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    Default The Necromancer [PF] because trying to name it something else is futile.

    To make this 3.5, simply change the skills to "x4 at first level" and change Perception into Listen/Spot.



    The following class is
    Tier: Cipher.
    (In other words, to hell with balance as you know it)

    The Necromancer


    ^- Click for Artist
    “Lo!" cried the demon. "I am here! What dost thou seek of me? Why dost thou disturb my repose? Smite me no more with that dread rod!" He looked at Cabal. "Where's your dread rod?"
    "I left it at home," replied Cabal. "Didn't think I really needed it."
    "You can't summon me without a dread rod!" said Lucifuge, appalled.
    "You're here, aren't you?"
    "Well, yes, but under false pretences. You haven't got a goatskin or two vervain crowns or two candles of virgin wax made by a virgin girl and duly blessed. Have you got the stone called Ematille?"
    "I don't even know what Ematille is."
    Neither did the demon. He dropped the subject and moved on. "Four nails from the coffin of a dead child?"
    "Don't be fatuous."
    "Half a bottle of brandy?"
    "I don't drink brandy."
    "It's not for you."
    "I have a hip flask," said Cabal, and threw it to him. The demon caught it and took a dram.
    "Cheers," said Lucifuge, and threw it back. They regarded each other for a long moment. "This really is a shambles," the demon added finally. "What did you summon me for, anyway?”
    ― Jonathan L. Howard, The Necromancer



    Role:
    While many necromancers are recluses, living on the edge of civilization, this is not true for all of them. Necromancers are forced to learn survival tricks from a young age. Many are killed off early in life due to superstitions surrounding them. Many of these superstitions are true however. The common necromancer yearns to fit in with normal society, to find love and to be loved. These are not people who chose to seek dark powers, they are chosen by fate to be born the way they are. Its easy for them to give in to the discrimination and become evil. But most simply hide from themselves. Necromancers are blessed with unique powers that make them excellent controllers and even damage dealers on par with any spellcaster.

    Alignment:
    Any, usually Chaotic.

    Starting Wealth:
    3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Hit Die
    d8
    Skill Points
    6 + Int
    Class Skills
    Appraise, Craft, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Any), Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device
    Special: The Necromancer chooses at 1st level whether to Use Magic Device as an Oracle or a Sorcerer to determine spell list.

    {table=head]{colsp=7}Table: The Necromancer
    Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Level

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Witchborn, Domains, Path | 1

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | | 1

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    | Path | 2

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Path| 2

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Path | 3

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    | | 3

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    | Path | 4

    8th|
    +6/1
    |
    +6
    |
    +2
    |
    +6
    | Path| 4

    9th|
    +6/1
    |
    +6
    |
    +3
    |
    +6
    | Path | 5

    10th|
    +7/2
    |
    +7
    |
    +3
    |
    +7
    | Witchborn Noble | 5

    11th|
    +8/3
    |
    +7
    |
    +3
    |
    +7
    | Path | 6

    12th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    | Path | 6

    13th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    | Path | 7

    14th|
    +10/5
    |
    +9
    |
    +4
    |
    +9
    | | 7

    15th|
    +11/6/1
    |
    +9
    |
    +5
    |
    +9
    | Path | 8

    16th|
    +12/7/2
    |
    +10
    |
    +5
    |
    +10
    | Path | 8

    17th|
    +12/7/2
    |
    +10
    |
    +5
    |
    +10
    | Path | 9

    18th|
    +13/8/3
    |
    +11
    |
    +6
    |
    +11
    | | 9

    19th|
    +14/9/4
    |
    +11
    |
    +6
    |
    +11
    | Path | 9

    20th|
    +15/10/5
    |
    +12
    |
    +6
    |
    +12
    | Path, Witchborn Royal | 9[/table]

    Class Features

    Weapons and armor:
    The Necromancer is proficient with light armors and simple weapons.

    Witchborn (Ex)
    The Necromancer must be born of a Witch. The exact premises of what qualifies as "a witch" are up to your GM. But generally, any character who's mother (or father) was a literally a Witch qualify, as do any Changeling characters, since Hags count.
    At first level, the Necromancer gains the ability to see ethereal creatures, though they appear like any other character which can be confusing. As a minor action, the ethereal creature can actively avoid detection as if by the Invisibility spell.
    Every three class levels the Necromancer's skin gets tougher, and the Necromancer gains Natural Armor +2 until the Necromancer has a +15 bonus at 18th level, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18.
    To someone who does not have this natural armor, the Necromancer's skin feels hard and smooth, like marble, or clean even bone. But to other Necromancers of similar level they feel quite normal.


    Domains (Sp)
    At first level, a Necromancer chooses two Domains of power which fuel the Necromancer's power.
    The Necromancer chooses two of the following:
    Chaos, Lust, Darkness, Death, Destruction, Evil, Fire, Memory, Revolution, Curse, Madness, Repose, Void, Ice, and Serpent.
    They can be found here. Simply replace references to wisdom with charisma and cleric with necromancer.
    If a full domain is listed, she also choose one of the Subdomains under it.
    The Necromancer gains one extra domain at 10th level, and 20th level.
    The Necromancer gains the Granted Powers of the chosen domains, and can cast the domain's granted spells spontaneously when she reaches the appropriate level.
    Each spell costs its spell level (3 for a 3rd level spell) to use from a pool of points the Necromancer possesses equal to her class levels x charisma score. if her charisma score is ten or less, she cannot cast these spells.
    This casting is considered Spell-Like and never need material components less then 5gp in value.
    Recovering these spell points can be done in a few ways:
    A ritual in which you sacrifice something pure, taking 5 rounds to perform.
    Example pure things, your DM is the final say in what counts as pure in your game:
    • Gold equal to your level x100
    • Gems of value equal to your level x10
    • Virgins, clearly.
    • Small adorable animals.

    8 hours of rest, as normal for other spellcasters.
    Sleeping with a Sacred Something of 5th level or higher for 20minutes while she performs Restorative Act.
    A Necromancer can add to her available by following the normal rules for custom spell creation, she otherwise does not possess a spell list.


    Path
    Starting at first level and every level indicated on the table, the Necromancer gains a Path ability. These abilities are taken from one of three paths. Unless otherwise noted, Path abilities are at will and a standard action, with DC saves 10+1/2 Necromancer level+Charisma, and a duration of 24 hours. Path abilities are Supernatural.
    Available abilities are as follows. The number at the side is the minimum level before it can be acquired as well as the Strain cost.
    At 3rd, 7th, 11th, 15th, and 19th levels you can replace one Path you've selected and replace it with a new one you can choose.

    Formation
    Special: Formation effects exert dominance over organic matter, primarily that of bones. Naturally, creatures that do not have bones are immune to effects that target their nonexistent skeletal system.
    These spells do not directly effect undead creatures themselves, but go straight to the bones. As such, any effect requiring a Fortitude save cannot be ignored if the creature would normally be immune to fortitude saves. Instead, they target such creature's will saves.

