Pathfinder class: Necromancer
I took a very different approach to the necromancer - giving them no armor, 6th level spells, and more combat-oriented focus - and modeled them after the guild wars 2 necromancer. I hope you like it! :) If you like what you see and are interested in supporting my 3rd-party work on pathfinder stuff, check out my patreon! :D
If you're interested in the "Reaper" archetype, it's at the bottom, below the undead minion section!
If you're interested in the "Reaper" archetype, it's at the bottom, below the undead minion section!
Necromancer
Image credit: Arenanet/Guild wars
2 art team
Masters of death, these profane masters raise the dead, and use their
power over life energies to both survive, and devastate their enemies. Whether
they focus on up-front combat or creating a wall of undeath to defend them,
necromancers are dangerous opponents.
Hit Die: d6.
Skill points: 2+int modifier.
Class skills: Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis),
Intimidate (Cha), Knowledge (nature, Int), Knowledge (religion, Int),
Profession (Wis), Sense motive (Wis), Spellcraft (Int), Use magic device (Cha).
Armor and weapon proficiencies: Necromancers are proficient with all simple
weapons, as well as the handaxe, rapier, sword cane, trident, and scythe. They
are not proficient with any armor or shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
0
|
2
|
0
|
2
|
Spells,
Orisons, profane guard, death focus, death shroud, life force
|
3
|
1+1
|
-
|
-
|
-
|
-
|
-
|
2
|
1
|
3
|
0
|
3
|
Channel
negative energy, shroud skill
|
4
|
2+1
|
-
|
-
|
-
|
-
|
-
|
3
|
2
|
3
|
1
|
3
|
Dark energy,
death power
|
4
|
3+1
|
-
|
-
|
-
|
-
|
-
|
4
|
3
|
4
|
1
|
4
|
Undead
minion
|
4
|
3+1
|
1+1
|
-
|
-
|
-
|
-
|
5
|
3
|
4
|
1
|
4
|
Death
power, death resistance
|
4
|
4+1
|
2+1
|
-
|
-
|
-
|
-
|
6
|
4
|
5
|
2
|
5
|
Shroud
skill
|
4
|
4+1
|
3+1
|
-
|
-
|
-
|
-
|
7
|
5
|
5
|
2
|
5
|
Death
power, plague born
|
4
|
4+1
|
3+1
|
1+1
|
-
|
-
|
-
|
8
|
6/1
|
6
|
2
|
6
|
Death
focus
|
4
|
4+1
|
4+1
|
2+1
|
-
|
-
|
-
|
9
|
6/1
|
6
|
3
|
6
|
Death
power, steel mind
|
4
|
5+1
|
4+1
|
3+1
|
-
|
-
|
-
|
10
|
7/2
|
7
|
3
|
7
|
Shroud
skill
|
4
|
5+1
|
4+1
|
3+1
|
1+1
|
-
|
-
|
11
|
8/3
|
7
|
3
|
7
|
Death
power
|
4
|
5+1
|
4+1
|
4+1
|
2+1
|
-
|
-
|
12
|
9/4
|
8
|
4
|
8
|
Resilient
blood
|
4
|
5+1
|
5+1
|
4+1
|
3+1
|
-
|
-
|
13
|
9/4
|
8
|
4
|
8
|
Death
power, deathless
|
4
|
5+1
|
5+1
|
4+1
|
3+1
|
1+1
|
-
|
14
|
10/5
|
9
|
4
|
9
|
Shroud
skill
|
4
|
5+1
|
5+1
|
4+1
|
4+1
|
2+1
|
-
|
15
|
11/6/1
|
9
|
5
|
9
|
Death
power, energy drain
|
4
|
5+1
|
5+1
|
5+1
|
4+1
|
3+1
|
-
|
16
|
12/7/2
|
10
|
5
|
10
|
Death
focus
|
4
|
5+1
|
5+1
|
5+1
|
4+1
|
3+1
|
1+1
|
17
|
12/7/2
|
10
|
5
|
10
|
Death
power, dark mind
|
4
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
2+1
|
18
|
13/8/3
|
11
|
6
|
11
|
Shroud
skill
|
4
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
3+1
|
19
|
14/9/4
|
11
|
6
|
11
|
Death
power, soul drain
|
4
|
5+1
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
20
|
15/10/5
|
12
|
6
|
12
|
Master
of necromancy
|
4
|
5+1
|
5+1
|
5+1
|
5+1
|
5+1
|
5+1
|
Spells: A necromancer casts divine spells drawn from the necromancer spell list. A necromancer must choose and prepare her spells ahead of time, and can prepare any spell on the list.
To learn, prepare, or cast a spell, the necromancer must have an
Charisma score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a necromancer's spell is 10 + the spell level + the
necromancer's charisma modifier.
A necromancer can cast only a certain number of spells of each spell
level per day. Her base daily spell allotment is given on the table above. In
addition, she receives bonus spells per day if she has a high charisma score
(see the Ability Modifiers and Bonus Spells Table). In addition, the
necromancer gains bonus spells slots (noted by the +1 in the table above) which
corresponds to the necromancer’s bonus spells from their death focus (see
below).
Orisons: Once prepared, 0th-level spells can be used an
unlimited number of times per day.
Profane guard (Su): At first level, the
necromancer gains a profane barrier which protects them. This grants a profane
bonus to the necromancer’s armor class equal to their charisma modifier. At 4th
level, and every 4 levels thereafter, this profane guard bonus increases by 1
to a maximum of +5 at 20th level.
Maintaining their guard requires focus and even mind. If they wear armor, shield, or carry a medium or heavy load, this profane AC bonus is lost.
Maintaining their guard requires focus and even mind. If they wear armor, shield, or carry a medium or heavy load, this profane AC bonus is lost.
Life force (Su): While in death shroud, the necromancer has a
completely separate health pool called life force. They can generate life force
in various ways outside of death shroud, noted in necromancy abilities, or
their minion’s attacks. These hit points can be up to a maximum of their own
maximum hit points. The necromancer cannot gain life force from attacking or
affecting undead or constructs.
When a creature dies adjacent to the necromancer, they gain life force equal to half the creature's hit dice (minimum 1). If they inflicted the killing blow, they gain the entire hit dice of the creature in life force.
When a creature dies adjacent to the necromancer, they gain life force equal to half the creature's hit dice (minimum 1). If they inflicted the killing blow, they gain the entire hit dice of the creature in life force.
Death shroud (Su): At first level, the necromancer can enter a
death shroud as a swift action. They can enter this form for a number of rounds
per day equal to 3 + their charisma modifier. This duration increases by 1 for
every level they possess after first. They can end their death shroud as a free
action. If the necromancer has life force remaining when they expend their
number of death shroud rounds per day, they can use 1 life force per level to
remain in or enter death shroud for additional rounds, as long as they have
enough life force remaining to do so.
While in death shroud, the necromancer gains a
+1 profane bonus to their caster level, attack rolls, damage rolls, saving
throws, and skill checks. If they
have life force, they lose life force instead of hit points when taking damage.
If damage would take the necromancer below 0 life force, the remaining damage
takes from the necromancer’s hit points. In death shroud, the necromancer is
healed by negative energy, and is damaged by positive energy instead. Force
effects and positive energy damage the necromancer’s hit points rather than
their life force. The bonus to attack rolls, saves, damage rolls, and skill
checks increases by 1 at 8th and 16th
level. Their caster level bonus increases by 1 at 12th and 20th
level. The necromancer counts as undead for the purposes of desecrate and
consecrate spells while in death shroud.
Death focus: At first level, the necromancer chooses their
path in how they use and wield their necromantic powers (See below, death
foci). Based on the one they choose, they gain access to a set of bonus spells,
a special aspect they add to their death shroud, an exclusive shroud skill, a
set of focus feats (gained at 6th level onward, see below), as well
as an exclusive set of death powers they can learn. At 8th and 16th
level, they may gain one additional death focus – however, they are only able
to learn the death powers of their new foci. They do not gain access to the new
focus skills, shroud skill, or bonus spells.
Channel negative energy: At 2nd level,
Necromancers gain the ability to channel negative energy, as the cleric
ability, with their level as cleric level. The necromancer counts as
undead for the purposes of healing while in death shroud. This deals 1d6 negative energy damage, plus 1d6 for every 2 levels following first. The
necromancer can channel a number of times per day equal to 1 + their charisma
modifier. The DC is equal to 10 + ½ the necromancer’s level + their charisma
modifier. This does not provoke attacks of opportunity. For every living target
damaged by this ability, the necromancer gains life force equal to half their
hit dice.
Shroud skill (Su): While in death shroud, the necromancer can use
abilities that represent their connection to death and decay. They learn one
shroud skill at 2nd level, and every 4 levels thereafter. Each death
focus has a specialized shroud skill they can learn, in addition to the list
below.
Channel doom: When channeling negative energy while in death shroud,
enemies become shaken if they fail the will save for half damage. If they are
adjacent, they are shaken for 6 rounds. For every 5 ft. away they are, they are
shaken 1 less round, to a minimum duration of 1 round at 30 ft. If they are
channeling negative energy to heal undead, living targets must still make a
will save or be shaken for the aforementioned duration. This requires 6th
level.
Dark Path: The necromancer can send out an ethereal claw toward a target
as a ranged touch attack. If it hits, the necromancer teleports to them,
slashes them with the claw, and explodes with a tiring energy. The enemy is hit
for 1d6 damage + the necromancer’s charisma modifier, and all adjacent enemies
must make a fortitude save or be fatigued for 1 round per level of the
necromancer. The damage of the claw increases by 1 step for every 5 levels the
necromancer possesses.
Gathering plague: Once per day as a standard action, the necromancer can
draw any conditions of cursed, sickened, poisoned, shaken, staggered, nauseated,
diseased, paralyzed, stunned, dazed, and confused. They inherit the current
duration of the effect, and can remove them as normal. For each condition
gathered, they gain life force equal to half their level. They cannot gain a
condition they already suffer from, unless it is a different poison, curse, or
disease. This can be used one additional time at 8th and 16th
level.
Life blast: The necromancer can unleash a blast of corrupted energy at
the target using the life force they’ve taken or generated. They can spend 1
life force per level they possess to deal an amount of damage equal to double
the life force spent. This is launched at a target as a ranged touch attack out
to a range of 30 ft. A target gets a will save to halve the damage. The maximum
life force spent per use of this ability is equal to their necromancer level.
