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Dread Necromancer / Heroes of Horror
Hit die:D6 / Skill points : 2 + Int modifier per level
level Base
attack
fort
save
ref
saze
will
save
special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+0+0+0+2 Charnel touch,
rebuke undead
3--------- ------------ ---
2nd+1+0+0+3 Lich body DR 2 4--------- ------------ ---
3rd+1+1+1+2 Negative energy burst 1/day 5--------- ------------ ---
4th+2+1+1+4 Advanced learning
Mental Bastion +2
63------ ------------ ---
5th+2+1+1+4 Fear aura 64------ ------------ ---
6th+3+2+2+5 Scabrous touch 1/day 653--- ------------ ---
7th+3+2+2+5 Lich body DR 4
Summom familiar
664--- ------------ ---
8th+4+2+2+6 Advanced learning
Negative energy burst 2/day
undead mastery
6653 ------------ ---
9th+4+3+3+6 Negative evnergy resistance 6664 ------------ ---
10th+5+3+3+7 Light fortification 25% 6665 3--------- ---
11th+5+3+3+7 Lich body DR 6
Scabrous touch 2/day
6666 4--------- ---
12th+6/+1+4+4+8 Advanced learning
Enervating touch
6666 53------ ---
13th+6/+1+4+4+8 Negative energy burst 3/day 6666 64------ ---
14th+7/+2+4+4+9 Mental bastion +4 6666 653--- ---
15th+7/+2+5+5+9 Lich body DR 8 6666 664--- ---
16th+8/+3+5+5+10 Advanced learning
Scarous 3/day
6666 6653 ---
17th+8/+3+5+5+10 Enerverating touch
Light fortification 50%
6666 6664 ---
18th+9/+4+6+6+11 Negative energy burst 4/day 6666 6665 3
19th+9/+4+6+6+11 Craft wounderous item 6666 6666 4
20th+10/+5+6+6+12 Advanced learing
Lich transformation
6666 6666 5
Class skills :Bluff, Concentratoin, Craft, Decipher Script, disgusie, Hide, Intimidate, Knowledge(arcana), Knowledge(religion), Profession, and Spellcraft.
MAKING A DREAD NECROMANCER

A dread necromancer is similar to other arcane spellcasters such as wizards, sorcers, bards, or warmages. She dose not learn spells as quickly as wizards do, nor have acess to such great variety of spells, but excels as her primary repertoire-necromantic, evil, and fear-related spells. she is a combat caster, with more resilience than a wizards or sorcer and a definite emphasis on combat-oriented necromantic spells
Abilities:Charisma determines how powerful a spell a dread necromancer can cast, how many spells she can cast per day, and how hard those spells are to resist. Like a sorcer or wizard, a dread necromancer benfits frm high Dexteriety and Constitution scores.
Rces:Of the standard races, humans are most likely to become dread necromancers. they seem by nature to be more preoccupied with death than longer-lived races, and hence more apt to drift in to a necromantic career. Elf dread necromancer, while rare, are not not unknown, and few haf-orcs inherit a morbid intrest in deth and gore from both sides of their lineage.
among other races, dread necromancers are most common among the githyanki and the drow. The githyanki actually hold dread necromancers in high esteem, while drow society shuns them-more because they dare to worship deities other than Lolth that because of nay real revulsion towards them and their practices.
Alignment:Not all dread necromancers are evil, although the best of them could eaisly be described as evil-tolerant. NO dread necromancer can have a good alignment. Perfroming evil acts is a b asic feature of the class, but some dread necromancers manage to balance evil acts with good intentions. remaining solidly neutral (most PC dread necromancers fall into this category).

