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  1. - Top - End - #1
    Pixie in the Playground
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    Nov 2014

    Default Lord of the Undead PrC

    Alright, I'm sure people have already seen/noticed my attempt at a Death Knight class recently and that's currently still being reworked some atm, but I am in a very good mood for undead due to the campaign I'm working on that uses a lot of it thanks to the Cult of Nerull being...themselves really xD

    That aside, I decided to create something kind of like what the Pale Master and True Necromancer are without being as bad as either though: A master of creating powerful undead minions, This PrC is meant to enable an army of smaller undead but more so focus on the ability to create an elite group of body guard like warriors of undead. After all, whats better than a perfectly loyal minion immune to mind control and well...most everything else the living are weak to?

    Anyways, not sure if I'm overdoing this or not still. From a standpoint of a campaign that is undead heavy, yes it's obviously very powerful, but overall I'm not so sure it's all that overwhelming compared to what other classes and builds can do without being minion dependent, however I am rather partial to 'pet' classes so I was somewhat inclined to give them a bit more as a little nudge to help compete with the others.

    Lord of the Undead

    Hit Die: d4

    Requirements
    To qualify to become a Lord of the Undead, character must fulfill all the following criteria.
    Skills: Knowledge (Religion) OR (Arcana) 8 ranks, Spellcraft 8 ranks
    Feats: Corpsecrafter, Bolster Resistance
    Spells: Must be able to cast Animate Dead
    Special: The Undead Mastery class feature may be used in place of the Corpsecrafter feat to qualify (effects are identical in regards to animated undead bonuses)

    Class Skills
    The Lord of the Undead's class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (Any), Profession, Spellcraft.
    Skill Points: 2 + Intelligence Modifier

    Class Features
    Weapon and Armor Proficiency: Lords of the Undead gain no proficiency with any weapon or armor.
    Spells per Day: When a new Lord of the Undead level is gained, the character gains new spells per day as if they had also gained a level in whatever spellcasting class they belonged to before they added the prestige class. They does not, however, gain any other benefit a character of that class would have gained. This essentially means that they adds the level of Lord of the Undead to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before they became a Lord of the Undead, he must decide to which class they add each level of Lord of the Undead for the purpose of determining spells per day.
    Rebuke Undead: The Lord of the Undead gains the ability to Rebuke and Command Undead as an evil Cleric would of his effective caster level for the spell Animate Dead, if he had this ability before, it will simply continue to improve as levels are gained.
    Deadly Chill: At first level, a Lord of the Undead gains the benefits of the Deadly Chill feat for free.
    Deathbound Domain: At first level, a Lord of the Undead gains all of the benefits of the Deathbound domain, even if they would not normally be able to do so. If they were a divine caster, they gain the standard access as per normal domain rules as well as the granted domain power. If they were an arcane caster, they would gain access to each spell from the domain list just like their regular spells and would be permitted to prepare or spontaneously cast each spell once per day, as well as gaining the domain power. If the Death Lord already has the Deathbound Domain, then they may gain the benefits of the Death Domain instead. If they already have the Death Domain, then they may gain the benefits of the Undeath Domain instead.
    Spell Access: At second level, a Lord of the Undead that was an arcane spellcaster automatically learns the following spells when they become available to them: Desecrate, Hallow, Greater Desecrate (see below), and all Inflict spells and Harm. If the Lord of the Undead was a Divine spellcaster will gain a +2 bonus to their caster level when using any of the aforementioned spells instead.
    Improved Corpsecrafter: At third level, the Lord of the Undead's enhancement bonuses to the Strength and Dexterity of created Undead provided by the Corpsecrafter Feat is increased by an additional 2 points, and the boost to hit points per hit die is also increased by an additional +1. This ability increases again at levels 6 and 9, each time raising the total boost by an equal amount, capping out at +10 Strength and Dexterity and +5 hit points per hit die at level 9.
    Tough Corpse: At fourth level, the Lord of the Undead grants all undead they create an additional +1 natural armor upon creation per two class levels. If the created undead is incorporeal however, this bonus is applied to their deflection bonus to AC instead.
    Necropower: At fifth level, the Lord of the Undead can now apply the same enhancement boost they grant to their undead's Strength and Dexterity to their Charisma stat as well now. Furthermore, their undead can now use their Charisma score in place of where Constitution was used before; Fortitude saving throws and any save DCs from abilities they've retained that were previously based on Constitution.
    Undead Mastery: At sixth level, the Lord of the Undead no longer controls a limit of only 4x Caster Level in undead. They now gain the ability to control a maximum amount of undead equal to (4+spellcasting ability modifier) x4 instead. This will allow Dread Necromancer and Lord of the Undead levels to stack for the purpose of determining their control limit.
    Unholy Vigor: At seventh level, all undead created by the Lord of the Undead are granted an enhancement bonus to all attack and damage rolls equal to half their class level (rounded up). This will apply to their natural weapon attacks only which will also count as being unholy/evil aligned for the purpose of overcoming damage reduction.
    Undead Legion: At eighth level, the Lord of the Undead may now treat any and all undead they control with less HD than their primary spellcasting modifier as nonexistent for determining if they have reached their limit or not.
    Undead Control: At ninth level, the Lord of the Undead is permitted to automatically take control of any undead they create, regardless of the spell used or the effects that would state otherwise. This does of course follow the regular restrictions of the HD they can animate in a single casting and the maximum amount of HD worth in undead they may control at once.
    Perfectly Animated Corpse: At tenth level, the Lord of the Undead has perfected their animation of the dead and from now on all undead they create will automatically have the maximum hit points for their hit dice. They will also gain a bonus to all saving throws equal to the Death Lord's primary spellcasting ability modifier.