This can be used a number of times per day equal to 3 + their charisma
modifier.
Wave of fear: The necromancer can release a
wave of pure frightful energy in a 20 ft. cone, making all within the area
shaken for 1 round per level of the necromancer. At 10th level, this
frightens targets for the duration. At 15th level, it panics
targets. Once a creature is affected by wave of fear (whether they save or not)
they are immune to its effects for 24 hours. At 12th level, it
becomes a 30 ft. cone. At 16th level, it becomes a 60 ft. cone. This
can be used once per day, plus one additional time at 6th, 12th,
and 18th level.
Dark energy: At 2nd level, the necromancer gains
access to a special pool of dark energy. They gain a number of dark energy
points equal to half their level + their charisma modifier. Using 1 dark
energy, they can touch a creature or target to deal 1d8 negative energy damage
+ their level. This acts as inflict minor wounds, including the maximum + level damage. This can also be used to heal undead, or
themselves while in death shroud. At 6th level, they can spend two dark energy to make this ability act as inflict moderate wounds. At 10th level, they can spend three dark energy to have it act as inflict serious wounds. At 14th level, they can spend four dark energy to have it act as inflict critical wounds. At 18th level, they can spend five dark energy to have it act as harm.
Death powers: At 3rd level, the necromancer gains
death powers. These vary from passive bonuses, to powerful abilities or
spell-like abilities which they can spend dark energy to perform. They gain a
new death power every two levels following 3rd.
Adamant shroud (Ex): While in death shroud, the necromancer gains 1 DR/good. This bonus increases by 1 for every 8
levels they possess.
Blood curse (Su): The necromancer can use one dark energy to force a
target within 30 ft. to bleed for the necromancer’s level for a number of
rounds equal to the necromancer’s charisma modifier (minimum 1). This bleeding
can be healed by a DC 15 heal check. An initial fortitude save negates the
bleed.
Cloak of shadows (Su): While in death shroud, the necromancer gains
partial concealment. At 12th level, this becomes total concealment.
Desecration shroud (Su): While in death shroud the necromancer is a
beacon of desecration, becoming the centre of a desecration spell—except the
effect only affects undead under the necromancer’s control—and the necromancer
themselves. A consecration spell suppresses this aura for 1 round. This
requires 5th level.
Feast on corruption (Su): Powering an attack as a swift action, the necromancer
strikes with a life-stealing energy. If the attack connects, the necromancer
gains life force equal to their level. For every condition of sickened,
nauseated, poisoned, diseased, or cursed, they gain additional 1 life force per
two levels they possess. This attack costs one dark energy.
Grasping dead (Sp): Once per day, the necromancer can use grasping corpse
as a spell-like ability, except spectral hands emerge from the ground to
grapple targets within a 15-ft. square. This can be used one additional time at
8th and 16th level.
Lich form (Su): Once per day, the necromancer can become a lich
themselves for 1 round per level they possess as a standard action. Their
caster level increases by 2, their base natural armor increases to +5, and they
gain a +2 profane bonus to all mental ability scores. In addition, any creature
within 60 ft. must make a will save or be frightened for 1 round per level of
the necromancer. They need only make this save once. Finally, the necromancer
can, as a melee touch attack or through a weapon attack as a standard action
and paralyze the target for 1 round per level of the necromancer. A successful
fortitude save negates this paralysis effect. This requires 13th
level.
Mark of exhaustion
(Sp): The necromancer marks a 10-ft. square within 30 ft. of them using 1 dark
energy. When a creature walks into the marked area, or is within the area when
the ability is cast, the mark triggers, causing all within to become fatigued
for 1 minute per level. 10th level, enemies are exhausted, or
fatigued for 1 round on a successful save.
Mark of fear (Sp):
The necromancer marks a 10-ft. square within 30 ft. of them using 1 dark energy.
When a creature walks into the marked area, or is within the area when the
ability is cast, the mark triggers, causing all within to be shaken for their
level + their charisma modifier in rounds. A successful will save reduces the shaken
condition to one round. At 8th level, the target is frightened. At
14th level, the target is panicked.
Minion transfer
(Su): As a move action, the necromancer can spend 1 dark energy to switch
places with their undead minion. If there isn’t enough space for one of them to
switch, this ability fails. This does not provoke attacks of opportunity, and
only works within a distance of 60 ft.
Putrid curse (Su):
When giving the target a blood curse, they can also poison the target. If they
fail the save and begin bleeding, they must make a second fortitude save, or
else they are poisoned, as the poison spell. This does not cost additional dark
energy. This ability requires 9th level, and the blood curse death
power.
Rending curse (Su):
The necromancer’s blood curse becomes more vicious, causing it to become only
healed by magical means, or a heal check equal to 15 + ½ the necromancer’s
level. This requires the blood curse death power.
Spectral armor
(Su): The necromancer can use one dark energy to become incorporeal as a standard
action for 1 round per level they possess. If they are struck for hit point
damage while not in death shroud, they gain half the damage done as life force.
If they are damaged in death shroud, they gain half as hit points. While in
this form, their profane AC increases by 2, and they deal no strength or other
modifiers of the like on weapon attacks. This can be used once per day, plus
one additional time at 15th and 18th level. This requires
12th level.
Spectral grasp
(Su): Using one dark energy, the necromancer grasps an enemy’s body and spirit,
pulling them adjacent, and drains their energy. The enemy becomes fatigued, and
the necromancer gains 1 life force per level they possess. A successful reflex
save negates the effect. This requires 11th level.
Strength of undeath
(Su): When above half their maximum life force while in death shroud, the
necromancer gains a +2 profane bonus to their strength score. At 12th
level, this becomes +4. At 16th level, this becomes +6.
Vampiric bite (Su):
The necromancer grows fangs for one minute. During this time, they gain a bite
attack (1d6 for medium, 1d4 for small, 1d8 for large, and so on). When this
attack deals damage, half the damage is leeched back as hit points or life
force, chosen before the roll is made. This ability costs one dark energy.
Well of corruption
(Su): Once per day using one dark
energy, the necromancer can place a well of corruption on the ground, which has
a radius of 15 ft. Targets within the well are sickened for 1 minute per level
if they fail a fortitude save. If they pass the save, they are sickened with no
save until they leave the well, or it ends. They can place a well of corruption
one additional time per day at 12th and 18th level. This
death power requires 6th level.
Well of Darkness
(Su): Once per day using one dark
energy, the necromancer can place a well of darkness on the ground, creating an
area of deeper darkness with a radius of 15 ft. Targets within the well are
blinded for 1 round per level if they fail a fortitude save. If they pass the
save, they take no effect other than the deeper darkness of the well itself.
They can place a well of darkness one additional time per day at 14th and
20th level. This death power requires 8th level.
Well of power (Su):
Once per day using one dark energy, the
necromancer can place a well of power on the ground with a radius of 15 ft.
Allies within the well gain a +2 profane bonus to one ability score designated
by the necromancer upon creation. Enemies within the well make a will save or
take the same ability score change as a penalty. These bonuses and penalties
remain until they leave the well. The changes return if they re-enter. The
bonus and penalty of this well increases to +4 at 12th level. They
can instead choose two ability scores to cause a +2 bonus or -2 penalty. They
can place a well of power one additional time per day at 14th and 20th
level. This death power requires 8th level.
Well of suffering
(Su): Well of Darkness (Su): Once per
day using one dark energy, the necromancer can place a well of suffering on the
ground, with a radius of 15 ft. Targets within the well take 1d6 points of
damage + the necromancer’s level per round they remain in the well. The
necromancer chooses one ability score. Each round a target remains in the well,
they take 1 point of ability drain. A successful fortitude save negates the
drain, but not the damage. They can place a well of darkness one additional
time per day at 15th and 18th level. This death power
requires 12th level.
Undead minion: At 4th level, the necromancer
becomes especially adept at creating undead, and gains the ability to create a
special undead minion that they can customize and alter with special abilities.
This minion’s statistics, as well as abilities, are below in the Undead minion section. The hit dice of
this minion counts toward the necromancer’s total available hit dice for
animating and creating undead. If the necromancer creates or animates more dead
than they are able (4 HD per caster level) the necromancer always loses control
of undead that are not their special undead minion. This minion is not subject
to command undead or other effects.
Death resistance
(Ex): At 5th level, the necromancer’s connection to undeath and
power over the dead grows within them. They gain a +2 bonus on saving throws against
negative energy effects, death effects, and the spells, spell-like abilities,
and supernatural abilities of undead creatures.
Plague born (Ex): At 7th
level, the necromancer becomes immune to diseases, including magical and
supernatural diseases.
Steel mind (Ex): At 9th
level, their connection to undeath grants the necromancer gains a +2 bonus on
saving throws against mind-affecting effects.
Greater shroud (Ex): At 11th level, When in death shroud, the necromancer gains an additional +1 bonus to their caster level, and DR/good equal to 1/3 their level.
Greater shroud (Ex): At 11th level, When in death shroud, the necromancer gains an additional +1 bonus to their caster level, and DR/good equal to 1/3 their level.
Resilient blood
(Ex): At 12th level, the necromancer is immune to poisons.
Deathless (Ex): At 13th level, the necromancer has a 25% chance to negate each negative level they gain.
Energy drain (Su): At 15th level, the necromancer can, using one dark energy upon a successful hit or melee touch attack, inflict one temporary negative level on the target. A successful fortitude save negates this negative level. After 24 hours, the creature gains a second saving throw to remove the negative level. If they fail, it becomes permanent.
Deathless (Ex): At 13th level, the necromancer has a 25% chance to negate each negative level they gain.
Energy drain (Su): At 15th level, the necromancer can, using one dark energy upon a successful hit or melee touch attack, inflict one temporary negative level on the target. A successful fortitude save negates this negative level. After 24 hours, the creature gains a second saving throw to remove the negative level. If they fail, it becomes permanent.
Dark mind (Ex): At 17th
level, the necromancer’s mind act as if it is concealed from those who wish to
invade their mind. When an enemy attempts to cast a mind-affecting effect upon
the necromancer, they must roll as if they attacked an enemy with total concealment.
Soul drain (Su): At 19th level, the necromancer can, using two dark energy upon a successful hit or melee touch attack, inflict 1d4+1 temporary negative levels on the target. A successful fortitude save halves these this negative levels. After 24 hours, the creature gains a second saving throw to negate each individual negative level. If they fail, the levels becomes permanent.
