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Necromancer

From Time of Unparalleled Darkness Wiki
A death-cultist necromancer
A death-cultist necromancer

Note: This page represents a class abstract which is not yet added to Time of Unparalleled Darkness. It may be modified prior to addition.

A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a the big-N Necromancer is their true master. A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along moral paths many in the Core would consider questionable, or at best, unwise.

Necromancers often have some tragic experience in their early lives that marks the beginning of their fascination with death, undeath, and the power of necromancy. She might have been the sole survivor of a terrible massacre, hiding somewhere while she watched her family, friends, and neighbors cut down, or perhaps forced to hide in a pile of corpses in order to escape the soldiers who razed her village. Other necromancers experience some supernatural connection to a long-dead civilization or a single notable figure of the ancient past. She might have been haunted since childhood by strange dreams in which she muttered phrases in some forgotten language, waking with the compulsion to investigate dusty ruins in search of arcane lore. Yet others are drawn to the idea of necromancer as a caretaker of the undead, such as the views espoused of the Grey by the Eternal Order.

A necromancer is similar to other arcane spellcasters such as wizards, sorcerers, bards, or warmages. She does not learn spells as quickly as wizards do, nor have access to such a great variety of spells, but she excels at her primary repertoire - necromantic, evil, and fear-related spells. She is a combat caster, with more resilience than a wizard or sorcerer and a definite emphasis on combat-oriented necromantic spells.

Necromancers have much in common with wizards, particularly specialist necromancers. They often join associations of wizards or sorcerers, where such groups exist, in order to acquire more spells. Paladins and clerics of good deities dislike dread necromancers, nor do druids hold any fondness for them. Other character classes are able to work alongside dread necromancers, particularly if their own goals or methods are equally unsavory

Not all necromancers are evil, although the best of them could easily be described as evil-tolerant. Whatever their good intentions - if they have any - necromancers commit acts that most societies in the core consider evil, and where they are not morally repugnant, at least repellant. Some places, such as Dementlieu, make necromancy and its practice illegal, and as such, even a necromancer believing they do good will find themselves

The gods of good and light generally look disfavourably on necromancy. Ezra - or her Church at least - would regard the act of Necromancy as creating more proponents of the Legion - though the Fourth Sects view that the ends justify the means has led to at least one Necromancer in that particular sect's ranks. The Morninglord has an entire religious order dedicated to hunting down necromancers and vampires. Even the cults of Osiris of Har'Akir would not openly allow a known necromancer as a worshipper, let alone a member with any authority. The only faith which could be argued to be good (or at least having a moral footing in their homeland) which accepts such followers is the Eternal Order - and even they would ask such members to greatly temper their arts, lest we bring about the Hour of Ascension early. The religious necromancer is either a very scrupulous follower of the Eternal Order suppressing much of their abilities, or a member of a much more profane and evil god, such as Nerull.

A dread necromancer's participation in combat is a balancing act. She wants to be able to deliver touch attacks, but light armor and her relatively weak (d6) Hit Dice offer only modest protection against enemy attacks. The spectral hand spell is an effective solution that allows her to remain apart from the thick of melee while using her charnel touch (and other spells). Her familiar can also deliver these attacks for her, although it is little less fragile than the dread necromancer herself.

Gaining the ability to cast animate dead is a bit like taking the Leadership feat and acquiring a squadron of followers. Skeletons and zombies can shield a dread necromancer from enemy attacks, open doors and spring traps while she remains at a safe distance, and wait on her hand and foot. Dread necromancers always look for opportunities to animate fallen foes of Large or larger size, since they make even more effective combatants.

As a dread necromancer reaches the higher levels of her class, her charnel touch becomes ever more fearsome and she eventually transforms into an undead creature herself. By this point she has probably acquired magic items that bring her Armor Class to a respectable level and thus might be more willing to wade into the thick of melee with her charnel touch. Of course, by the time she can cast horrid wilting there might be little need for her to enter melee at all.

