Necromancy with ClassThe degree to which the published classes of Necromancy aren’t good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes
us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character
nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:
Corpselight Whisperer"Come into my house, it is warm and the nights are both cool and damp in the swamp."The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.
There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe…
Prerequisites:Skills Knowledge(Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks
Special: Ability to
wild shapeSpecial: Must have made friendly contact with a Will-o-Wisp.
Hit Die: d8
Class Skills: Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points/Level: 4 + Int modifier
BAB: Medium (3/4),
Saves: Fort: Poor; Reflex: Good; Will: Good
Level, Abilities:1 Spell-like Abilities:
Animate Dead, +1 Spellcaster Level
2 Wildshape: Will-O-Wisp, +1 Wildshape Use, +1 Spellcaster Level
3 Spell-like Abilities:
Dancing Lights, Terrible Nectar, +1 Spellcaster Level
4 Summon Wisps, +1 Wildshape Use, +1 Spellcaster Level
5 Wildshape: Large Plant, Sanctum Spell, +1 Spellcaster Level
6 Bonus Domain (Deathbound), +1 Spellcaster Level
7 Spell-like Abilities:
Programmed Image, +1 Wildshape Use +1 Spellcaster Level
8 Bog’s Heart, Bonus Necromantic Feat +1 Spellcaster Level
9 Hands of the Corpselight, +1 Spellcaster Level
10 Incorporeal Wildshape 1/day, +1 Spellcaster Level
Weapon and Armor Proficiencies: The Corpselight Whisperer gains no new armor or weapon proficiencies.
Spellcasting: Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.
Spell-like Abilities (Sp): A Corpselight Whisperer can use
animate dead as a spell-like ability. At 3rd level, she is able to use
dancing lights, and at 7th level she is able to use
programmed image.Her caster level is equal to her hit dice, and these abilities are usable at will.
Wildshape: At 2nd level, a Corpselight Whisperer can use her Wildshape ability to assume the form of a Will-o-Wisp, regardless of the allowed size, type, or hit dice of her Wildshape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wildshape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wildshape ability. The Corpselight Whisperer may use her Wildshape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wildshaping classes for the purposes of maximum hit dice and duration.
Terrible Nectar (Su): At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.
Summon Wisps (Su): A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.
Bonus Feat: At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional Necromantic Creation Feat that she meets the prerequisites for as a bonus feat.
Bonus Domain: At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of
animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,
Bog's Heart (Su): A Corpselight Whisperer of 8th level or higher who dies is
reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as
desecrate). Being
reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.
Hands of the Corpselight (Ex): Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).
Incorporeal Wildshape (Su): A Corpselight Whisperer of 10th level or higher can Wildshape into an Undead creature with the Incorporeal subtype. The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wildshape in this manner once per day, but if she would gain additional uses of Elemental Wildshape for any reason, she gains an equal number of additional uses of Incorporeal Wildshape.
Uttercold Assault Necromancer"Coooooooobraaaaaaaaa!"The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead.
For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic.
Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp.
Prerequisites:Feats: Energy Substitution (Cold), Lord of the Uttercold, Tomb Tainted Soul, Mentor (exchanged for apprentice).
Spells: Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the cold descriptor.
Skills: Concentration 9 Ranks, Knowledge (Planes) 9 Ranks, Language (Battle Signals), Speak Language (Semaphore Battle Signals).
Alignment: Cannot be chaotic.
Special: Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead.
Special: Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).
Note: If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul.