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    Ossicles Vibration :
    You cause the fragile bones in the ear to jerk and thrash violently. Dealing 1d6 nonlethal damage and deafening them on a failed Fortitude check DC= 10+1/2 class levels + charisma modifier, for a number of rounds equal to your charisma modifier.
    Overstrain: Each additional point of strain you take increases the damage by 1d6, Each two strain you take you change one d6 into lethal damage. Each 3 Strain you take you can effect another target.
    Bone Shard:
    You create a formidable chunk of razor sharp bone matter and launch it psionically towards a target for a ranged touch attack dealing 1d6 piercing damage.
    Overstrain: Each additional point of Strain you take, add another 1d6. Each two extra strain you take you may create another crystal that deals half the damage of the original and can effect a separate target.
    Bone Growth:
    You cause bone matter to form in the 5ft square the target resides in. Reflex save DC= 10+1/2 class levels + charisma modifier or become Entangled for a number of rounds equal to your charisma modifier if they fit within the 5ft.
    Overstrain: each point of extra strain you take adds 5ft to the effect.
    Bone Bolt:
    You create 2d4 bolts, arrows, or bullets constructed of bone matter, These disappear in Charisma modifier = rounds. There are a variety of uses such as using them normally in a bow, sling or crossbow.
    Overstrain: Each extra point of strain you take adds 1d4 to the number of created items. For two points of overstrain, you can also send the conjured bolts flying in a single blast dealing 2 damage per bolt/arrow/bullet.
    Lesser Bone Armor:
    You cause light bone grown to crust over your skin or armor in parts, adding 1 point of Natural Armor.
    Overstrain: Each extra four points of strain you may add an extra 1 point of Natural Armor. for an extra two, you can effect someone else instead of yourself. For an extra four, you can effect yourself and one other.
    Bone Claws:
    You cause your finger bones to form sharp, jagged claws at the ends of your fingers that deal 1d6 damage and are considered to be natural weapons. Its a painful experiance, you take 1d3 lethal damage in addition to the Strain. But the claws stay until you use this again to remove them (Dealing no strain or more lethal damage)
    Overstrain: for 1 point of overstrain, you can instead have a horn which deals 1d8 damage. For two more points you have two horns for 2d4. For two extra strain, you can elongate your claws or horns for 1 extra damage die (maximum of three elongations before they merely become cumbersome). For one point of strain you can add Serrated edges to your claws or horns which add 1 point of damage to all damage die. For two extra strain, you can hook your horns or claws to add +4 to grapple checks.

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    Swarm of Bone Shards:
    You create a 30ft cone of swirling shards of razor sharp bone dealing 3d4 slashing damage to all in the cone for a reflex save DC= 10+1/2 class levels + charisma modifier. for half damage.
    Overstrain: Each extra point of strain you take adds 1d4 slashing damage.
    Inflict Pain:
    You cause a violent growth of jagged bone somewhere inside your foe. While its not large enough to reach deep enough to pierce vital organs, its still painful. On a failed Fortitude check DC= 10+1/2 class levels + charisma modifier for half, the subject takes 1d10 nonlethal damage and a penalty of -4 to attack rolls. (-2 and half damage if save passed)
    Overstrain: Increase damage by one die per point of overstrain.
    Bone Shield:
    You create a static disk of bone matter in the air before you providing partial cover and can block magic missile.
    Augment: You can make it Dynamic (Following you) for an extra two points of overstrain.
    Skull Ringer:
    You cause violent wave of osteokinetic thrust dealing 1d6 bludgeoning damage directly to an opponents skull. No save. always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). You can choose to cause non lethal damage with this ability.
    Overstrain: For every 2 additional points of overstrain, this power’s damage increases by 1d6 points. For every 2 additional points of overstrain, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
    Augment Bone:
    You harden your bones to withstand greater force. You gain damage reduction 2/-
    For each 3 additional points of overstrain you can increase the DR by 1.
    Skull Bombs:
    You conjure 1d4 medium sized skulls (comparatively, like a human skull), hard, yet fragile enough to burst and the design and method of their conjuration allow them to burst with force. the 1d4 skulls are launched mentally all at once, or be saved floating around you until you decide to use them. If you save them you can only shoot once at a time but you do gain a +1 intimidate per skull, per size. deal 1d4 damage per level as bludeoning damage, then deal splash to those within 10ft, half damage as slashing damage first five, half that to the last five.
    Overstrain: For every 1 point of overstrain, add an extra 1d4 damage, for ever two, add radius, for every three; add a size category. Large: 1d6 die Huge; 1d8 gargantuan 1d10 colossal 1d12 Colossal+: 1d20. For every ten extra points you spend, add an energy type and 1d6 of that energy type. Skulls glow accordingly.

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    Bone Spear:
    You create a long growth of bone that impales your foe. Make a ranged attack for 1d10 damage and on a hit a Fortitude save DC= 10+1/2 class levels + charisma modifier, on a fail they are impaled taking 1 constitution damage a round and are pinned. They can escape the pin with a grapple roll against the fortitude save.
    Overstrain: for 5 additional overstrain points, you can cause the spear to be made with many barbs and hooks. Causing Impalement damage to lose 2 constitution and +5 to the fortitude save. For two additional overstrain points, you add 1d10 to the damage.
    Sense Bones:
    You sense the location of bones around you. Range: Cha mod x10 = feet. This allows you to sense the presence of invisible creatures, creatures behind walls, doors, and behind you.
    Overstrain: For an extra two points of strain, You can detect Incorporeal and 5 for Ethereal.
    Skeletal Manipulation:
    You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
    Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.
    Snuff out Consciousness:
    You cause the bones protecting precious nerves to pinch off. On a fortitude save DC= 10+1/2 class levels + charisma modifier, the subject falls unconscious.
    For every two extra points of Strain you take, you may effect another target.
    Spike Growth:
    You cause many razor sharp spikes of bone to grow from the ground or on walls and ceilings. Any creature passing through takes 1d4 damage piercing damage for each 5ft passed through the area. On a failed Reflex save DC= 10+1/2 class levels + charisma modifier, they reduce their speed by half from damage to the feet and the like.
    Overstrain: by spending an extra 5 points of strain, the spikes are dynamic and are always moving, thrusting, and stabbing. Dealing 2d8 piercing and slashing damage instead. For 2 extra points of strain, add a damage die.
    Bone Shape:
    You can sculpt bone into any shape. While it’s possible to make crude coffers, doors, and so forth with bone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
    Overstrain: Reduce the chance of moving parts not working by 10 percent for every three extra points of strain. For Six extra points of strain, You can add fine detail.

