d20 Misfit Studios The Core Specialist Wizard - The Necromancer.pdf

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Author: Steven Trustrum
Illustrators: Shawn Richter
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used under permission or license.
Product Identity
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along
with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used
without written permission, with the exception of clip art
used under permission or license.
Declaration of Open Game Content
Copyright 2006, Misfi t Studios. All rights reserved. Some
artwork is Copyright JUPITERIMAGES 2006. All rights re-
served.
Requires the use of the Dungeons & Dragons Player’s
Handbook, Third Edition, published by Wizards of the
Coast, Inc. This product utilizes updated material from the
v.3.5 revision.
New Skills and Skill Uses
Knowledge (Anatomy)
New Skills and Skill Uses
Knowledge (Anatomy)
(Int; Trained Only)
(Int; Trained Only)
This skill represents understanding of basic anatomy,
surgery and the like. This skill is useful for preparing corps-
es for burial or experimentation, assisting in treating injury,
and so forth.
The Necromancer specialist wizard has been transformed
into its own 20-level base class. The standard wizard found
in the PHB remains the typical, universal wizard base class.
Check: A check is used to locate a particular vein, or-
gan, muscle or other aspect of a living or dead creature’s
anatomy. This skill is most commonly used on corpses being
looted for desired organs or the like—using it on a living
creature will most likely require sedation or, in the case of
beasts, a Handle Animal check in the very least.
Specialists and Multi-Classing
Specialists and Multi-Classing
Specialists cannot multi-class with other specialist
wizard classes of schools prohibited by any current spe-
cialist wizard classes. Furthermore, if the character later
multi-classes into any other spellcasting classes, be they
divine or arcane in nature, spells from prohibited schools
remain beyond the character’s ability to learn.
Action: Varies, although a full round is typical for an en-
tirely external search with more time required for surgical
activities.
Try Again: Yes, so long as a failed surgery or Heal check
has not been performed in desired area.
Synergy: If you have 5 or more ranks in Knowledge
(anatomy), you get a +2 bonus on Heal checks.
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Augment Undead (Specialist)
Augment Undead (Specialist)
Using focused negative energy, any undead you animate
will be able to withstand more hardship.
Prerequisites: 4 levels of necromancer
New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
New Feats
Benefi ts: Whenever you animate or create undead, by
spell, special ability or magical item, the creature will pos-
sess its maximum possible hit points.
Table 1: New Feats
Table 1: New Feats
Feat Prerequisites
Arcane Healing * 4 levels of necromancer,
Knowledge (anatomy) 8 ranks
Augment Undead * 4 levels of necromancer
Crippling Grip Improved Unarmed Strike,
Knowledge (anatomy) 4 ranks
Death Mastery * 3 levels of necromancer
Death’s Door * 3 levels of necromancer, Con
12
Empower Undead * 8 levels of necromancer,
Augment Undead, Wis 12
Evade Death * 1 level of necromancer, Wis 12
Forbidden Lore * 1 level of any specialist wizard
class, Int 12
Gift of Life * 10 levels of necromancer, Heal
12 ranks, Wis 12
Graft * 10 levels of necromancer, Graft
the Undead
Hold Back the Dark * 5 levels of necromancer, Con
12
Intuit Life * 1 level of diviner or necroman-
cer
Intuit Undeath * 2 levels of diviner or necroman-
cer
Specialist Familiar * 4 levels of any single specialist
wizard class, Charisma 14+
Tame Undeath * 3 levels of necromancer, Cha
14
Turning Recovery * 3 levels of necromancer or cleric,
the ability to turn/rebuke undead
Turning Mastery Turn or rebuke undead
* This is a Specialist feat
Crippling Grip (General)
Crippling Grip (General)
Prerequisites: Improved Unarmed Strike, Knowledge
(anatomy) 4 ranks
Benefi ts: You can use your understanding of anatomy
to temporarily rob a grappled opponent use of a limb. First
you must attain and sustain a hold and then, as a standard
action, make another opposed grapple check. Success robs
the opponent of the limb’s use for 1d4 rounds unless they
make a DC (10 + 1/2 grapple bonus + 1/2 level) Fortitude
saving throw.
Death Mastery (Specialist)
Death Mastery (Specialist)
Your magics are especially effective against a particular
type of undead.
Prerequisites: 3 levels of necromancer
Benefi ts: Select a specifi c type of undead (skeletons,
wights, zombies, vampires, etc.) Against this type of undead
all DCs of your spells, spell-like and supernatural abilities
are increased by 2.
Special: This feat may be taken multiple times, applying
each additional instance to a new type of undead.
Death’s Door (Specialist)
Death’s Door (Specialist)
You are able to hold on to the light of consciousness as
death’s darkness tries to take you.
