True Necromancer

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Base Classes | Prestige Classes

TRUE NECROMANCERS ARE CURRENTLY NOT AVAILABLE, SINCE THE EVENTS OF THE SEVERANCE

It is whispered in the dark places and corners of Eramer that a new breed of Necromancer has arisen, sworn to Senescia and wielding the powers believed to only be available to adherents of Ephaesus. It is unknown at this time what this new breed of caster may be capable of, but one thing is certain, they are a force to be feared.

WARNING: This class is inherently inimical to almost all cultures and races on Eramere, if you are found to be a practitioner of True Necromancy players and NPCs (DM controlled or otherwise) will be allowed to kill you on sight (though only a DM may perm you), you will also be barred from all civilized towns and cities (though certain abilities and skills such as Disguise may mitigate this). In addition, due to metagame concerns, not all information for the class is shown here in this description, PLEASE BE SURE TO READ THE DESCRIPTIONS OF YOUR FEATS AS YOU OBTAIN THEM.

Requirements:

Alignment: Any evil
Skills:Knowledge Religion: 8, Knowledge Arcana: 8, Heal: 8
Spellcasting: Must have at least 5 levels of Cleric and 5 levels of Wizard or Sorcerer
Feats: Spell Focus (Necromancy), Channel Energy
Domains: Undeath

Class Features:

Hit Dice: d6
Proficiencies: None
Skill Points: 4 + INT modifier
Class Skills: Appraise, Bluff, Disguise, Heal, Linguistics, Knowledge Arcana, Knowledge Religion, and Spellcraft.
Base Attack Bonus: Low
High Saving Throws: Will

Spells per Day/Spells Known: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in both an Arcane and Divine spell-casting class they belonged to before taking the True Necromancer class.

Channel Energy (Su): True necromancer class levels stack with levels of all other classes that grant the ability to Channel Energy for the purposes of Healing the Undead or Harming the Living.

Unliving Limbs: As with the first True Necromancer all those seeking to enter into the higher mysteries of necromancy must undergo a torturous process of amputation and grafting, not just of an arcane Undead limb, but also of a limb from a true Undead. While the process of attaching the Arcane Limb is simple and straight forward, that of attaching the Divine Limb requires that the subject be on death's door, and that the limb itself still have divine power bound up in it, allowing the fragment of soul bound up with it to bond with the soul of the near deceased, a process as painful as it is profane. As the influence of these limbs grows within the host several changes begin to occur, altering them biologically and spiritually.

Darkvision (Ex): Beginning at first level True Necromancers find that darkness is no barrier to their sight, gaining Darkvision out to 60 feet.

Necromantic Prowess (Ex): As the influence of Undeath seeps into the body of the Necromancer, their ability to understand the functions of a biological system, and how to subvert them, increases, allowing their Necromantic Spells to reach heights beyond those of most plebeian casters. Starting at 3rd level when a True Necromancer Channels Energy, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, their effective caster level increases. The bonus is +1 at 3rd level, +2 at 5th level, +3 at 7th level, and +4 at 9th level and higher.

Draining Aura (Su): Starting at 5th level a True Necromancer develops the ability to influence life around him, drawing the life energy of nearby creatures into their body to heal wounds and cause susceptibility in their enemies. Any creature within 30 feet that has an open wound (less than 100% HP), must make a fortitude save (10 + True Necromancer Level + Necromantic Prowess + Wisdom Modifier) or take an amount of Bleed Damage equal to 1/2 the True Necromancer's Level including Necromantic Prowess. In addition anyone who fails their fort save also takes a cumulative -1 saving throw penalty to Necromancy spells and spell like effects for 24 hours. This effect may be activated and de-activated at will.

Parasitic Proliferation (Su): Starting at 7th level the True Necromancer becomes capable of creating tiny parasites from his own flesh which he may then either introduce to a victim by touch, or by spewing them forth in a 30 foot cone (reflex save to avoid). In either instance those effected must make a Fortitude save (10 + True Necromancer Level + Necromantic Prowess + Wisdom Modifier) or become infected with virulent parasites that attack the Eyes, Ears, Brain, and Nervous System. On the first failed save they become blind and deaf, and on each subsequent save they take 1d4 Wisdom, Intelligence, and Charisma damage, should any of these fall to 0 the creature dies and the engorged parasites burrow out of the host, seeking new victims in which to lay their brood. This is a Supernatural Disease and cannot be cured by mundane means, requiring either a Heal or Greater Restoration, creatures with Disease Immunity are unaffected by this ability, and those who die to it may be restored to life by the normal means with the normal penalties.

Consumptive Aura (Su): Starting at 9th level the Draining Aura becomes a Consumptive Aura, the damage increases to equal the Full Class Level including any bonus from Necromantic Prowess, the radius increases to 60 feet, and on a failed save a creature so effected begins to rapidly deteriorate as if from old age, each time they fail a fortitude save their physical stats decrease by the equivalent of 1 age category. Should a creature die from while in the aura their accumulated life energy is absorbed by the Necromancer, granting them physical stat bonuses equal to 1/2 the stat of the killed victim. The necromancer may have only one bonus per stat at a time, and only the highest is kept. These bonuses last for 24 hours or until renewed or replaced. Should a victim survive the Consumptive Aura the damage may be reversed as any normal ability damage, victims who die to the aura may still be raised at the normal costs. Consumptive Aura may be activated and de-activated at will.

True Necromancer: At 10th level the True Necromancer has surpassed the limits of mere mortal flesh, taking direct control of their internal systems and fortifying them through a twisting and warping of flesh. The True Necromancer becomes immune to Disease, poison, and Stun effects. In addition they gain DR 15/Good due to this unholy fortification.

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