Soul drain (Su): At 19th level, the necromancer can, using two dark energy upon a successful hit or melee touch attack, inflict 1d4+1 temporary negative levels on the target. A successful fortitude save halves these this negative levels. After 24 hours, the creature gains a second saving throw to negate each individual negative level. If they fail, the levels becomes permanent.
Master of necromancy (Ex): The necromancer becomes a master of necromancy, becoming
immune to energy drain and ability drain, and they are immune to all
mind-affecting effects, as well as anything that requires a fortitude save,
unless that save affects objects. In addition, they gain negative energy
affinity at all times. In addition, once per day they can cast a powerful
spell, noted in their death foci. If this spell has a DC, it is equal to 10 + ½
the necromancer’s level + their charisma modifier.
Death Foci
Blood magic
Image
credit: Sefokusu on DeviantArt
Bonus spells: 1st: Touch of bloodletting; 2nd:
False life; 3rd: Vampiric touch; 4th: False life
(greater); 5th: Blood boil; 6th: Death clutch.
Master of Necromancy spell: Massacre.
Shroud: The blood magic
necromancer siphons 1 health from up to a number of creatures equal to half
their level each round they remain in death shroud. They gain this as hit
points. At 8th and 16th level, the amount of hit points
siphoned increases by 1. A fortitude save negates this drain.
Shroud skill: Life transfer: When channeling negative energy
to harm living creatures while in death shroud, the necromancer gains life
force equal to the damage rolled. They can instead choose to gain hit points
equal to half this amount.
Undead minion: When the minion deals damage with an attack,
they grant the necromancer 1 life force. They can choose to grant these as
normal hit points instead, up to a number of times per day equal to twice the
necromancer’s level.
Note: A blood magic
necromancer uses blood hex feats as a witch or shaman does.
Death powers
Blood hex: The necromancer can choose a blood hex feat they qualify for. They count as witches or shamans for the purposes of blood hex feats.
Last rites (Su): While an ally is bleeding or unconscious and dying while adjacent to the necromancer, they instantly stabilize. The necromancer makes a caster level check against the heal DC of the bleed. If successful, the ally stops bleeding.
Last rites (Su): While an ally is bleeding or unconscious and dying while adjacent to the necromancer, they instantly stabilize. The necromancer makes a caster level check against the heal DC of the bleed. If successful, the ally stops bleeding.
Life from death (Su): When exiting death shroud, adjacent allies, as well
as the necromancer, heal for 1 hit point for every round the necromancer was in
their death shroud.
Transfusion (Su): Once per day as a standard action, the necromancer can
stabilize and siphon their own health into dying allies. They can grant allies
a number of hit points until they are at a maximum of 1 hit point. This cannot
take a necromancer below 1 hit point. At 6th, 12th, and
18th level, they can use this power one additional time per day.
Unholy martyr (Su): When entering death shroud, the necromancer can
select a number of allies up to their charisma modifier within 30 ft. The
necromancer can steal one condition they suffer from of shaken, sickened,
dazed, stunned, paralyzed, bleeding, poisoned, diseased, and cursed. For each
condition they gain, the necromancer gains a life force equal to half their
level (minimum 1). They do not gain a saving throw to these effects, but they
can remove them by normal means, or by the means the original victim had
available (Such as, a will save each round for the hold person spell). They
cannot accept the same condition twice, or if they already have the condition,
they cannot accept a new one.
Unholy sanctuary (Su): If the necromancer is knocked unconscious by being
taken below 0 hit points, or taken to a number of negative hit points that
would kill them, they automatically initiate death shroud, taking the remaining
hit point damage they take once they reach 0 hit points (or the death
threshold). If they do not have enough life force to absorb the blow, they
consume what life force they have, and take the rest as hit point damage as
normal (and are knocked unconscious or killed. This death power requires 11th
level.
Vampiric rituals (Ex): When within one of the necromancer’s well
abilities, allies and the necromancer gain a +1 profane bonus to their armor
class, and DR 1/good. This bonus increases by 1 at 8th and 16th
level.
Vampiric strikes (Su): Whenever the necromancer strikes an enemy with a
weapon, unarmed, or natural attack for lethal damage, they siphon 1 health and
gain them as hit points.
Well of blood: Once per day, the necromancer can place a well of blood on
the ground, which has a radius of 15 ft. this grants all allies within fast
healing 1, and lasts a number of rounds equal to the necromancer’s charisma
modifier. When enemies stand within the mark, they take damage every round
equal to the fast healing instead. For each enemy that takes damage in the
mark, the necromancer gains 1 life force. The fast healing and damage of this
mark of blood increases by 1 for every 5 levels the necromancer possesses. They
can place a well of blood one additional time per day at 6th, 12th,
and 18th level.
Witch hex: The blood magic necromancer gains access to one of the following
hexes: Gift of consumption, Poison touch,
Poison steep. At 13th level, they can choose from agony, Infected wounds, and withering.
Curses
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Arenanet/Guild wars 2
Bonus spells: 1st: Ray of sickening; 2nd: Ghoul
touch; 3rd: Bestow curse; 4th: Contagion; 5th:
Curse (major); 6th: Epidemic.
Master of Necromancy spell: Cursed earth.
Shroud: Whenever the necromancer a condition of
sickened, diseased, cursed, nauseated, or poisoned upon an enemy, and when the
condition or spell has an effect such as ability damage, ability drain, as a
post-infliction effect (such as additional rounds of poison), they gain 1 life
force.
Shroud skill: Plague blast: The necromancer can unleash a blast of corrupted energy at
the target using the life force they’ve taken or generated. They can spend 1
life force per level they possess to deal an amount of damage equal to the life
force spent. In addition, the necromancer can choose one condition of shaken,
sickened, bleeding, or fatigued, and inflict the target with it instead. At 12th
level, they can transfer confused, cursed, diseased, exhausted, and staggered.
If the target does not accept the affliction, it stays with the necromancer. This
blast is launched at a target as a ranged touch attack out to a range of 30 ft.
A successful fortitude halves the damage, and negates the condition. The
maximum life force spent per use of this ability is equal to their necromancer
level. This can be used once per day for every 2 levels they possess. This
requires 10th level.
Minion: Whenever the minion inflicts a condition of
sickened, diseased, cursed, nauseated, or poisoned upon an enemy, they gain 1 life
force.
Death powers
Channel the
sickness (Su): Once per day, when the necromancer dispels or removes a condition
with remove disease or other spells of that nature, they can channel it into a
target within 30 ft. the target makes the same save that originally caused the
condition. They can use this ability one additional time per day at 8th
and 16th level.
Cursed strikes (Su):
For 1 round per level, the necromancer can inflict a brief curse upon striking
an enemy with a weapon, natural, or unarmed attack. Whenever they strike a
target, the enemy makes a will save. If they fail, they fall under a curse for
1 round, as the bestow curse spell. The type of curse is chosen when this
ability is activated. This requires 9th level.
Mark of curses
(Sp): The necromancer marks a 10-ft. square within 30 ft. of them. When a
creature walks into the marked area, or is within the area when the ability is
cast, the mark triggers, causing all within to become cursed, as the bestow
curse spell. A successful will save negates the curse. The necromancer can use
this ability once for every three levels they possess. This requires 8th
level.
Mark of sickness
(Sp): The necromancer marks a 10-ft. square within 30 ft. of them. When a
creature walks into the marked area, or is within the area when the ability is
cast, the mark triggers, causing all within to be sickened for 1 minute per
level, as the ray of sickening spell. A successful fortitude save reduces the
sickened condition to one round. The necromancer can use this ability a number
of times per day equal to 3 + their charisma modifier.
Necrotic grasp: The
necromancer sends out a hand of necrotic energy at a target as a ranged touch
attack. This attack deals 1d6 damage + ½ the necromancer’s level as negative
energy. The damage of this attack increases by 1d6 for every 2 levels they
possess after 1st. They can use this ability a number of times per
day equal to 3 + their charisma modifier, and it generates an amount of life
force equal to the necromancer’s level.
Parasitic contagion
(Su): When the necromancer inflicts one of the sickened, nauseated, or poisoned
conditions by supernatural or magical means, they gain 1 hit point per duration
increment as long as they are within 10 ft. of them. If the duration is rounds
per level, they gain 1 hit point per round. If it is 1 minute per level, they
gain 1 hit point per minute. This death power requires 6th level.
The amount of hit points gained per time increment increases by 1 hit point for
every 4 levels they possess after 6th.
Target the weak
(Ex): The necromancer’s attacks are especially deadly to weakened targets. For
each condition of sickened, shaken, and fatigued, the necromancer gains a +1
competence bonus on attack and damage rolls. At 10th level, they
gain a +1 bonus for each condition of dazed, exhausted, and nauseated. At 15th
level, they gain a +1 bonus from stunned, paralyzed, and cursed.
Terror (Su): When
the necromancer casts a spell or uses a supernatural ability that inflicts the
shaken condition, they can use one dark energy to enhance the fear, causing the
target to take 1 point of damage per round. If they are subject to the
frightened or panicked conditions, they take 2 or 3 points of damage, respectively.
This damage increases by 1 for every 5 levels the necromancer possesses.
Witch hex: The
curses necromancer may learn one of the following hexes: Blight, cursed wound,
or misfortune. Their necromancer level counts as witch level for this effect,
and the DC is charisma-based.
Death Magic
Bonus spells: 1st: Animate dead (lesser); 2nd:
Animate dead; 3rd: Wall of bone; 4th: Ghoul army; 5th:
Create undead; 6th: Create greater undead.
Master of necromancy spell: Wail of the Banshee.
Shroud: Whenever the necromancer or their minions
knock an enemy unconscious or kills them, they gain life force equal to the
creature’s hit dice.
Shroud skill: Grasping force: The
necromancer can place a 10-ft. radius area of grasping death on the ground as a
standard action. While in this area, individuals are grabbed and restricted by
grasping arms. The arms grab the target each round they remain in the area,
with a CMB of the necromancer’s level + their charisma modifier. If they are
unsuccessful, the target is entangled while they remain in the space. On a
successful grapple, the grasping force has a CMD of 10 + the necromancer’s
level + their charisma modifier + 5. The necromancer is unaffected by their own
grasping force. This can be used once per day, plus one additional time for
every 6 levels they possess. This ability’s check can be improved by improved
and greater grapple.