    Level BAB Fort Red Will Abilities Spells per Day
    1st +0 +0 +0 +2 Rebuke Undead, Deadly Chill, Deathbound Domain +1 level of existing spellcasting class
    2nd +1 +0 +0 +3 Spell Access +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Improved Corpsecrafter (+6 str/dex; +3 hp/HD) +1 level of existing spellcasting class
    4th +2 +1 +1 +4 Tough Corpse +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Necropower +1 level of existing spellcasting class
    6th +3 +2 +2 +5 Improved Corpsecrafter (+8 str/dex; +4 hp/HD), Undead Mastery +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Unholy Vigor +1 level of existing spellcasting class
    8th +4 +2 +2 +6 Undead Legion +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Improved Corpsecrafter (+10 str/dex; +5 hp/HD), Undead Control +1 level of existing spellcasting class
    10th +5 +3 +3 +7 Perfect Animated Corpse +1 level of existing spellcasting class

    New Spells

    Desecrate, Greater
    Evocation [Evil]
    Level: Clr 5
    Components: V, S, M, DF
    Casting time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 40-ft.-radius emanation
    Duration: One day/level
    Saving Throw: None
    Spell Resistance: Yes

    This spell is identical to a regular Desecrate spell with the following changes:
    -The profane penalty to Turning checks made within the area is increased to -6
    -The profane bonus to the attack and damage rolls of any undead within the area is increased to +1 per 4 caster levels but is no longer doubled when a shrine or alter to your deity is also present
    -The bonus hit points per HD for undead animated in within the area is increased to +3 per HD, or +5 per HD if a shrine or alter to your deity is present

    Material Component: A vial of unholy water and 50 gp worth (10 pounds) of silver dust, all of which must be sprinkled around the area.

  2. - Top - End - #2
    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    I do want to add that while a lot of these boosts may seem rather powerful, this is still a fairly focused class and it can only be applied to undead the caster creates. Generally undead can be destroyed quite easily overall thanks to Heal Spells, effects like disintegrate and a variety of other effects that make them easier to destroy compared to other creatures and it has been stated before that necromancy for the sake of creating undead was generally lower on the tiers than most other uses of magic, including save-or-die necromancy. Not to mention there's a lot more work and roleplay involved in constantly searching for anew well preserved corpse and creating an army or elite guard of undead which can even create a variety of adventure hooks in an of itself for the work required to do this, so I am also somewhat inclined to give them a little more for this reason as well given that a simple spellcaster with zero flavor base for their powers can cast one spell and kill 80% of anything they fight.

