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Power corrupts. Power over life and death corrupts absolutely.
The power to raise the undying, unkillable servant from the husk of the
formerly living is seductively, darkly tempting - and certainly evil.
Those who seek such undying obedience from the dead willing tread the
path of necromancy.
- Hit Dice: d4.
- Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Alignment: Non Good
Skills: Lore 7 ranks
Feats: Death Domain
Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells.
ABILITIES:
Level
1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead.
Necromancer - Count all spellcasting levels for the purposes of
necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will
cast necromancy spells as a level 11 caster.
2: Zone of Desecration - Produce an aura that increases undead hit points, attack, and damage while within the aura.
4: Create Undead - The True Necromancer can cast Create Undead once a day as a spell like ability.
5: Major Desecration - The True Necromancer aura grows in size to be 10' per level.
7: Create Greater Undead
10: Energy Drain - Can cast Energy Drain 1/day as per the spell.
BONUS SPELLS:
Upon gaining a level in True Necromancer, the character gains new
spells per day as if he had also gained a level in his highest caster
class (bard, sorcerer, or wizard). He does not learn any new spells
through his abilities. He does not, however, gain any other benefit a
character of that class would have gained (e.g., improved familiar,
bonus feats)
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