Necromancer

Necromancer (1.3) Adventurer Class

Although greatly feared, the Necromancer is found in many cultures. Taking the magical skills and training of the mage and focusing them into the realm of death, decay, and the undead.  

Playing the Necromancer

The Necromancer is the only class that can Raise Undead (create zombies). They do have one offensive spell that is very powerful, but cannot wear armor and have a limited selection of weapons. If you want to play a magic casting class that requires forethought and planning then this is the class for you.  

Abilities

Armor Allowed: None   Weapons Allowed: Dagger, Knife, Stick, Club, Staff  
Level 1
Drain Energy: This is a black spell packet. You must call out “Drain Energy” when throwing the packet. This spell deals 1 point of damage, and can be blocked by shields. This damage ignores APR. If the spell successfully damages a target the caster gains 1 temporary HP. This spell can be used six times per day (6x/day) and can be renewed.   Raise Undead: When a nearby player, monster, or NPC is slain, you can raise them as undead minions, controlling them until sunset or sunrise (whichever occurs first) or until they are slain again. The target must be touched via hand, staff, or dagger and you must call out “Raise Undead.” Use the stats for “Undead Zombie” found in the monster manual. You can control up to three undead at a time, but they lack original abilities, retain only APR from actual armor, and lose damage bonuses. Once destroyed, they can't be raised again; each creature can only be raised once after their death. If they are revived and then die again they can be raised as an undead again. This spell can be cast three times per day (3x/day) and can be renewed.   Detect Undead: Once per day (1x/day) you may ask the local Guard or Loremaster if there are any undead in the area. You will then be told the type and number.   Arcane Scroll Training: You can use Arcane scrolls.   Spirit Scroll Training: You can use Spirit scrolls.   Ghost Talker: You can communicate with Ghosts.  
Level 2
Undead Link: Any damage that you receive can be transferred to any undead under your control. This damage can not be blocked by the target undead under your control.
Level 3
Cultural Ability  
Level 4
Bone Armor: You may call out “Bone Armor” and apply an extra armor mark. If you do, you gain +1 APR until the next end of an encounter, battle, or duel, battle, or duel. This ability stacks with other sources of APR. Thematically this represents your construction of armor consisting of bones and flesh of dead and undead creatures. This ability can be used three times per day (3x/day).  
Level 5
Improved Raise Undead: You can now control five undead zombies at a time. This replaces Raise Undead. This ability can be used five times per day (5x/day) and can be renewed.  
Level 6
Cultural Ability   Improved Bone Armor: Your Bone Armor ability increases APR to +2. This replaces Bone Armor. All other aspects remain the same.  
Level 7
Lord of the Dead: You gain the title and rank of Lord or Lady of the Dead. At the start of each event gain 5 GP from the terrified (or thankful) peasantry or nobility from your area.   Corrupting Touch: You may call out “Corrupting Touch” and touch a target. The victim receiving your touch loses any buffs (such as Bless, extra HP from the farmer’s harvest fruit, inspiration from the bard, bonuses from their own abilities, etc.). If they have nothing of this nature in play then they lose 1 HP per minute until they are healed. This ability can be used three times per day (3x/day) and can be renewed.  
Level 8
Decay: You may call out “Decay” and touch a target's shield or armor. A touched shield is destroyed, becoming unusable, and should be dropped if possible. Touched armor has its APR reduced to 0, though it need not be removed. Items damaged by this spell can be repaired. This ability can be used three times a day (3x/day).  
Level 9
Cultural Ability  
Level 10
Master of the Dead: You gain the title and rank of Master of the Dead. At the start of each event gain 15 GP from the terrified (or thankful) peasantry or nobility from your area.   Expert Raise Undead: Your Raise Undead now increases to seven times per day (7x/day) and you can now have seven undead under your control. You can now raise targets multiple times, even after they have previously been “destroyed.”

Zombie (Undead)

Zombie (Undead)


HP:2


 

APR


Whatever the character or npc was wearing, or according to the origin story of the zombie. Abilities like Dexterous movement no longer work. Only actual armor counts.

Weapons


whatever the original character had, but no ranged weapons.
 

Abilities/Drawbacks


Center Shot
zombies, and most other undead, are immune to hits targeting the arms, hands, feet, or legs (and as usual the head). Only hits to the body (front, back or side) count.
 
Slow Movement
Zombies cannot run
 
Negative Energy Life
Zombies cannot be healed by divine magic or potion or scroll. Instead, take damage. Also, take additional damage from divine spells and abilities like “Holy Bolt”. Zombies however are healed from Energy Drain.
 
Immune to Backstab
Due to their lack of working living organs and nerve clusters Zombies are immune to backstab.


Comments

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Jan 16, 2024 10:27

EXPERT INSTEAD OF ADVANCED RAISE