Prerequisites: 3 levels of necromancer, Con 12
Benefi ts: You are still considered disabled rather than
dying for as many negative hit points as your Constitution
bonus, to a maximum of as many negative hit points as re-
sults in death (normally −10.)
Normal: You are unconscious and dying when reduced
to −1 hit points or less.
Empower Undead (Specialist)
Empower Undead (Specialist)
Undead you create or animate are better able to shrug
away divine manipulation.
Arcane Healing (Specialist)
Arcane Healing (Specialist)
You are able to use your necromantic arts to heal.
Prerequisites: 4 levels of necromancer, Knowledge (anat-
omy) 8 ranks
Prerequisites: 8 levels of necromancer, Augment Undead,
Wis 12
Benefi ts: By sacrifi cing a spell as standard action and
touching the subject’s fl esh rather than casting the spell
normally, you heal as many hit points of damage as the
spell’s level. Doing so requires a DC (10 + spell level)
Knowledge (anatomy) check or the spell is lost without
gaining the healing effect.
Benefi ts: Any undead you create or animate, by spell, spe-
cial ability or magical item, gains a Turn Resistance or bonus
to existing Turn Resistance equal to your Wisdom bonus.
Evade Death (Specialist)
Evade Death (Specialist)
You are able to sustain your life beyond the usual
point of death
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Prerequisites: 1 level of necromancer, Wis 12
your basic, innate sense for the animal or plant in question
only extends for a radius of 50 feet in all directions. This al-
lows you to sense the presence of the animal or plant type
without needing to concentrate, although anything more re-
quires concentration and is limited in its scope. 1 round of
studying a cone-shaped emanation bestows the information
normally acquired after 2 rounds of studying for detect ani-
mals or plants , while only 2 rounds are needed for the infor-
mation normally acquired after 3 rounds of study.
Benefi ts: You can suffer 5 additional negative hit points
before dying (in other words, until reaching −15 hit points.)
Normal: You die upon reaching −10 hit points or less.
Special: You can take this feat multiple times, each time
gaining an additional 5 negative hit points to your death
threshold. You may only take this feat as many times as you
have a Wisdom bonus.
Special: This feat may be taken more than once, applying
each new instance to a new type of plant or animal.
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Intuit Undeath (Specialist)
Intuit Undeath (Specialist)
You have an innate sense for the presence of the un-
dead.
Prerequisites: 1 level of any specialist wizard class, Int
12+
Benefi ts: You can learn one spell of your prohibited
magic school, to a maximum spell level equal to your
Intelligence bonus.
Prerequisites: 2 levels of diviner or necromancer
Benefi ts: You are automatically able to sense the undead
in your vicinity, as per the detect undead spell. The radius of
your basic, innate sense for the undead only extends for a
radius of 15 feet in all directions. This allows you to sense
the presence of the unliving without needing to concentrate,
although anything more requires concentration and is lim-
ited in its scope. 1 round of studying a cone-shaped ema-
nation bestows the information normally acquired after 2
rounds of studying for detect undead , while
only 2 rounds are needed for the information
normally acquired after 3 rounds of study.
Gift of Life (Specialist)
Gift of Life (Specialist)
You can give of your own life energy to
heal someone.
Prerequisites: 10 levels of necromancer,
Heal 12 ranks, Wis 12
Benefi ts: You may spend a full-round
action to heal (1d4 x Wisdom bonus) hit
points by touch, but doing so causes you
to suffer one negative level. This is auto-
matic and negative energy protection or
the Hold Back the Dark feat will not pre-
vent this detrimental effect.
Special: This feat may be taken mul-
tiple times, with each additional in-
stance doubling the previous ranges (30
feet for taking it twice, 60 feet for three
times, etc.)
Graft (Specialist)
Graft (Specialist)
You are able to expand the abilities
you gain through undead grafting.
Specialist Familiar
Specialist Familiar
(Specialist)
(Specialist)
Your familiar is altered into a
creature more suited to your spe-
cialty.
Prerequisites: 10 levels of necromancer, Graft
the Undead
Benefi ts: You are able to graft to yourself an additional
body part from an undead creature.
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Hold Back the Dark (Specialist)
Hold Back the Dark (Specialist)
You gain a measure of resistance against negative level
attacks.
Prerequisites: 5 levels of necromancer, Con 12
Benefi ts: Your familiar gains the following abilities, as
befi tting your specialty wizard class:
Necromancer : Becomes undead; apply the undead crea-
ture type to the familiar.
Benefi ts: You are able to automatically resist gaining
one negative level per round. This feat’s benefi ts compound
with any other sources of negative level resistance.