Undead minion: When the
necromancer’s undead minions deal damage, they grant the necromancer 1 life
force. This value increases by 1 for every 4 levels the necromancer possesses.
Death powers
Bitter chill (Ex):
When the necromancer deals immediate cold damage from a spell, spell-like
ability, or supernatural ability, it deals minimum damage one round later, or
half damage, whichever is lower.
Cleansing death:
When entering death shroud, the necromancer gains a new save against a single
condition that affects them. This does not affect permanent conditions, such as
curses or insanity.
Corpse explosion
(Su): As a standard action, the necromancer can make one corpse explode,
dealing 1d6 damage to adjacent creatures. This damage increases by 1d6 for
every 2 levels following first. They can cause a number of corpse explosions
equal to 3 + their charisma modifier. A successful reflex save halves the
damage for adjacent creatures, but creatures within the corpse’s space do not
receive a save.
Death surge: The amount
of life force gained from knocking a creature unconscious or killing them acts
as if their hit dice was two higher. This requires 11th level.
Desecrated armor:
When in death shroud, the necromancer’s minions within 30 ft. gain a +1 profane
bonus to their armor class, and the necromancer’s profane guard ability grants
an additional +1.
Disrupt connection
(Su): The necromancer gains the disrupt connection witch hex, except it works
on only undead creatures controlled by other entities. Their necromancer level
counts as witch level for the purposes of this hex, and the save is
charisma-based.
Exploding minions
(Su): When creating or animating an undead being, the necromancer can form an
explosive force within them using one dark energy. When these undead are killed
(taken to 0 hit points), they explode for 1d6 damage per two hit dice the minion
possesses. A reflex save halves this damage.
Master’s boon (Su):
As a full-round action, the necromancer can grant any one of their undead a +2
bonus to one ability score. This boon increases to +4 at 12th level.
The necromancer can give one boon to each of their undead. If they grant a new
boon to a minion, the previous one is replaced. If an undead acts against the
necromancer’s will (either by breaking free by going over their animate dead
limit, the necromancer dies, or by acting from a command undead effect from
another individual) the boon is lost. This ability does not work on the undead
minion they gain at 4th level.
Minion master: The
necromancer adds their charisma modifier to the number of hit dice of undead
they control. At 10th level, this increases to double their charisma
modifier.
Reaper’s protection
(Su): When the necromancer is inflicted with the dazed, confused, stunned, or
paralyzed conditions, adjacent creatures, including the one who inflicted it
(if not adjacent) are frightened for 1d4 rounds. At 16th level,
they’re panicked. A successful will save negates this effect. This requires 8th
level.
Sacrificial master:
The necromancer can take 1 constitution drain to heal all of their minions
within 60 ft. for a number of hit points equal to the necromancer’s level +
their charisma modifier. This drain cannot be healed by means such as restoration,
or reduced by magic effects like a ring of inner fortitude. This drain is
removed when the necromancer rests.
Spite
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wars 2 art team
Bonus spells: 1st: Stunning barrier; 2nd:
Ironskin; 3rd: Stunning barrier (greater); 4th: Spite; 5th:
Vampiric shadow shield; 6th: Destruction.
Master of necromancy spell: Heroic invocation.
Minion: When the necromancer’s minion or themselves take
damage or they deals damage with a weapon, unarmed attack, or natural attack,
they gain one life force, and the minion gains a +1 profane bonus on attack and
damage rolls, as well as saving throws for 1 round. These bonuses stack. The
number of shroud hit points gained increases by 1 for every 5 levels they
possess.
Shroud skill: Spiteful force: While in death shroud, the
necromancer spites others for their attacks. Once per round, the necromancer
can parry an attack made against them. They roll a melee attack against the
target, and if higher, parry the attack. If they are targeted by a spell, the
caster must make a concentration check against a DC of 10 + the necromancer’s
level. If they fail, the spell is lost, and the caster is sickened and shaken
for 1 round. If the necromancer spends life force equal to their level, they
can reflect half the damage of an enemy attacking with a weapon, natural weapon,
or unarmed attack dealing hit point damage.
Death powers
Counter (Ex): Once
per round, the necromancer can spend one dark energy to counterattack an
opponent who cast a spell, ability, or attacked them using an attack of
opportunity.
Determination (Ex):
When struck below 0 hit points, the necromancer can spend one dark energy to
remain conscious. They are still staggered, and lose hit points by taking
strenuous action. However, they can spend one additional dark energy as a free
action to suppress the staggered condition and hit point loss for one round. At
8th level, the necromancer is no longer staggered below 0 hit
points. At 12th level, they no longer lose hit points due to
strenuous action. At 16th level, the necromancer can spend an amount
of dark energy minimum of half their pool to not take hit point damage from any
source for one round if they are below 0 hit points.
Focus feats: Channel smite, Charnel
soldiers, Combat reflexes, Combat casting, Endurance, Diehard, Dodge, Improved
bull rush, Improved disarm, Improved sunder, Improved trip, Iron will,
Lightning reflexes, Mobility, Pestilent, Power attack, Spring attack, Toughness,
Weapon focus. They need only meet
the level or base attack bonus requirements for these feats.
Martial training
(Ex): The spite necromancer learns to use all martial weapons, as well as light
and medium armor. However, if they wear armor, they lose their profane guard
bonus.
Minus strike (Su):
With a destructive swing, the necromancer can, once per day as a standard
action, make an attack dealing damage dice plus the amount of hit points the
necromancer is beneath their maximum. This attack can be made one additional
time at 8th and 16th level. This costs 1 dark energy.
Parrying minions
(Ex): The necromancer’s minions gain the ability to parry enemy attacks. Each
undead under their control can parry one attack in a round. If the undead rolls
higher on the attack roll they choose to attempt to parry, the attack is
parried.
Retribution (Su):
The necromancer gains the use of the retribution witch hex. Their level counts
as witch level, and the DC is charisma-based.
Spell revenge (Sp):
Once per day, the necromancer can cast spell turning on themselves as a
spell-like ability. This requires 13th level. At 16th
level, they can activate this ability as an immediate action.
Spiteful (Sp):
Twice per day, the necromancer can cast spite as a spell-like ability. This can
be cast on undead they control. This ability can be used an additional time per
day for every 3 levels following 7th. This requires 7th
level.
Vengeance (Ex):
When below half their maximum hit points, the necromancer gains a +2 profane
bonus to their attack rolls, damage rolls, saving throws, and their profane
guard ability increases by 2. At 0 hit points or lower, these bonuses double.
Soul Reaping
Bonus spells: 1st: Doom; 2nd: Death knell;
3rd: Enervation; 4th: phantasmal killer; 5th: Slay
living; 6th: Finger of death.
Master of necromancy spell: Weird.
Minion: Whenever the necromancer’s minion knocks an enemy unconscious or kills
them, they gain life force equal to the creature’s hit dice.
Shroud: When the
necromancer casts an offensive spell while in death shroud, they gain life
force equal to double the spell level.
Shroud skill: Reap soul: When
within 20 ft. of a helpless individual, they can attempt to reap their soul as
a full-round action. The target gets a will save. If they fail, they are
instantly killed, as if they were subject to a coup de grace. Reaping a
target’s soul provokes attacks of opportunity. If the target is helpless and
dying, this is a standard action. The necromancer gains life force equal to
twice the hit dice of the creature killed. At 8th level, they can
use this ability on two helpless targets. At 16th level, they can
affect a number of creatures equal to their charisma modifier. At 20th
level, they can use this ability as a standard action once per day on a target,
even if they are not helpless.
Death powers
Death perception
(Ex): While in death shroud, all of the necromancer’s attacks and spells gain
the effects of the improved critical feat. This does not stack with effects
such as the feat itself, the keen edge spell, or the keen weapon enhancement.
This requires 7th level.
Dhuumfire (Su):
When dealing negative energy damage, the necromancer can instead reduce the
damage dice by one step, (or reduce their caster level by 2 if dice do not
apply) to instead deal unholy fire damage. This requires 10th level.
Fool in the grace
(Ex): While in death shroud, the necromancer becomes immune to daze, stun, and
paralysis effects. This requires 14th level.
Last gasp (Su):
When struck to 0 or below hit points, the necromancer instantly activates spectral
armor without consuming daily uses, and heals for a number of hit points equal
to their level.
Soul Marks (Su):
When a mark death power is triggered, the necromancer gains life force equal to
the creature’s hit dice. If they pass the save against the mark, this life
force amount is halved.
Soul reaper (Sp):
The necromancer can use death knell three times per day as a spell-like
ability. Every two levels following, they can use it one additional time. When
this ability is used to kill a creature, the necromancer gains additional life
force equal to the creature’s hit dice. This only works on living targets.
This requires 7th
level.
Soul shaker (Su):
Choosing a target within 30 ft., the necromancer causes the connection between
the body and soul of the target to shudder as a standard action. The target is
staggered for 1 round per level of the necromancer. If they fail by 5 or more,
they are stunned for the first round. If they pass the save, the staggered
condition is reduced to 1 round. This only works on living targets.
Speed of shadows (Sp):
Once per day when activating death shroud, the necromancer can cast freedom of
movement as a spell-like ability as an immediate action. They can use this one
additional time per day at 12th and 16th level. This
death power requires 8th level.
Vital persistence
(Ex): While in death shroud, once per day, each shroud skill the necromancer
knows can be used one time without consuming uses or life force.
Necromancer Spell List
0-Level Necromancer spells
Bleed, Create water, Daze, Detect magic,
Detect Poison, Disrupt undead, Enhanced Diplomacy, Guidance, Haunted fey
aspect, Light, Mending, Penumbra, Read magic, Resistance, Touch of fatigue.
