Favored of Vecna
"No he's not a zombie, this is just my really slow brother Ted."
HD: d6
BAB: Bad
Saves: Good Will, Bad Fort and Reflex
Skills: 6+Int, Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Forgery, Hide, Knowledge (All), Move Silently, Sense Motive, Sleight of Hand, Spellcraft, UMD
Alignment: Usually Evil, for obvious reasons.
1: Touch of Unlife, Deathsense, Glyphs
2: Lifesense, Curse of Death. Zombie Slave
3: Disguises, Ask Vecna (Divination), Nondetection
4: Skeleton Minion, Undead Immunities
5: Arcane Sight, Spectral Hand
6: Undead Grafting (Minions)
7: Gaze of Vecna
8: Reactive Touch, Ask Vecna (Contact Other Plane)
9: Invisibility, Mummy
10: Lichdom
11: Deathtouch
12: Mindblank, Undead Grafting (Self)
13:
14: Paralysis
15:
16: Vampire Squad
17:
18:
19:
20: Demilich
Weapon and Armor Proficiencies: Favored of Vecna (hereafter FoV) are proficient with Light armor and simple weapons.
Touch of Unlife (Su): As a swift action, a FoV may make a touch attack, and deal 3 per FoV level negative energy damage to a target within 5ft (Or farther if a larger creature).
Deathsense (Su): A FoV knows the location of any non living body within 120ft, even if he does not have line of effect to the body. He also knows whether or not the body has been turned into an undead, and any effects that might influence it's future turning into an undead (IE, if it died from an undead that creates spawn, or from negative levels).
For the purposes of targeting, treat this as blindsight, but it does not allow the FoV to target when he does not have line of sight/effect to the body if he would normally need it.
Glyphs (Sp): A FoV may have up to 1/2 his FoV level (Round up) in Glyphs at a time, each of up to 1/2 his FoV level, rounded up from the Glyph list. Each Glyph is a small object or paper with the glyph inscribed on it. Creating a Glyph takes one minute of concentration and destroys a glyph of the FoV's choosing if he already has his maximum.
To activate a Glyph, the FoV must have it in hand, and use a free action to rub it the right way. Only an FoV may do this, and only for his own Glyphs. When this is done, the Glyph has it's effect, which is allowing the FoV to cast the spell at Caster level equal to FoV level, with a DC of 10+1/2 Character level+Int Modifier. Drawing a specific Glyph is a free action if done as part of the action of activating it. Once activated, the Glyph disappears, substituting for any material component, experience component, or focus of the spell, and the FoV must use his next standard action to begin casting the spell.
Non Detection (Su): A FoV is constantly under the effects of the NonDetection spell, at CL = to Character level, as if cast by himself.
Lifesense (Su): A FoV gains Lifesense.
Curse of Death (Ex): A FoV is cured by negative energy even if he isn't undead. He is also harmed by positive energy, even if not undead.
Zombie Slave (Sp): As a full round action, a FoV may animate a single creature with HD equal to or less than his own into a Zombie from a body (which will have twice as much HD as the original form, and so may have more HD than the FoV). You can only have one, but then you get a second one when you get access to each new type of undead minion.
Disguises (Sp): The FoV may use Disguise Self on himself at will as a standard action. He may also use it on his Zombie Slave, and any future undead he creates by means of FoV class features.
Ask Vecna (Sp): A FoV may use Divination once per day to ask Vecna a single question. This is identical to the spell Divination, except that if Vecna doesn't want the FoV to know the truth, the answer will be whatever Vecna wishes. The Caster level is equal to FoV level.
At level 8 the FoV may use Contact Other Plane at will, but he must always ask Vecna, who counts as a Greater Deity, but with knowledge of everything (reroll results of don't know). This is subject to the problem as above.
Skeleton Minion (Sp): The FoV may animate any creature with HD equal to or less than his own as a Skeleton (with an appropriate body). He can only have one initially, but when he gets access to Mummies he can make a second one, and an additional one with each type of undead he gets access to.
Undead Immunities (Ex): A FoV becomes like an undead, gaining immunity to all poison, sleep, paraylsis, stunning, disease, energy drain, fatigue and exhaustion.
