Zelkon
2012-07-29, 10:12 PM
Hi homebrewers, I'm stuck on some stuff for my homebrew PrC
Friend of Undeath
http://api.ning.com/files/fkE7uToIRtRxsHH-DfMc7s9UQabGHZufFE*ByVtATZjqLaN-m2jIAi6TTNnzzPcCTZ-8J7EseuxlCF-YhkmEKmJR3gVF4*A6/Necromancer_rising_by_wanizame4545354.jpg
"Why bother with weak minions when you could have a friend and companion that is twice what he was in life?"- Ruroark, Companion of Undeath
A Friend of Undeath is a Necromancer who focuses on crafting a companion that is her equal, not just another minion. They endlessly search for a semblance of intelligence or personality in their companion. Because of this, many consider them to be at least slightly out of their mind.
BECOMING A FRIEND OF UNDEATH
Many powerful Necromancers decide to further their study of undeath. However, when one develops a special connection to the undead she raises, she might take up this path in an attempt to give her chosen minion true life and to bolster the power of her "friends". Usually it requires developing your own techniques or studying the texts of the Necromancers of old, as there are not very many in the world.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana or religion) 10 ranks
Feats: Spell Focus (necromancy), Extra Turning, or Iron Will
Spellcasting: any one of the following :
-Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer.
-Access to the Death domain and ability to cast 4th level divine spells.
-Know 10 spells of the Necromancy school, including Animate Dead and Command Undead.
Special: Must have defeated an enemy with nothing but undead minions.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con) Craft (Int), Decipher Script (Int), Knowledge (religion and arcana) (Int), Spellcraft (Int).
Skills Points at Each Level: 2 + int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Powers Known
1st|
+0|
+0|
+0|
+2|Undead Ally, Necromantic Powers| |2
2nd|
+1|
+0|
+0|
+3|Necromantic Flexibility|+1 of existing spellcasting class*|3
3rd|
+1|
+1|
+1|
+3|Bolster Undead 1/day|+1 of existing spellcasting class*|3
4th|
+2|
+1|
+1|
+4|Improved Creation|+1 caster level|4
5th|
+2|
+1|
+1|
+4|Bolster Undead 2/day|+1 of existing spellcasting class*|4
6th|
+3|
+2|
+2|
+5|Channel Spell|+1 of existing spellcasting class*|5
7th|
+3|
+2|
+2|
+5|Bolster Undead 3/day|+1 of existing spellcasting class*|5
8th|
+4|
+2|
+2|
+6|Life to Undeath|+1 caster level|6
9th|
+4|
+3|
+3|
+6|Bolster Undead 4/day, Master of Necromancy|+1 of existing spellcasting class*|6
10th|
+5|
+3|
+3|
+7|Sentient Ally|+1 of existing spellcasting class*|7[/table]
Weapon Proficiencies: A Friend of Undeath gains no weapon or armor proficiencies.
Spellcasting:When the Friend of Undeath reaches level 2, 3, 5, 6, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level. He does not, however, gain any other benefit a character of that class would have gained. At 4th and 8th level, your caster level increases as if you had gained a level of your previously existing spellcasting class, but you do not gain any more spells per day or spells known, or any other benefits from leveling up in that class. You must continue to fulfill the requirement of half your spells -either known (if spontaneous) or prepared (if prepared)- being of the necromancy school, and one for every two Friend of Undeath levels (round up) has to be substituted for a Necromantic Power.
Undead Ally: You gain an Undead Ally. You must have line of sight to it and must be able to speak to command it. When you take a move action, it can also move. It has HD equal to your level, and its BAB is 5+ your Friend of Undeath level. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action. It has one fighter bonus feat, and gains another at 5th level. Your Ally gains one special ability for every Necromantic Powers you know. You may use one of these abilities when it full attacks.
Necromantic Powers: Necromantic Powers are Spell-Like Abilities that can be traded for regular spells during spell preparation. They take a standard action to cast, or a full-round action for a spontaneous caster. Each one has a base level and a scaling mechanic. For example, one that raises a weak undead could raise two if cast at a higher level. The number of Necromantic Powers you know at a level is shown in the table. You may only learn Powers that use a spell level that you can cast.
Necromantic Powers
Level of spell they substitute for in ()
Raise Undead (1st): You create a skeleton out of a medium-size corpse you have available to you. No matter what it was in life, it acts as a human warrior skeleton with 1 hit point and a base attack bonus of your level-3.
