Nekromanti Prestige class:Disciple of Nerull

J_L_Seagull

Veteran
Joined
17 Mar 2006
Messages
114
Location
Stockholm
Mina stackars spelare är just nu ute och utforskar de mer onda delarna av sina alter ego och deras präst är en ond präst av Nerull (dödsguden). Så jag har snickrat ihop en liten prestige class för ändamålet och ser gärna lite återkoppling på den. Vad anser ni?

Disciple of Nerull

All are equal in Nerull's cold realm. Every living thing is an affront to the Reaper, and every death brings a dark spark of joy to his long-dead heart. Those who pray to Nerull to appease him only attract his attention and their own doom. Those who kill in his name shall be rewarded.

Hit Die: d6.
Requirements
To qualify to become a disciple of Nerull, a character must fulfill all of the following criteria.
Alignment: Any evil.
Skills: Knowledge (religion) 5 ranks.
Feats: Martial weapon: Scythe
Special: The character must worship Nerull God of death. The character must be able to cast Animate Dead. Arcane spell caster must have the additional feat Improved familiar and be Specialist mage: Necromancers.

Class Skills
The Disciple’s of Nerull class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Level BaseAttackBonus Fort
Save Ref
Save Will
Save Special Spells per Day
1st +0 0 0 +2 Nerull’s blessing, Fiendish familiar, Prohibited spells, Blood healing, Rebuke undead, Aura of evil,
2nd +1 0 0 +3 Necromantic affinity, Scythe of bane +1 level of existing class
3rd +2 +1 +1 +3 Sight of Nerull +1 level of existing class
4th +3 +1 +1 +4 Nerulls eye +1 level of existing class
5th +3 +1 +1 +4 Added domain +1 level of existing class
6th +4 +2 +2 +5 Speak with the dead 1/day +1 level of existing class
7th +5 +2 +2 +5 Deathknell 1/day +1 level of existing class
8th +6 +2 +2 +6 Ray of exhaustion 1/day +1 level of existing class
9th +6 +3 +3 +6 Evards black tentacles 1/day +1 level of existing class
10th +7 +3 +3 +7 Tongue of Nerull 1/day +1 level of existing class

Class Features
All of the following are Class Features of the disciple of Nerull prestige class.
Weapon and Armor Proficiency: Disciples of Nerull gain no proficiency with any weapon or armor.
Spells per Day: When a new disciple of Nerull level is gained, the character gains new spells per day as if he had also gained a level in a spell casting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spell casting. If a character had more than one spell casting class before becoming a disciple of Nerull, he must decide to which class he adds the new level for purposes of determining spells per day.
Nerull’s blessing: To gain the blessing of Nerull and advance in this class, the disciple must sacrifice an intelligent being to Nerull whenever he wishes to advance in this class. The sacrifice must be made at midnight in a temple especially prepared for the dark God.
Fiendish familiar: The disciple of Nerull gains a fiendish familiar according to the description below.
Prohibited spells: Since most of the disciple’s power comes from him working with darkness and death, spells with the light or good description are prohibited. This prohibition also values good and light spells spell completion and spell trigger items (wands, scrolls and other magical items). With his spirit so close to the dark God, the disciple also have some restrictions on spells with the summon description. All summon spells must be cast with the evil description (that is, no elementals and neutral beings may be summoned). If the disciple ever uses spells not allowed, he will loose all his powers and spell casting abilities until he has cleansed himself in the eyes of the dark God. This is done by performing a special ritual at midnight, sacrificing an intelligent being and smearing himself with the still warm blood from the body.
Blood Healing: To cast healing spells, the disciple has to make the receiver drink some of the disciple’s blood. The amount of blood equals to one hitpoint damage to the disciple per spell level of the spell (cantrips counts as 1st level spells for this purpose). This is considered an evil act from both the caster and the receiver. Both the receiver and the caster is considered flatfooted and both must take a full round action during the casting of the spell.
Rebuke undead: The disciple gains the ability to rebuke undead. If the disciple already has this ability from another class, the combined levels of rebuking are used.
Aura of Evil (Ex): The power of a disciple’s aura of evil (see the detect evil spell) is equal to his class level plus his arcane or divine spell caster (if both, apply the higher) level.
Necromantic Affinity: Whenever a disciple of Nerull makes a spellcraft or a religion check that involves anything that has to do with necromancy, negative material plane, negative energy, death or undeath, he may add his disciple level to his roll.
Scythe of Bane: By sacrificing an intelligent being and writing the rune of Nerull in blood upon a scythe, the disciple is allowed to cast offensive touch spells through his scythe. The ritual costs 100 gold in paraphernalia and 100 experience point (due to the intensive contact with the negative material plane) per maximum spell level allowed in the scythe. The disciple may not give the scythe the ability to contain more spell levels than the disciple has level in the prestige class. Once the scythe is enchanted the proper way, casting spells into the scythe is considered to take 3 full rounds. The spells power in the scythe fades when the disciple rest to regain new spells. This means that a 3rd level disciple may add one first level spell and one second level spell or one third level spell or any combination of the above into his scythe. The combinations of spells are available to the disciple until he rests again and the disciple may recharge his scythe whenever he has the time to do so. The disciple may discharge one spell from his scythe whenever a creature takes damage from one of the disciple’s scythe attacks. Discharging a spell is considered a free action.
Sight of Nerull: The disciple gains Darkvision up to 60 feet. If the disciple happens to have darkvision from another source, that range is doubled.
Nerull's eye: The disciple may as a free action duplicate the effects of the Deathwatch spell.
Added domain: The disciple may add (disciple’s choice) the death, trickery or evil domain spells and powers to his or her abilities.
Speak with the dead: The disciple may use the spell Speak with the dead 1/day with the same casting level as his disciple level.
Deathknell: The disciple may use the spell Deathknell 1/day with the same casting level as his disciple level.
Ray of exhaustion: The disciple may use the spell Ray of exhaustion 1/day with the same casting level as his disciple level.
Evard's black tentacles: The disciple may use the spell Evard’s black tentacles 1/day with the same casting level as his disciple level.
Tongue of Nerull: By using one full round and speaking the targets language, the disciple can convince the target that his life is meaningless. The power of Nerull will carry the disciple’s words directly to the target and convince it that this is true. During this speech the cleric is susceptible to attacks of opportunity and is considered flat footed. The target must make a successful Will saving throw (DC 10 + the disciple’s class level + the disciple’s Cha modifier) or commit suicide. Outsiders that fail their saving throw will return to their home plane immediately.

