| THE NECROMANCER From the steamy recesses of the southern swamps comes a figure cloaked in mystery. The necromancer, as his name implies, is a wizard who deals with the dead and with summoning of verious creatures for his purposes. Though his goals are often aligned with those of the forces of Light, some do not think that these ends justify his foul means. Long hours of study in dank mausoleums have left his skin pale and corpselike, his figure skeletal. Most shun him for his peculiar looks and ways, but none doubt the power of the necromancer, for it is the stuff of nightmares. Adventures: A necromancer finds it somewhat ironic that the forces of darkness favor crypts and tombs- since that is where he is at his best. Though he resents the meddling of the Prime Evils in the Mortal World, he finds their choice of battlegrounds to his liking. Characteristics: The enigmatic necromancer has either a peculiar obsession with death, or a morbid sence of utility, depending on whom one asks. He uses the dead as a craftsman uses wood or metal. Cadavers are raw material for his projects and the weapons he wields; his magic and weapons alike drip with pain, poison, and suffering. This facility with dark energy is reflected in his spells. Those unfortunate enough to fall in battle with him quickly enter his arsenal. Backround: Despite being shunned as evil by many cultures, necromancers are themselves remarkably free of corruption. To them, death is apart of the cycle of life, and the presence of demons- or any other non-mortal agency- interferes with mortal life. They seek to right that balance, with the best weapons they have. Game Rules Information Necromancers have the following game statistics. Abilities: A necromancer's Intelligence is his most dangerous weapon, becouse it strengthens his spells and provides the expertise he needs to concoct his foul potions. Constitution is almost as important- without full health, the necromancer would eventually succumb to the dark energy he wields. Wisdom and Charisma should not be overlooked, though- the necromancer uses his wits to understand his environment, and his presence to command it. Alignment: Any Hit Die: 1d6 Class Skills: The necromancer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spell Craft (Int), and Spot (Wis). Skill Points at 1st Level: (2 + Int Modifer) x4. Skill Points at Each Additional Level: 2 + Int Modifier. Class Features The following are all class features of the necromancer. The necromancer aquires them at specific times, as shown on the Necromancer table. Some of these choices have prerequisites, abilities that must be taken first. Armor and Weapon Proficiency: At 1st level, the necromancer is proficient with simple weapons and also with special "bone armor" he can create with the proper. Normal armor interferes with his arcane gestures, and may cause his spells to fail (see Chapter 7: Equipment is the Player's Handbook). Golem Mastery (recieved at Level 9): Golems the necromancer summons gain +10 feet to their speed, and gain +1 hp per Hit Die. Prerequisite: The clay golem spell. Skeleton Mastery (recieved at Level 1): The necromancer increases his ability to control creatures he has summoned. With this mastery, the necromancer can control twice as many skeletons as he normally would be able to. Using the raise skeleton spell for example, the necromancer raises two skeletons for every five levels the necromancer has, not one as given in the spell. Summon Resist (recieved at Level 17): A creature summoned by the necromancer (a golem or skeleton) takes 5 fewer points of damage from fire, cold, and electrical attacks and effects. Prerequisite: Golem Mastery. |
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