Scaling[SPOILER]2nd: the skeleton has max HP (12)
3rd: You raise a zombie with the stats of a kobald zombie or a human commoner zombie instead. Max HP still stands.
4th: You raise 3 skeletons (as the 2nd level version of this power) or two zombies (as the 3rd level version, but with BAB level-2)
5th: as the 4th level version, but with BAB equal to level for skeletons and BAB equal to level+1 for zombies
Unnatural Revival (2nd): You cause an unconscious ally to become conscious again. They gain a d12 HD and have no need to breath, eat, or sleep. At the end of each of their turns, they must make a make a DC 10+level/HD fortitude or will save or fall unconscious again. A creature must rest for 8 hours before being able to be affected by this Power again.
Scaling
3rd: They gain immunity to cold, DR 5/Bludgeoning, a +2 bonus on the saving throw, and regain consciousness with 1 Hit Point and 10 temporary hit points when they fail the save.
4th: This Power affects all allies in a 40 ft radius, and works on conscious allies (giving them the benefits of a d12 HD, cold immunity, DR, and 10 temporary HP when they fail the save). One of the allies must be unconscious for this to function.
5th: The Power functions against enemies, too. Any enemies killed or knocked unconscious since the beginning of your last turn are raised in this way, although succeeding on the saving throw entails that they become unconscious or dead once more.
Defile Ground (3rd): You cause the ground within a 40 ft area to become unholy for one hour/level (max 12). Any undead raised on this ground gains a +2 bonus to attack rolls, armor class, and all saves for the remainder of their existence, and any undead on the grounds also gain the bonus. Any necromancy spell cast on the defiled ground gains a +2 bonus to their spell DCs or touch attack rolls, and is considered to be under the effects of Extend Spell. Any cleric, paladin, or other holy warrior on the grounds takes 2d4 damage per round.
Scaling
4th: All numeric bonuses are increased by one (so undead gain a +3 to attack and AC for example). Undead cannot be turned or rebuked on the grounds. You may exclude certain creatures from the effects of this Power up to a number equal to your Friend of Undeath level.
5th: All numeric bonuses are increased by one again, and divine spells cast by creatures of a level lower than yours cannot be cast until 1d4 rounds after entering the zone.
6th: As above, but it effects creatures of your level. Any creature killed on these grounds are raised as their form in life with the skeleton template (all other templates are removed). They are destroyed if they leave the zone.
Soul Theft (5th): You make a touch attack against a creature within 5 ft of you. If the attack succeeds, you steal the target's soul. Its body becomes a shell, and cannot perceive its surroundings or take actions. On your next turn, you may attempt to transfer the target's soul to a different creature within 20 ft. If you wait longer than a turn to do this, the target's soul returns to its body, and you take 5d6 damage. Targets must make a Will save (DC 15+casting stat) or switch bodies. If they succeed, you take 3d6 damage. They keep their attack bonus, spell-like abilities, spellcasting (although the new form might hinder their ability to use verbal components, and all material components are left on their original body), and intelligence, charisma, and wisdom ability scores, but everything else matches the new form. Each creature makes a Will saving throw (DC15+casting stat) at the beginning of each turn for 1d4+1 rounds, and then at hour intervals after that. If both make the save at any point (ex. One creature might save the first round, while the other might not save for three hours), then their souls are switched back to their original.
Scaling
6th: You may use this effect on willing targets. If one or both targets are willing, they also make a saving throw, but a successful save has the same effects of an unsuccessful save for an unwilling creature. In addition, the time between saves increases to two hours, and they only save at the beginning of their turn for 1d4 rounds.
7th: Willing creatures only have to make saves every hour, not for the 1d4 rounds, and do not need to make a save to switch bodies.
8th:
Necromantic Flexibility: Choose one of your Necromantic Powers. As a prepared caster, you may now spontaneously cast that Power by giving up a spell slot corresponding to the one it uses. You may choose what level of scaling to use when casting the Power. For a spontaneous caster,
Bolster Undead: This Spell-Like ability takes a standard action to cast and causes a wave of darkness to quickly spread over a 50 ft radius and then contract. Any undead you control or an ally controls in that area gains a +2 bonus to attack rolls and deals an extra 1d8 damage on a hit for one round, or a +2 bonus to AC and all saves for one round, and 1HD of temporary hit points. Your Undead Ally gains one of the bonuses above and one of the following effects for one round per casing of this ability you have total per day.
Wraithtouch: Whenever the Ally lands an attack, they may make a touch attack to deal 1d2 negative levels.
