Necromancers

Masters of the undead, Necromancers commune with the dead, resurrecting them in a state between life and death to serve in their ever growing undead army. Stirring up unease with their mere presence, Necromancers are powerful mages who dabble in a vile and forbidden art. Necromancers are known for serving the worst of beings in the Lower Realm, though not all do so. Regardless, the goal of all Necromancers is to ascend to the fearsome Lich. To become a Necromancer the character must possess the following:

* The character must be able to cast Arcane Spells.

* The character must have Greater Spell Focus (Necromancy).

* The character much have the Occult Practitioner Feat.

**Tome of Undeath**

The Necromancer has a set of unholy tomes that record the blasphemous, arcane methods for his spells. This Tomes serves the same purpose as a spellbook, storing all the Necromancer's known spells. A Necromancer’s Tome is able to store Int Modifier number of spells for each two Necromancer Ranks the character has. This effectively replaces their known spell list and cannot be expanded with feats. The Necromancer does not gain bonus spells. Spells of type Necromancy stored in this Tome benefit from +10 to their CL.

**Charnel Touch**

Necromancers can concentrate negative energy in their hands, which can then be inflicted onto others once a melee touch attack has been made. This can be done once per turn, dealing 2d8 points of damage per Necromancer Rank. Undead creatures struck with this are instead healed. The Necromancer may also instead release this as a 30ft burst of negative energy. The DC for this is equal to the DC for their Necromancy Spells, where a successful Will Save reduces the damage by half.

**Control Undead**

As an emissary of undeath, a Necromancer has the power to compel undead to serve him. He channels negative energy and uses it to turn the undead into his pawns. Necromancers can attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. Rebuke or Turning undead is an opposed check (D20 + Character Level + Wis Modifier ), both parties perform. Otherwise, it works as stated on the d20 stie.

**Vile Metamorphosis**

The Necromancer begins their transition into an undead as the power of the Lich is sought out. Their body becomes far more resilient to damage, as the Necromancer gains DR 80. Magic weapons reduce this to DR 40. The Necromancer also gains a +10 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease

**Scabrous Touch**

Necromancers can use their charnel touch to inflict disease on a creature they touch. This ability works like the contagion spell, inflicting the disease of their choice immediately, with no incubation period, unless the target makes a successful Fortitude save with DC equal to the Necromancer’s Necromancy DC. Activating this class feature is a Swift Action.

**Enervating Touch**

As a Swift Action, Necromancers can impart negative levels onto a creature that has been touched by the Necromancer. The Necromancer is able to bestow a number of negative levels equal to twice their Necromancer Rank. Enervating Touch can be performed once per turn. A successful Will Save with DC equal to their Necromancy DC negates this.

**Advanced Learning**

For each Necromancer Rank a character possesses, they are able to add two additional spells to their Tome. These spells can be from either the Wizard/Sorcerer or Cleric spell list. The Necromancer cannot gain a spell that is greater in spell level than the highest level of spell it knows.

**Lichdom**

Becoming a Lich is what all Necromancers aspire to be at some point in their life. It represents the pinnacle of undead prowess and control over the chaotic forces of Necromancy. The Necromancer undergoes a hideous transformation and becomes a Lich. Their type changes to undead, gaining all the traits of the undead. Necromancers no longer have a Constitution score, all their existing Hit Dice become d12s, and they must reroll their hit points. The Necromancer gains a phylactery, which stores their lifeforce, and can craft them even if it does not possess the required feat.

**Undead Master**

Being the master of death, all undead in the Necromancer’s presence (30ft) who intend to do him harm, must succeed on Will Save of DC 10 + Character Level + Cha Modifier. This save has to be made each time the creature attempts to do something to harm the Necromancer. Commanding others to do so does not count as an act of aggression. Undead creatures without an Intelligence Score cannot harm a Necromancer. Furthermore, his undead minions are enhanced, possessing HD equal to his Character Level.

Once per turn, the Necromancer can drain the negative energy infused in an undead within 30ft. Doing so destroys the undead creature and heals the Necromancer for a number of Hit Points equal to twice the undead creature’s Hit Dice. The targeted creature can resist this if it succeeds on a Will Save of DC 10 + Character Level + Wis Modifier. The Necromancer can use this to exceed his Hit Points by twice their maximum. These are temporary Hit Points that last for 2d8 rounds.