1st-level necromancer spells
Air bubble, Animate dead (lesser), Ant haul,
Abstemiousness, Aspect of the nightingale, Bane, Barbed chains, Burning disarm,
Cause fear, Chill touch, Clarion call, Command, Command undead, Compel
hostility, Comprehend languages, Curse water, Dancing lantern, Deadeye’s lore,
Deathwatch, Decompose corpse, Detect alignment, Detect charm, Detect the
faithful, Divine favor, Diagnose disease, Doom, Dream feast, Endure elements,
Enhance water, Entropic shield, Face of the devourer, Forbid action, Grasping
corpse, Hedging weapons, Hidden diplomacy, Hide from undead, Inflict light wounds,
Know the enemy, Magic weapon, Moment of greatness, Murderous command, Obscure
poison, Obscuring mist, Protection from alignment, Ray of enfeeblement, Ray of
sickening, Remove fear, Remove sickness, Repair undead, Restore corpse, Rite of
bodily purity, Rite of centered mind, Sanctify corpse, Sanctuary, Sculpt
corpse, Shield of faith, Stunning barrier, Swallow your fear, Touch of
blindness, Touch of bloodletting, Tracking mark, Unbreakable heart, Weaponwand.
2nd-level necromancer spells
Abeyance, Aboleth’s lung, Admonishing ray,
Aid, Air step, Align weapon, Amplify stench, Ancestral knowledge, Animate dead,
Ant haul (communal), Bear’s endurance, Bloodbath, Blood blaze, Boiling blood,
Bone fists, Boneshaker, Bull’s strength, Cloud of seasickness, Curse terrain
(lesser), Darkness, Dark whispers, Death candle, Death Knell, Defending bone, Defoliate,
Delay disease, Delay pain, Delay poison, Desecrate, Detect magic (greater),
Disfiguring touch, Dread bolt, Dress corpse, Eagle’s splendor, Endure elements
(communal), Enemy’s heart, Enthrall, Halt undead, Gentle repose, Ghoul touch, Ghostbane
dirge, Grace, False life, Hold person, Inflict moderate wounds, Instrument of
agony, Ironskin, Life pact, Make whole, Martyr’s bargain, Owl’s wisdom,
Protection from alignment (communal), Protective penumbra, Remove paralysis,
Resist energy, Restoration (lesser), Savage maw, Scare, Sense fear, Sentry
skull, Shatter, Shield of fortification, Shield other, Silence, Speak with
dead, Status, Stricken heart, Surmount affliction, Touch of mercy, Twisted
futures, Undetectable alignment, Unholy ice weapon, Unliving rage, Unshakable
chill, Weapon of awe, Zone of truth.
3rd-level necromancer spells
Accept
affliction, Agonize, Agonizing rebuke, Aggravate affliction, Air breathing,
Align weapon (communal), Anti-incorporeal shell, Appearance of life, Archon’s
aura, Aura of cannibalism, Aura sight, bestow curse, blindness/deafness, Blood
scent, Contagion, Continual flame, Control vermin, Create food and water,
Damnation, Deadly juggernaut, Death ward, Deeper darkness, Delay poison
(communal), Detect anxieties, Dispel magic, Disrupt silence, Enervation, False
alibi, Flesh puppet, Fractions of heal and harm, Healing thief, Helping hand, Howling
agony, Inflict serious wounds, Locate object, Magic circle against alignment,
Magic vestment, Monstrous extremities, Obscure object, Prayer, Protection from
energy, Ray of exhaustion, Reaper’s coterie, Remove blindness/deafness, remove
curse, remove disease, resist energy (communal), Restoration, Sadomasochism,
Sands of time, Shadowmind, Shield of darkness, Speak with haunt, Stunning
barrier (greater), Symbol of exsanguination, Torpid reanimation, Umbral
infusion, Vampiric touch, Water breathing, Water walk, Waters of maddening,
Wind wall, Wrathful mantle.
4th-level necromancer spells
Abyssal
vermin, Air walk, Aura of doom, Battle trance, Blessing of fervor, Borrow
corruption, Conditional curse, Contagion (greater), Curse terrain, Deadman’s
contingency, Debilitating portent, Dimensional anchor, Discern lies, Dismissal,
Divine power, Enchantment foil, False life (greater), Fear, Feast on fear, Firewalker’s
meditation, Flesh puppet horde, Fleshworm infestation, Freedom of movement,
Ghostbane dirge (mass), Giant vermin, Glimpse of truth, Hunger for flesh, Inflict
critical wounds, Inflict light wounds (mass), Magic weapon (greater), Nature’s
ravages, Neutralize poison, Persistent vigor, Plague carrier, Poisonous balm,
Protection from energy (communal), Repair undead (mass), Repel vermin, Rest
eternal, Ride the waves, Rigor mortis, Sending, Shadow barbs, Shield of
fortification (greater), Skeleton crew, Spellcrash (lesser), Spell immunity,
Terrible remorse, Tongues, Vampiric shadow shield, Virulence, Wall of bone,
Ward shield, Water walk (communal).
5th-level necromancer spells
Air walk
(communal), Antilife shell, Ban corruption, Banshee blast, Blood ties,
Boneshatter, Caustic blood, Command (greater), Commune, Constricting coils, Create
undead, Curse of magic negation, Curse (major), Darkvault, Decollate, Dispel
alignment, Disrupting weapon, Flame strike, Forbid action (greater), Ghoul army,
Harm, Inflict moderate wounds (mass), Life bubble, Mark of justice, Profane
nimbus, Siphon magic, Slay living, Spell immunity (communal), Spell resistance,
Spellsteal, suffocation, Symbol of pain, Symbol of striking, Tongues
(communal), True seeing, Undeath ward, Unhallow, Unholy ice, Wall of
blindness/deafness, Waves of fatigue.
6th-level necromancer spells
Alleviate
corruption, Banishment, Bear’s endurance (mass), Bloodsworn retribution, Bull’s
strength (mass), Circle of death, Create undead (greater), Create variant
mummy, Cruel jaunt, Curse of night, Curse of the outcast, Curse terrain
(greater), Death clutch, Destruction, Dispel magic (greater), Eagle’s splendor
(mass), Enlightened step, Epidemic, Ethereal jaunt, Find the path, Finger of
death, Flesh wall, Forbiddance, Hunger for flesh (mass), Inflict serious wounds
(mass), Orb of the void, Overwhelming poison, Owl’s wisdom (mass), Plague
storm, Plundered power, Regenerate, Spellblight jinx, Symbol of fear, Undeath
to death, Unholy aura, Unwilling shield, Vision of doom, Waves of exhaustion.
At
4th level, the necromancer can create a special undead minion (if a
body is present) to assist them in combat. If the minion is killed, its body is
turned to dust and must be re-created by means of gathering new body parts that
can be manipulated into a new construct.
The
undead minion gains all the traits of an undead creature.
Level
|
Hit Dice
|
Base attack bonus
|
Good Save
|
Bad Save
|
Skills
|
Feats
|
Natural armor bonus
|
Str/dex bonus
|
Max Attacks
|
Construct points
|
Special
|
4
|
3
|
3
|
3
|
1
|
8
|
2
|
2
|
1
|
2
|
3
|
Darkvision
|
5
|
4
|
4
|
4
|
1
|
8
|
2
|
3
|
1
|
2
|
4
|
Ability score increase
|
6
|
5
|
5
|
4
|
1
|
9
|
3
|
3
|
2
|
2
|
4
|
|
7
|
6
|
5
|
5
|
2
|
10
|
3
|
4
|
2
|
2
|
5
|
|
8
|
6
|
6
|
5
|
2
|
11
|
3
|
5
|
3
|
3
|
6
|
|
9
|
7
|
7
|
5
|
2
|
12
|
4
|
5
|
3
|
3
|
7
|
Multiattack
|
10
|
8
|
8
|
6
|
2
|
13
|
4
|
6
|
4
|
3
|
7
|
Ability score increase
|
11
|
9
|
8
|
6
|
3
|
13
|
4
|
7
|
4
|
3
|
8
|
|
12
|
9
|
9
|
6
|
3
|
14
|
5
|
7
|
4
|
3
|
9
|
|
13
|
10
|
10
|
7
|
3
|
15
|
5
|
8
|
5
|
3
|
10
|
|
14
|
11
|
10
|
7
|
3
|
16
|
6
|
9
|
5
|
4
|
10
|
|
15
|
12
|
11
|
8
|
4
|
17
|
6
|
9
|
6
|
4
|
11
|
Ability score increase
|
16
|
12
|
12
|
8
|
4
|
18
|
6
|
10
|
6
|
4
|
12
|
|
17
|
13
|
13
|
8
|
4
|
18
|
7
|
11
|
7
|
4
|
13
|
|
18
|
14
|
13
|
9
|
4
|
19
|
7
|
11
|
7
|
4
|
13
|
|
19
|
15
|
14
|
9
|
5
|
20
|
7
|
12
|
7
|
4
|
14
|
|
20
|
15
|
15
|
9
|
5
|
21
|
8
|
13
|
8
|
5
|
15
|
Class
Level: This is the character’s necromancer
level.
HD: This is the total number of 8-sided (d8) Hit Dice the minion possesses.
They add their charisma modifier instead of constitution to their total hit
points.
BAB: This is the minion’s base attack bonus. A minion’s base attack bonus is
equal to its Hit Dice. They do not gain additional attacks using their natural
weapons for a high base attack bonus.
Good
Saves and Poor Save: These are the minion’s
base saving throw bonuses. A minion possesses two good saving throws and one
poor saving throw, determined by the creature’s base form. The undead minion is
immune to all effects where a fortitude save is required, unless the effect
affects objects.
Skills: This lists the minion’s total skill ranks. An eidolon can assign skill
ranks to any skill, but it must possess the appropriate appendages to use some
skills. Minions with Intelligence scores above the base value modify these
totals as normal (1 skill point per int modifier above 0 per hit die). An
eidolon cannot have more ranks in a skill than it has Hit Dice. Minion skill
ranks are set once chosen, even if the creature’s construct components change
when the necromancer gains a new level.
Feats: This is the total number of feats possessed by the minion. Minions can
select any feat they qualify for, but they must possess the appropriate
appendages to use some feats. Minion feats are set once chosen, even if the
creature changes when the necromancer gains a new level. If, due to such
changes, the minion no longer qualifies for a feat, the feat has no effect
until they once again qualify for the feat.
Armor
Bonus: The number noted here is the undead
minion’s base natural armor armor bonus.
Str/Dex
Bonus: Add this modifier to the minion’s
Strength and Dexterity scores, which are determined by its base form. Some
options available through the minion’s construct points might modify these
scores.
Construct
points: The value given in this column is the
total number of points in the minion’s construct poool. Points in this pool can
be spent on a wide variety of modifications and upgrades that add new
abilities, attacks, and powers to the eidolon. Whenever the necromancer gains a
level, the number of points in this pool increases and they can spend these
points to change the abilities of the minion. These choices are not set—the necromancer
can change them whenever they gain a level (and through the transmogrify
spell).