The Disciple of Nerull’s Fiendish Familiar
Upon gaining the first disciple level or any level thereafter, a disciple of Nerull can call a fiendish bat, cat, rat, lizard, raven, tiny viper, weasel or toad to serve him. To call this familiar the disciple must devote himself in a special ritual to Nerull for six days and by the sixth day sacrifice an intelligent infant to the dark god. The paraphernalia for the ritual is expensive herbs worth at least 500 gold, all which are consumed during the ritual.

If the Disciple of Nerull has a familiar from a previous class, that familiar gains the fiendish template at the end of the ritual. The familiar now advances as a fiendish familiar but retains all the special abilities gained from other classes. If the familiar is another type than the types allowed for the disciple (see below), the familiar must be sacrificed (with the appropriate experience point loss) to Nerull and a new one called forth during the sacrifice.

A fiendish familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Lizard Master gains a +3 bonus on Climb checks
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master’s choice as a supernatural ability.
2 Tiny viper.







The disciple of Nerull’s servant further gains HD and special abilities based on the disciple’s level (see the table below).
A disciple of Nerull may have only one fiendish servant at a time.
Should the disciple of Nerull’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the disciple of Nerull’s current level.

Disciple Level BonusHD Natural Armor Adj. Int Special
3rd or lower +2 +1 6 Empathic link, improved evasion, share saving throws,
4th -6th +4 +3 7 Share spells, Speak with disciple
7th -9th +6 +5 8 Blood bond
10th or higher +8 +7 9 Spell resistance
Character Level: The character level of the disciple of Nerull (his disciple of Nerull level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.
Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The disciple of Nerull has an empathic link with his servant out to a distance of up to 1 mile. The disciple of Nerull cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the disciple of Nerull, the disciple of Nerull has the same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the disciple of Nerull’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the disciple of Nerull might have.
Share Spells: At the disciple of Nerull’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the disciple of Nerull before the duration expires. Additionally, the disciple of Nerull may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A disciple of Nerull and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).
Speak with Disciple (Ex): The disciple of Nerull and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): The servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the disciple of Nerull being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): The servant gains spell resistance equal to the disciple of Nerull’s level + 5. To affect the servant with a spell, another spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.
 

Calimbandil

Veteran
Joined
24 Jan 2006
Messages
5
Location
Norrköping, Östergötland
Verkar intressant, lite väl passande dock då den vad jag märkt inte begränsar något men den ger riktigt bra bonusar, kanske lite högre krav för att få använda den? Dock inte helt säker på det hela spelar D&D men spelleder inte så jag har inte läst så många prestigeklasser.
 

J_L_Seagull

Veteran
Joined
17 Mar 2006
Messages
114
Location
Stockholm
Jo, den är lite åt starka hållet men jag tänkte att Blood healing, Sacrifie, lägre HP och Prohibited spells borde utjämna de styrkor som PCn får. Även det faktum att Scythe of Bane kostar XP är också en nackdel. Tror du att det hela väger upp?
 

Nerfgoth

Veteran
Joined
22 Apr 2005
Messages
4
Location
Västervik, Kalmar län
Tycker att klassen är bra men skulle kanske skulle ha weapon focus också som krav...? Mestadels för att det höjer nivån på classen man har innan och att om man kör i en evil campagn s´å balanserar detta mer med övriga medlemmar i gruppen... Inte kul om där är en über karaktär
 
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