    Also, I'm still not 100% on how much was thrown into the class but I did consider a few other abilities that would add some more flavor and variety to the animation process and choices, mostly granting the Lord of the Undead the ability to use undead templates during animation other than Skepeton or Zombie, mostly like those from the Libris Mortis, allowing them to create a Mummified creature or a Ghost, or Gravetouched Ghoul, or even just adding a variety of the new undead from other rule books to the lists for the Create Undead, and Create Greater Undead spells as well, allowing the character to actually add a greater variety to their forces. Lastly I was thinking of either adding a class feature that removed the HD limits for the skeleton and Zombie templates for Animate Undead, or simply making a 'Greater' version of the spell to do so. Also reduced material component costs are always a nice possibility.

  3. - Top - End - #3
    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    Come on no other Necromancy enthusiasts around want to talk about an undead creation specialist PrC with me?

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    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Lord of the Undead PrC

    As you have suspected, I think that this is too much.

    While the ability bonuses from corpsecrafter and undead mastery do not stack, the hit points from both sources do stack. As both of those sources of hit points are being increased, greater desecration is being introduced, and undead are being created with maximum hp, the example 19-hd skeleton in the Monster Manual ends up with over 500 HP! Even with the existence of heal and disintegrate (high level spells that most enemies would rather not use against minions), the fact that you are giving all undead +10 AC, +10 attack and damage, +15 hp/HD... it is frankly too much.

    Most minion classes either function by having a single minion (like the pathfinder summoner or the animal companion of a druid) that gets really good or by creating minor minions for the sake of utility tricks (SLAs of summoned creatures) or creating roadblocks (most undead classes). You have gone out of your way to create a class that goes around with about a dozen skeletons that are each trying to replace the party fighter. Many people think that the animal companion of a druid is on the moderately high side of power and you are essentially giving this class a better version of that x12 plus an unlimited number of "roadblock" minions for the hell of it. Adding in the ability to automatcially control all undead you animate, this looks to me like the definition of a class that is trying to have its cake and eat it, too.

    Again, too much.
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    Extra Anchovies's Avatar

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    Default Re: Lord of the Undead PrC

    Spells per Day: this class should lose at least one caster level at 1st, and possibly another at 10th. It's far better than 10 levels in wizard from a class feature perspective, so for balance's sake it should lose some casting.

    Rebuke Undead: key it off of levels in spellcasting classes rather than off caster level. Otherwise caster level loops could be abused to auto-command any and every undead encountered.

    Spell Access: Greater Desecrate should not exist. Plain and simple.

    Improved Corpsecrafter/Tough Corpse/Unholy Vigor: This totals to +10 attack/damage/AC. Either remove the additional str/dex increases from improved corpsecrafter (and move Unholy Vigor to 2nd level) or remove tough corpse and unholy vigor. What keeps minionmancy balanced is that the minions, though disposable, aren't very tough. This breaks that.

    Necropower: as written this gives +Cha to HP. Might want to specify that it doesn't do that, because it really shouldn't. A total of +15 HP/HD is absurd and should not be possible under any circumstances. As has been said, a 500-hp 19-HD minion is far too much. Also, any undead with saving throw-based abilities keys them off of charisma anyways. This ability should be removed entirely.

    Undead Legion: Abusable through low-HD threatening undead (e.g. wights) and ability-boosting stuff. I don't know of any way to fix it (especially when even low-HD undead are threats due to the above +10 attack/damage/AC), so it should probably be removed.

    Undead Control: Might want to specify that undead other than skeletons or zombies are commanded as if via rebuke undead; the 4*CL HD is only for undead created through animated dead. Also, this should be lower-level, since it's not too powerful.

    Perfectly Animated Corpse: Should be removed, because of all of the ways you boost their HP otherwise. Besides, by this point in the game they're probably getting access to Plague of Undead soon anyways, which is another means of making max-HP undead, so this capstone is kind of irrelevant. Not sure what else should go here.
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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    Spells per day: I myself considered at least losing a level for the first class level but was not completely sure or not but I have no problem doing so at least once or twice.

    Rebuke Undead: OK I suppose you have a point with this one here, didn't really think you could loop caster level up though.