    7:
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    Antibone Shell:
    You create a mental field that repels nonliving bone matter, such as in undead, but not such as in living humans (for example).
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level
    Overstrain: For an extra ten points of Strain, You can keep out Living bone as well.
    Shard Storm:
    You create a storm of hailing formations of crudely spawned fragile skulls. They deal 3d6 bludgeoning damage and 2d6 Slashing damage from the shards of breaking skulls.
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: 1 full round
    Overstrain: for 4 extra points of overstrain, add 1 full round to the duration.
    Wall of Bones:
    You create a wall of bones 5ft wide, 5ft high per point of Strain used (including overstrain) +Charisma modifier. Creatures attempting to pass through the wall move at half speed and take 1d6 slashing damage for every 5ft moved through. Bone Wall lasts Charisma modifier = rounds.
    Overstrain: for every point of overstrain, add 1d4 damage. For Five points of overstrain, the wall is impassable. and instead must be moved around, or destroyed. Each 5ft section has 40HP, Fast Healing 20 (from the regathering of bone matter), and hardness equal to your charisma modifier x2 (Each point of charisma equaling an inch of thickness) For an extra five Overstrain, the wall is permanent until destroyed..
    Graspings Hands:
    You cause large skeletal hands to form from the ground that grab and hold foes forcefully.
    Range: Medium (100 ft. + 10 ft./level)
    Area: 20-ft.-radius spread
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell/Power Resistance: No
    Each hand's arm is 10ft long, When spawned, it initiates a grapple. Its grapple check modifier is equal to your class level +8. The grasping hands are immune to all types of damage. Any creature that enters the area of the spell is immediately attacked by the hands. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
    Overstrain: for five extra points of overstrain, Rather then simple hands, you conjure great claws with jagged rough surfaces. Each round a target is grappled they take 1d4 + charisma modifier slashing and piercing damage.damage .
    Bone Skin:
    Chosen creature, by touch, (including yourself) ignores the first ten points of damage as their skin hardens into stronger then normal bone. They gain DR 10/adamantine. Once the bone skin has prevented a total of 10 points of damage per class level (maximum 150 points), it is discharged.
    Overstrain: 3 points; cause a lingering effect that adds fast healing 10 (due to regathering of bone matter, as your skin IS the bone.) This regen 1 heals both HP, and one from maximum prevented damage.
    Osteokinesis: (Special strain)
    You can effectively control bones. For one casting you can perform a telekinetic maneuver, or telekinetic thrust using bone matter. for only 1 strain you can lightly control bones as the Telekinesis power by a wizard when using prolonged control aka: a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
    Sustained Force: A sustained force moves an object weighing no more than 25 pounds per manifester level (No max) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
    This power need not be used on non living bone.
    For full strain as normal (7), You can increase the bones mass or decrease the bones mass by 50%, either turning a skeleton into a toothpick, or into a fully filled out (with bone matter) human form (+5 disguise to disguise as human with tools or facemasks, combine with combine with boneshape + fine detail for +20 disguise, add some prestidigitation or make up and you've got yourself a hidden bone minion). Either way you add 10 or remove 10 hardness.
    full strain (7) you can increase or decrease the bones Size by 50%, adding a size category or removing one.
    Overstrain: For five points of over strain you can infuse bone matter with elemental energies by manipulating its molecular construction to be almost magically in tune with its element, this provides resistance 5 to that energy type for non offensive items, or +1d6 energy damage of chosen type. For every five more you add the effect again. For every two strain you add increase your effective manifester level by one. and five to feet per round.

    9:
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    Puppeteer of Bones;
    You seize control of another's skeletal frame. On a fortitude save DC= 10+1/2 class levels + charisma modifier the targets skeletal structure is yours to command. Doing so requires a movement equivalent action on your turn to manipulate one or more creatures commanded this way. Or, you can keep them held fast as a swift action. However, Stilled, Silent, and material less spells and powers can still be used by the subjects against you. You can't make them do any mental actions, only physical. Such as making them attack a teammate.
    Overstrain: For an extra 1 point of strain per commanded frame, You shift control over to your subconscious will. Controlling commanded skeletal frames as a free action instead.
    Kill the Brain:
    You pinch off precious nerves in the targets spinal Column, preventing logical though. on a failed fortitude save DC= 10+1/2 class levels + charisma modifier the targets Int, and Charisma drop to one. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the KtB.
    Fuse Bone:
    You fuse all the targets bones and joints into one solid mass. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, the target becomes helpless. On a successful save, target instead takes 4 points of dexterity drain and speed is halved until healed.
    For an extra strain equal to the effects preexisting strain cost, you can also use Bones Betrayal, Kill the Brain, and Snuff out Consciousness at the same time.
    Bone Armor:
    You create a set of bone armor that crusts over what ever your wearing. The bone adds a bonus to AC the equivalent of Plate armor, made of stronger then normal bone. You get a +6 armor bonus.
    Overstrain: +2 Strain: Add spikes that deal 1d4 extra damage with grapples, unarmed attacks, or when DM sees fit when contact should occur.
    +9 Strain: Double armor bonus.
    Create Skeletons:
    You create up to Charisma modifier worth of medium sized skeletons that can use what ever equipment is lying about. For every two Medium sized skeletons you could create, you can instead create one large. for every two large, one huge, and so on.
    They are NOT considered undead, rather, they are considered Constructs.
    Overstrain: For every five points of strain, you can add 1/2 your charisma modifier again to created Skeletons. For every ten extra points of Overstrain, You the skeletons you create are persistent from lingering effects of your force on them. They don't die until -10 HP and have Fast Healing 10 due to the regathering of bone particles.

    11:
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    Bone Spire:
    You create a large razor sharp spike of bone to attack the foe from below. They make a reflex save DC= 10+1/2 class levels + charisma modifier, or be impaled for 4d6 piercing damage and lose 1 constitution a round until they free themselves or are freed. For the subject to free itself they must make a strength check DC= 10+1/2 class levels + charisma modifier +5 If someone else does it the DC= 10+1/2 class levels + charisma modifier - 5
    On a successful save, they take 2d6 damage and get a nice gash loosing a single 1 con of ability damage.
    The spire is 5ft high, If the spire would impale the victim into a ceiling you add +5 to the STR check required to break free. (as they literally must break themselves free now) and add an additional 1d6 bludgeoning damage.
    Overstrain: for 5 extra strain, You add hooks and barbs, adding +5 to the STR check.
    For 4 extra strain, you increase the spires size, adding 2 to the reflex save and increasing the height by 5ft.
    For 10 extra strain, you can create a number of spires equal to your charisma modifier within Charisma modifier x10ft. a maximum of two spires can physically hit one target and does not double its save, only adds +5 to the STR check.
    Control Bone: (special Strain cost)
    No save, You manipulate nonliving bone as you wish. Adding size or lowering size by up to 50%, adding spikes (as seen in bone armor), Increasing its density (DR 5/-) Alter its physical properties (Color change, Resistances to certain energy types (Max 5) For each point you add or reduce to something you take 1 strain. (50% size change would be 5 strain) You can also manipulate it as if by Telekinetic Thrust, Maneuver, ect for listed strain as normal.
    Bone's Betrayal:
    Victims bones sprout with many sharp jagged growths. On a failed fortitude save DC= 10+1/2 class levels + charisma modifier, The subject dies as vital organs are pierced. On a success, their bones are simply now sharp, jagged, and very rough. They take 1d4 damage every time they take a physical action such as attacking, moving, Or when they are attacked, forced to move. In addition, they take a -3 penalty to Con, Str, and Dex (Multiple Bone Betrayals don't stack.)
    No overstrain.
    Speed of Thought:
    You take control of your own bones, you gain speed equal to your charisma modifier x5, and gain a partial action each round. However you take an additional 1d4 damage per hit you take due to the dangerous nature of this control.
    Overstrain: extra 1 strain, add an extra five feet per extra point of strain. Every 2 extra strain you take you get a levitation effect for 1ft per total strain spent (thus ignoring effects such as grease, hover over water, ice, ect.
    For an extra 10 points of strain, your speed is changed to Fly speed (perfect)

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    Decerebrate:
    Range: Close (25 ft. + 5 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude DC= 10+1/2 class levels + charisma modifier negates
    Power/Spell Resistance: Yes
    With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.
    Repulsion:
    Creatures, as long as their anatomy consists of bone, simply cannot approach within Charisma mod x10 /2 ft of you. No save, Spell/Power resistance applies. lasts Charisma mod = rounds.
    Overstrain: For every 2 additional Strain, Add 5 for overcoming Resistances. For every 1, add five feet range.