Tame Undeath (Specialist)
Tame Undeath (Specialist)
You are able to use your magic to replicate (with limits) a
cleric’s divine infl uence upon the undead.
Prerequisites: 3 levels of necromancer, Cha 14
Intuit Life (Specialist)
Intuit Life (Specialist)
You have an innate sense for basic life forces around
you.
Benefi ts: This feat grants you the ability to either turn or
rebuke undead (decide which when the feat is chosen) once
per day. This requires permanently sacrifi cing a spell slot,
the level of which, plus your Charisma modifi er, is the cleric
level you are considered to turn or rebuke as. For example,
sacrifi cing a 3rd-level spell slot for this feat means a cleric
Prerequisites: 1 level of diviner or necromancer
Benefi ts: You are automatically able to sense one kind
of animal or plant (selected when the feat is taken) in your
vicinity, as per the detect animals or plants spell. The radius of
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with Charisma 14 (+2 bonus) would turn or rebuke as a 5th-
level cleric.
themselves even when it puts them at odds with others, in-
cluding their few and closest companions.
Special: You may take this feat more than once, each
time adding another use per day. However, you must apply
the feat to either turning or rebuking, as decided when the
fi rst instance of this feat was taken, although the effective
cleric level can vary.
Characteristics
Most cultures have strong prohibitions against desecrat-
ing the dead and tampering with the fabric of life—a prov-
ince of the gods. This means even necromancers who operate
under the best of intentions will often fi nd themselves going
against society’s restraining norms and laws. Indeed, they
will be strong willed and highly individualized, with morals
all their own (and thus not the least reason why many other
mages do not wish to regularly associate with necromancers.)
Almost universally, it is diffi cult to remain joyful and full of
mirth when one’s province is that of death, leaving most nec-
romancers a solemn and solitary sort of specialist.
Alignment
Turning Recovery (Specialist)
Turning Recovery (Specialist)
Failing to turn or rebuke undead isn’t as costly to you as
it is others.
Prerequisites: 3 levels of necromancer or cleric, the abil-
ity to turn/rebuke undead
Benefi ts: Whenever you fail to turn or rebuke any un-
dead with your turning check, you may attempt a DC (30
− the turning check’s result) Spellcraft check to prevent the
failure from costing you a turn/rebuke attempt. Success
means the failed turning/rebuking attempt does not reduce
your remaining attempt for the day.
Evil tends to be the fl avor of choice for necromancers
because such wizards are likely to have buried any qualms
about grave robbing, reviving the dead, and generally dab-
bling with the dark arts. The corrupting and beguiling na-
ture of necromancy’s promised powers beyond death also
appeal to those who follow the path of evil. While good-
aligned necromancers exist, most will be exiles, exist in a
society with an unusually open perspective on death, or will
focus on the life force-related aspects of their art rather than
on those elements dealing with death and the undead.
Turning Mastery (General)
Turning Mastery (General)
Your turning or rebuking attempts are especially effec-
tive against a particular type of undead.
Prerequisites: Turn or rebuke undead
Benefi ts: Select a specifi c type of undead (skeletons,
wights, zombies, vampires, etc.) Against this type of undead
you are considered to be 2 levels higher for the sake of turn-
ing and rebuking.
Religion
Most necromancers will obviously seek worship with
gods of life or death, as they are the divine powers that
rule over the natures of their chosen school. A rare few will
bend knee to other gods, most often those representing pure
magic, but far too often this is little more than a matter of
lip service or charade because the designs of most other
deities—even the foulest and darkest—rarely coincide with
necromancy’s methods and needs.
Background
Special: This feat may be taken multiple times, apply-
ing each additional instance to a new type of undead or to a
previously selected type of undead, further increasing your
effective level by an additional 2.
The Necromancer
The Necromancer
Core Class
Necromancers are a solitary lot who typically seek the
quiet contemplation that comes from associating with the
departed and undead more so than with the living. Of
course, there’s also the matter of other wizards not feeling
entirely comfortable spending so much time around dead
things and anyone who welcomes such companionship,
leaving this class to those wizards that have always been
loners, even before taking up the dark arts.
Core Class
Although most are associated with the darker aspect
of their profession—that of reviving the dead to a pitiful,
dark semblance of life—there can be far more to a necro-
mancer than cobbling skeletons together and mummifying
monstrous minions. Necromancers can twist the forces of
life, but not always towards death or undeath. Should they
choose, they can be as great a force for life as the most heroic
paladin or piously benevolent cleric.