Ghostly Disappearance: The ally gains a +2 bonus to AC and all saves that stacks with any other bonus. It can become invisible until it attacks with a swift action.
Vampiric Drain: You and your Undead Ally regain 1d6+1 HP when your Ally hits.
Ghoul Strike: Whenever your Undead Ally hits with an attack, the opponent must succeed on a DC 12+half Friend of Undeath level or be paralyzed for 1d4+1 rounds.
Improved Creation: Whenever you create an undead, they gain the a +1 to BAB and AC, and deal an extra 1d4 damage on all attacks. They gain a fighter bonus feat.
Channel Spell: Your Undead Ally can deliver the touch attacks of your necromancy spells and your Necromantic Powers when it makes a melee attack.
Life to Undeath: Once per day at 8th level, twice at 10th level, you may cast the spell Finger of Death as a Spell-Like ability. If the target is killed from failing the fortitude save or from the damage dealt if they succeed, it rises immediately as an undead creature of its race. They gain the Skeleton template; follow the instructions presented here if they contradict the ones presented in the template. They gain no dexterity bonus, keep the same HP they had in life (even without a Constitution score), They do not gain save bonuses from the template. Their Strength and Dexterity are reduced to your caster level + racial modifiers if they are higher. The base creature loses any natural armor bonus it has, and they lose any damage reduction, magic immunity, regeneration, and spell resistance. The creature loses any racial save bonuses and any of these qualities it had: amphibious, immunity to energy, immunity to poison, fast healing, hold breath, resistance to energy, rock catching, vulnerability to energy, water breathing, blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, scent, tremorsense. The creature may not cast spells, but may use spell-like abilities. If they have magical movement modes or the DM rules that the creature’s movement modes are not inhibited by not having a full body and skin.
Sentient Ally: Your Undead Ally becomes fully alive.
Things I need help on:
Idea for Necromantic flexibility for spontaneous casters.
What the stats for the Undead Ally should be.
How is the spellcasting progression?
Ideas for some necromantic powers.
How to make Improved Creation interesting.
Better ideas for Bolster Undead.
Idea for a second feature at 6th level (channel spell is pretty bad).
Any errors in math or functionality you happen to notice.
Thanks!
Friend of Undeath
http://api.ning.com/files/fkE7uToIRtRxsHH-DfMc7s9UQabGHZufFE*ByVtATZjqLaN-m2jIAi6TTNnzzPcCTZ-8J7EseuxlCF-YhkmEKmJR3gVF4*A6/Necromancer_rising_by_wanizame4545354.jpg
"Why bother with weak minions when you could have a friend and companion that is twice what he was in life?"- Ruroark, Companion of Undeath
A Friend of Undeath is a Necromancer who focuses on crafting a companion that is her equal, not just another minion. They endlessly search for a semblance of intelligence or personality in their companion. Because of this, many consider them to be at least slightly out of their mind.
BECOMING A FRIEND OF UNDEATH
Many powerful Necromancers decide to further their study of undeath. However, when one develops a special connection to the undead she raises, she might take up this path in an attempt to give her chosen minion true life and to bolster the power of her "friends". Usually it requires developing your own techniques or studying the texts of the Necromancers of old, as there are not very many in the world.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana or religion) 10 ranks
Feats: Spell Focus (necromancy), Extra Turning, or Iron Will
Spellcasting: any one of the following :
-Ability to cast Animate Dead and Command Undead as arcane spells, and must be a specialist necromancer.
-Access to the Death domain and ability to cast 4th level divine spells.
-Know 10 spells of the Necromancy school, including Animate Dead and Command Undead.
Special: Must have defeated an enemy with nothing but undead minions.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con) Craft (Int), Decipher Script (Int), Knowledge (religion and arcana) (Int), Spellcraft (Int).
Skills Points at Each Level: 2 + int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Powers Known
1st|
+0|
+0|
+0|
+2|Undead Ally, Necromantic Powers| |2
2nd|
+1|
+0|
+0|
+3|Necromantic Flexibility|+1 of existing spellcasting class*|3
3rd|
+1|
+1|
+1|
+3|Bolster Undead 1/day|+1 of existing spellcasting class*|3
4th|
+2|
+1|
+1|
+4|Improved Creation|+1 caster level|4
5th|
+2|
+1|
+1|
+4|Bolster Undead 2/day|+1 of existing spellcasting class*|4
6th|
+3|
+2|
+2|
+5|Channel Spell|+1 of existing spellcasting class*|5
7th|
+3|
+2|
+2|
+5|Bolster Undead 3/day|+1 of existing spellcasting class*|5
8th|
+4|
+2|
+2|
+6|Life to Undeath|+1 caster level|6
9th|
+4|
+3|
+3|
+6|Bolster Undead 4/day, Master of Necromancy|+1 of existing spellcasting class*|6
10th|
+5|
+3|
+3|
+7|Sentient Ally|+1 of existing spellcasting class*|7[/table]
Weapon Proficiencies: A Friend of Undeath gains no weapon or armor proficiencies.