CLASS FEATURES


Spellcasting is your greatest strength, although your rate of spell acquisition is closer to that of a sorcer thean a wizard. you make up for slower spellcasion preogression with a wide array of special ablitites, including a touch attat that uses negative energy to harm your foes. This attack increses in strength and gains additionall effets as you gain levels. Because many of your ablities rely on youre entering melee. you are proficient with light armor and have the ablitiy to cast your spells while whearing light armor. You aslo gain a resilience to damage that wizards or sorcerers do not posses.
Weapon and Armor Proficiency:A dread necromancer is proficient with all simple weapons and with one artial wepon of her choice. Her choice of martial weapon is made when the charecter takes her frist level of dread necromancer and nanot be changed. Dread necromancers are also proficient with light armor, but not with sheilds. The somatic componets required for dead necromancer spells are simple, so members of this class can cast dead necromancer spells while wearing light armor without incurring the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dead necromancer wears medium or heavy armor, or uses a sheild, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component(and most do).
Spellcasting:A dread necromancer cast arcane spells, which are drawn from the dread necromancer's spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells for that level given on the dread necromancer's spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level.
To cast a spell, a dread necromancer must have a Charisma score of 10+the spells level. The difficulty class for a saving throw against a dread necromancer's spell is 10+the spell's level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she recives bonus spells for a high Charisma score
Charnel Touch(Su):Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more then once per round, she can make a melee touch attack against a living fro that deals 1d8 ponits of damage, +1 per four class levels. This touch heals indead creatures, restoring 1 hit point per touch, +1 per four class levels
a dread necromancer can use the spectral hand spell to delilver this attack from a distance.
Rebuke Udead(Su):A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body. See the cleric class feature described in the clerics class.
Lich body:Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. she gains DR2/bludgeoning and magic. As the dread necromancer increases in level, this DR increses in effectiveness, to DR4 at 7th level, DR6 at 11th level, and DR8 at 15th level.
Negative Energy Burst(Su):Begging at #rd level, a dread necromancer gains the ablity emit a burst of negative energy from her body, harming living creatures within 5 feet of her. this burst deals 1d4 points of damage per class level. A sucessfull will save(DC 10+1/2 her class level + Cha modifier)reduces damage by half. Undead creatures within this burst are healed the same amount of hit pointsas the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for ever five levels she attains beyond 3rd(2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).
Advanced Learning(Ex):At 4th level a dread necromancer can add a new spell to her list, representing the reult of personal study and experimentation. the spell must be a cleric or wizard spell of the necromancy school, and of a level no hogher than tht of the higest-level spell the drear necromancer already knows. Once a new spell is selected it is added to that dread necromancer's spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels(when diffent) to determine what level the spell is for a dread necromancer.
A dread necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level.
Mental Bastion:Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increses to +4 at 14th level.
Fear Aura(Su):Beging at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10+1/2 her class level + her Cha modfier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours.
Scabrous touch(Su):Starting at 6th level, once per day a dread necromancer can use her charnel touch inflict disease on a creature she touches. this ability works liek the contagion spell inflicting the disease of her choice immediatly. with no incubation period, unless thye target makes a successful Fortitude save(DC 10+1/2 her class level +her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends onthe disease inflicted; see page 292 of the Dungeons Master's Guide for details.
Activating this class feature is a swift action. the effect lasts until the dread necromnacer makes a succeeful charnel touch attack. The spectral handspell enables a dread necromancer to deliver a scabrous touch attack from a distance
A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.
Summon Familiar:At 7th level or anytime thereafter a dread necromancer can obtain a familiar. The familiar she acuires is more powerful than a standard wizard's or sorcerer's familiar but it is unequivocally evil. the player of the dread necromancer charecter chooses one of the following creatures: imp(devil), quasit(demon), vargouille, or ghostly visage. All these creatures are descibed in the Monster Manuelexcept for the ghostly visage, an indead symbiont described on page 221 of the Fiend Folio.
A dread necromancer's familiar gains the usual familiar benefits given on pages 52-53 of the Player's Handbook, with two exceptions. Its type dose not change, and it dose not gain the exceptional ability to speak with other creatures of its kind.
A dread necromancer's familiar can use its ability to deliver touch spells such as its master's charnel touch, scabrous touch, or enervating touch attack. the master must use a standard action to imbue the touch attact into her familar.
Undead Mastery:All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexteriety and 2 additional hit points per Hit Die.
In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4+her Charisma bonus HD worth of undead creatures per caster level(rather than the 4 HD per level normally granted by the spell).
Similary , when a dread necromancer casts the control undeadspell, the spell targets up to (2+her Cha bonus)HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.
Negative Energy Resistance:Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Light Fortification:Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on 219 of the Dungeons Master's Guide. At 17th level, this foritification increases to 50%.
Enervating touch(Su):When a dread necromancer reaches 12th level, she gains the abillity to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10+1/2 her class level +her Charisma modifier.
Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.
A dread necromancer can use the spectral hand spell to deliver this attack from a distance.
Begining at 17th level, the number of legative levels a dread necromancer can bestow per day increases to equal to her class level.
Craft Wounderous Item:At 19th level, tjhe dread necromancer gains the Craft Wounderous Item as a bonus feat. This helps her prepare the phylactery required to become a lich.
Lich Transformation:When a dread necromancer attains 20th level, she undergoes a hideous transofrmaion and becomes a litch. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manuel).She no longer has a Constitution score, all her existing Hit Dice become D12s, and she must reroll her hit points. Adread necromancer need not pay experience points or gold to create her phylactery.
A dread necromancer who is not humanoid nose not gain this class feature.