Max.
Attacks: This indicates the maximum number of
attacks that the minion is allowed to possess at the given level. If the minion
is at its maximum, it cannot take evolutions that grant additional attacks.
Attacks made with weapons, including those granted by a high base attack bonus,
are counted against this maximum.
Special: This includes a number of abilities gained by all minions as they
increase in power (see Table: Minion Base Statistics). Each of these bonuses is
described below.
Darkvision:
The undead minion gains darkvision out to a distance
of 60 ft.
Ability
score bonus: The necromancer can choose one ability
score the minion has, and increase its value by 1.
Multiattack:
When making attacks with secondary natural attacks,
the minion takes a -2 penalty, instead of -5.
Minion
forms:
Quadruped
Starting Statistics: Size Medium; Speed 40
ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability
Scores Str 14, Dex 14, Con -, Int 11, Wis 10, Cha 14; Free Evolutions
bite, limbs (legs) (2).
Biped
Starting Statistics: Size Medium; Speed 30
ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will
(good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con -,
Int 11, Wis 10, Cha 13; Free Evolutions claws, limbs (arms), limbs
(legs).
Serpentine
Starting Statistics: Size Medium; Speed 20
ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref
(good), Will (good); Attack bite (1d6), tail slap (1d6); Ability
Scores Str 12, Dex 16, Con -, Int 11, Wis 10, Cha 14; Free Evolutions bite,
climb, reach (bite), tail, tail slap.
The undead minion gains
all the traits of an undead creature. It is immune to all effects that require
a fortitude save, unless that effect affects objects.
Evolutions
Each
minion receives a number of construct points that can be spent to give the
minion new abilities, powers, and other upgrades. These abilities, called
evolutions, can be changed whenever the death knight gains a new level, but
they are otherwise set. Some evolutions require that the minion have a specific
base form or the death knight be of a specific level before they can be chosen.
A number of evolutions grant the minion additional natural attacks. Natural
attacks listed as primary are made using the minion's full base attack bonus
and add the minion's Strength modifier on damage rolls. Natural attacks listed
as secondary are made using the minion's base attack bonus – 5 and add 1/2 the
minion's Strength modifier on damage rolls (if positive). If the minion only
has a single natural attack, the attack is made using its full base attack
bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with
that attack, regardless of the attack's type.
Evolutions
are grouped by their cost in construct points. Construct points cannot be
saved. All of the points must be spent whenever the death knight gains a level.
Unless otherwise noted, each evolution can only be selected once.
1-Point
Evolutions
The
following evolutions cost 1 point from the minion's evolution pool.
Bite
(Ex): a minion's maw is full of razor-sharp teeth, giving it a bite attack.
This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if
Large, 2d6 if Huge). If the minion already has a bite attack, this evolution
allows it to deal 1-1/2 times its Strength modifier on damage rolls made with
its bite.
Claws
(Ex): a minion has a pair of vicious claws at the end of its limbs, giving it
two claw attacks. These attacks are primary attacks. The claws deal 1d4 points
of damage (1d6 if Large, 1d8 if Huge). The minion must have the limbs evolution
to take this evolution. This evolution can only be applied to the limbs (legs)
evolution once This evolution can be selected more than once, but the minion
must possess an equal number of the limbs evolution.
Climb
(Ex): A minion becomes a skilled climber, gaining a climb speed equal to its
base speed. This evolution can be selected more than once. Each additional time
it is selected, increase the minion's climb speed by 20 feet.
Improved
Damage (Ex): One of the minion's natural attacks is particularly deadly. Select
one natural attack form and increase the damage die type by one step. This
evolution can be selected more than once. Its effects do not stack. Each time a
minion selects this evolution, it applies to a different natural attack.
Improved
Natural Armor (Ex): a minion's hide grows thick fur, rigid scales, or bony
plates, giving it a +2 bonus to its natural armor. This evolution can be taken
once for every five levels the death knight possesses.
Magic
Attacks (Su): a minion is infused with magic, allowing it to treat all of its
natural attacks as if they were magic for the purpose of overcoming damage
reduction. If the death knight is 10th level or higher, all of the minion's
weapons are treated as the alignment of the minion for the purpose of
overcoming damage reduction.
Mount
(Ex): a minion is properly skilled and formed to serve as a combat-trained
mount. The minion must be at least one size category larger than its rider.
This evolution is only available to minions of the quadruped and serpentine
base forms.
Pincers
(Ex): a minion grows a large pincers at the end of one pair of its limbs,
giving it two pincer attacks. These attacks are secondary attacks. The pincers
deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Minions with the grab
evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The
minion must have the limbs (arms) evolution to take this evolution.
Alternatively, the minion can replace the claws from its base form with pincers
(this still costs 1 construct point). This evolution can be selected more than
once, but the minion must possess an equal number of the limbs evolution.
Pounce
(Ex): a minion gains quick reflexes, allowing it to make a full attack after a
charge. This evolution is only available to minions of the quadruped base form.
Pull
(Ex): a minion gains the ability to pull creatures closer with a successful
attack. Select one type of natural attack. Whenever the minion makes a
successful attack of the selected type, it can attempt a free combat maneuver
check. If successful, the target of the attack is pulled 5 feet closer to the
minion. This ability only works on creatures of a size equal to or smaller than
the minion. Creatures pulled in this way do not provoke attacks of opportunity.
The minion must have a reach of 10 feet or more to select this evolution. This
evolution can be selected more than once. Its effects do not stack. Each time a
minion selects this evolution, it applies to a different natural attack.
Push
(Ex): a minion gains the ability to push creatures away with a successful
attack. Select one type of natural attack. Whenever the minion makes a
successful attack of the selected type, it can attempt a free combat maneuver
check. If successful, the target of the attack is pushed 5 feet directly away
from the minion. This ability only works on creatures of a size equal to or
smaller than the minion. Creatures pushed in this way do not provoke attacks of
opportunity. This evolution can be selected more than once. Its effects do not
stack. Each time a minion selects this evolution, it applies to a different
natural attack.
Reach
(Ex): One of a minion's attacks is capable of striking at foes at a distance.
Pick one attack. The minion's reach with that attack increases by 5 feet.
Resistance
(Ex): a minion's form takes on a resiliency to one particular energy type,
which is usually reflected in its physical body (ashen hide for fire, icy
breath for cold, and so on). Pick one energy type (acid, cold, electricity,
fire, or sonic). The minion gains resist 5 against that energy type. This
resistance increases by 5 for every 5 levels the death knight possesses, to a
maximum of 15 at 10th level. This evolution can be selected more than once. Its
effects do not stack. Each time a minion selects this evolution, it applies to
a different energy type.
Skilled
(Ex): a minion becomes especially adept at a specific skill, gaining a +8
racial bonus on that skill. This evolution can be selected more than once. Its
effects do not stack. Each time a minion selects this evolution, it applies to
a different skill.
Slam
(Ex): a minion can deliver a devastating slam attack. This attack is a primary
attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The
minion must have the limbs (arms) evolution to take this evolution.
Alternatively, the minion can replace the claws from its base form with this
slam attack (this still costs 1 construct point). This evolution can be
selected more than once, but the minion must possess an equal number of the
limbs evolution.
Sting
(Ex): a minion possesses a long, barbed stinger at the end of its tail,
granting it a sting attack. This attack is a primary attack. The sting deals
1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must possess the
tail evolution to take this evolution. This evolution can be selected more than
once, but the minion must possess an equal number of the tail evolution.
Swim
(Ex): a minion gains webbed hands, feet, or powerful flippers, giving it a swim
speed equal to its base speed. This evolution does not give the minion the
ability to breathe underwater. This evolution can be selected more than once. Each
additional time it is selected, increase the minion's swim speed by 20 feet.
Tail
(Ex): a minion grows a long, powerful tail. This grants it a +2 racial bonus on
Acrobatics checks made to balance on a surface. This evolution can be selected
more than once.
Tail
Slap (Ex): a minion can use its tail to bash nearby foes, granting it a tail
slap attack. This attack is a secondary attack. The tail slap deals 1d6 points
of damage (1d8 if Large, 2d6 if Huge). The minion must possess the tail
evolution to take this evolution. This evolution can be selected more than
once, but the minion must possess an equal number of the tail evolution.
Tentacle
(Ex): a minion possesses a long, sinuous tentacle, granting it a tentacle
attack. This attack is a secondary attack. The tentacle attack deals 1d4 points
of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than
once.
Wing
Buffet (Ex): a minion learns to use its wings to batter foes, granting it two
wing buffet attacks. These attacks are secondary attacks. The wing buffets deal
1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must possess the
flight evolution, with wings, to select this evolution.
2-Point
Evolutions
The
following evolutions cost 2 points from the minion's evolution pool.
Ability
Increase (Ex): a minion grows larger muscles, gains faster reflexes, achieves
greater intelligence, or acquires another increase to one of its abilities.
Increase one of the minion's ability scores by +2. This evolution can be
selected more than once. It can only be applied once to an individual ability
score, plus 1 additional time for every 6 levels the death knight possesses.
Ability
damage (Su): A minion steals the power of those they strike, dealing 1d2
ability damage to a single ability score with one attack they choose. This
ability damage is negated by a fortitude save (knight’s DC). Once the ability
score is chosen, it cannot be changed. Constitution damage is considered 3
evolution points. If this evolution is chosen again, the minion deals 1d4
damage.
Constrict
(Ex): a minion gains powerful muscles that allow it to crush those it grapples.
Whenever the minion successfully grapples a foe using the grab evolution, it
deals additional damage equal to the amount of damage dealt by the attack used
by the grab evolution. This evolution is only available to minions of the
serpentine base form.
Energy
Attacks (Su): a minion's attacks become charged with energy. Pick one energy
type: acid, cold, electricity, or fire. All of the minion's natural attacks
deal 1d6 points of energy damage of the chosen type on a successful hit. The
death knight must be at least 5th level before selecting this evolution.