Spellcasting:When the Friend of Undeath reaches level 2, 3, 5, 6, 7, 9, and 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level. He does not, however, gain any other benefit a character of that class would have gained. At 4th and 8th level, your caster level increases as if you had gained a level of your previously existing spellcasting class, but you do not gain any more spells per day or spells known, or any other benefits from leveling up in that class. You must continue to fulfill the requirement of half your spells -either known (if spontaneous) or prepared (if prepared)- being of the necromancy school, and one for every two Friend of Undeath levels (round up) has to be substituted for a Necromantic Power.
Undead Ally: You gain an Undead Ally. You must have line of sight to it and must be able to speak to command it. When you take a move action, it can also move. It has HD equal to your level, and its BAB is 5+ your Friend of Undeath level. It makes one attack at full BAB per round, and may full-attack (with some added effect, as detailed below) at the cost of your standard action. It has one fighter bonus feat, and gains another at 5th level. Your Ally gains one special ability for every Necromantic Powers you know. You may use one of these abilities when it full attacks.
Necromantic Powers: Necromantic Powers are Spell-Like Abilities that can be traded for regular spells during spell preparation. They take a standard action to cast, or a full-round action for a spontaneous caster. Each one has a base level and a scaling mechanic. For example, one that raises a weak undead could raise two if cast at a higher level. The number of Necromantic Powers you know at a level is shown in the table. You may only learn Powers that use a spell level that you can cast.
Necromantic Powers
Level of spell they substitute for in ()
Raise Undead (1st): You create a skeleton out of a medium-size corpse you have available to you. No matter what it was in life, it acts as a human warrior skeleton with 1 hit point and a base attack bonus of your level-3.
Scaling[SPOILER]2nd: the skeleton has max HP (12)
3rd: You raise a zombie with the stats of a kobald zombie or a human commoner zombie instead. Max HP still stands.
4th: You raise 3 skeletons (as the 2nd level version of this power) or two zombies (as the 3rd level version, but with BAB level-2)
5th: as the 4th level version, but with BAB equal to level for skeletons and BAB equal to level+1 for zombies
Unnatural Revival (2nd): You cause an unconscious ally to become conscious again. They gain a d12 HD and have no need to breath, eat, or sleep. At the end of each of their turns, they must make a make a DC 10+level/HD fortitude or will save or fall unconscious again. A creature must rest for 8 hours before being able to be affected by this Power again.
Scaling
3rd: They gain immunity to cold, DR 5/Bludgeoning, a +2 bonus on the saving throw, and regain consciousness with 1 Hit Point and 10 temporary hit points when they fail the save.
4th: This Power affects all allies in a 40 ft radius, and works on conscious allies (giving them the benefits of a d12 HD, cold immunity, DR, and 10 temporary HP when they fail the save). One of the allies must be unconscious for this to function.
5th: The Power functions against enemies, too. Any enemies killed or knocked unconscious since the beginning of your last turn are raised in this way, although succeeding on the saving throw entails that they become unconscious or dead once more.
Defile Ground (3rd): You cause the ground within a 40 ft area to become unholy for one hour/level (max 12). Any undead raised on this ground gains a +2 bonus to attack rolls, armor class, and all saves for the remainder of their existence, and any undead on the grounds also gain the bonus. Any necromancy spell cast on the defiled ground gains a +2 bonus to their spell DCs or touch attack rolls, and is considered to be under the effects of Extend Spell. Any cleric, paladin, or other holy warrior on the grounds takes 2d4 damage per round.
Scaling
4th: All numeric bonuses are increased by one (so undead gain a +3 to attack and AC for example). Undead cannot be turned or rebuked on the grounds. You may exclude certain creatures from the effects of this Power up to a number equal to your Friend of Undeath level.
5th: All numeric bonuses are increased by one again, and divine spells cast by creatures of a level lower than yours cannot be cast until 1d4 rounds after entering the zone.