    Spell Access: I admit the HP boost was iffy but the idea was more so just a stronger area of enhancement for undead, though I am not overly attached to the spell itself.

    Improved Corpsecrafter/Tough Corpse/Unholy Vigor: I don't mind dropping the additional Str/Dex gained and without Greater Desecrate, the extra 3 HP/HD isn't as big of a deal really and I'd be fine with dropping that to let Unholy Vigor and Tough Corpse remain. Minions do tend to be obnoxiously squishy or easy to hit overall (unless you get lucky with some dragon skeletons or something with really high natural armor to start with)

    Necropower: Was not intended for HP at all so I should have added a note on that yes. It was more so meant to help with the rather horrid saving throws (especially fortitude) that undead suffer from overall and help keep any save DCS a little useful again like poisons and the like, but it was also useful for any imcorporeal undead created as well since they cant get the Strength boost from the improved Corpsecrafter or regular version at all.

    Undead Legion: I personally see this more as a Roleplay point ability for a few reasons. It's what validates a single high level spellcaster having a literal army of loyal mindless undead minions. However I don't see it as letting a player have access to a million buffed up little guys because nine times out of ten the traveling Necromancer can't bring along *all* of his pets on any adventure or trip he takes with or without a regular party. They're likely only going to bring along 2-4 stronger ones for the most part, possibly them actually being their party with a tough zombie 'fighter' and a controlled spellcsting vampire or the like. But also I have found a feat in the Notebook of Feats that has this exact effect (though specifically stating its based on Charisma) so I don't see it as being particularly gamebreaking really.

    Undead Control: There are actually a few animation spells that share the creation and control limits of Animate Dead, such as Plague of Undead, Ghoul Gauntlet and a few other's I've found so it was actually intended specifically for the Create Undead and Create Greater Undead spells that do NOT give you conrol over the created undead automatically (forcing the creator to go through the trouble of constantly renewing a Command Undead spell and that's pointlessly tedious). It is somewhat more important when I was considering adding in the ability to use either of those spells to create undead using the new templates created in the Libris Mortis or even many of the undead that ecist in it in the first place to give the character a wider variety of creatable pets as opposed to any other person with access to the spells. It certainly makes it easier to create your own Slaymate or Deathlock than begging your DM to have one show up just so you can use Rebuke/Command Undead on it and if it dies you're sol. Besides, all these undead have to be created one way or another, yet none of their descriptions say how. This would answer that problem.

    Perfectly Animated Corpse: As you stated about Plague of Undead existing, the maxed out HP is not seen as a big deal to me since that spell alone lets you create skeletons or zombies (or draconic ones) without the HD limit of the Animate Dead spell itself, but you can't apply that maxed HP to undead of any other type or created from any other method. Though this ability was more meant to grant the saving thow bonus since raw HP isn't quite as important as that. Which is why I'd be ok with a spellcasting dip for this level.

    Expanded create undead list: this is the base form of teh class feature I mentioned above as i had it written out the first time to widen the possibilities of animation and add some more variety to any proper undead army. Likely meant to go at level 2, 3 or 4. As for regular undead from the Libris mortis not mentioned in any creation swpell however, I was thinking of alloing them to be created with either Create Undead Spell with a proper corpse(s) as long as caster level was a least 2 more than the CR for anything CR 10 or less (using Create Undead) or 3 or 4 less for anything CR 11+(using Create Greater Undead)

    From now on, they may now use the spell to animate any corpse of choice by applying one of the following templates onto it:
    Gravetouched Ghoul
    Necromental
    Revived Fossil
    Swarm Shifter (only 1 form)
    Post template Cr of the animated corpse cannot exceed your caster level -2 (these templates are all mostly +1 to base creature CR or less than their HD)
    While using Create Greater Undead, they may apply the following templates instead:
    Death Knight
    Ghost
    Ghost Brute
    Mummified Creature
    Swarm Shifter (more than 1 form)
    Umbral Creature
    Vampire (a little iffy on this one)
    Post template CR of the animated corpse cannot exceed your caster level -3 (these templates are +2 or higher base creature CR)

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    Default Re: Lord of the Undead PrC