Flight
(Ex or Su): a minion grows large wings, like those of a bat, bird, insect, or
dragon, gaining the ability to fly. The minion gains a fly speed equal to its
base speed. The minion's maneuverability depends on it size. Medium or smaller
minions have good maneuverability. Large minions have average maneuverability,
while Huge minions have poor maneuverability. For 2 additional construct
points, the minion flies by means of magic. It loses its wings, but its
maneuverability increases to perfect. Flying via magic means makes this a
supernatural ability. The minion's fly speed can be increased by spending
additional construct points, gaining a 20-foot increase to fly speed for each
additional point spent. The death knight must be at least 5th level before
selecting this evolution.
Gore
(Ex): a minion grows a number of horns on its head, giving it a gore attack.
This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if
Large, 2d6 if Huge).
Grab
(Ex): a minion becomes adept at grappling foes, gaining the grab ability. Pick
bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the minion
makes a successful attack of the selected type, it can attempt a free combat
maneuver check. If successful, the minion grapples the target. This ability
only works on creatures of a size one category smaller than the minion or smaller.
Minions with this evolution receive a +4 bonus on CMB checks made to grapple.
Immunity
(Su): a minion's body becomes extremely resilient to one energy type, gaining
immunity to that type. Pick one energy type: acid, cold, electricity, fire, or
sonic. The minion gains immunity to that energy type. This evolution can be
selected more than once. Its effects do not stack. Each time it applies to a
different energy type. The death knight must be at least 7th level before
selecting this evolution.
Limbs
(Ex): a minion grows an additional pair of limbs. These limbs can take one of
two forms. They can be made into legs, complete with feet. Each pair of legs
increases the minion's base speed by 10 feet. Alternatively, they can be made
into arms, complete with hands. The minion does not gain any additional natural
attacks for an additional pair of arms, but it can take other evolutions that
add additional attacks (such as claws or a slam). Arms that have hands can be
used to wield weapons, if the minion is proficient. This evolution can be
selected more than once.
Poison
(Ex): a minion secretes toxic venom, gaining a poison attack. Pick one bite or
sting attack. Whenever the selected attack hits, the target is poisoned. Minion
poison—type poison (injury); save Fort negates; frequency 1/round for 4
rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2
the minion's HD + the minion's Constitution modifier. For 2 additional
construct points, this poison deals Constitution damage instead. This poison
can be used no more than once per round. The death knight must be at least 7th
level before selecting this evolution.
Rake
(Ex): a minion grows dangerous claws on its feet, allowing it to make 2 rake
attacks on foes it is grappling. These attacks are primary attacks. The minion
receives these additional attacks each time it succeeds on a grapple check
against the target. These rake attacks deal 1d4 points of damage (1d6 if Large,
1d8 if Huge). This evolution is only available to minions of the quadruped base
form. This evolution counts as one natural attack toward te minion's maximum.
The death knight must be at least 4th level before selecting this evolution.
Rend
(Ex): a minion learns to rip and tear the flesh of those it attacks with its
claws, gaining the rend ability. Whenever the minion makes two successful claw
attacks against the same target in 1 round, its claws latch onto the flesh and
deal extra damage. This damage is equal to the damage dealt by one claw attack
plus 1-1/2 times the minion's Strength modifier. The minion must possess the
claws evolution to select this evolution. The death knight must be at least 6th
level before selecting this evolution.
Trample
(Ex): a minion gains the ability to crush its foes underfoot, gaining the
trample ability. As a full-round action, the minion can overrun any creature
that is at least one size smaller than itself. This works like the overrun
combat maneuver, but the minion does not need to make a check, it merely has to
move over opponents in its path. The creatures take 1d6 points of damage (1d8
if Large, 2d6 if Huge), plus 1-1/2 times the minion's Strength modifier.
Targets of the trample can make attacks of opportunity at a –4 penalty. If a
target forgoes the attack of opportunity, it can make a Reflex save for half
damage. The DC of this save is 10 + 1/2 the minion's HD + the minion's Strength
modifier. A trampling minion can only deal trampling damage to a creature once
per round. This evolution is only available to minions of the biped or quadruped
base forms.
Tremorsense
(Ex): a minion becomes attuned to vibrations in the ground, gaining tremorsense
out to a range of 30 feet. This works like the blindsense evolution, but only
if both the minion and the creature to be pinpointed are in contact with the
ground. The death knight must be at least 7th level before selecting this
evolution.
Trip
(Ex): a minion becomes adept at knocking foes to the ground with its bite,
granting it a trip attack. Whenever the minion makes a successful bite attack
of the selected type, it can attempt a free combat maneuver check. If
successful, the target is knocked prone. If the check fails, the minion is not
tripped in return. This ability only works on creatures of a size equal to or
smaller than the minion. The minion must possess the bite evolution to select
this evolution.
Weapon
Training (Ex): a minion learns to use a weapon, gaining Simple Weapon
Proficiency as a bonus feat. If 2 additional construct points are spent, it
gains proficiency with all martial weapons as well.
3-Point
Evolutions
The
following evolutions cost 3 points from the minion's evolution pool.
Ability
drain (Su): As the ability damage evolution, but as drain.
Blindsense
(Ex): a minion's senses become incredibly acute, giving it blindsense out to a
range of 30 feet. This ability allows the minion to pinpoint the location of
creatures that it cannot see without having to make a Perception check, but
such creatures still have total concealment from the minion. Visibility still
affects the minion's movement and it is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see. The death knight must
be at least 9th level before selecting this evolution.
Burrow
(Ex): a minion grows thick and gnarled claws, allowing it to move through the
earth. The minion gains a burrow speed equal to 1/2 its base speed. It can use
this speed to move through dirt, clay, sand, and earth. It does not leave a
hole behind, nor is its passage marked on the surface. The death knight must be
at least 9th level before selecting this evolution.
Damage
Reduction (Su): a minion's body becomes resistant to harm, granting it damage
reduction. Choose one alignment: chaotic, evil, good, or lawful. The minion
gains DR 5 that can be bypassed by weapons that possess the chosen alignment.
The alignment must be opposite to one of the alignments possessed by the
minion. At 12th level, this protection can be increased to DR 10 by spending 2
additional construct points. The death knight must be at least 9th level before
selecting this evolution.
Energy
drain (Su): The minion’s attacks deal one negative level when they strike with
a single chosen attack (Will negates, death knight’s DC).
Frightful
Presence (Ex): a minion becomes unsettling to its foes, gaining the frightful
presence ability. The minion can activate this ability as part of an offensive
action, such as a charge or attack. Opponents within 30 feet of the minion must
make a Will save or become shaken for 3d6 rounds. The DC of this save is equal
to 10 + 1/2 the minion's HD + the minion's Charisma modifier. If the minion has
at least 4 more Hit Dice than an opponent, that opponent becomes frightened
instead. Foes with more HD than the minion are immune to this effect. The death
knight must be at least 11th level before selecting this evolution.
Web
(Ex): a minion gains a pair of spinnerets, giving it the ability to spin webs.
The minion can use these webs to support itself plus up to one creature of the
same size. It can throw webbing as a ranged touch attack up to 8 times per day,
entangling a creature up to one size larger than the minion. The webbing has a
range of 50 feet and a 10-foot range increment. Creatures entangled by the web
can escape with an Escape Artist check or a Strength check (at a –4 penalty).
The DC of these checks is equal to 10 + 1/2 the minion's HD + the minion's Con
modifier. The webs have a Hardness of 0 and a number of hits points equal to
the minion's total Hit Dice. The minion can climb its own webs at its climb
speed and can pinpoint any creature touching its webs. The minion must possess
the climb evolution to take this evolution. The death knight must be at least
7th level before selecting this evolution.
4-Point
Evolutions
The
following evolutions cost 4 points from the minion's evolution pool.
Blindsight
(Ex): a minion's senses sharpen even further, granting it blindsight out to a
range of 30 feet. The minion can maneuver and attack as normal, ignoring
darkness, invisibility, and most forms of concealment as long as it has line of
effect to the target. The minion must possess the blindsense evolution to take
this evolution. The death knight must be at least 11th level before selecting
this evolution.
Fast
Healing (Su): a minion's body gains the ability to heal wounds very quickly,
giving it fast healing 1. The minion heals 1 point of damage each round, just
like natural healing. Fast healing does not restore hit points lost due to
starvation, thirst, or suffocation, nor does it allow the minion to regrow lost
body parts (or to reattach severed parts). Fast healing functions as long as
the minion is alive. This fast healing does not function when the minion is not
on the same plane as its death knight. This healing can be increased by 1 per
round for every 2 additional construct points spent (maximum 5). The death
knight must be at least 11th level before selecting this evolution.
Large
(Ex): a minion grows in size, becoming Large. The minion gains a +8 bonus to
Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It
takes a –2 penalty to its Dexterity. This size change also gives the creature a
–1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a
–2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the
minion has the biped base form, it also gains 10-foot reach. Any reach
evolutions the minion possesses are added to this total. The minion must be
Medium to take this evolution. The death knight must be at least 8th level
before selecting this evolution.
The
ability increase evolution costs twice as much (4 construct points) when adding
to the Strength or Constitution scores of a Large minion.
Spell
Resistance (Ex): a minion is protected against magic, gaining spell resistance.
The minion's spell resistance is equal to 11 + the death knight's level. This
spell resistance does not apply to spells cast by the death knight. The death
knight must be at least 9th level before selecting this evolution.
Necromancer
archetype: Reaper
Image credit: Arenanet/Guild
wars 2 art team
Proficiencies: In
addition to the normal necromancer proficiencies, reapers are proficient with
greatswords, long swords, and short swords.
Hit dice: The
reaper is hardier than their normal allies, granting a hit die of d8.
Feats: When qualifying for feats, the reaper counts as having a base attack bonus of equal to their level.
Feats: When qualifying for feats, the reaper counts as having a base attack bonus of equal to their level.
Reaper shroud: This ability works as the necromancer’s death shroud. They are enshrouded
in darkness, cloaked with a face that cannot be seen beneath a hood.
This replaces death shroud.
Reaper skill (Su): While in reaper shroud, the necromancer can
use abilities that represent their connection to death and decay. They learn
one shroud skill at 2nd level, and every 4 levels thereafter. Each
death focus has a specialized shroud skill they can learn, in addition to the
list below.
Death’s charge: The necromancer becomes incorporeal, and charges
unhindered to a space within their range. When they arrive, they burst with a
blinding darkness, blinding adjacent creatures for 1 round (will negates). The
necromancer can use a life rend attempt on this charging attack. This movement
provokes attacks of opportunity, but the reaper gains a +1 deflection bonus to
their AC while charging. This deflection bonus increases by 1 for every 4
levels they possess after 2nd.