6th: As above, but it effects creatures of your level. Any creature killed on these grounds are raised as their form in life with the skeleton template (all other templates are removed). They are destroyed if they leave the zone.
Soul Theft (5th): You make a touch attack against a creature within 5 ft of you. If the attack succeeds, you steal the target's soul. Its body becomes a shell, and cannot perceive its surroundings or take actions. On your next turn, you may attempt to transfer the target's soul to a different creature within 20 ft. If you wait longer than a turn to do this, the target's soul returns to its body, and you take 5d6 damage. Targets must make a Will save (DC 15+casting stat) or switch bodies. If they succeed, you take 3d6 damage. They keep their attack bonus, spell-like abilities, spellcasting (although the new form might hinder their ability to use verbal components, and all material components are left on their original body), and intelligence, charisma, and wisdom ability scores, but everything else matches the new form. Each creature makes a Will saving throw (DC15+casting stat) at the beginning of each turn for 1d4+1 rounds, and then at hour intervals after that. If both make the save at any point (ex. One creature might save the first round, while the other might not save for three hours), then their souls are switched back to their original.
Scaling
6th: You may use this effect on willing targets. If one or both targets are willing, they also make a saving throw, but a successful save has the same effects of an unsuccessful save for an unwilling creature. In addition, the time between saves increases to two hours, and they only save at the beginning of their turn for 1d4 rounds.
7th: Willing creatures only have to make saves every hour, not for the 1d4 rounds, and do not need to make a save to switch bodies.
8th:
Necromantic Flexibility: Choose one of your Necromantic Powers. As a prepared caster, you may now spontaneously cast that Power by giving up a spell slot corresponding to the one it uses. You may choose what level of scaling to use when casting the Power. For a spontaneous caster,
Bolster Undead: This Spell-Like ability takes a standard action to cast and causes a wave of darkness to quickly spread over a 50 ft radius and then contract. Any undead you control or an ally controls in that area gains a +2 bonus to attack rolls and deals an extra 1d8 damage on a hit for one round, or a +2 bonus to AC and all saves for one round, and 1HD of temporary hit points. Your Undead Ally gains one of the bonuses above and one of the following effects for one round per casing of this ability you have total per day.
Wraithtouch: Whenever the Ally lands an attack, they may make a touch attack to deal 1d2 negative levels.
Ghostly Disappearance: The ally gains a +2 bonus to AC and all saves that stacks with any other bonus. It can become invisible until it attacks with a swift action.
Vampiric Drain: You and your Undead Ally regain 1d6+1 HP when your Ally hits.
Ghoul Strike: Whenever your Undead Ally hits with an attack, the opponent must succeed on a DC 12+half Friend of Undeath level or be paralyzed for 1d4+1 rounds.
Improved Creation: Whenever you create an undead, they gain the a +1 to BAB and AC, and deal an extra 1d4 damage on all attacks. They gain a fighter bonus feat.
Channel Spell: Your Undead Ally can deliver the touch attacks of your necromancy spells and your Necromantic Powers when it makes a melee attack.
Life to Undeath: Once per day at 8th level, twice at 10th level, you may cast the spell Finger of Death as a Spell-Like ability. If the target is killed from failing the fortitude save or from the damage dealt if they succeed, it rises immediately as an undead creature of its race. They gain the Skeleton template; follow the instructions presented here if they contradict the ones presented in the template. They gain no dexterity bonus, keep the same HP they had in life (even without a Constitution score), They do not gain save bonuses from the template. Their Strength and Dexterity are reduced to your caster level + racial modifiers if they are higher. The base creature loses any natural armor bonus it has, and they lose any damage reduction, magic immunity, regeneration, and spell resistance. The creature loses any racial save bonuses and any of these qualities it had: amphibious, immunity to energy, immunity to poison, fast healing, hold breath, resistance to energy, rock catching, vulnerability to energy, water breathing, blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, scent, tremorsense. The creature may not cast spells, but may use spell-like abilities. If they have magical movement modes or the DM rules that the creature’s movement modes are not inhibited by not having a full body and skin.
Sentient Ally: Your Undead Ally becomes fully alive.
Things I need help on:
Idea for Necromantic flexibility for spontaneous casters.
What the stats for the Undead Ally should be.
How is the spellcasting progression?
Ideas for some necromantic powers.
How to make Improved Creation interesting.
Better ideas for Bolster Undead.
Idea for a second feature at 6th level (channel spell is pretty bad).
Any errors in math or functionality you happen to notice.
Thanks!