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Prestige Class
Requirements:
Ability: Necromancy School or Death Domain and the ability to cast Create Undead
and Vampiric Touch. Proficiency in
Arcana or Religion.
Roleplaying: Be accepted into the School of the Post-Mortem in Rothera, Antarcti
ca.
Hit Dice: 3d4
Hit points per level: 3d4+Con
Proficiencies:
Tools: Alchemists supplies, undertaker's supplies (preservatives, salves, and su
rgical tools; 50gp)
Saves: None
Skills: Choose one of the following. Medicine, Arcana, Religion, History
Equipment: Light Armor
The Institution for the Free Study of Magic, located in Cephalon, is the
pinnacle of educational facilities
of magic and allows all magi to freely study within its halls. It offers basic c
ourses and laboratories for those
accepted into its fold. For each school of magic, there is a department within t
he Instutition. Despite its openness and willingness to allow the free study of magic, there has never been a ne
cromancer accepted into its fold.
At least, that's what they prefer the public to believe. The school of necromanc
y isn't quite accepted, even to
those who practice magic.
The Department of Necromancy, is a secret group that believes that necro
mancy isn't necessarily evil, but
can often used for the benefit of society; they frequently do. They are extremel
y selective in those that are
allowed to learn their knowledge. In the wrong hands, the power that they practi
ce can be used for terrible evil.
However, the Institution believes this is true for all magic and, clearly, so do
you.
To join this group, one must prove a dedication to the _secret_ practice
of the art of necromancy. This
proof is not stated. It is the responsibility of the applicant to express his or
her desire to join and provide
such proof. However, as this is a secret organization, this is quite a prohibiti
ve endeavor for most and that is
how the organization wishes it.
The department head, Cordiana Darksbane (600 year old elf female wizard)
, oversees the operations of the
department. This includes burials for locals and warding these graves for a fee,
defense from the dangers of the
deep roads, and controlling the other magi that may be overstepping their bounds
. This organization operates,
mainly, as a policing force for the mages.
As the organization remains secretive, its main meeting place is not wit
hin the campus of the Institution.
In fact, it is quite removed from the city of Cephalon altogether. The Departmen
t of Necromancy is located in the
city of Rothera. They own a small, unmarked building in the worst part of the ci
ty. There are currently 7 members
of the Institution that are a part of this deparment. The department head, Cordi
Touch of the Reaper or One In Many or Damned One: Choose one of the following th
ree options at fifth level.
Reaper's Touch
Your control of necromantic power has grown to the point that a single touch fro
m you can severely harm the living.
Once per day, you may make a melee spell attack against a creature. On a hit, th
e creature takes necrotic damage
equal to its hit point maximum unless it makes a constitution save versus your s
pell save DC and you may use this
ability on your next turn. On a successful save, the creature takes half of the
damage. This is considered a spell
for the purpose of Necrotic Efficiency.
OR
Army of the Damned
You've studied the process of the animation of the dead to the extent that it be
comes trivial. In your studies,
you've learned how to improve the process of animating the dead by equipping the
m. You've also learned to increase
the effective area of your spells.
The range of your Animate Dead spell becomes 30ft. In addition, all undead you a
nimate have spectral armor and
spectral weapons or shields that they can wield with proficiency while under you
r control. You may choose what each
weapon is, but they are the most basic form of that weapon. Damage dealt by thes
e weapons is considered necrotic.
The armor grants a +2 bonus to armor class. The armor cannot be worn with other
armor. A shield created in this way
functions as a normal shield.
OR
Damned One
You've studied the anatomy of undead creatures and learned how to combine them i
nto a disturbing but powerful
single undead entity.
You may spend 8 hours working undisturbed to create an undead abomination; a mas
s of undead bodies stitched
together by necrotic magic. The ritual requires at least 20 medium undead under
your control which the ritual
consumes. The creature has the statistics below and is under your control for 24
hours. After the 24 hours expires,
the creature attacks the nearest living creatures it senses. The magic binding i
t together fades after 1 more hour.
The undead used to create the undead abomination become mindless undead, no long
er under your control. In order to
keep the abomination under control, you may spend 8 hours working on it again. I
f you manage to keep the
abomination under your control for one year, it becomes permanent and permanentl
y under your control.
If you use an additional 10 creatures with wings, the abomintation gains the abi
lity to fly. If you use at least 5
large or larger creatures, the abomination can wield large-sized equipment. It i
s considered proficient with simple
large or huge sized melee weapons and huge sized armor (not shields).
- Damned One:
*ACTIONS*
Multiattack: The abomination makes two slam attacks and two bite
attacks.
- Slam. Melee Weapon Attack: +10 to hit, reach 10 feet, one
target. Hit: 15 (2d8+6) bludgeoning damage.
- Bite. Melee Weapon Attack: +10 to hit, reach 5 feet, one targe
t.
Hit: 9 (1d6+6) piercing damage and 10 (3d6) necrotic damage.