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    Osteoprosthetics:
    You can attach working bone replicas of a subjects limbs somewhere onto their body, or replacing a missing limb. The bone attaches itself to the subjects nervous system and is considered living bone. Arm has hardness 15, and 60hp,
    Overstrain: For an additional two, the limb can be made with natural weapons such as Claws appropriate for the size. For an extra two on top of that, it can be made a size larger. For five extra points of overstrain, you can create a working eye. Strategic use of Eye Osteoprosthetics grant 360 vision. For another extra two, the eye can be made with Low light vision, for another five, the eye can be made with Darkvision.
    Osteotransmutation:
    You transform Wood, Metal, Stone, or Flesh into Bone. Or bone into the above. This can potentially change a victim of petrification back to normal, Or a victim into a statue of Bone which you can control with other Osteokinetic abilities. Unlike most Osteokinetic abilities, this is a will save. DC= 10+1/2 class levels + charisma modifier. No effect on a succeeded save.

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    Osteotranslocation:
    Your control over bone matter is so fine, You can propel It, and what it may be attached to (in the case of living bone) Across space. This is in effect a Teleportation spell used as a standard action, with Class levels as caster level, and Spell level Nine.
    You can use a move equivalent action with Osteotranslocation to move a number of creatures equal to your half your HD Cha mod x10 ft of teleportation with no save. This can't effect creatures of equal or higher HD then yourself. Target location must be visible.
    If you move yourself or a willing target, this can function as the Teleport without Error spell, however every participant takes nonlethal damage equal to their total HP -1, leaving them barely conscious and are Nauseated for 1d4 rounds. Creatures immune to critical hits and/or nonlethal damage are immune to the side effects of teleporting.

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    Detonate Bone:
    You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they have less HD then your own. If they have more equal, detonation does not occur. They instead take half the usual detonation damage and constitution damage equal to half your HD as their bones are fractured, splintered, and generally very damaged, they are considered Nauseated, and knocked prone until they are healed of the constitution damage.
    If they have up to 5 more HD then you do, this deals half the usual detonation damage, and constitution damage equal to one fourth their HD, and they are considered to be under the effects of a Slow spell.
    If they have 6 or more HD then you do, up to 10, this only causes hairline fractures to riddle their skeletal structure and they are considered sickened. 11 or more HD and this does nothing. Detonate Bone can not be used on a target more then once. Needless to say, if they have equal or more HD, the detonation is contained and there is no area damage around them.
    Overstrain: for each additional point of strain, you add 1d12 damage.
    By spending ten points of overstrain, you can detonate yourself to deal 1d12 damage per HD you have, + a number of d12s equal to your charisma score. You cannot be resurrected with anything less then a Wish or Miracle spell.




    Affliction
    Special: Afflictions are raw manifestations of ill will, hatred, loathing, or sorrow.
    If you channel those emotions in with your Afflictions, they gain +2 DC, and you can add overstrain equal two twice your class levels instead of half. To channel these emotions, you must actually possess them against the target. If the GM feels the target has sufficiently wronged you, he can inform you that it has the condition: Cursemarked.
    Afflictions, unless otherwise specified, cannot be used on a target more then once per day, even if it failed to take hold.
    An Affliction is automatically replaced by its more powerful version when it becomes available.

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    • Amplify Damage I: You cause the target to take more damage then normal. On a failed will save, the target takes 2 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by two points.
    • Dim Senses I: You cause the targets vision to dim, reducing its Perception by 5 and giving it a 10% miss chance.
    • Weaken I: You inflict two points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse I: You confuse the target, reducing its attack rolls by 2, reflex by 2, and halving its dodge bonus to AC.
    • Misfortune I: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result.
    • Antiward I: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 11 or higher.



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    • Amplify Damage II: You cause the target to take more damage then normal. On a failed will save, the target takes 4 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by four points.
    • Dim Senses II: You cause the targets vision to dim, reducing its Perception by 7 and giving it a 20% miss chance.
    • Weaken II: You inflict three points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse II: You confuse the target, reducing its attack rolls by 3, reflex by 3, and reducing its dodge bonus to AC by 75%.
    • Misfortune II: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -2.
    • Antiward II: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 13 or higher.




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    • Amplify Damage III: You cause the target to take more damage then normal. On a failed will save, the target takes 6 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by six points.
    • Dim Senses III: You cause the targets vision to dim, reducing its Perception by 9 and giving it a 30% miss chance.
    • Weaken III: You inflict four points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse III: You confuse the target, reducing its attack rolls by 4, reflex save by 4, and removing its dodge bonus to AC.
    • Misfortune III: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -5.
    • Antiward III: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 15 or higher.




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    • Amplify Damage IV: You cause the target to take more damage then normal. On a failed will save, the target takes 8 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 8 points.
    • Dim Senses IV: You cause the targets vision to dim, reducing its Perception by 12 and giving it a 40% miss chance.
    • Weaken IV: You inflict 5 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse IV: You confuse the target, reducing its attack rolls by 5, reflex save by 5, and removes its Dodge bonus to AC, instead leaving it with a -2 dodge penalty.
    • Misfortune IV: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -8.
    • Antiward IV: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 18 or higher.



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    • Amplify Damage V: You cause the target to take more damage then normal. On a failed will save, the target takes 10 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 10 points.
    • Dim Senses V: You cause the targets vision to dim, reducing its Perception by 15 and giving it a 50% miss chance.
    • Weaken V: You inflict 6 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse V: You confuse the target, reducing its attack rolls by 8, reflex save by 8, and removes its Dodge bonus to AC, instead leaving it with a -4 dodge penalty.
    • Misfortune V: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -10.
    • Antiward V: You curse the target with a ward. A ward that acts for you. Whenever an ally of the target tries to effect it beneficially such as with a heal spell, a buff, or using a beneficial item on it, they need to roll a d20 and get a 20 on their roll.



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    • Amplify Damage VI: You cause the target to take more damage then normal. On a failed will save, the target takes 12 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 12 points.
    • Dim Senses VI: You cause the targets vision to dim, reducing its Perception by 18 and giving it a 60% miss chance.
    • Weaken VI: You inflict 7 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse VI: You confuse the target, reducing its attack rolls by 10, reflex save by 10, and removes its Dodge bonus to AC, instead leaving it with a -6 dodge penalty.
    • Misfortune VI: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
    • Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell.