Executioner’s scythe: As a full-round action, the reaper can initiate a
devastating execution blow. This attack deals additional cold damage equal to
the reaper’s level. If the target fails a will save, the attack becomes an
automatic critical strike, and frost explodes from the target. If the target
survives, they are stunned for 1 round, and all adjacent targets and the struck
enemy other than the reaper take the cold damage dealt by this attack, and are
fatigued for 1 round per level (fortitude negates). This requires 14th
level.
Infusing terror: The necromancer infuses themselves with the power of
fear using one dark energy (or once per day, if they do not possess dark
energy), granting them a +1 enhancement bonus to their natural armor and CMD
for 1 round per level, or until they end death shroud. As a standard action,
they can shatter their armor, dealing damage to adjacent targets as channel
negative energy, and causing them to be shaken for 1 round per level of the
reaper. At 8th level, they are frightened. At 14th level,
they are panicked. A successful will save halves the damage and reduces the
fear effect to shaken for 1 round. The bonus to natural armor and their CMD
increases by 1 for every 4 levels they possess.
Life rend: The necromancer can unleash a slash of corrupted energy at a
target using the life force they’ve taken or generated. They can spend a
maximum of 1 life force + 1 per 2 levels they possess following first to enhance a weapon
attack, dealing an amount of damage equal to double the life force spent. If
the reaper is wielding a weapon in two hands, this damage increases to 3 damage
per life force spent. Instead, the necromancer can rend the enemy with negative
energy as a melee touch attack. This attack does not add the modifiers from
modifiers such as strength or power attack, but it does benefit from weapon
enhancement bonuses, and abilities such as the flaming enchantment. A target
gets a will save to halve the damage from this negative energy attack. This can
be used a number of times per day equal to 1 + their charisma modifier.
Power infusion: While the reaper is in reaper shroud, they can gain spend
an amount of life force equal to half their level (minimum 1) to gain a +2
profane bonus to their strength, constitution, and charisma scores when they
enter. The bonus increases by +2 at 12th and 18th level. This
requires 6th level.
Soul spiral: As a full-round action, the necromancer spends 1 dark energy
to initiate a whirlwind attack. If they have the whirlwind attack feat, this
ability has no cost. For every enemy they strike, they gain life force equal to half the target's hit dice. This attack requires 6th level.
Soul infusion (Su):
At 4th level, the reaper takes the power of the souls they’ve
reaped and incorporates it into their own abilities. At 4th level,
and every two levels thereafter, they gain 1 evolution point. This acts as a
summoner’s eidolon power, but with a specific list of evolutions. The normal
level restrictions apply. Once these evolutions are chosen, they cannot be
changed until another level is reached, or they are retrained.
As their connection to the souls and dead are incorporated into their body, each evolution point they gain counts as two hit dice of undead, counting toward the total HD of undead they can control. The necromancer cannot take feats adding additional evolution points or construct points to increase the number they possess.
As their connection to the souls and dead are incorporated into their body, each evolution point they gain counts as two hit dice of undead, counting toward the total HD of undead they can control. The necromancer cannot take feats adding additional evolution points or construct points to increase the number they possess.
1-point evolutions: Basic magic, Bite, bleed (including weapon attacks),
claws, climb, improved natural armor, low-light vision, magic attacks,
resistance, swim, unnatural aura.
2-point evolutions: Ability increase (+1, +1 point for +2, only once),
channel resistance, extra feat, gore, minor magic, poison, rend (including
weapon attacks, 2), shadow blend, shadow form, sickening, undead appearance.
3-point evolutions: Blindsense (10 ft., +5 ft. per point extra), damage
reduction, frightful presence, major magic, sacrifice, see in darkness.
4-point evolutions: Blindsight (5 ft., +5 per point extra), fast healing,
Incorporeal form, lifesense (20 ft., +10 ft. per point extra), No breath, spell
resistance (6+level, +2 points 11+level), ultimate magic.
This replaces the necromancer’s undead minion.
Death focus: Reaping
The reaper gains their own death focus of reaping. They may take the same shroud skill as the soul reaping death focus. The reaper gains their own set of special death powers, and their shroud ability for life force generation is 1 point of life force whenever the necromancer hits an enemy with a weapon attack, and gains life force equal to a target’s hit dice when the necromancer kills them, or one dies adjacent to them. This does not stack with the reap soul shroud skill. They also gain life force from undead, as they steal the negative energy for themselves.
The reaper does not gain bonus spells.
Shroud: The reaper gains 1 life force each time they strike an enemy or are struck for hit point damage with a spell or weapon. The reaper acts as if a creature's hit dice was two higher when considering life force gained. The amount of life force gained from striking or being struck increases by 1 for every 6 levels they possess.
Shroud skill: Reap soul: When within 20 ft. of a helpless individual, they can attempt to reap their soul as a full-round action. The target gets a will save. If they fail, they are instantly killed, as if they were subject to a coup de grace. Reaping a target’s soul provokes attacks of opportunity. If the target is helpless and dying, this is a standard action. The necromancer gains life force equal to twice the hit dice of the creature killed. At 8th level, they can use this ability on two helpless targets. At 16th level, they can affect a number of creatures equal to their charisma modifier. At 20th level, they can use this ability as a standard action once per day on a target, even if they are not helpless.
Death powers: The powers of the reaper are different from their necromantic allies. Some of the abilities they access to come from a special echo in their tone, that evokes fear and vile effects within their enemies. All it takes it a few words and a piece of their power.
“Chilled to the bone!”: The necromancer’s words deal 3d8 damage + their
level as cold to a number of enemies equal to their charisma modifier within 30
ft. They are instantly frozen in ice, and are considered helpless. This ice
deals an amount of damage equal to the necromancer’s level each round. The ice
has 20 hit points and hardness 3. If the target wishes to break themselves out,
they can make a strength check equal to 10 + the necromancer’s level. A
successful reflex save halves the initial damage, negates the damage afterward,
and leaves them entangled for 1 round per level of the necromancer. For every
enemy fully frozen, the necromancer gains a +1 bonus to their caster level for
1d4 rounds. This ability can be used once per day, and requires 17th
level.
Death perception
(Ex): While in death shroud, all of the necromancer’s attacks and spells gain
the effects of the improved critical feat. This does not stack with effects
such as the feat itself, the keen edge spell, or the keen weapon enhancement. This
requires 9th level.
Determination (Ex):
When struck below 0 hit points, the necromancer can spend one dark energy to
remain conscious. They are still staggered, and lose hit points by taking
strenuous action. However, they can spend one additional dark energy as a free
action to suppress the staggered condition and hit point loss for one round. At
8th level, the necromancer is no longer staggered below 0 hit
points. At 12th level, they no longer lose hit points due to
strenuous action. At 16th level, the necromancer can spend an amount
of dark energy equal to half of their maximum dark energy pool to not take hit point damage from any
source for one round if they are below 0 hit points.
Gravedigger (Ex):
Sensing death within them, the reaper can spend one dark energy as a swift
action sensing if an enemy is below half or one quarter their maximum hit
points, or at 1 or 0 hit point. They can then spend a standard action to make a
single, devastating attack. Depending on the health of the target, the
necromancer deals additional damage. If they are below half their maximum hit
points, the reaper gains a +2 circumstance bonus to attack and damage rolls
against them. If they are below one quarter their maximum hit points, the
reaper gains a +4 bonus instead. If they
are at 1 or 0 hit points, this bonus increases to +6. This ability costs one
dark energy. If the enemy is not below half their maximum hit points, the
energy is wasted with no effect. If the target is killed by the attack, the
necromancer’s dark energy is returned. If the necromancer has the vital strike
feat, this can be applied to this attack.
Martial training:
The spite necromancer learns to use all martial weapons, as well as light and
medium armor. However, if they wear light armor, they only gain half of their profane guard bonus. If they wear medium armor, they lose their entire profane guard bonus.
Nightfall (Sp): The reaper can call down a darkness upon them. This acts
as the darkness spell, but the reaper can see perfectly within. At 8th
level, this becomes deeper darkness. While in the darkness effect, enemies are
shaken. They get a save to negate the shaken effect, and only need to make this
save once.
“Nothing can save you!”: The reaper’s words shatter the resolve of
enemies within 30 ft. All magical spells that grant a positive effect are
suppressed for 2 rounds, and they are considered shaken and flat-footed to
attacks by the reaper. A successful will save resists the suppression, and negates the shaken and flat-footed effects. At 8th and 16th level, this
duration increases by 1. Whether a creature makes it's save or not, they are immune to
this ability for 24 hours.
Reaper’s onslaught (Su): While in reaper shroud, the reaper gains the
effect of the haste spell. This requires 15th level.
“Rise!”: The reaper’s words invigorate a number of corpses with a total
amount of hit dice equal to twice their level. The closest corpses are affected
first. These corpses immediately serve the necromancer for 1 round per level. This can
be used once per day, plus one additional time at 10th and 20th
level.
Shivers of fear (Ex): When under a magical or supernatural fear effect
given by the reaper, the target takes 1 cold damage per round. This damage
increases by 1 for every two levels they possess after 1st. This
damage is negated by a successful fortitude save each round.
“Suffer!” The reaper’s vile tone chills foes to the bone. Enemies within 20 ft. take 1d6 cold damage + the necromancer's level. This damage increases by 1d6 for every three levels they possess after 1st,
and targets are fatigued. At 10th level, they are exhausted. At 14th
level, they take 1d2 dexterity drain. At 18th level, this becomes
1d4 dexterity drain. A successful fortitude save halves the damage and negates the fatigue, exhaustion, as well as ability drain. This ability costs two dark energy.
“You are all weaklings!”: The reaper’s vicious words curse enemies with effects as the crushing despair spell to
enemies within 30 ft. for 1 round per level the necromancer possesses. This is a mind-affecting effect. This can
be used once per day as a standard action using one dark energy, plus one additional time for every 4 levels following 9th.
This requires 9th level.
“Your soul is mine!”: The reaper whirls in a circle with an ethereal
scythe, forcing all enemies within 10 ft. to give up their life energies. The
reaper steals 1 life force per level of the necromancer per target. A
successful will save halves the damage dealt and life force gained. This costs one dark energy. Once affected by this ability,
creatures are immune to it for 24 hours.
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