Class Skills: The Uttercold Assault Necromancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Points/Level: 2 + Int modifier
Hit Dice: D4
BAB/Saves: Poor (as Wizard); Fort: Poor; Reflex: Poor; Will: Good
Level, Abilities:1 Uttercold Assault!:20, Undead General, Rebuke Undead, Officer and a Gentleman, Undead Leadership, +1 Spellcaster Level
2 Necromantic Commander, +1 Spellcaster Level
3 Exceptional Leadership, +1 Spellcaster Level
4 Uttercold Assault!: 30, Bonus Feat, +1 Spellcaster Level
5 Elite Followers, +1 Spellcaster Level
6 Rallying Cry, +1 Spellcaster Level
7 Uttercold Assault!: 40, Bonus Feat, +1 Spellcaster Level
8 Fearsome Charge, +1 Spellcaster Level
9 Crush Them, +1 Spellcaster Level
10 Uttercold Assault!: 50, Bonus Feat, Elite Followers, +1 Spellcaster Level
Weapon and Armor Proficiency: The Uttercold Assault Necromancer gains no proficiency with armor or weapons.
Spellcasting: Every level, the Uttercold Assault Necromancer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.
Unit: An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy
Uttercold Assault! (Su): All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance.
Undead General (Ex): Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example).
Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion.
Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however.
Your apprentices do not penalize your leadership score when attracting undead cohorts.
Rebuke Undead (Su): If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it.
Officer and a Gentleman (Ex): An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following:
- Avoid harming innocents and civilians, when feasible.
- Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
- Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
- Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
- Always keep your word of honor.
You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses.
Undead Leadership (Ex): You gain Undead Leadership as a bonus feat, even if you do not meet the requirements. You will immediately "attract" the largest unit of Undead followers that you can lead (see Undead General above). You must attract cohorts as normal. If you already have Undead Leadership, take a Bonus Feat (see the list below) instead.
Necromantic Commander (Ex): At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify.
Exceptional Leadership (Ex): At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.
Bonus Feat (Ex): At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved, Sacrificial Mastery (BV), Arcane Disciple, Bonus Domain, Empower Turning, Profane Boost, Quicken Turning, Undead Mastery, Zone of Animation (CD), Any Leader feat, Veteran Knowledge (HoB). Note that Undead Leadership will substitute as a pre-requisite for feats requiring leadership.
Elite Followers (Ex): All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.
Rallying Cry (Ex): At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature.
Fearsome Charge (Ex): At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for.
Crush Them (Ex): When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any
Shaken (or worse) opponent as flat-footed, and inflict +2D6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.)
They may count any
Frightened or
Panicked opponent as
Helpless. The Necromancer's followers may coup de grace or grapple against such an opponent without provoking an attack of opportunity from enemies who are themselves at least
Shaken. Note that under her Code of Conduct they are generally required to use this ability to order a grapple (capture) of any opponent who communicates a desire to surrender. Enemies who simply flee can be killed or captured, as desired.
The Boneblade ReaperI have bested Death itself and cannot die. Your powers do not impress me.Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence…. death itself.
To begin this path, one masters the boneblade, a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy.
Prerequisites:Skills: Move Silently 9 ranks, Concentration 4 ranks
Feats: Boneblade Master, Improved Unarmed Strike, Weapon Finesse
Spellcasting: Must be able to cast first level spells.
Special: Cannot be undead.
Special: Evasion ability.
Hit Die: d8
BAB/Saves: BAB: Good (as Fighter); Fort: Good; Reflex: Good; Will: Good
Class Skills: The Boneblade Reaper’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).
Skills/Level: 4 + Intelligence Bonus
Level, Abilities:1 Deathscribed Flesh, Death Art Strike, +1 Spellcaster Level
2 Secrets of the Boneblade Art, +1 Spellcaster Level
3 Dark Life, +1 Spellcaster Level
4 Stunning Blade, Speed of Death +20 feet, +1 Spellcaster Level
5 Runes of Lifetrapping, +1 Spellcaster Level
6 Speed of Death +40 feet, +1 Spellcaster Level
7 Ghost Strike, +1 Spellcaster Level
8 Speed of Death +60 feet, +1 Spellcaster Level
9 Dance with the Reaper, +1 Spellcaster Level
10 Runes of the Dark Reaper, Speed of Death +80 feet, +1 Spellcaster Level
Weapon and Armor Proficiency: The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.
Spellcasting: Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.
Deathscribed Flesh (Ex): The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1.
These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.
Death Art Strike(Su): Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).