DREAD NECROMANCER SPELL LIST

1st Level:
Bane : Enemies take -1 on attack rolls and saves against fear.
Bestow wound : Transfer 1 hp/level of wounds to another.
Cause fear : One creature of 5 HD or less flees for 1d4 rounds.
Chill touch : One touch/levle deals 1d6 damage and possibly 1 Str damage.
Detect magic :Detects spe;lls and magic items within 60 ft.
Detect undead :Reveals undead within 60 ft.
Doom : One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Hide from undead : Undead can't perceive one subject/level.
Inflict light wounds : Touch deals 1d8 damage+1/level (max +5).
Ray of enfeeblement : Ray deals 1d6+1 per two levels Str. damage.
Summon undead I : Summons undead to fight for you.
undetectable alignment : Conceals alignment for 24 hours.

2nd Level:
Blindness/deafness : Makes subject blinded or deafened.
Command undead : Undead creature obeys your commands
Darkness : 20-ft. radius of suppernatural shadow.
Death knell : Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level
False life : Gain 1d10 temporary hp +1/level(max +10)
Gentle repose : Preserves one corpse.
Ghoul touch : Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict moderate wounds : Touch attack, 2d8 damage +1/level(max +10).
Scare : Panics creatures on less than 6 HD.
Spectral hand : Creatures disembodied glowing hand to deliver touch attacks.
Summon swarm : Summons swarm of bats, rats, or spiders.
summon undead II : Summons undead to fight for you.

3rd Level:
Crushing despair : subjects take -2 on attack rolls, damage rolls, saves, and checks.
Death ward : Grants immunity to death spells and negative energy effects.
Halt undead : Immobilizes undead for 1 round/level.
Inflict serious wounds : Touch attack, 3d8 damage +1/level(max +15).
Ray of exhaustion : Ray makes subject exhausted.
Speak with dead : Corpse answers one questin/two levels.
Summon undead III : Summons undead to fight for you.
Vampiric touch : Touch deals 1d6/two levels damage; caster gains damage as hp.

4th Level:
Animate dead : Creates undead skeletons and zombies.
Bestow curse : -6 to an ability score, -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion : Infects subject with chosen disease.
Death ward : Grants immunity to death spells and negative energy effects.
Dispel magic : Cancels magicle spells and effects.
Enervation : Subject gains 1d4 negative levels.
Evard's black tentacles : Tentacles grapple all within 15 ft. spread.
Fear : Subject within cone flee for 1 round/level.
Giant vermin Turns centipedes, scorpions, or spiders into giant vermin.
Inflict criticle wounds : Touch attack, 4d8 damage +1/level(max +20).
Phantasmal killer : Fearsome illusion kills subject or deals 3d6 damage.
poison : Touch deals 1d10 con damage, repeats in 1 min.
Summon undead IV : Summons undead to fight for you.

5th Level:
Blight : Withers one plant or deals 1d6/level damage to plant creature.
Cloudkill : Kills 3 HD or less, 4-6 HD save or die, 6+ HD take con damage.
Fire in the blood :
Greater dispel magic : As dispel magic, but +20 on check.
Insect plague : Locust swarms attack creatures.
Lesser Planar binding : Traps extraplanar creature of 6 Hd or less until it performs a task.
Majic jar : Enables possession of another creature.
Mass inflict light wounds : Deals 1d8 damage +1/level to many creatures.
Nightmare : Sends vision dealing 1d10 damage, fatigue.
Oath of blood
Slay living : Touch attack kills subject.
Summon undead V : Summons undead to fight for you.
Undeath to death : DEstroys 1d4HD/level undead(max 20d4)
Unhallow : Designates locatoin as unholy.
Waves of fatigue : Several targets become fatigued.

6th Level:
Acid fog : fog deals acid damage
Circle of death : Kills 1d4/level HD of creatures.
Create undead : Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite : Target becoms panicked, sickeded, and comatose.
Geas/quest : As lesser geas, plus it affects any creature.
Harm : Deals 10 points/level damage to target.
Mass inflict moderate wounds : Deals 2d8 damage +1/level to many creatures.
Planar binding : As leser planar binding, but up to 12 HD.
Waves of exhaustion : Several targets become exhausted.

7th Level:
Control undead : Undead don't attack you while under your command.
Destruction : Kills subject and destroys remains.
Finger of death : Kills one subject.
Greater harm : Deals 12 points/level to target within close range.
Mass inflict serious wounds : Deals 3d8 damage +1/level to many creatures.
Song of discord : Forces targets to attack each other.
Vile death : Undead creature gains fiendish template.

8th Level:
Create greater undead : Create shadows, wraiths, spectres, or devourers.
Horrid writting : Deals 1d6/level damage with in 30 ft.
mass inflict crtitcal wounds : Deals 4d8 damage +1/level to many creatures.
Symbol of death : Triggered rune slays nearby creatures.

9th Level:
Energy drain : Subject gains 2d4 negative levels.
Imprison soul : Traps soul in a small object; target takes 1d4 con damage/day.
Mass harm : Deals 12 points/level to all targets within 20-ft. burst.
Plague of undead : Animates horde of undead.
Wail of the banshee : Kills one creature/level.