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bobthe6th
2013-01-30, 12:41 AM
Credit to Lortharian Duin for the formatting.

Undying Legionnaire

More then a few necromancers have supplemented their unliving troops with living warriors. These fighters generally got a baptism of fire, having to adapt to their new situation or die. The ones that lived picked up some basic necromancy and mixed it with their combat skills. Eventually some went beyond just basic survival skills, and learned some true necromancy.

This is their story.

BECOMING A UNDYING LEGIONNAIRE

REQUIREMENTS
To qualify to become a Undying Legionnaire, a character must fulfill all the following criteria.
Alignment: any non-good
Skills: Knowledge (religion) 8 ranks
Base attack bonus: +4
Feats: Tomb Tainted soul(or undead type)
Special: Must have spent time serving a necromancer as part of his undying horde. Must be able to use charnel touch.

Class Skills
The Undying Legionnaire's class skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Intimidate (CHA), Jump (STR), Knowledge (Religion), Ride (DEX), and Tumble (DEX).
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d12

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2|Harmful Mastery

2nd|
+2|
+0|
+0|
+3|Necrotic Suction

3rd|
+3|
+1|
+1|
+3|Utter Dark Blade

4th|
+4|
+1|
+1|
+4|Hide of the Damned(DR 2/M&B)

5th|
+5|
+1|
+1|
+4|Fade to Black

6th|
+6|
+2|
+2|
+5|Hide of the Damned(DR 4/M&B)

7th|
+7|
+2|
+2|
+5|Hell Mouth

8th|
+8|
+2|
+2|
+6|Hide of the Damned(DR 6/M&B)[/table]

Weapon and Armor Proficiencies: The Undying Legionnaire is proficient with no weapon and no type of armor or shield.

Harmful Mastery(Sp): A Undying Legionnaire masters the Inflict Light Wounds spell. He can cast the spell as an SLA twice per day per level of Undying Legionnaire with a DC based on his charisma modifier. When he casts Inflict Light Wounds the spell is maximized, The spell does an additional 4 negative energy damage per class level after first, the bonus damage per caster level is not limited to 5, and he is considered to have a caster level equal to his ranks in knowledge religion.

Necrotic Suction(Su): At 2nd level, a Undying Legionnaire learns to tap deeper into the negative energy plane. Calling upon their connection with the plane, a Undying Legionnaire can generate an aura of decay for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. This aura deals 2 points of negative energy damage in a 10ft radius of the Undying Legionnaire. At 4th, 6th, and 8th level, the damage increases by 2. In addition, anyone that ends their turn within 5ft of the aura must make a strength check versus 10 plus the Undying Legionnaire's strength modifier or be pulled 5ft directly toward the Undying Legionnaire.

Utter Dark Blade(Su):At 3rd level, an Undying Legionnaire has learned to channel the darkness through his weapon. He can expend one use of Inflict Light Wounds as a swift action to add 1d6 negative energy damage per rank in knowledge (religion) to his next melee attack that hits it's target.

Hide of the damned(Ex): At 4th level, an Undying Legionnaire Strengthens his skin with negative energy. He gains DR 2/Magic and Bludgeoning, or increases his DR x/Magic and Bludgeoning by two if he has it already. At 6th and 8th level, his DR x/Magic and Bludgeoning increases by 2.

Fade to Black(Su): At 5th level, a Undying Legionnaire learns to remove some color from the world. When he uses Necrotic Suction, everything other then himself that is not immune to negative levels, is treated as if they had one negative level as long as they are within the radius of the Necrotic Suction. In addition, the area of effect for necrotic suction increases by 5ft to 15ft, and any creature that ends its turn within 10ft of the aura must make a strength check versus 10 plus the Undying Legionnaire's strength modifier or be pulled 5ft directly toward the Undying Legionnaire.

Hell Mouth(Su): At 7th level, the Undying Legionnaire has reached a near perfect connection with the negative energy plane. His aura increases in streangth in a number of ways. It now grants 2 negative levels to all non negative level immune creatures that are not himself in his aura, the radius increases to 20ft, and the pull distance increase to 10ft.

...
Designer Note

So yeah... DN+melee class of your choice. Tried to keep the gishiness down, basing it on the nice heal effect of ILW. The aura just felt like a fun way to play with the idea of the negative energy plane as a black hole... so thoughts? This is my first PRC, so I suspect it might be poorly balanced.

bobthe6th
2013-01-31, 05:40 PM
bumping... so really, no comment? Is it to focused on the aura of negative energy? I was thinking it would be a cool way to give fast healing and a way to tap into the Negative Energy plane as a black hole like thing. Sucking in everything, and powering some stuff...

Does it get to many uses of super inflict light wounds? Is the Utter Dark Blade abilaty to powerful? Should it be based on charnel touch and more automatic? Like add 1 negative energy damage to every swing for each level?

Howler Dagger
2013-01-31, 08:01 PM
In the table, Hide of the Damned is listed as Skin of the Damned. Also, Hell Mouth looks like it sould be the capstone, but is given 1 level too early.

bobthe6th
2013-01-31, 08:07 PM
Will fix the table soon. fixed.

The class has two progressions, and so two mini cap stones. The hell moth is the affect capstone, and the 8th level boosts all his numbers. So, yeah 8th dosn't have a "cap stone", it does give +2 DR, +4 ILW damage, and +2 to suction damage.