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    • Amplify Damage VII: You cause the target to take more damage then normal. On a failed will save, the target takes 15 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 15 points.
    • Dim Senses VII: You cause the targets vision to dim, reducing its Perception by 20 and giving it a 70% miss chance.
    • Weaken VII: You inflict 8 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse VII: You confuse the target, reducing its attack rolls by 12, reflex save by 12, and removes its Dodge bonus to AC, instead leaving it with a -8 dodge penalty.
    • Misfortune VII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -12.
    • Antiward VI: You curse the target with a ward. A ward that acts for you. Their allies can no longer grant the victim a beneficial effect, such as a heal, buff, or defensive spell. It takes a Miracle or similar spell to break the effect unless the Necromancer ends the effect.



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    • Amplify Damage VIII: You cause the target to take more damage then normal. On a failed will save, the target takes 18 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 18 points.
    • Dim Senses VIII: You cause the targets vision to dim, reducing its Perception by 25 and giving it a 80% miss chance.
    • Weaken VIII: You inflict 10 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse VIII: You confuse the target, reducing its attack rolls by 15, reflex save by 15, and removes its Dodge bonus to AC, instead leaving it with a -10 dodge penalty.
    • Misfortune VIII: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it rolls twice and takes the worse result -15.
    • Deathhex: Usable only if you've just received a hit that sets you at less then 0 HP. Before you die or fall unconscious dying, you release a dark curse as an immediate action. The Deathhex curses the target for life. Whenever they make any roll, they must roll twice and take the worst result. When ever they are targeted with a beneficial spell, the caster must make a will save DC 20 or receive arcane feedback inflicting 1d12 damage per spell level of the spell they attempted, and the beneficial spell is not cast. Deathhex can only be ended by bringing the Necromancer back to life, or direct deity intervention (As by traveling to its plane and asking it, or so on. Not by a Miracle spell).



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    • Amplify Damage IX: You cause the target to take more damage then normal. On a failed will save, the target takes 20 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 20 points.
    • Dim Senses IX: You cause the targets vision to dim, reducing its Perception by 35 and giving it a 90% miss chance.
    • Weaken IX: You inflict 12 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse IX: You confuse the target, reducing its attack rolls by 18, reflex save by 18, and removes its Dodge bonus to AC, instead leaving it with a -14 dodge penalty.
    • Misfortune IX: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on one, and a 15 or higher on the next.
    • Chained Fate I: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to your class levels. Such as one equal leveled creature, or two creatures half your level.



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    • Amplify Damage X: You cause the target to take more damage then normal. On a failed will save, the target takes 25 more points of damage from each individual physical attack made against it, or its damage reduction is reduced by 25 points.
    • Dim Senses X: You cause the targets vision to dim into nonexistence, reducing its Perception by 50 and giving it a 100% miss chance.
    • Weaken X: You inflict 15 points of ability damage on your target. This curse can only stack three times with itself or other versions of Weaken.
    • Confuse X: You confuse the target, reducing its attack rolls by 20, reflex save by 20, and removes its Dodge bonus to AC, instead leaving it with a -16 dodge penalty.
    • Misfortune X: You curse the target with terrible luck. Whenever it attempts to perform a skill check, or a saving throw, it automatically fails unless it rolls twice and scores a natural 20 on both rolls.
    • Chained Fate II: You curse the target with a potent hex. Whenever you are damaged, the same damage is inflicted upon the enemy. This damage cannot be negated in any way except by preventing damage to the Necromancer. If the Necromancer dies, the cursed victim dies as well. A number of creatures can be Fate Chained up to a total HD equal to twice your class levels. Such as one equal leveled creature, or two creatures half your level. But no one can have more HD then you have class levels.




    Conjuration
    Special: At the appropriate levels, for appropriate abilities, a Conjuration automatically upgrades to its most powerful form you can take for your level, but you can still cast it as an earlier stage if you wish.
    Summon effects last for a number of rounds equal to your charisma modifier + 1/2 class levels.
    Raise effects last until they are killed. You can only control a number of Raised creatures until their combined HD equals twice your class levels. If it would exceed that, the Raised creature replaces the most damage raised creature you currently possess.

    Golem effects can only have one golem active at any one time.
    Conjuration Path is in the following post.

    Witchborn Noble (Ex):
    The witches blood that runs through the Necromancer is empowered. The Necromancer's heritage burns within her and the dark arts penetrate deeper to form a stronger connection as she grows in power.
    Every three class levels the Witchborn Noble possesses, she gains Fast Healing 2 to a maximum of Fast Healing 15 at level 18, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18. At level 20, this turns into Regeneration.
    In addition, she gains the Scent ability.
    Whats more, she gains the at will ability to change the way she looks. This functions similarly to Disguise Self, but as a Polymorph effect.

    Witchborn Royal (Ex):
    The Necromancer takes on her final transformation. The witches blood within her is in its own right a powerful magical artifact now.
    The Necromancer gains a Damage Reduction of 15/-.
    Her blood can be used to replace any material component and can lower XP costs by 25%, to do so she deals 1d4 points of damage to herself. If she uses this 4 times in a row, she takes 1 point of constitution damage.
    If her blood is spilled in large amounts (1/2hp), the blood can coat a single person into provide them with her 15 Regeneration. It can bring back the dead, but not if they've been dead for over 6 minutes.
    Whats more, she gains the ability to change her form at will. This functions like Alter Self.
    Last edited by Cipherthe3vil; 2012-06-16 at 10:35 AM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Strain:
    Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, You lose 1 point of Wisdom for an hour. If you would normally be knocked out from to much nonlethal damage, You instead go into a coma when due to Strain. Roll a d100 each hour you're in the coma to see if you awake (on a roll of 1-15) Or until you are healed of the ability damage.
    Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do Not effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Strain can still be healed, Any spell or power that would heal ability damage heals twice that in Strain, and is lost with normal rest that would replenish spellcasting or power points. (likewise, abilities reducing rest needed for such things effect Strain damage) You heal damage caused through strain at the same time. But once into coma, you must be healed as stated. Strain does not stack with normal forms of Non Lethal damage.
    Additionally, you recover 25% of your Strain every hour except those spent in the induced coma.
    Some abilities have the option of Overstraining to deal additional effects or improve existing effects, You cannot Overstrain to increase the initial strain by more then half your class levels (A level ten Necromancer cannot add more then five points of overstrain). Needless to say, there is no limit to the number of these abilities you can use, You can keep going till you kill yourself for all I care.
    Unless otherwise stated the typical duration for an ability that conjures bone matter for effects is usually a day per class level before it crumbles apart.
    Likewise range is typically Charisma mod x 200 ft unless otherwise stated.





    Conjuration:
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    • -Summon Skeleton: Summon one Skeleton to serve you.
    • -Raise Skeleton: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 1HD.
    • -Raise Wood Golem: You touch a tree or Large wooden object and cause it to break and splinter until it forms itself into a wooden humanoid shape. This destroys one 5ftx5ft area of wood, or a single object of appropriate size. Alternatively, you can summon any golem with 1HD or less.
    • -Summon Dark Sprite: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +5 HP, +1 Attack bonus, and can put any ally under the effects of Infernal Healing whenever they are within 30ft of the Dark Sprite. Only one Dark Sprite can be summoned at any one time.



