Necromancer

Necromancer by DarkmasterN

**Role:** Necromancers are an odd bunch, oftentimes wishing to spend their time in graveyards or among the dead rather than dealing with the living. They specialize in raising the dead.

**Alignment:** Any, but often evil.

**Hit Die:** d6.

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Necromancer’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int) , Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 2 + Int modifier.

**Class Features**

The following are the class features of the Necromancer.

**Weapon and Armor Proficiency:**

Necromancers are proficient with Crossbows and firearms (Light), Nunchaku, Blades (Heavy), And Blades (Light). Armor interferes with a Necromancer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

**Spells and techniques**

A Necromancer casts arcane spells drawn from the Necromancer spell list. A Necromancer must choose and prepare her spells ahead of time.

To learn or cast a spell, a Necromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Necromancer’s spell is 10 + the spell level + the Necromancer’s Charisma modifier.

A Necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spell points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Necromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her Poppet. While communing, the Necromancer decides which spells to prepare.

**Cantrips**

Necromancers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Necromancer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

**Aura of Desecration (Su)**

At first level, a Necromancer can create a 20-foot-radius aura of necromantic power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

**Deathcharm**

Necromancers learn a number of magic tricks, called deathcharms, that grant them powers or weaken foes. At 1st level, a Necromancer gains one deathcharm of her choice. She gains an additional deathcharm at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Necromancer. A Necromancer cannot select an individual deathcharm more than once.

Unless otherwise noted, using a deathcharm is a standard action that does not provoke an attack of opportunity. The save to resist a deathcharm is equal to 10 + 1/2 the Necromancer’s level + the Necromancer’s Charisma modifier.

**Inspired Necromancy (Ex)**

When determining the maximum number of Hit Dice of undead she can control with spells like animate dead, a character counts her Necromancer levels twice. This ability does not factor into how many undead she can create with a single casting of a spell.

**Spell Poppet**

Each Necromancer carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A Necromancer’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a Necromancer’s spells are granted by her familiar. The Necromancer must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. A Necromancer’s Poppet begins play storing all of the 0-level Necromancer spells plus three 1st level spells of the Necromancer’s choice. The Necromancer also selects a number of additional 1st-level spells equal to her Charisma modifier to store in her familiar. At each new Necromancer level, she adds two new spells of any spell level or levels that she can cast (based on her new necromancer level) to her Poppet.

**Deliver Touch Spells (Su)**

At 3rd level or higher, a Necromancer can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the Necromancer can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

**Bonethrall (Su)**

A Necromancer can take control of an undead creature within her aura of desecration by forcing her will upon it DC: 10+1/2 level+ Charisma modifier (Will negates). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the Necromancer’s aura). Intelligent undead receive a new saving throw each day to resist her command. The Necromancer can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the Necromancer must make an opposed Charisma check whenever her orders conflict with that creature’s.

**Possess Undead (Sp)**

A Necromancer may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the Necromancer’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

**Major Deathcharm**

Starting at 10th level, and every two levels thereafter, a Necromancer can choose one of the following major deathcharms whenever she could select a new deathcharm.

**Grand Deathcharm**

Starting at 18th level, and every two levels thereafter, a Necromancer can choose one of the following grand deathcharmes whenever she could select a new deathcharm.