Necrocarnum Fisherman
"Sticks and stones will break your bones, but your soul will never leave me!"
- John, Necrocarnum Fisherman
"Follow me, and I'll make you fishers of souls!"
- Randew, master Necrocarnum Fisherman
Necrocarnum Fishermen are chill people. I mean, they have this scary look, hang out with zombies (
in water, nevertheless), steal the souls of their enemies and other stuff like that, but they're not all evil... Even though most of them are. Indeed, many adventurers think that Necrocarnum Fishermen are just another reason to never set a foot into a body of water larger than a 5 ft. square, but getting to know one can be really fun.
ENTRY REQUIREMENTS
Skills: Knowledge (religion) 6 ranks, Ride 6 ranks, Swim 4 ranks.
Feats: Mounted Combat.
Meldshaping: Ability to shape three necrocarnum soulmelds.
Spellcasting: Ability to cast 2nd-level divine spells.
Special: Must be instructed by another Necrocarnum Fisherman.
HIT DIE: d10
CLASS FEATURES
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Class Features |
Special |
1st |
+0 |
+2 |
+0 |
+2 |
Necrocarnum anchovy, turn or rebuke undead, wave rider |
- |
2nd |
+1 |
+3 |
+0 |
+3 |
Improved necrocarnum circlet |
+1 level of existing meldshaping class and
+1 level of existing divine spellcasting class |
3rd |
+2 |
+3 |
+1 |
+3 |
Chakra binds (hands) |
+1 level of existing meldshaping class |
4th |
+3 |
+4 |
+1 |
+4 |
Improved necrocarnum weapon |
+1 level of existing meldshaping class and
+1 level of existing divine spellcasting class |
5th |
+3 |
+4 |
+1 |
+4 |
Necrocarnum anchovy, greater necrocarnum circlet |
- |
6th |
+4 |
+5 |
+2 |
+5 |
Chakra binds (arms) |
+1 level of existing meldshaping class and
+1 level of existing divine spellcasting class |
7th |
+5 |
+5 |
+2 |
+5 |
Greater necrocarnum weapon |
+1 level of existing meldshaping class |
8th |
+6 |
+6 |
+2 |
+6 |
- |
+1 level of existing meldshaping class and
+1 level of existing divine spellcasting class |
9th |
+6 |
+6 |
+3 |
+6 |
Necrocarnum anchovy, chakra binds (heart) |
- |
10th |
+7 |
+7 |
+3 |
+7 |
Supreme necrocarnum weapon |
+1 level of existing meldshaping class and
+1 level of existing divine spellcasting class |
Class Skills (2 + Int modifier per level): Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Swim (Str), Spellcraft (Int).
Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.
Necrocarnum Anchovy: At 1st level, you gain the services of a necrocarnum anchovy (a Large shark with the necrocarnum zombie template applied). You can call the necrocarnum anchovy in the same fashion as a paladin whose level equals your Paladin level (if any) plus your Necrocarnum Fisherman level.
At 5th level, you can choose to gain the services of an extra anchovy, or to invest this necrocarnum energy in your existing necrocarnum anchovy (treat the improved necrocarnum anchovy as a Huge shark with the necrocarnum zombie template applied).
At 9th level, you can choose to gain the services of an extra improved anchovy, or to invest this necrocarnum energy in your existing improved necrocarnum anchovy (treat the greater necrocarnum anchovy as a dire shark with the necrocarnum zombie template applied).
Treat your effective paladin level as the sum of your Paladin and Necrocarnum Fisherman levels to determine the special abilities of a necrocarnum anchovy. Reduce your effective level by 3 to determine the special abilities of an improved necrocarnum anchovy, or by 6 to determine the special abilities of a greater necrocarnum anchovy.
Turn or Rebuke Undead (Su): Necrocarnum Fishermen can turn or rebuke undead as clerics do. If you have this ability from another class, your class levels stack to determine your effective turning level.
Waverider: You gain a competence bonus equal to your class levels on all Swim checks and a competence bonus equal to half your class levels (rounded down) on all Ride checks.
Meldshaping: At each Necrocarnum Fisherman level except 1st, 5th and 9th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the Necrocarnum Fisherman level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an ironsoul forgemaster, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.
Spellcasting: At each Necrocarnum Fisherman even level, you gain new spells per day and an increase in caster level (and spell known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Necrocarnum Fisherman, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Improved Necrocarnum Circlet (Su): At 2nd level, whenever you shape a necrocarnum circlet and bind it to your crown chakra, you can choose to animate up to two corpses within 30 feet as necrocarnum zombies as a full-round action that provokes attacks of opportunity. Each affected creature's HD cannot exceed your meldshaper level and you take damage equal to the sum of the necrocarnum zombies' HD, which may not be healed as long as they remain animated. Moreover, whenever you shape a necrocarnum circlet, only friendly undeads gain turn resistance based on the amount of invested essentia.
Chakra Binds: Beginning at 3rd level, you can bind your soulmelds or magic items to your hands chakra, in addition to any other chakras you have available. When you attain 6th level, your arms chakra becomes available for chakra binds. At 9th level, you can bind soulmelds or magic items to your heart chakra.
Greater Necrocarnum Circlet (Su): At 5th level, the number of corpses you can animate whenever you shape a necrocarnum circlet and bind it to your crown chakra rises to three. The above limitations continue to apply, and you still take damage equal to the sum of the necrocarnum zombies' HD. However, for each point of essentia that you invest in your necrocarnum circlet, reduce the necrocarnum zombies' HD of 1 to determine how much damage you take to animate them.
Improved Necrocarnum Weapon (Su): At 4th level, when you have a necrocarnum weapon soulmeld bound to your hands chakra and you successfully make a critical hit with the weapon on a living creature, you deal an additional point of Constitution damage.
Greater Necrocarnum Weapon (Su): At 7th level, when you have a necrocarnum weapon soulmeld bound to your hands chakra and you successfully make a critical hit with the weapon on a living creature, you bestow a negative level to the target (Fortitude negate). For each negative level bestowed in this way, you gain 1 temporary point of essentia (which lasts until the end of your next turn) and 5 temporary hit points (which fade after one hour). Any creature killed by this negative level rises as a necrocarnum zombie in 1d4 rounds. The necrocarnum zombies created in this way aren't under your control, but recognize you as their creators.
Supreme Necrocarnum Weapon (Su): At 10th level, once a week, you can choose to instantly animate a creature slain with your necrocarnum weapon as a necrocarnum zombie under your command. Necrocarnum zombies created in this way lasts indefinitely or until destroyed. The maximum total HD you may command in this manner is equal to twice times your class levels, but you can't control any individual undead with more HD than your class levels.