    Quote Originally Posted by Ryunosuke View Post
    Though this ability was more meant to grant the saving thow bonus since raw HP isn't quite as important as that. Which is why I'd be ok with a spellcasting dip for this level.
    Oh wow, missed the save-boosting bit. That's a worthwhile capstone, yes, but it's not worth a caster level; why would enemies waste targeted SoDs on minions?
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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    Quote Originally Posted by Extra Anchovies View Post
    Oh wow, missed the save-boosting bit. That's a worthwhile capstone, yes, but it's not worth a caster level; why would enemies waste targeted SoDs on minions?
    Not necessarily SoD's but generally just any sort of ApE or damage spell with have a Fort or Reflex saving throw and more often than not, an undead minion won't be passing those with their poor saves on each, reflex is a maybe depending on what you animate.

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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    Other than that, I'm considering actually dropping a few more spellcaster levels, adding in an ability like the true necromancer so that their animation, turning, and undead related spells are cast at character level and thus do not suffer. It would give me more leway with the existing abilities (with a few nerfs) so I could add some familiar like abilities too I have been thinking of adding.

    Some ideas I've had suggested include letting the creator share spells with the undead he creates, or being able to perceive senses through them, possibly channel spells through them as a starting point or touch deliverer, being able to speak through them too for more utility use. Also considered allowing a free awaken undead effect to their creations. Also a summoning glyph they can place on maybe one or two strong undead that they can leave at home and use a spell slot to summon it from wherever it is and to their current location for a duration, fixing the issue that most of their best undead wont fit in most dungeon hallawys but can be used in the more spacious rooms (or as an emergency weapon) and lastly possibly creating a 'bonded' minion, like a specially connected cohort sort of thing from one of their undead that would keep advancing but gain stronger benefits than the rest for this connection.

    At most, or all of these changes, I'd probably drop as many as 5 spellcasting levels total, this would leave the character at lv 20 with level 15 spellcasting and 8th level spells (denying them Plague of Undead as a spell and justifying the max hp effect more) and in exchange they'd have a stronger level of minion use and effectiveness overall.

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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    alright wrote up a quick draft with the above mentioned changes, just to see how it would all look together.

    Spellcasting: +1 per even numbered LotU level; all necromancy and undead related spells are cast at character level
    Rebuke Undead: As per character level
    Deadly Chill: free feat at level 1
    Deathbound domain: Or death or undeath domain for free
    Spell access: lv 2, add desecrate and inflict series of spell and harm to spell list or cast at +2 caster level
    Unholy Vigor: lv 2, +1 per 2 levels enhancement for attack/damage rolls to undeead created; attacks count as unholy/evil for DR
    Improved Corpsecrafter: lv 3, increases hitpoints of animated undead by an additional +1 hp/HD; gains an additional hp/HD at levels 6 and 9
    Share Spells: lv 3, lets caster use any undead they have created/control as the starting point for any spells they cast or let them be the deliverer of touch spells; can also effect their undead with any personal cast spells in addition to their self
    Tough corpse: lv 4, add +1 per 2 levels enhancement to natural armor or deflection bonus to AC
    Share Senses: lv 4, can percieve any of the 5 senses through their undead and can even speak through them; can send/receive messages to intelligent undead drectly (must be on same plane)
    Necropower: lv 5, undead gain +1 charisma/ class level and can use charisma in place of con for saves, skills and abilities (not for hp calculation)
    Summoning Glyph: lv 5, can mkark 1 undead per 2 class levels to be summoned to your location (anywhere within 10 ft/caster level) on command and usable 1/day per class level; a single use can call as few as one to all of your marked undead at once; can be unsummoned back to where they were before summoning if desired
    Undead Mastery: lv 6, Undead controled increases to (4+spellcaster stat ) x4/caster level; removes 20 hd and 10 hd limit for skeletons and zombies made with Animate Dead
    Intelligent Undead: lv 7, undead you create are granted the benefits of the Awaken Undead spell for free; +1 intelligence per 2 class levels and can be above average for their race; regains speech if they had it before (if already intelligent they just gain the extra intel boost)
    Undead control: lv 8, all undead created by you regardless of the spell used are controlled upon creation, following the HD limits of Animate Dead/Undead Mastery
    Undead Legion: lv 8, undead with HD less than spellcasting stat do not count against your undead controlled hd limit
    Expanded Creation list: lv 9, allows them to create new undead using any of the following templates on a preserved corpse:
    From now on, they may now use Create Undead to animate any corpse of choice by applying one of the following templates onto it:
    Bone Creature (technically already allowed but being specifically mentioned)
    Corpse Creature (technically already allowed but being specifically mentioned)
    Gravetouched Ghoul
    Necromental
    Revived Fossil
    Swarm Shifter (only 1 form)