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    • -Summon Skeleton II: Summon three Skeletons to serve you. Or an undead of 3HD or less.
    • -Raise Skeleton II: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 3HD.
    • -Raise Stone Golem II: You touch a stone wall, floor, or boulder and it cracks and crumbles to form into a humanoid stone figure. It has 3 more damage reduction, 15 more hp, two more HD, 5 more strength, +2 to attack and is covered in spikes that deal 1d6 damage whenever it grapples. Alternatively, you can summon any golem with 3HD or less.
    • -Summon Dark Sprite II: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +5 HP, +2 Attack bonus, and can put any ally under the effects of Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon two Dark Sprites at once, only two Dark Sprites can be summoned at once.



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    • -Summon Skeleton III: Summon five Skeletons to serve you, or an undead with 5HD or less.
    • -Raise Skeleton III: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 5HD.
    • -Raise Stone Golem III: You touch a stone wall, floor, or boulder and it cracks and crumbles to form into a humanoid stone figure. It has 3 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d8 damage whenever it grapples. Alternatively, you can summon any golem with 5HD or less.
    • -Summon Dark Sprite III: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +5 HP, +3 Attack bonus, and can put any ally under the effects of Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon two Dark Sprites at once, only three Dark Sprites can be summoned at once.




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    • -Summon Skeleton IV: Summon seven Skeletons to serve you. Or an undead of 7HD or less.
    • -Raise Skeleton IV: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 7HD.
    • -Raise Stone Golem IV: You touch a stone wall, floor, or boulder and it cracks and crumbles to form into a humanoid stone figure. It has 3 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d8 damage whenever it grapples. Alternatively, you can summon any golem with 7HD or less.
    • -Summon Dark Sprite IV: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +5 HP, +4 Attack bonus, and can put any ally under the effects of Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon two Dark Sprites at once, only four Dark Sprites can be summoned at once.



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    • -Summon Skeleton V: Summon nine Skeletons to serve you. Or an undead of 9HD or less.
    • -Raise Skeleton V: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 9HD.
    • -Raise Iron Golem V: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d8 damage whenever it grapples. Alternatively, you can summon any golem with 9HD or less.
    • -Summon Dark Sprite V: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +10 HP, +5 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon two Dark Sprites at once, only four Dark Sprites can be summoned at once.



    11:
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    • -Summon Skeleton VI: Summon eleven Skeletons to serve you. Or an undead of 11HD or less.
    • -Raise Skeleton VI: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 11HD.
    • -Raise Iron Golem VI: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d10 damage whenever it grapples. Alternatively, you can summon any golem with 11HD or less.
    • -Summon Dark Sprite VI: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +10 HP, +5 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon four Dark Sprites at once, only four Dark Sprites can be summoned at once.



    13:
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    • -Summon Skeleton VII: Summon eleven Skeletons to serve you. Or an undead of 13HD or less.
    • -Raise Skeleton VII: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 13HD.
    • -Raise Iron Golem VII: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d10 damage whenever it grapples. Alternatively, you can summon any golem with 13HD or less.
    • -Summon Dark Sprite VII: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +10 HP, +5 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon four Dark Sprites at once, only Six Dark Sprites can be active at once.



    15:
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    • -Summon Skeleton VIII: Summon fifteen Skeletons to serve you. Or an undead of 15HD or less.
    • -Raise Skeleton VIII: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 15HD.
    • -Raise Iron Golem VIII: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d10 damage whenever it grapples. Alternatively, you can summon any golem with 15HD or less.
    • -Summon Dark Sprite VIII: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +15 HP, +6 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon four Dark Sprites at once, only Six Dark Sprites can be active at once.



    17:
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    • -Summon Skeleton IX: Summon seventeen Skeletons to serve you. Or an undead of 17HD or less.
    • -Raise Skeleton IX: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 17HD.
    • -Raise Iron Golem IX: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d10 damage whenever it grapples. Alternatively, you can summon any golem with 17HD or less.
    • -Summon Dark Sprite IX: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +15 HP, +6 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon six Dark Sprites at once, only Six Dark Sprites can be active at once.



    19:
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    • -Summon Skeleton X: Summon nineteen Skeletons to serve you. Or an undead of 19HD or less.
    • -Raise Skeleton X: You raise a dead body to serve you. Or rather, you raise its skeleton. The dead flesh falls off the bones in a grotesque display until all that is left is a bloody skeleton. You can Raise a body as an undead creature of up to 19HD.
    • -Raise Iron Golem X: You touch pile of metal items, or a large chunk of metal and it bends and grinds until it forms a rough humanoid figure. It has 5 more damage reduction, 15 more hp, two more HD, 2 more strength, +2 to attack and is covered in spikes that deal 1d10 damage whenever it grapples. Alternatively, you can summon any golem with 19HD or less.
    • -Summon Dark Sprite X: You summon a Dark Sprite. It appears as a Tiny nude fairy like creature with black skin and deep purple wings. The creature grants all your Conjurations +20 HP, +8 Attack bonus, and can put any ally under the effects of Greater Infernal Healing whenever they are within 30ft of the Dark Sprite. You can summon six Dark Sprites at once, only Six Dark Sprites can be active at once.






    Incision:
    Last edited by Cipherthe3vil; 2012-06-10 at 06:41 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Reserved, I might need it.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    There is a small chance I might need this one too.


    Anyone who has questions and/or comments can post now, please :3

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    The class looks good and all...except for one thing....it's just too complicated. I just have too much of a tear-jerk reaction to this type of 'pick your abilities' class. They are just so player focused and centric. I know tons and tons of players just love to pick from tons and tons of abilities to make there character unique. And that's fine, except when it comes to this type of class.

    See as a DM, you will try and keep track of each character. And most classes are static, so if they are a 4th level Do-Dad, you know what they can do. But this type of class just becomes a record keeping nightmare. "Oh, um what path ability did you pick for 7th level and, um, what ability did you swap out and um, um".

    The obvious is why not just make a couple of classes?

    Also the 'see ethereal' is a bit odd as you put the burden on the ethereal creature. The sight is automatic right so it works like this?: "Necromancer Player-"I look around the room and see Ethereal Al!'' EA Player-"Er, what? Um, wait! I do that, um, invisibility like thing!" N P-"Ha, well I already know he is there so...." Or are you going for?: DM-"Ok Necromancer Ned walks into the room. Al as your Ethereal, you need to decide if you want to active your invisibility to Ned's Sight." EA player-"My fighter has invisibility?" DM-"No, no...you just become invisible to his Special Sight." Player Ned "Wait, how does he know about my special sight?" DM-"Um...rays shoot out of your eyes and hit him" Ea and NN players "What?" DM-"Um" Ned Player-"Now wait if rays shoot from my eyes and hit him I have to see him, right? So I'd see him before he turned invisible.." DM-"Er, no...um, your special sight is so special that it travels into the future and lets Al know you will be looking at him in a couple seconds and lets him decide if he wants to be seen or not..."

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by Gamer Girl View Post
    The obvious is why not just make a couple of classes?
    Because if I wanted to play one-trick ponies I'd play a typical video game instead?

    Edit:
    This is also for Pathfinder.
    Pathfinder has classes within classes within Classes.
    Pathfinder is totally Classeption.
    In the future, I'd probably make my own Archtypes for this like most Pathfinder classes for even more options.