Arcane Sight (Su): The FoV has an Arcane Sight effect on himself at all times, except his eyes do not glow blue.
Spectral Hand (Sp): The FoV may use Spectral hand at will as an SLA, and this hand may make ranged touch attacks for any supernatural or spell like abilities the FoV possesses in the action they normally use.
Undead Grafting (Su): As part of a ritual that takes one minute, a FoV may graft other undead parts onto his undead minions, giving them benefits as described in the graft entry at the end of this class. Each Undead my only have one graft type applied.
At level 12 He may apply grafts to himself as well, and each minion (and himself) can be subject to two grafts.
Gaze of Vecna (Sp): A FoV may, as a standard action, gaze at one target, Panicking it for 3 rounds if it fails a Will save against DC 10+1/2 Character level+ Int modifier. This is a Mind affecting effect, however all types of undead are instead rendered helpless for 3 rounds by an effect that is not mind affecting. The FoV does not need to specify the type of Gaze, Vecna uses his perfect knowledge to make sure the correct effect occurs based on which the person is.
Reactive Touch (Su): Touch of Unlife becomes an immediate action.
Invisibility (Sp): A FoV may use invisibility as a spell like ability at will, but it only affects himself and his undead minions.
Mummy (Su): A FoV may mummify a corpse and bring it to unlife in a ritual taking one day. This Mummy has the stats of CR 5 SRD mummy, but with feats chosen by the FoV. It advances two undead HD per level the FoV gains after nine. The mummy may give orders to the other minions, and if it does so, they are capable of making bluff checks to stay in disguise at the Mummies check result, as long as they don't try to speak.
Lichdom (Ex): The FoV becomes a Lich. Not by applying the MM template, but he does get to spend one day in ritual crafting a Phylactery, which also has the properties of any major magic item he wishes (at the moment of creation, then the properties are set). This Phylactery then allows him to grow a new body in 1d4+1 days after his demise. If the item is being used by another for over half that period, then it corrupts their body, killing them, and using their body. They are entitled to a Will Save DC 10+1/2 Character level+Int modifier to notice the effect and realize they should take the item off. (It requires specific knowledge of this Phylactery effect to realize the item is anything other than a cursed Major Magic Item, a DC 35 Knowledge Religion check. Though PCs may extrapolate from the assumption of a Lich, or from divinations.)
Additionally, when becoming a Lich, the FoV gains immunity to death effects, ability damage to physical attributes, cold, electricity, and polymorph effects.
They also gain a +5 natural armor bonus to AC, DR 15/magic and bludgeoning, +2 Wis, +2 Cha, +2 Int, and a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
He counts as undead for the purpose of spell effects of all kinds (including immunity to Fort saves that don't affect objects), and is really an undead, but he keeps his Con score and his d6 HD.
Deathtouch (Su): When using Touch of Unlife, the FoV may also apply one negative level with the touch, healing undead an additional 25 HP, or acting as a normal negative level on opponents.
Mindblank (Ex): A FoV gains Mindblank at this level as a persistent nonmagical effect.
Paralysis (Su): When affected by Touch of Unlife, living creatures must make a Fort save against DC 10+1/2 Character level+Int modifier or be Paralyzed permanently. Successfully saving against this effect once grants 24 hour immunity.
Vampire Squad (Ex): The FoV gains a Vampire Squad consisting of one Vampire with a CR equal to FoV's CR -2, and as many Vampire Spawn as he wants. The Vampire joins because he sees what's good for him, so a new one can be found if the first should die, by just divining the location of a vampire that meets the CR requirements and demanding his allegiance. Alternatively, one of the Vampire Spawn may be promoted and mysteriously gain a bunch of levels. Vampire Spawn are replaceable by the normal means if the Vampire still lives.
Demilich (Ex): The FoV becomes a Demilich. He is now a true Lietuent of Vecna, and as such gains Divine Rank 0, the ability to use Imprisonment as an SLA at will. He gains immunity to Critical hits and non lethal damage.
He also gains a ring that gives him Regeneration 2 per round (all), and a +2 Deflection bonus to AC that stacks with all other deflection bonuses.
And his name is irreversibly changed to Kangaxx.
