, it learns from its experiences granting it a +4 Enhancement Bonus to Wis
+2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP
+5 DC
Require Day long process per HD of trying to grow its will power
Bring the DC down by three if you can cast Owl’s Wisdom (Once Only at Creation)
Can be applied after animating/creating
Infusing Inspiration: *Must be animated already* The Undead trains to speak with the little it has for voice and sounds, granting it a +4 Enhancement Bonus to Cha +2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP +5 DC Require Day long process per HD of forming sound and words into a sentence Bring the DC down by three if you can cast Eagle's Splendor (Once Only at Creation) Can be applied after animating/creating
Channeling Tolerance: The undead feeds on the necromancer’s life force, bestowing 1 temporary negative level that lasts until taking a long rest. This energy grants the undead to Channel Resistance/Turning/Rebuking.
+2 = 4000 GP, +4 = 16,000 GP, +6 = 36,000 GP, +8 = 640,000 GP, +10 = 1,000,000 GP,+12 = 1,440,000 GP,+14 = 1,960,000GP,+16 = 2,560,000GP,+18 = 3,240,000 GP,+20 = 4,000,000 GP
+8 DC
Must be able to cast enveration & must be an 8th level caster
Can be applied after animating/created
Energy Infusion: Infuses an energy type (Earth, Cold, Fire, Air), (Positive & Negative) to the undead granting it immunity to that particular element. Two types of energy may be infused to the undead.(Vile,Bleeding can be added) [2d6 of energy type picked] [Undead count as double hitdice against control cap]
1st - 5,000 GP Per Energy
2nd - 30,000 GP Per Energy
+10 to DC per Energy
Maybe reduce by four if you have the element that matches in a spell
Requires a 9th level caster & sacrificing a 5th level spell slot during creation of the corresponding element per energy infused. Can’t regain the spell slot until HD weeks.
Cannot infuse elements that counteract each other.
Cold vs Fire
Air vs Earth
Only at Creation
As they gain new immunities and weakness as they will take 1.5x more damage from elements that oppose them.
Reshaping Features: Allows you to change the undead limbs & parts around, switching and rearranging them. Crafter may add different size limbs to the undead. Example: Adding Huge skeleton arm on a medium skeleton. Doing this has a 5% chance of the undead being destroyed.
20,000 GP
+5 DC
The undead must be already animated
Can be applied after animating/creating
Combining Bodies: Allowing you to combine bodies to make the size category bigger. Only at Creation.
Four small corpses can make One medium undead.
+1 DC
1000 GP
Three medium corpses can make One Large undead
+2 DC
5000 GP
Two large corpses can make One Huge undead.
+3 DC
25,000 GP
Two Huge corpses can make One Gargantuan undead.
+4 DC
50,000 GP
Two Gargantuan corpses can make One Colossal undead
+6 DC
100,000 GP
Spellstitched : creatures are undead creatures that have been powerfully enhanced and fortified by arcane means. The undead gain the ability to cast spells, can resist being turned, and become more difficult to attack in melee. The process benefits undead with intelligence far more than it helps those that are mindless, since intelligent undead can discharge their spells tactically. The outward sign that an undead creature has been spellstitched is its rune-covered body. The runes are carved into the bones of skeletal undead or tattooed on the rotting flesh of other corporeal undead. These runes may nor be immediately noticeable to an observer, appearing to be cracks in bones or wrinkles in the skin. Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the undead's body The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving or tattooing materials as well as 500 GP for every point of Wisdom that the undead creature possesses. Undead spellcasters can spellstitch themselves. Creating A Spellstitched Creature
"Spellstitched" is a template that can be added to any corporeal undead (referred to hereafter as the base creature). The template uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A spellstitched creature retains all the special attacks of the base creature and gains the following special attack.
Spell-like Abilities: A spellstitched creature with a Wisdom score of 10 or higher ran be imbued with spell-like abilities. These abilities are used as if the spells were cast by a sorcerer of the same level as the number of Hit Dice the spellstitched creature possesses.
Wisdom
Example Undead
Spells Known
Times/Day
|| 10 || Skeleton, zombie || 2 || 1st-level || 4
|| 11-12 || Bodak || plus 2 || 2nd-level || 4/4
|| 13-14 || Ghast, ghoul, wight || plus 2 || 3rd-level || 4/4/2
|| 15-16 || Devourer || plus || 24th-level || 4/4/2/2
|| 17-18 || Lich || plus 2 || 5th-level || 4/4/2/2/2
|| 19+ || Nightshade || plus 1 || 6th-level 4/4/2/2/2/1
Spells Known is the number of different spells the creature has access to as spell-like abilities. A creature with a Wisdom score higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the spells from all the rows above that row. Times/Day is the number of times per day that the creature can use spell-like abilities of a given level. The creator of the creature must decide how to allocate the spells known. Once this determination has been made for a particular ability, it cannot be changed. For instance, the sample spellstitched creature has magic missile and obscuring mist as its 1st-level spell-like abilities. It can use magic missile three times per day and obscuring mist once per day. The creator cannot later change either the spells or the times per day each can be used.
Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the following special qualities.
Damage Reduction: A spellstitched creature with 1-3 HD has no damage reduction.
One with 4-7 HD has DR 5/Magic;
One with 8-11 HD has DR 10/Magic;
One with 12 or more HD has DR 15/Magic.
Spell Resistance: A spellstitched creature has spell resistance equal to 15 + base creature's Charisma bonus. Growth with Charisma mods increases.
Turn Resistance (Ex): A spellstitched creature has +2 Channel Resistance. This value is added to the base creature's Channel Resistance (if any).
If the base creature already has one or more of these special qualities, use the better value. Saves: Same as base creature +2.
Abilities: Same as base creature.
Skills: Same as base creature.
Feats: Same as base creature.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature +1.
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
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