    Finished the Conjuration path reasonably. I think.
    Last edited by Cipherthe3vil; 2012-06-05 at 06:45 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Finished Conjuration.

    Added Witchborn Noble and Witchborn Royal to 10 and 20th levels respectively.

    It is now complete, but that doesn't really mean its finished.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I'm fine with complicated. I am tired of not having enough choices (most of the core 3.5 base classes are boring or overpowered) and would rather have decision paralysis than a cut and paste character.

    I feel like a +15 to ac that can stack with other sources is a bit much. Even classes that offer modifier + 4, the usual progession, only amounts to 12 at the max and that requires a high number of ability score raises being put into one score. This is higher, has no cost, and stacks with armor. I would say 10 would be more reasonable or just the constitution modifier, all considered.

    I haven't read through all of the paths, but the formation path looks incredibly interesting and nothing really caught my eye as being unbalanced.

    I'm a little unclear with path restrictions. Do you choose one path and get stuck in it until one of the indicated levels? I'm tempted to say it would be better if you had access to all paths, but had to progress them in order (taking one from each path before you can advance to the next).

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Something bothers me... your AC bonus and fast healing bonus stack 2 by 2 up to 15... why not an even number?

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by eftexar View Post
    I'm fine with complicated. I am tired of not having enough choices (most of the core 3.5 base classes are boring or overpowered) and would rather have decision paralysis than a cut and paste character.

    I feel like a +15 to ac that can stack with other sources is a bit much. Even classes that offer modifier + 4, the usual progession, only amounts to 12 at the max and that requires a high number of ability score raises being put into one score. This is higher, has no cost, and stacks with armor. I would say 10 would be more reasonable or just the constitution modifier, all considered.

    I haven't read through all of the paths, but the formation path looks incredibly interesting and nothing really caught my eye as being unbalanced.

    I'm a little unclear with path restrictions. Do you choose one path and get stuck in it until one of the indicated levels? I'm tempted to say it would be better if you had access to all paths, but had to progress them in order (taking one from each path before you can advance to the next).
    Formation abilities are like a pool you can drink from, selecting any Formation ability at an appropriate level.
    The two are more like train tracks. If you drop your point in at location A, it will keep going on to location B.
    There aren't restrictions. The "Paths" are just different resources that scale up with more potent things until 19th, when the scaling stops.

    Its +15 Natural armor at level 18. Many things will have their own much higher natural armor at those levels, and there are many more things that will ignore natural armor.
    Or, most of the remainder wont need to worry about Natural Armor as they smite you with Level 9 spells.

    Quote Originally Posted by silphael View Post
    Something bothers me... your AC bonus and fast healing bonus stack 2 by 2 up to 15... why not an even number?
    Even numbers that aren't tens are gross... I didn't even think about it XD.
    I'll go make it right.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Pretty cool class, don't see how it's over complicated. Probably gonna see if my DM will let me play one in our next campaign.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by Wolf_Haley View Post
    Pretty cool class, don't see how it's over complicated. Probably gonna see if my DM will let me play one in our next campaign.


    Tell me how it works and be sure to ask any questions you come across.

    And good luck.
    My DM didn't let me.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I thought I would throw out some math for thought (for AC at level 20):

    10 + 8 (armor) +5 (armor enhancement) + 15 (natural armor) +4 (magic items) + 2 (shield)* +5 (shield enhancement)* = 41 AC
    *for the sake of two weapon fighting this may not be included, but could still be replaced with a myriad of other effects, such as spells

    Even at a high bab the first attack (at probably 23-28) you will have to roll at least a 13 assuming a strength modifier of 6. That's not hard to hit, that's I would never fight this guy in melee unless I had touch attacks.

    Edit/ I guess we could factor in that some monsters have a slightly higher attack sometimes, but many of these monsters are usually reserved for more difficult fights anyways.
    Last edited by eftexar; 2012-06-06 at 03:43 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by eftexar View Post
    I thought I would throw out some math for thought (for AC at level 20):

    10 + 8 (armor) +5 (armor enhancement) + 15 (natural armor) +4 (magic items) + 2 (shield)* +5 (shield enhancement)* = 41 AC
    *for the sake of two weapon fighting this may not be included, but could still be replaced with a myriad of other effects, such as spells

    Even at a high bab the first attack (at probably 23-28) you will have to roll at least a 13 assuming a strength modifier of 6. That's not hard to hit, that's I would never fight this guy in melee unless I had touch attacks.

    I'm confused at what your trying to say.

    Also, 8 base armor and 2 shield could be bothersome to try to get when your only proficient with light and simple weapons.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I'm just saying that I still think 15 AC is a bit much. I guess I missed the proficiencies, but that is really just a couple of feats. If I play human and pick up the first level of fighter that's not much of a set back.

    Fun introduction by the way.
    Last edited by eftexar; 2012-06-06 at 03:46 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by eftexar View Post
    I'm just saying that I still think 15 AC is a bit much. I guess I missed the proficiencies, but that is really just a couple of feats. If I play human and pick up the first level of fighter that's not much of a set back.
    If they spent a good amount of their seven total feats, they earned the boost :/
    Its 15 by 18th level. Lots of things never clever thing at those levels. The abilities of my class aren't that great. Without the healing and defense Witchblood gives them, they'll never stand that well against any normal spellcaster.
    This is, afterall, supposed to be among the ranks of Wizards, Sorcerers, and Clerics. But its more limited in its spell and ability selections, so it gets better default defenses.
    Natural armor is overcome by many things at those levels, as I said before.
    15 I think is the perfect number. Its beneficial enough to not mind how often it could potentially be ignored, but not too high that it would be too hard to hit.

    You said 13 or higher? That is perfectly reasonable, even a bit on the low-end considering you had to throw so much into it.

    All in all I think your just clarifying my intended target with it.

    But I wonder what the balance is on their actual abilities :/
    I tried making a 1st level character, and I question its effectiveness. Probably tier high/mid-3.

    Fun introduction by the way.
    Thanks.
    Last edited by Cipherthe3vil; 2012-06-06 at 04:04 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I guess I did put a quite of bit into it. I just know I've play a lot of 15 bab characters and I've faced opponents who have that high of an AC. Unless I get really inventive* I can't hit them.
    But I guess the fact it isn't as powerful at spell casting does balance things out a bit. Sorry if I'm being a pain. I can get obnoxious when I start doing math.
    *aka tons of skill tricks and feats from obscure 3rd party books

    Anyways I definitely like the strain mechanic. Though this: "Strain does not stack with normal forms of Non Lethal damage." is confusing. As worded if you had 100 strain and 40 non-lethal damage, you only have 100 strain. Or was this intended.
    Last edited by eftexar; 2012-06-06 at 04:10 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by eftexar View Post
    As worded if you had 100 strain and 40 non-lethal damage, you only have 100 strain.
    And that's a fact. ^_^

    However, if you have 100 strain and 40 non-lethal, you still have 140 non-lethal and may be subject to a knockout.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I love this class, but I feel that Formation could be a bit... squickier.


    Maybe an archetype that focuses on formation and gets more fleshy powers?
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by NosferatuZodd View Post
    I love this class, but I feel that Formation could be a bit... squickier.