    Post template Cr of the animated corpse cannot exceed caster level -2 (accounts for necromancy enhanced caster level)
    While using Create Greater Undead, they may apply the following templates instead:
    Death Knight
    Mummified Creature
    Swarm Shifter (more than 1 form)
    Umbral Creature
    Vampire

    Post template CR of the animated corpse cannot exceed your caster level -3 (accounts for necromancy enhanced caster level)
    When casting Create Undead or Greater Undead, they use the undead animation limits of Animate Dead (3x caster level max per animation due to deathbound domain)
    Perfect Animation: lv 9, all undead created get max HP and add spellcaster stat to their saving thows
    Dread Guard: lv 10, lets you bond a single undead you create as a special dread guard using any animation method available. can be replaced with a 24 hor ritual to bond a new undead in place of the current one. gains all benefits of the class boosts to animated undead as well as the following:
    -gains HD as the master levels up, having upto thir level -2 (these can be actual class levels as chosen by the master, much like a regular cohort)
    -may roll for base stats or use elite array (if replaced their stats will become standard again for their race)
    -does not count against controlled undead limit
    -is immune to turning
    -gains the benefits of the Summoning Glyph without counting against the limit and can be summoned without limit
    -can apply the bonus of unholy Vigor to manufactured weapond they weild, but it will superceed the enhancement bonus to attack/damage the weapon applies if any

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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    Bumpy McBumbsalot?

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    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    OK so I made a properly typed up version of the rewrite from up above to make it easier to see what it gained when.

    Lord of the Undead

    Hit Die: d4

    Requirements
    To qualify to become a Lord of the Undead, character must fulfill all the following criteria.
    Skills: Knowledge (Religion) OR (Arcana) 8 ranks, Spellcraft 8 ranks
    Feats: Corpsecrafter, Bolster Resistance
    Spells: Must be able to cast Animate Dead
    Special: The Undead Mastery class feature may be used in place of the Corpsecrafter feat to qualify (effects are identical in regards to animated undead bonuses)

    Class Skills
    The Lord of the Undead's class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (Any), Profession, Spellcraft.
    Skill Points: 2 + Intelligence Modifier