Secrets of the Boneblade Art(Su): From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).
Dark Life(Su): At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.
Stunning Blade (Ex): At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.
Speed of Death (Ex): Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.
Runes of Life Trapping(Ex) At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like
magic jar, soul bind, trap the soul, and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs).
Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.
Ghost Strike(Su) At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast
Wraithstrike, even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity
Dance with the Dark Reaper(Ex): Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a
true resurrection spell and a
disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane.
He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years.
If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf.
If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.
Runes of the Dark Reaper(Ex): At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a
soul bind effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action).
At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.
Skindancer"It was Elothar… but it wasn't Elothar. It was like someone wearing an Elothar suit." Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake.
Prerequisites:Feats: A Feast Unknown, Still Spell, Silent Spell
Spellcasting: Must be able to cast 4th level Necromancy spells
Special: Must not be good.
Class Skills: The Skindancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disquise(Cha), Hide(Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Sense Motive(Wis), Spot(Wis), and Spellcraft (Int).
Skill Points/Level: 6 + Int modifier
BAB: Poor (1/2),
Saves: Fort: Good; Reflex: Poor; Will: Poor
Level, Abilities:1 Wear Skin, Taking Lives, +1 Spellcaster Level
2 Likeness, +1 Spellcaster Level
3 Death Attack, +1 Spellcaster Level
4 Flexible Hide, +1 Spellcaster Level
5 Hide the Evidence, +1 Spellcaster Level
6 Fill the Shell, +1 Spellcaster Level
7 Aura Steal, +1 Spellcaster Level
8 Art of the Preservation, +1 Spellcaster Level
9 Skin Reincarnation, +1 Spellcaster Level
10 Skin Puppets, +1 Spellcaster Level
Wear Skin (Ex) The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast
shapechange and become that creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature’s race. Once used, the spell-like abilities of a particular skin are forever expended.
The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act.
If the Skindancer dies while wearing a Skin, that Skin is destroyed.
Taking Lives (Ex): To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM’s judgment).
If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like
gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act.
Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM’s option).
Likeness (Ex): While wearing a creature’s Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).
Death Attack (Ex): At 3rd level, the Skindancer gains the Death Attack ability of an Assassin. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.
Flexible Hide : At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.
Hide the Evidence (Su): At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.
Fill the Shell : At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.
Aura Steal(Su): For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.
Art of the Preservation (Su): The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin’s ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.
Skin Reincarnation(Su): If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.
Skin Puppets: The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast
charm monster on them.
Stranger with the Burning Eyes One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies.
When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.
Prerequisites:Feats: Still Spell, Silent Spell
Skills: Knowledge (Religion) 9 ranks, Concentration 9 ranks
Spellcasting: Must be able to spontaneously cast 5th level spells, and the spell
magic jar.
Special: Your true body must have been destroyed.
Special You cannot be good.
Hit Die: d4
BAB/Saves: BAB: Good (as Fighter); Fort: Poor; Reflex: Poor; Will: Good
Class Skills: The Stranger with the Burning Eyes’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills/Level: 2 + Intelligence Bonus
Level, Abilities:1 Burning Soul, Consume, +1 Spellcaster Level
2 Token, +1 Spellcaster Level
3 Firewall of the Soul, +1 Spellcaster Level
4 Explosive Reaction, +1 Spellcaster Level
5 Inferno, +1 Spellcaster Level
6 Lore of the Burning Flame, +1 Spellcaster Level
7 Slow Burn, +1 Spellcaster Level
8 Wildfire, +1 Spellcaster Level
9 Conflagration, +1 Spellcaster Level
10 Hellfire, +1 Spellcaster Level
Burning Soul (Su):At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use
magic jar at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a
magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body.
The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.
Token: At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wonderous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token).
The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.
Consume(Su) At second level, the Stranger with the Burning Eyes may “lose” a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.
Firewall of the Soul: At 3rd level, the Stranger with the burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an
antimagic field or other magic destroying effect, though he is effectively trapped in that body until he can leave that effect.