    Maybe an archetype that focuses on formation and gets more fleshy powers?
    Hm...

    Incarnation?
    .
    .
    .
    ....
    Aberration...

    ...
    *thinks*

    Regardless.

    If anyone likes, they can make their own Path and have it added to that second post for use.

    Meanwhile I'll think of a horror based flesh and blood (Mostly flesh) Path. Unless someone else can make one, then both can be available. :3

    It might be easier to just make it an Archtype, as you said, and refluff the existing Formation abilities.
    But that sounds lazy.
    I'll do a whole new formation like path that deals more with the mind by inducing fears, horrors, and general disturbing imagery.
    I doubt it can ever be used by a nonevil character.
    Last edited by Cipherthe3vil; 2012-06-06 at 09:50 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    I really like this class. If I get around to making a "Homebrew that I like list" one day then this would most certainly go on it.

    On thing you forgot to mention if how they recover their points for casting domain spells. I haven't read through all the paths but they look pretty good. Good job.
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by Wavelab View Post
    I really like this class. If I get around to making a "Homebrew that I like list" one day then this would most certainly go on it.

    On thing you forgot to mention if how they recover their points for casting domain spells. I haven't read through all the paths but they look pretty good. Good job.
    Thank you.


    Right, I fixed that.



    Late, sorry, I thought I replied already. But I just saw that this was almost to the second page and I wasn't the last post... My post must have failed. Mybad :/
    But there you go. I fixed it only like an hour after you made that post, but no post was here to say I did.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    • Virgins, clearly.
    • Small adorable animals.
    Bravo. Just bravo.
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Just wondering, but would the souls of palidins/small children count as pure?
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    A few nitpicks with Formation:

    Skeletal Manipulation:
    You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
    Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Regeneration Fast Healing 1 due to the regathering of bone particles.
    Regeneration makes you take non-lethal from anything other than Fire and Acid, and you heal extra points per hour. Fast Healing means you heal the number per round, at the beginning of your turn. I think you want the second.

    This repeats in a number of powers where you list Regeneration.

    Why is the Immediate Save or Die at 11, with a Save or Die in 1d4 days at 13?
    The DCs are the same (10+1/2 Caster Level+Cha) so there's no reason to have the lesser effect at the higher level.

    Bone Armor- You have it saying it gives the AC Bonus of full plate, then list AC bonus +6. Full plate grants +9 in Pathfinder. I assume you mean it has the same Armor Check Penalty (and Max Dex) of Full Plate? With a +6 Armor bonus? (+12 if doubled)
    Detonate Bone:
    You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they fail a fortitude save DC= 10+1/2 class levels + charisma modifier. If the succeed, detonation does not occur. They instead take half the usual detonation damage.
    Overstrain: for each additional point of strain, you add 1d8.
    This is a capstone, granted at 19, when Wizards and Sorcerors and any other full caster has had 9th level spells for a while.
    I suggest it be a "No save, just die" with spell resistance applying (And a save for those in the radius to take half). Creatures immune to critical hits are immune to the instant death, but take the explosion damage with no save. Creatures immune to Death Effects, but who still posess a skeletal structure, are instead Destroyed.

    Finally, you've got the Teleportation effect at level 17! With distance equal to Cha Mod * 10, which is the shortest distance for a teleportation effect in the game.
    (No, really)
    It's listed as a move action, which makes some of the sense, but Quickened Teleport is a lv 9 equivalent spell (Same level) and goes much, much farther.
    Also, there's no listed target or save. I can't tell if this is Personal, Single Target, Any number of targets, etc.
    I could see a 9th level teleportation effect moving someone Cha Mod *10 feet with no save. Maybe even with no SR, seeing as simply moving them is highly unlikely to kill them. (If the destination point needs to be visable anyhow. If you could port them underground then a save would be appropriate)

    Affliction:

    I stopped reading when I hit Antiward, and skimmed over the later versions.

    What.
    just...
    What.
    Roll a D20 and get an 11 or higher to aid an ally? which goes up 'till it's impossible to do so?
    I could see a caster level check, or a will save (as say, Sanctuary), or even force the target to save against beneficial magic (Like the barbarian rage variant) but to just leave it to a flat D20?
    At level *1*??
    And it upgrades for free.
    This is simply broken. Make it a will save, either for the target or for the person attempting to aid him.
    Last edited by Acanous; 2012-06-09 at 09:31 PM.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by Grimsage Matt View Post
    Just wondering, but would the souls of palidins/small children count as pure?
    Yep


    @Acanous:
    Considering, Fixing, Changing, and adding.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    good. Now I finally have a use for that preacher and that orphange they were forcing me to do community service at.....
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Just a couple of little nitpicks, the regeneration at 20th level doesn't state what overcomes it so it is better than the Tarrasque's at that point, and the fast healing on the whole seems a bit excessive, I mean 15 at level 18 all day? Even 2 at level 3 is infinite self healing, which is not that bad but still could use some restrictions. Also with any necromancer you want to go undead, so what happens to the regeneration then, and hell what happens to the strain, does it just not work or function differently or does it function exactly like normal.
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    Quote Originally Posted by Aquillion View Post
    If you're ever in a situation where you can't survive, go for the broke and fill all of creation with chickens. Just imagine the reaction of people halfway around the world when every square inch of space in their world is suddenly and completely full of chickens.
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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    The default for Regeneration is Fire and Acid.
    I don't think I've ever seen Regeneration stated as bypassed by anything else, although it would be interesting to see regeneration bypassed by Cold.
    (You know, 'cuz that would make sense)

    Her use of "Necromancer" here is for lack of a better term. There's actually no "Real" undead involved (they count as constructs)
    see thread title.

    Fast Healing is Fast Healing. The Other necromancer gets it too, at the price of a feat or for free with capstone. The D8 HD PLUS fast healing may be a bit excessive, but I'm reasonably certain the fast healing is intended to counteract your use of the class abilities, such as overstrain. You're taking self-inflicted damage every round, and a lot of it. You'd need to playtest this at a variety of levels to determine if the fast healing is excessive.

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    Default Re: The Necromancer [PF] because trying to name it something else is futile.

    Quote Originally Posted by Acanous View Post
    The default for Regeneration is Fire and Acid.
    I don't think I've ever seen Regeneration stated as bypassed by anything else, although it would be interesting to see regeneration bypassed by Cold.
    (You know, 'cuz that would make sense)
    War troll's regeneration is only bypassed by acid. Solar and Planetar's regeneration is bypassed by evil-aligned weapons and spells. Atropal's is only bypassed by damage from good or sentient weapons. Dream Larva's regeneration in only bypassed by good or lawful or weapons forged by a sleep walking blacksmith.

    And I wouldn't assume that regeneration by default is only bypassed by acid and fire because mostly it's just trolls that work that way.

    Her use of "Necromancer" here is for lack of a better term. There's actually no "Real" undead involved (they count as constructs)
    see thread title.
    And actually necromancy doesn't just involve undeath, it involves the control over life and death. If you look at the necromancy school of magic you notice that there are many spells that don't raise undead, a lot of them kill people, affect their physical health or drain health and transfer it to someone else.
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