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All of the
following are class features of the deathmaster prestige class.
Weapon and Armor Proficiency: The deathmaster is proficient with the dagger
(any type), scythe, and sickle. Deathmasters are proficient in bone armor but
not with shields. Note that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble.
Spells per Day: A deathmaster continues training in magic as well as his
studies of death and undeath. Thus, when a new deathmaster level is gained,
the character gains new spell abilities as if he had also gained a level in a
spellcasting class he belonged to before he added the prestige class. All
spell-oriented abilities of the previous class are increased, including
spells per day, spells known, and caster level. He does not, however, gain
any other benefit a character of that class would have gained, such as bonus
feats. This essentially means that he adds the level of deathmaster to the
level of some other spellcasting class the character has, then determines
spells per day, spells known, and caster levels accordingly. If a character
had more than one spellcasting class before he became a deathmaster, he must
decide to which class he adds each level of deathmaster for purposes of
determining spell abilities when he adds the new level.
Rebuke Undead: A deathmaster of 1st level has the supernatural ability to
rebuke and command the undead (see the Player's Handbook, pages 139-140). He
rebukes and commands undead as would an evil cleric of equal level. If the
deathmaster is also a cleric with the Death domain, or a necromancer, he may
add the levels of one of those classes to his deathmaster levels for purposes
of determining the most powerful undead he can rebuke, his rebuking damage,
and the number of undead he can command at one time.
Extra Rebuking: At 5th and 9th levels the deathmaster gains a bonus Extra
Turning feat. It increases the number of times he can rebuke undead by +4, as
it would for an evil cleric. A deathmaster may also take Extra Turning for
some of his regular feat allotment based on character level.
Spell Access: At 2nd level, the deathmaster gains access to all necromancy
spells, as well as spells from other schools that specifically deal with
undead, corpses (or parts thereof), and spirits/souls. If the previous
spellcasting class to which the deathmaster levels are added uses divine
magic, then all of the new spells available are prepared and cast as divine
spells. If the previous class uses arcane magic, then all of the new spells
are learned, prepared, and cast as arcane spells. In cases of spells that
require a divine focus component, the arcane version replaces this with a
non-divine focus; a rune-inscribed bone. The level of the spell for the
deathmaster is equal to the cleric/domain or sorceror/wizard level of the
spell, whichever is lowest. This applies regardless of whether the
deathmaster is an arcane or divine spellcaster. For example, animate dead is
a 3rd level spell for a cleric, and a 5th level spell for a sorceror or
wizard, but a deathmaster can cast it as a 3rd level spell even if he uses
arcane magic. The Spell Access Table below lists all the spells from the
Player's Handbook to which the deathmaster gains special access. Note that
the deathmaster also retains access to all the spells available to his
previous spellcasting class.
Spell Access Table
0 level - Disrupt Undead, Inflict Minor Wounds
1st level - Cause Fear, Chill Touch, Death Watch, Detect Undead, Invisibility
to Undead, Inflict Light Wounds, Ray of Enfeeblement
2nd level - Death Knell, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds,
Spectral Hand
3rd level - Animate Dead, Contagion, Halt Undead, Inflict Serious Wounds,
Speak with the Dead, Vampiric Touch
4th level - Death Ward, Enervation, Fear, Inflict Critical Wounds, Poison
5th level - Circle of Doom, Magic Jar, Slay Living
6th level - Circle of Death, Create Undead, Harm
7th level - Control Undead, Destruction, Finger of Death, Greater Restoration
8th level - Clone, Create Greater Undead, Horrid Wilting, Trap the Soul
9th level - Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee
Spurn Death's Touch: A 3rd level deathmaster applies his wisdom modifier (if
positive) as an additional bonus to all saving throws versus effects and
spells used by the undead. Will saves thus add double the the normal wisdom
modifier.
Poison Use: Deathmasters often use poison to slay foes in order to minimize
structural damage to their enemies' bodies, thus making them more suitable
for animating as undead. A deathmaster may also apply poisons to the claws or
other natural weapons of his undead minions in order to enhance their
physical attacks. At 4th level, the deathmaster becomes skilled in the use of
poisons and never risks accidentally poisoning himself when applying poison to
a blade or other object.
Bone Armor: At 6th level, the deathmaster gains the ability to cast arcane
spells while wearing bone armor without incurring the usual chance of arcane
spell failure.
Imbue Turn Resistance: A 7th level deathmaster gains the extraordinary
ability to imbue the undead he creates with a turn resistance equal to his
charisma bonus. This turn resistance applies to the deathmaster himself, if
he becomes undead through the use of the Transformation of Undeath or
Archlich class abilities, since he is in effect creating an undead from
himself.
Transformation of Undeath: A deathmaster of 8th or greater level can cast
specialized versions of the create undead and create greater undead spells
upon live subjects, instead of the usual target of a corpse. Any willing
subject may be automatically transformed, including the deathmaster casting
the spell. Unwilling targets must be paralyzed, unconscious, or otherwise
restrained so that the material components may be placed properly and they
may still resist the transformation either by a successful Will save or spell
resistance check.
Archlich: At 10th level, the deathmaster unlocks the secrets to the process
of becoming an archlich. Use of this knowledge is optional, so the
deathmaster may opt not to undergo the transformation immediately, if ever.
If the character becomes an archlich, apply the lich template on pages
216-217 of the Monster Manual, with some exceptions. Do not apply the
organization and treasure aspects of the template, as those are things the
character must aquire through play. Archliches keep the same alignment they
had in life, and are not forced to shift to evil. An archlich has the
spell-like ability of a permanent gentle repose spell upon itself that keeps
it's body from rotting away like that of a normal lich. A deathmaster that
becomes some other sort of undead through the use of Transformation of
Undeath or other means may not later become an archlich, unless he can
somehow become mortal again before undergoing the transformation ritual.
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