Adventures
Races
Few races hold to necromancy, and most that do are of
the vile, corrupt sort that already serve darkness as a matter
of their base nature. Orcs, half-orcs, dark elves and the like
all consider necromancy an acceptable—even normal and
laudable—arcane pursuit. Of the other races, the dual, di-
rectionless disposition of humanity means they are the most
likely to take up the necromantic arts. Elves fi nd necroman-
cy abhorrent except when turned solely to the study of life,
and even then its practitioners are usually viewed with sus-
picion because of the corruption such magics tends to work
upon its users. Amongst, dwarves, gnomes and especially
Necromancers must put as much thought and prepara-
tion into their adventures as most other wizards, but they
rarely take command (unless as master of lesser beings) be-
cause their powers are so off-putting for most companions
and this can cause problems when it comes to creating the
level of trust necessary to lead. The solitary nature of their
arts can also make them slow to follow orders that don’t im-
mediately make sense to them or they don’t fi nd entirely
agreeable. Necromancers are accustomed to thinking for
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halfl ings, necromancers are virtually unheard of.
Weapon and Armor Proficiency
Weapon and Armor Proficiency
Necromancers are profi cient with the dagger, light cross-
bow, sling, and light fl ail, but not with any type of armor or
shield. Armor of any type interferes with a necromancer’s
movements, which can cause his spells with somatic com-
ponents to fail.
Other Classes
Necromancers don’t work easily with other classes—
even other wizards, especially specialists as the latter are
more likely than all others to understand the dangers of
so intensely studying the dark arts. Clerics sworn to gods
of death are perhaps the most likely to understand necro-
mancers and fi nd a common ground, whereas those classes
likely to view all manner of magic with suspicion—such as
fi ghters and barbarians—are unlikely to hold necromancers
in any graver light than other wizards, unless they witness
something especially horrifi c. Bards, clerics of gods associ-
ated with life’s aspects (birth, agriculture, healing, etc.), and
druids will usually refuse to associate with necromancers,
almost certainly if the specialist has embraced their school’s
darker elements, because necromancy is the polar oppo-
site of the life and joy the former hold so dear.
Role
Necromancy Specialization
A necromancer gains a +2 bonus on Spellcraft checks to
learn necromancer spells. At this time, he must also give up
two other schools of magic, which become his prohibited
schools.
A necromancer can never give up divination to fulfi ll this
requirement.
Spells of the prohibited schools are not available to the
necromancer, and he can’t even cast such spells from
scrolls or fi re them from wands. He may not change
his prohibited schools later.
A necromancer’s abilities tend to fl oat towards one
extreme or the other: aid or harm. As such, a necro-
mancer can be incredibly helpful in a fi ght by wield-
ing death magic and expanding his allies’ ranks by
summoning undead from beyond the Veil, or he can
use his abilities to act as a surrogate cleric, memo-
rized spells permitting. For the most part, though,
a necromancer is best suited for killing the living
when not otherwise engaged with that which al-
ready rests cold in the earth.
Spells
A necromancer casts arcane spells which are
drawn from the sorcerer/wizard spell list. A
necromancer must choose and prepare his spells
ahead of time (see below.)
To learn, prepare, or cast a spell, the necro-
mancer must have a Wisdom score equal to at
least 10 + the spell level. The Diffi culty Class for
a saving throw against a necromancer’s spell is
10 + the spell level + the necromancer’s Wisdom
modifi er.
Game Rule Information
Game Rule Information
Necromancers have the following game statis-
tics.
Like other spellcasters, a necromancer can
cast only a certain number of spells of each spell
level per day. His base daily spell allotment is
given on Table 2: The Necromancer . In addi-
tion, he receives bonus spells per day if he has a
high Wisdom score, as does a wizard for a high
Intelligence.
Abilities: As with priests, Wisdom deter-
mines the strength of a necromancer’s spells,
how many he can cast, and how diffi cult it is
to resist those spells’ effects. Charisma is also
important because it governs several of the nec-
romancer’s optional abilities.
Unlike a bard or sorcerer, a necromancer
may know any number of spells. He must choose and pre-
pare his spells ahead of time by getting a good night’s sleep
and spending 1 hour studying his spellbook. While study-
ing, the necromancer decides which spells to prepare.
Alignment: Any.
Hit Die: d4.
Class Skills
Class Skills
The necromancer’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int), Decipher
Script (Int), Heal (Wis), Knowledge (all skills, taken individ-
ually) (Int), Profession (Wis), and Spellcraft (Int.)
Skill Points at 1st Level: (3 + Int modifi er) x4.
Bonus Languages
Bonus Languages
A necromancer may substitute Draconic for one of the
bonus languages available to the character because of his
race.
Summon Familiar
Summon Familiar
A necromancer can obtain a familiar in exactly the same
manner as a sorcerer can. See the sorcerer description and
the information on Familiars in the PHB for details.
Skill Points at Each Additional Level: 3 + Int modifi er.
Class Features
Class Features
All of the following are class features of the necromancer.
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