    Class Features
    Weapon and Armor Proficiency: Lords of the Undead gain no proficiency with any weapon or armor.
    Spells per Day: For every even numbered level the Lord of the Undead gains, they gain new spells per day as if they had also gained a level in whatever spellcasting class they belonged to before they added the prestige class. They does not, however, gain any other benefit a character of that class would have gained. This essentially means that they add half the level of Lord of the Undead to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before they became a Lord of the Undead, he must decide to which class they add each even level of Lord of the Undead for the purpose of determining spells per day.
    The Lord of the Undead's caster level in regards to all necromancy spells and any spell dealing specifically with teh undead however is treated as being their character level instead.
    Rebuke Undead: The Lord of the Undead gains the ability to Rebuke and Command Undead as an evil Cleric would of his character level, if he had this ability before, it will simply continue to improve as levels are gained.
    Deadly Chill: At first level, a Lord of the Undead gains the benefits of the Deadly Chill feat for free.
    Deathbound Domain: At first level, a Lord of the Undead gains all of the benefits of the Deathbound domain, even if they would not normally be able to do so. If they were a divine caster, they gain the standard access as per normal domain rules as well as the granted domain power. If they were an arcane caster, they would gain access to each spell from the domain list just like their regular spells and would be permitted to prepare or spontaneously cast each spell once per day, as well as gaining the domain power. If the Death Lord already has the Deathbound Domain, then they may gain the benefits of the Death Domain or Undeath Domain instead.
    Spell Access: At second level, a Lord of the Undead that was an arcane spellcaster automatically learns the following spells when they become available to them: Awaken Undead, Desecrate, Hallow, and all Inflict spells and Harm (as well as any spells specifically stated to apply to undead). If the Lord of the Undead was a Divine spellcaster will gain a +2 bonus to their caster level when using any of the aforementioned spells instead if they were not already on their available spell list, otherwise they simply gain access to these spells.
    Unholy Vigor: At second level, all undead created by the Lord of the Undead are granted an enhancement bonus to all attack and damage rolls equal to half their class level (rounded up). This will apply to their natural weapon attacks only which will also count as being unholy/evil aligned for the purpose of overcoming damage reduction.
    Improved Corpsecrafter: At third level, the Lord of the Undead's enhancement bonuses to hit points per hit die for all undead they create is increased by an additional +1. This ability increases again at levels 6 and 9, each time raising the total boost by an equal amount, capping out at +5 hit points per hit die at level 9.
    Share Spells: At third level, the Lord of the Undead gains a special link to all of the undead they have created, allowing them to channel their magic power through them. From now on, the LotU may designate any of their undead as the deliverer for touch spells they cast or even as the starting point for any spells they cast instead of themselves (such as making a zombie cast burning hands so they don't need to get in close range themselves). Additionally they may have any spells that effect himself or designate 'you' as the target may be applied to enhance up to one of his undead within 30ft per class level.
    Tough Corpse: At fourth level, the Lord of the Undead grants all undead they create an additional +1 natural armor upon creation per two class levels. If the created undead is incorporeal however, this bonus is applied to their deflection bonus to AC instead.
    Share Senses: At fourth level, the Lord of the Undead gains a more unique connection to any of their undead that allows them to experience any of the five senses through the perception of any undead they have created. This also gives them direct awareness of the location of every undead they have created as a result. They may also choose to use any of their undead as the source of their voice, speaking through them as well, which can potentially allow them to give mindless undead orders at a distance. Lastly, they may directly communicate mentally with any intelligent undead they have created similar to a form of direct telepathy.
    Necropower: At fifth level, the Lord of the Undead can now apply a special enhancement bonus to the Charisma stat of any undead they have created equal to their class level. Furthermore, their undead can now use their Charisma score in place of where Constitution was used before; Fortitude saving throws and any save DCs from abilities they've retained that were previously based on Constitution (but not hit points).
    Summoning Glyph: At fifth level, the Lord of the Undead can place a special 'mark' on one undead they have created per two class levels. This special mark allows them to summon that particular undead to anywhere within 10 ft/caster level (uses their necromancy caster level) as a Standard Action. This summoning may be performed once per day per class level and lasts as long as desired or until dismissed, which sends the undead back to where they were prior to being summoned. A single use may be used to summon as few or as many undead as have been marked at once, as long as they are all brought into place within range. A 'mark' can be removed or placed upon a new minion as a Free Action.
    Undead Mastery: At sixth level, the Lord of the Undead no longer controls a limit of only 4x Caster Level in undead. They now gain the ability to control a maximum amount of undead equal to (4+spellcasting ability modifier) x4 instead. This will allow Dread Necromancer and Lord of the Undead levels to stack for the purpose of determining their control limit. Lastly, this ability removes the HD cap on skeletons and zombies created via the Animate Dead spell (you can now make skeletons of 20+ HD and zombies of 10+ HD)
    Intelligent Undead: At seventh level, the Lord of the Undead may now imbue any of their created undead (that have already been made or during animation) with the benefits of the Awaken Undead spell's effect with the following changes:
    -the targets can have an Intelligence stat above average for their race
    -this Intelligence imbued is increased by an additional +1 per 2 class levels
    Undead Control: At eight level, the Lord of the Undead is permitted to automatically take control of any undead they create, regardless of the spell used or the effects that would state otherwise. This does of course follow the regular restrictions of the HD they can animate in a single casting and the maximum amount of HD worth in undead they may control at once.
    Undead Legion: At eighth level, the Lord of the Undead may now treat any and all undead they control with less HD than their primary spellcasting modifier as nonexistent for determining if they have reached their limit or not. This ability does NOT account for any enhancement or otherwise temporary or conditional bonuses to their stat for determining the effects of this ability.
    Expanded Creation List: At ninth level, the Lord of the Undead gains an expanded list of undead that can be created using the spell Create Undead. From now on, they may now use the spell to animate any corpse of choice by applying one of the following templates onto it:
    Bone Creature (technically already allowed but being specifically mentioned)
    Corpse Creature (technically already allowed but being specifically mentioned)
    Gravetouched Ghoul
    Necromental
    Revived Fossil
    Swarm Shifter (only 1 form)
    Post template Cr of the animated corpse cannot exceed your caster level -2 (uses Necromancy caster level)
    While using Create Greater Undead, they may apply the following templates instead:
    Death Knight
    Mummified Creature
    Swarm Shifter (more than 1 form)
    Umbral Creature
    Vampire
    Post template CR of the animated corpse cannot exceed your caster level -3 (uses Necromancy Caster level)
    Perfectly Animated Corpse: At ninth level, the Lord of the Undead has perfected their animation of the dead and from now on all undead they create will automatically have the maximum hit points for their hit dice. They will also gain a bonus to all saving throws equal to the Death Lord's primary spellcasting ability modifier.
    Dread Guard: At tenth level, the Lord of the Undead is permitted to bond a single undead they have created as a special dread guard using any animation method available. This designated guard can be replaced with a 24 hour ritual to bond a new undead in place of the current one (or replaced a destroyed one). This Dread Guard gains all benefits of this class' boosts to animated undead as well as the following changes:
    -gains HD as the master levels up, having up to their level -2 (these can be actual class levels as chosen by the master, much like a regular cohort)
    -may roll for base stats or use elite array (if replaced their stats will become standard again for their race)
    -does not count against controlled undead limit
    -is immune to turning
    -gains the benefits of the Summoning Glyph without counting against the limit and can be summoned without limit
    -can apply the bonus of Unholy Vigor to manufactured weapons they wield, but it will supersede the enhancement bonus to attack/damage the weapon applies if any

