Author Topic: Necromantic Rules  (Read 2113 times)

Offline Stratovarius

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Necromantic Rules
« on: May 07, 2014, 11:25:04 AM »
Necromantic Magic
Necromantic magic is an old form of magic, born when creatures first attempted to conquer that barrier between life and death. The consequences of such actions are well known, for few terrors have caused more harm and done more damage than those of the necromantic persuasion. Yet, beyond that, it is a means to power, and one which ignores or overrides many of the barriers that exist in other aspects of the world. Death, of course, becomes a tool, rather than a hiderance. Likewise, the wisdom that comes of old age can be sustained for aeons, built upon and built upon until the mind is a weapon so honed nothing can step beyond it.

Magic of the necromantic type can be divided into two categories, complimentary but distinct. The first of those is Necromantic Companions, those undead creatures for whom the discipline is renowned. These serve the master loyally, regardless of their state, but can sometimes be wilful and ignorant, or merely interested in their self preservation. Thus, many Necromants prefer to utilize only the mindless variety, although allies lacking any form of intelligence are only capable of the most basic of tasks.

The second is that of Necros, the casting and utilization of the black arts for nefarious purposes, some as simple as boosting the undead to whom one is attached, others so complex and convoluted as to upend the entire fabric of a civilization. It is upon these that the true power of the Necromant often lies, for despite their best efforts, Necromantic Companions are often little more than slavering barbarians, content to destroy and little more. The finer arts of subtlety, knowledge gathering, and more, are beyond all but a few of the companions, and thus within the real of Necros.

Necromantic Companions
The Necromant is a scavenger, constantly hording parts of undead beings and building them together to form servants, warriors, and traveling companions, each with their own purposes and utility. Most often, that is the simple brute force application of combat, but other times, skillful or intelligent creatures are needed, and are crafted at that time.

As directed by the chosen base class, the Necromant may have one or more necromantic companions. These are generally treated like cohorts from the Leadership feat, except as follows. The companion is an undead creature with a base speed of 30 ft. (always using a d12 for hit dice regardless of class) with the elite array. At creation, the companion chooses a single NPC Class, including Soothsayer, and gains levels in that class for the rest of its existence. The companion may not multi-class or take the Animalist class. Companions who choose the Soldier, Pickpocket, or Wildling class add their charisma modifier to their hit points each level, as a living creature would its constitution modifier.

A companion can disagree with any order which he is given, provided it can be reasonably assumed to send the companion into serious danger of its unlife. If such is the case, the Necromant and the companion have an opposed Charisma check. If the Necromant wins, the companion obeys, otherwise, the companion refuses and cannot be forced into the order.

If a necromantic companion is destroyed, it takes a Necromant one day per class level of the companion to reassemble the companion. It returns with the same class levels as it had before it was destroyed. In order to bring the companion back to life, the Necromant must undertake a ceremony that is one hour long, and as part of the ceremony, pay a number of grave tokens equal to three times the companion's hit dice. If he cannot pay, the ceremony fails and the companion remains dead. However, the Necromant may retry the ceremony later.

Characters that have multiclassed into non-companion granting classes count only their companion granting classes when determining the maximum level of the necromantic companion. Characters that have multiclassed into other companion granting classes count all of their companion granting classes when determining the maximum level of the necromantic companion. However, they may only have a number of companions equal to the maximum granted by their highest level necromantic companion granting class. Thus, if a character was an Overlord 8/Necromancer 12, he would determine his necromantic companion as if he was level 20, but could only have 1 companion, as that is all Necromancer allows. All necromantic companions have an ECL of the total level of companion granting classes -2 (minimum companion level 1), unless otherwise specified.

Regardless of class, feat, or ability taken, a necromantic companion never gains a cohort, familiar, animal companion, or other type of follower. This includes animated or created undead but not summons.

Necros
Necros are the spells of the Necromantic Magic world. They are the known sources of power for a Necromantic class, and like spells, they possess common factors as well. All Necromantics and their effects are considered supernatural abilities, and remain within the Necromant or the affected target until dismissed. Only the Necromant can dismiss a Necros, and he may do so at any time as a full-round action.

Necromant level is the measuring stick for the power of the Necromant, and in many ways corresponds to caster level, although not in all. Necromant level usually comes from levels in classes that grant Necromantic Magic. Regardless of source, the Necromant level determines the duration and, often, strength of the effect.

A Necromant's knowledge and power are not unlimited, and due to the need to maintain control over both his Companions and his Necromantic magic, the amount he can control is limited. A Necromant has a limited amount of Necros he can create on a per week basis. The limit is set by the number of grave tokens that he has for the week. He can expend these as he chooses, although the duration of his effects varies wildly.

The duration of his Necros are set by the individual Necros, and will vary widely across the various Veins.

Finally, the DC of a save against a Necros created effect is 10 + Necros level + the Necromant's primary ability modifier. The Necromant needs to have a primary ability score equal to or greater than ten + the Necros level in order to create it.

Learning Necros
Necros are not learned like normal spells. Instead, they are built up of Veins, different categories of Necros that require the Necromant to know the lower level Necros in a Vein in order to learn higher level Necros. Each level of a Vein has 3 Necros within it, and to advance to a higher level in that same Vein, the Necromant must know at least 2 Necros of the level below the one he wishes to learn. Thus, to learn a 5th level Necros, he must know a minimum of 2 1sts, 2 2nds, 2 3rds, and 2 4ths in the chosen Vein.

The amount of Necros that the Necromant knows will be indicated by the base class, but at least half of his known Necros must be in his Major Vein(s) if he has one.

Necromants generally, have a Major, a Minor, and Banned Veins. The max level Vein he can know in his Major, Minor, or Banned is indicated on the chart below.


Level  Major  Minor  Banned
---------------------------
1      1      1      0     
2      1      1      0     
3      2      1      0     
4      2      1      0     
5      3      2      0     
6      3      2      0   
7      4      2      0     
8      4      2      0     
9      5      3      0     
10     5      3      0     
11     6      3      0     
12     6      3      0             
13     7      4      0     
14     7      4      0           
15     8      4      0       
16     8      4      0           
17     9      5      0           
18     9      5      0     
19     10     5      0           
20     10     5      0


Performing Necros
As with all forms of magical energy, there is also a cost of time to be paid during the formation and creation of a Necros. For Necros, given their sometimes lengthy natures, this time cost can be considerable. Refer to the individual Necros to see what the precise creation cost is.

Creating a Necros in combat will occur an attack of opportunity from every creature who is able to do so for each round of the creation time. Thus, some Necros should only be created outside of combat situations. If a Necromant is struck while trying to create a Necros, he can make a Concentration check against 10 + damage dealt to avoid losing the Necros. If he does not make this check, he fails creating the Necros and loses all grave tokens he paid to create it.
« Last Edit: September 17, 2020, 11:57:16 AM by Stratovarius »

Offline Stratovarius

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Re: Necromantic Rules
« Reply #1 on: September 14, 2017, 11:59:46 AM »
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