Grafts
Ghastly Stench (Ex): By culturing Ghast skin on top of the body, You grant an undead creature the Ghast's stench class feature, with a DC of 10+1/2 creatures HD.
Devourer's Stomach (Su): By implanting an essence container in a creature, you grant it the Devourer's Trap Essence and Spell Deflection qualities.
Mohrg Claws (Su): Creatures killed by this creature in melee rise as zombies 1d4 days later. However, because you aren't a real Mohrg, they are not under your control.
Madness Shield (Su): By binding an Allip to another undead, you redirect all attempts at mind reading, mind control, or telepathy on this undead to the Allip, and the instigator suffers the normal effect of attempting such an action on an Allip. With this active, order given to this undead must be verbal.
Night Crawlers Heart (Su): The undead radiates an aura of the desecrate spell at all times.
Nightwing Cloak (Su): By sewing a Nightwing's wing into the skin of an undead, they gain Spell Resistance equal to 10+CR, and damaged reduction 15/silver and magic.
Vampiric Claws (Su): Each successful natural weapon attack heals this undead 5HP, or gives it 5 Temp HP. The Undead also gains Fast healing 2.
Visage of the Mummy (Su): By carving a Mummies mask over the face of this undead, any creature seeing it is subject to the Despair (Su) ability of a Mummy, except that the DC is 10+1/2 HD of the undead. This doesn't work if applied to a Mummy.
Wight (Su): If any natural attacks from this undead strike their target this round, the target takes one negative level. If the undead strikes multiple creatures, they all take one negative level. If it strikes the same creature multiple times, it takes one negative level. If it dies of negative levels, it spawns as a Wight at the next sunset.
Glyphs:
Level 1: Identify, Cause Fear, Chill Touch, Ray of Enfeeblement, Protection from Good, Deathknell, Wall of Smoke
Level 2: Unholy Blight, Obscure Object, Locate Object, See Invisibility, Misdirection, Gentle Repose, Desecrate, Blindness/Deafness, Command Undead, Kelgore's Grave Mist, Ghoul Glyph
Level 3: Bestow Curse, Dispel Good, Magic Circle Against Good, Halt Undead, Ray of Exhaustion, Vampiric Touch, Contagion, Invisibility Purge, Speak with Dead, Skull Watch, Greater Disrupt Undead, Mind Poison, Spider Poison
Level 4: Detect Scrying, Locate Creature, Scrying, Hallucinatory Terrain, Illusory Wall, Fear, Phantasmal Killer, Enervation, Death Ward, Greater Magic Weapon, Poison, Horrid Sickness,
Level 5: False Vision, Mirage Arcana, Raise Dead, Slay Living, True Seeing, Unhallow, Unholy Aura, Spirit Wall, Night's Caress,
Level 6: Analyze Dweomer, Legend Lore, Circle of Death, Symbol of Fear, Fleshshiver, Undeath to Death, Forbiddance, Find the Path, Harm, Opalescent Glare, Incorporeal Nova,
Level 7: Banishment, Sequester, Greater Scrying, Vision, Insanity, Control Undead, Waves of Exhaustion, Finger of Death, Barghest's Feast,
Level 8: Dimensional Lock, Trap the Soul, Discern Location, Screen, Horrid Wilting, Symbol of Death, Binding, Blackfire, Heart of Stone, Greater Bestow Curse
Level 9: Power Word Kill, Weird, Energy Drain, Soul Bind, Wail of the Banshee, Implosion, Mass Harm
This list is currently SRD only, plus two necromancy spells that I really like and remember off the top of my head.
Some notes about possible additions:
1) The theme is "Divinations, Illusions that hide things (in a non combat way), and Necromancy stuff" plus some Enchantments or Abjurations that involve setting up defensive strongholds.
2) Don't give them too much variety in attack spells. They should never be able to be as good as a Wizard on the attack, most effects have either the Fear or Death tag, or don't actually bring someone completely out of the fight. Also, they lack good AoE attacks (till 9th level), and that's intentional.
3) They should not be given any ability to create undead reliably outside of killing others. They get to create undead from their class features, and from killing others and then trying to take control of them, that's it. No Animate Dead of Create Undead was intentional, so don't add any from other sources.
4) Be mindful of the fact that they don't have to pay any XP or Material components.