    Level BAB Fort Red Will Abilities Spells per Day
    1st +0 +0 +0 +2 Rebuke Undead, Deadly Chill, Deathbound Domain ---
    2nd +1 +0 +0 +3 Spell Access, unholy Vigor +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Improved Corpsecrafter (+3 hp/HD), Share Spells ---
    4th +2 +1 +1 +4 Tough Corpse, Share Senses +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Necropower, Summoning Glyph ---
    6th +3 +2 +2 +5 Improved Corpsecrafter (+4 hp/HD), Undead Mastery +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Intelligent Undead ---
    8th +4 +2 +2 +6 Undead Control, Undead Legion +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Improved Corpsecrafter (+5 hp/HD), Perfect Animated Corpse ---
    10th +5 +3 +3 +7 Dread Guard +1 level of existing spellcasting class

  13. - Top - End - #13
    Pixie in the Playground
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    Default Re: Lord of the Undead PrC

    bumpy bump?

  14. - Top - End - #14
    Pixie in the Playground
     
    Kobold

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    Default Re: Lord of the Undead PrC

    Noobie for this stuff, so I could be wrong. The Intelligent Undead ability seems kinda pointless and a little overpowered. It is entirely conceivable that they wind up with +9 Int from their starting Int score, making an average of 16-17. I can understand removing the cap the Awaken Undead spell has, but maybe nerf the Int growth a little to +1/3 Class Levels? I just don't see much point in this ability since if you're going to have an undead spell caster you won't want a mindless one to begin with and if they're not mindless this ability won't have an effect on them.

    On another note: what about giving full spell progression, but restricting the spells they can cast to the Necromancy school only? I'm not sure how that could be applied to Divine casters that take levels in the PrC, but just an idea to mull over.

    Noobie question: What does PEACH even mean?

  15. - Top - End - #15
    Ogre in the Playground
     
    Extra Anchovies's Avatar

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    Default Re: Lord of the Undead PrC

    Quote Originally Posted by GrigoriFederov View Post
    Noobie question: What does PEACH even mean?
    Please Evaluate And Critique Honestly. Welcome to the forums!
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