Differences from the SRD/Vanilla NWN

  • In the SRD, this class is referenced as the "Dread Necromancer". TOUD terms it simply, the "Necromancer"
  • There is no alignment restrictions on Necromancer in TOUD. While you will be looked down upon by much of society - lawful and otherwise - that is a social construct, and we do not wish to suppress the roleplay of those whom wish to try to play good-aligned necromancers. Do however note that many of your abilities will risk Dark Powers checks, and if you dally into such ends of the class you will likely see your alignment shifting towards evil. The class centers around many spells and abilities that, even if you unwaveringly stay to good, will place you within the interest - and perhaps grasp - of the Dark Powers. Do not play this class if that bothers you.
  • The Lich Transformation abilities have been substituted in this class for abilities that further reinforce the summons aspect, to delineate the Pale Master prestige class as the class striving towards self-transformation.
  • The Lich Body ability has been renamed to Negative Energy Resilience in keeping with the theme.
  • The Fortitude saves have been adjusted with an increase to make up for the lack of the Lich transformation abilities.
  • Knowledge/Decipher Script/Gather Information skills are combined into three meta skills in TOUD: Culture, Occultism, and Religion. The Necromancer gains Culture and Occultism as class skills.

Class Features

  • Hit Die: d6
  • Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Culture (Int), Hide (Dex), Lore (Int), Intimidate (Cha), Occultism (Int), and Spellcraft (Int.)
  • Skill Points at 1st Level: (2 + Intelligence Modifier) x 4
  • Skill Points at Each Additional Level: 2 + Intelligence Modifier
  • Weapon and Armour Proficiencies: A necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Necromancer and cannot be changed. Necromancers are also proficient with light armor, but not with shields. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
  • Spellcasting: A necromancer casts arcane spells, which are drawn from the dread necromancer's spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer's spell list. Necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a dread necromancer's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table: The Dread Necromancer. In addition, she receives bonus spells for a high Charisma score.

Class Abilities

Charnel Touch

Supernatural Ability

Negative energy flows through a necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels.

Rebuke Undead

Extraordinary Ability

A necromancer can rebuke or command undead creatures by channeling negative energy through her body. This functions identical to an evil cleric of equal character level.

Negative Energy Resilience

Supernatural Ability

Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm, giving her damage reduction. She gains DR 2/bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Negative Energy Burst

Supernatural Ability

Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).

Advanced Learning

Supernatural Ability

At 4th level, a necromancer can add a new spell to her list, representing the result of personal study and experimentation chosen from the Necromancer Advanced Learning spell list. Once a new spell is selected, it is added to that dread necromancer's spell list and can be cast just like any other spell she knows.

A necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level.

Mental Bastion

Supernatural Ability

Starting at 4th level, a necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.

Fear Aura

Supernatural Ability

Beginning at 5th level, a necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Charisma modifier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours.

Scabrous Touch

Supernatural Ability

Starting at 6th level, once per day a necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell, inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted.

The effect lasts until the dread necromancer makes a successful charnel touch attack or the disease runs its normal duration. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance.

A necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.

Summon Familiar

Extraordinary Ability

At 7th level or anytime thereafter, a dread necromancer can obtain a familiar. The familiar she acquires is more powerful than a standard wizard's or sorcerer's familiar, but it is from a smaller select list of undead creatures.

A necromancer's familiar gains the usual benefits given familiars, with two exceptions. Its type does not change, and it does not gain the exceptional ability to speak with other creatures of its kind.

Undead Mastery

Extraordinary Ability

All undead creatures created by a necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.

In addition, when a necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell).

Similarly, when a necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Negative Energy Resistance

Supernatural Ability

Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Light Fortification

Supernatural Ability

Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability. At 17th level, this fortification increases to 50%.

Enervating Touch

Supernatural Ability

When a necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier.

The effect lasts until she makes a successful charnel touch attack. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Beginning at 17th level, the number of negative levels a dread necromancer can bestow per day increases to equal her class level.

Craft Wondrous Item

Bonus Feat

At 19th level, the necromancer gains Craft Wondrous Item as a bonus feat.