True Necromancer


Alignment: Any non-good
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks
Feats: Command Undead, Spell Focus (necromancy)
Spells: Able to cast 2nd level arcane and divine spells.
Special: Must have the Death domain.

Hit Die: d6.

Class Skills

The true necromancer’s class skills are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

BAB: Slow, Fort: Poor, Ref: Poor, Will: Good; Spellcasting + 1 to caster level to arcane and divine spellcasting level.

Weapon and Armor Proficiency: true necromancers gain no additional proficiency with weapons or armor.

Power over Undead (Su): At 1st level you can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your true necromancers level + your Charisma modifier. This ability stacks with any levels from the cleric and necromancer class. (Note: this does not increase the number of times per day you can use this ability.)

Death’s Kiss (Su): At 1st level you can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your true necromancer level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. You can use this ability on yourself as a swift action.

Necromantic Prowess (Su): At 2nd level your effective caster level / level for necromancy spells, abilities and commanding undead is increased by + 1. This bonus increases at 4th level + 2, at 6th level + 3, at 8th level to + 4, and at 10th level to + 5.

Aura of Desecration (Su): At 3rd level you radiate an aura of desecration as the spell desecrate. The DC to resist negative channeled energy within this area gains a + 3 profane bonus. Every undead creature entering a desecrated area gains a + 1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains + 1 hit points per HD. Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

Major Desecration (Su): At 5th level the range of your aura of desecration increases to 10 ft per level of true necromancer.

Killing Blow (Su): At 7th level, weapons you use can be infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your character level. You can use this ability once per day. Using this ability is an immediate action.

Undead Form At 9th level, you gain the ability to transform into an undead creature. You gain Undead Anatomy IV as a spell-like ability. Your caster level is equal to your highest caster level, and the duration of the effect is equal to 10 minutes per caster level. You can use this ability once per day.

Undead Master (Su): At 10th level, undead cannot add their channel resistance to the save against your Command Undead ability.

True Necromancer

Heroes of the Realms Oversight