Explosive Reaction(Su): At 4th level, when the Stranger with a Burning Soul is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).
Inferno(Su): While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.
Lore of the Burning Flame: While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.
Slow Burn(Su): Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.
Wildfire(Su): At 8th level, the Stranger with the Burning Eyes may use his
magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.
Conflagration(Su): As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his
magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.
Hellfire: Should the Stranger with the Burning Eyes ever he killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.
Master of the Seven Necromantic Mysteries"Did you think that you could oppose me? Death itself is no mystery to one such as I." The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.
Prerequisites:Feats: Spell Focus(Necromancy), Greater Spell Focus(Necromancy), two necromantic creation feats
Skill: Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks
Spells : Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spells at each spell level available.
Class Skills: The Master of the Seven Necromantic Mysteries’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points/Level: 2 + Int modifier
Hit Dice: 1d4
BAB: Poor (1/2),
Saves: Fort: Good; Reflex: Poor; Will: Good
Level, Abilities:1 Master of Necromancy, First Mystery: Secrets of Commanding, +1 Spellcaster Level
2 Second Mystery: Secrets of Necromantic Spells, +1 Spellcaster Level
3 Third Mystery: Secrets of Negative Energy, +1 Spellcaster Level
4 Fourth Mystery: Secrets of Undead Creation, +1 Spellcaster Level
5 Fifth Mystery: Secrets of Life Draining, +1 Spellcaster Level
6 Sixth Mystery: Secrets of the Soul, +1 Spellcaster Level
7 Seventh Mystery: Secrets of Eternal Life, +1 Spellcaster Level
Weapon and Armor Proficiency: A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.
Master of Necromancy: The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.
Secrets of Commanding (Su): The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).
Secrets of Necromancy Spells: At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level.
In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.
Secrets of Negative Energy(Su):: At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.
Secrets of Undead Creation(Su): At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat.
In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day.
Secrets of Life Draining(Su): At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.
Secrets of the Soul At 6th level, The Master of the Seven Necromantic Mysteries may cast
magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another’s body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.
Secrets of Eternal Life At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.
Death King "I have returned." The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. .
Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy
you.
Prerequisites:Feats: Power Attack, Expertise, Leadership
BAB: +8
Special: Must have proficiency with all martial weapons.
Special: Must have been returned from the dead.
Class Skills: The Death King’s class skills (and the key ability for each skill) are Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points/Level: 2 + Int modifier
BAB: Good (1/1),
Saves: Fort: Good; Reflex: Poor; Will: Good
Level, Abilities:1 Mantle of Death, +1 Spellcaster Level
2 +1 Natural Armor, Gaze of the Terrible, +1 Spellcaster Level
3 +2 natural Armor, Fast Healing 1, +1 Spellcaster Level
4 +3 Natural Armor, Regeneration 1, +1 Spellcaster Level
5 +4 Natural Armor, Horrors from Beyond, +1 Spellcaster Level
6 +5 Natural Armor , Eternal Hero, +1 Spellcaster Level
Weapon and Armor Proficiency: The Death King gains no proficiency with armor or weapons.
Spellcasting: Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in Sorcerer spellcasting.
Mantle of Death: The Death King’s type changes to Undead (and he gains the augments subtype for his original type) and he gains the Dark Minded and Unliving subtypes.
Natural Armor: Every level past 1st, the Death King’s natural armor increases by 1.
Gaze of the Terrible (Su): As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a
fear effect. This effect is handled as the spell, but targets only a single opponent.
Fast Healing 1 (Ex): The Death King gains Fast Healing 1 at 3rd level.
Regeneration 1 (Ex): The Death King gains Regeneration 1 at 4th level. Non-magical weapons do normal damage to the Death King.
Horrors from Beyond (Su): As a swift action, a 5th level Death King can target an opponent within short range with a
phantasmal killer effect. This effect is handled as the spell.
Eternal Hero (Ex): Should a 6th level Death King be destroyed and his remains interred in a Tomb, he is restored to life in one week with no level loss.