Kelemvor - Necrobane (Character Kit)

Class Information 	Class Information
Racial Requirements 	Dwarf, half-elf, human
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Burial customs
Recommended Proficiencies	Ancient history
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==Overview==
The necrobane's task is to battle all manner of undead, halting the spread of animated bodies (skeletons and zombies), and putting the undead souls to rest (ghouls, wights, spectres, etc).
==Description==
Necrobanes can wear any type of armor and they can use any type of weapon. They wear black cloaks, don silver circlets on their brows, and Kelemvor's holy symbol is prominently displayed on a neck chain.
==Role-Playing==
Undead walking around Faerûn are offensive to Kelemvor, and the necrobanes are fueled by that same anger burning within them. If given a choice of attacking orcs or wights, the necrobane will choose the wights
without hesitation. And despite this anger against undead, the necrobane also has Kelemvor's compassion for restless souls. While the mindless undead are dispatched casually, there is pity for the spirits in even the most evil undead.
The extremely intelligent and powerful undead, such as vampires and liches, are the ones that even a necrobane can have a hard time feeling pity for them. Lichdom is a premeditated act, and full-strength vampires are extremely foul entities, thus earning a greater share of the necrobane's enmity. The cycle of life demands that mortals die, not prolong their lives unnaturally through necromancy and other foul magic, and a necrobane simply wishes to further that cycle.
==Special Advantages==
Necrobanes are immune to the paralytic touch of ghouls and ghasts. Furthermore, they get a saving throw vs. spells to defend against the level-draining abilities of spectres, wraiths, and wights, and the Strength-draining attacks of shadows.
Necrobanes can identify any type of undead on sight. If the undead is somehow magically disguised, the necrobane gets an ability check based on Wisdom. Succeeding the roll tells the necrobane that there is "something not quite right" about the disguised being in question.
When turning undead, necrobanes affect twice the normal number (roll 2d6 and double the result).
Necrobanes' damage rolls are unaffected by damage restrictions against specific undead. For example, they can use edged weapons against skeletons without any damage penalties or reduction.
==Special Disadvantages==
Once every other tenday, a necrobane must slay at least one undead creature. Failure to do so results in a -1 penalty on all attack rolls, damage rolls, saving throws, proficiency checks, initiative rolls, and surprise rolls.
Necrobanes and necromancers most definitely do not get along, even if their alignments are exactly the same. The difference is a philosophical one—The necrobanes wish to stop all undead and preserve the natural balance of death, while necromancers see undeath as a way to extend a lifetime. As a result, each class has a -4 reaction penalty on interactions with the other.
Necrobanes are also not allowed to cast any spells from the Necromantic sphere, and they cannot use any magic items which duplicate these effects.