Dual School Specialists: Necromancers

To take the tune of the Warmage, the Wizard really needs to be a more focused class.  While I know that something like these archetypes don’t really solve the magic problem without ripping out broken spells wholesale, the personal goal is to get casters on the level of the Sorcerer, where there’s a lot of broken things, but the DM knows how the player’s going to break the game.  In this light, I have here 2 necromancers.  The first, the Life Mage, takes the trope of the White Necromancer and brings it to the Wizard, playing with the pure force of life energy.  The True Necromancer, on the other hand, pulls out parts of his own mind to massively increase the number of Undead that he has, while building a true army structure.

Life Mage (Wizard Arcane School)

The life mage is a specialist that warps raw energy to heal and protect his allies.

Specialization: The Life mage is considered specialized in both Necromancy and Evocation. He can use his specialist spell slots for either Evocation or Necromancy spells, and gains any other benefits of specializing in both. He must only take one spell of
one of the schools when he gains free spells. In return, he must choose 4 opposition schools.

Touch of Life and Death: The Life Mage can always prepare Stabilize and Bleed, even without his spell book. Also, he is given 1 extra cantrip that can only have Bleed or Stabilize prepared in it.

Spell blessing(Su): Whenever you damage opponents with evocation spells, you may choose one ally within 30 feet of you for each creature you damaged to be healed equal to the spell level of the spell you used. At level 8, this increases to spell level +twice your intelligence modifier (but cantrips cannot activate this ability). At level 15, it is instead 1/2 of the damage done by the spell (if that brings it past earlier bonuses).

Whenever you inflict a condition with a necromancy spell, you can either cure that condition on 1 ally within 30 feet, or make 1 ally immune to that condition for 1 round/spell level. If you inflict a penalty, you can also cure a penalty on the same type
of checks (saves, skills and ability checks, or attack rolls). At 8th level, this applies to ability damage, and at 15th level, this applies to negative levels and ability drain.

Intuition of security: All spells from the healing domain and any healing subdomains are added to your spell list. All Conjuration(Healing) spells are instead Necromancy(Healing). You must still learn the spells, though you can learn them from divine scrolls.

Wind of life and death(Su): At 8th level, when you prepare spells, you can put one specialist slot in reserve to power this. You cannot prepare a spell in that spell slot. Instead, you can channel energy at-will as a cleric twice the spell level of the spell reserved. When you prepare spells, you must choose whether this ability starts as negative energy
or positive energy. Whenever this channel energy is used, it switches types from positive to negative, or negative to positive. The save DC is Intelligence based instead of Charisma based.

Edge of the Veil(Su): At 20th level, you gain the outsider (native) subtype only when it benefits you. Positive energy effects and negative energy effects always heal you, even if the ability is only capable of damage. If the spell inflicts negative levels, you instead gain 30 hit points per negative level, and if the spell inflicts ability penalties, damage, or drain, you instead gain a +2 untyped bonus to all ability scores for 1 minute. This stacks with
itself.

You can revoke the positive energy restore to cast True Resurrection as a standard action. Although this acts as a spell-like ability, you still need 25,000 gp of valuable items. You can revoke the negative energy restore to attempt to kill up to 20*CL HD of creatures within long range (400 + 40 feet/level) of you. This otherwise acts as Circle of Death.

True Necromancer (Wizard Arcane School)

Bringing forth the raw power of the negative and positive energy planes, the True Necromancer shapes both to give it incredible control over life and death.

Specialization: To take this Wizard School, the True Necromancer chooses 4 opposition schools other than Necromancy and Enchantment. The True Necromancer may take any feats that require a Wizard to be specialized in either Necromancy or Enchantment, gains the bonuses of being specialized in both schools. When they gain free spells for the spellbook class feature, one of them must be Necromancy or Enchantment, with no additional restrictions on the other. They also gain a specialist slot, which can be filled with either Necromancy or Enchantment.

Heart of Darkness(Su): Your Enchantment spells can affect any creature of the Vermin or Undead type, although Vermin gain +10 on their Will save against these spells, and do not automatically fail on a 1. Your Necromancy spells affect undead that you do not control as if they were living. Even if the undead is normally immune to the effect, they are still afflicted by the effect. Undead you control are completely unaffected by your Necromancy spells unless you wish them to be.

Bone Puppet(Su): As a standard action, you may touch a corpse whose Hit Dice are no more than 1/3 your True Necromancer level (min 1). Their bones pop out of the corpse, allowing you to control them as a skeleton. However, making the skeleton take actions takes up your own action. You can use this ability for a total number of rounds equal to 3 + your Intelligence modifier rounds per day, though they can be split up on the same skeleton or different skeletons as you wish.

Undead Generals(Su): As a full-round action, you can place a shard of your mind into a non-intelligent undead, giving it sentience. You take 2 immediate Intelligence drain, and the touched undead changes his Intelligence to 3 + your Intelligence bonus (if any). This undead also gains an undead command pool equal to 2 times your caster level. You may transfer any amount of undead to it’s command pool as a standard action while it’s within touch range, removing those same creatures from your command pool (as referenced in Animate Dead and Rebuke Undead). While these undead are intelligent and can give their own orders, they will not work against your best interests, except when not working against your best interests endangers your life, although their understanding can be limited.

If you heal the Intelligence damage in any way, it also sets free the undead generals, starting with the newest one you’ve created. If a general is set free or killed, all undead he was controlling are also set free. If a general was killed, the Intelligence drain can now heal normally as Intelligence damage.

Embrace the Horde (Ex): For determining if you can cast an Enchantment or Necromancy spell, add 1/2 your True Necromancer level to your Intelligence score. If you are subject to any Intelligence damage or drain, you gain a bonus to your Will saves equal to the amount of damage and drain. Determine your Save DCs against mindless creatures as if you weren’t affected by Intelligence damage or drain (except for opposition schools).

War Party (Ex): At 20th level, your Undead Generals count only 1/5 of their HD towards the amount of undead that you can control. You may also directly command all of your generals, no matter their range, although giving orders to any amount of Undead Generals that you do not have line of sight or effect to takes a standard action.

Edit: Just a quick clarification edit on the True Necromancer.

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