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Necromancy with Class[]

Necromancy With Class

Through death, all things are possible.

The degree to which the published classes of Necromancy aren't good causes people physical pain. The degree of malarkey that people are willing to attempt in order to use these classes in a half-way level appropriate way causes us physical pain. While the flavor of published necromantic classes is frequently adequate or even engaging – the mechanics just aren’t there. You shouldn’t have to cheat just to make a concept character nearly the equal of a standard Cleric or Wizard. As a solution, we propose having actually mechanically viable prestige classes for the necromantically inclined to use:

Corpselight Whisperer

Come into my house, it is warm and the nights are both cool and damp in the swamp.

The bogs of the Bane Mires are stagnant and reek with the stench of decay. But while they are a boundless well of sickness and death, they are also part of nature, at least according to the merciless will-o-wisps that live there. There are few even among the druids who are willing to make their home in such an inhospitable land. But there are secrets to be learned, for those who with a keen ear and a light step. For while the corpse lights may share their secrets, they may also lead one into the fast bogs from which there is no escape.

There is a side of nature that few admit the existence of, and even fewer have seen first hand. It is dangerous and cruel, filled with moldering corpses and rank spoilage. But it is perhaps not as different from the forests of home as the elders would have one believe…

Becoming a Corpselight Whisperer[]

Entry Requirements
Skills: Knowledge (Nature) 4 ranks, Listen 4 ranks, Survival 9 ranks.
Special: Ability to Wild Shape.
Special: Must have made friendly contact with a Will-o-Wisp.
Table: The Corpselight Whisperer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Spell-like Abilities: Animate Dead +1 Spellcaster Level
2nd +1 +0 +3 +3 Wild Shape: Will-O-Wisp, +1 Wild Shape Use +1 Spellcaster Level
3rd +2 +1 +3 +3 Spell-like Abilities: Dancing Lights, Terrible Nectar +1 Spellcaster Level
4th +3 +1 +4 +4 Summon Wisps +1 Spellcaster Level
5th +3 +1 +4 +4 Wild Shape: Large Plant, Sanctum Spell +1 Spellcaster Level
6th +4 +2 +5 +5 Bonus Domain (Deathbound) +1 Spellcaster Level
7th +5 +2 +5 +5 Spell-like Abilities: Programmed Image, +1 Wild Shape Use +1 Spellcaster Level
8th +6 +2 +6 +6 Bog's Heart, Bonus Necromantic Feat +1 Spellcaster Level
9th +6 +3 +6 +6 Hands of the Corpselight +1 Spellcaster Level
10th +7 +3 +7 +7 Incorporeal Wild Shape 1/day +1 Spellcaster Level

Class Skills (4 + Int modifier per level)
Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features[]

Weapon and Armor Proficiencies: The Corpselight Whisperer gains no new armor or weapon proficiencies.

Spellcasting: Every level, the Corpselight Whisperer casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.

Spell-like Abilities (Sp): A Corpselight Whisperer can use animate dead as a spell-like ability. At 3rd level, she is able to use dancing lights, and at 7th level she is able to use programmed image. Her caster level is equal to her hit dice, and these abilities are usable at will.

Wild Shape: At 2nd level, a Corpselight Whisperer can use her Wild Shape ability to assume the form of a Will-O-Wisp, regardless of the allowed size, type, or hit dice of her Wild Shape ability. Becoming a Will-o-Wisp in this manner gives the Whisperer all of the Will-o-wisp's Extraordinary abilities and Weapon Finesse as a bonus feat. At level 7, the Whisperer can use her Wild Shape ability to assume the form of a Plant of up to Large size. Becoming a Plant in this fashion uses the normal rules for a Druid's Wild Shape ability. The Corpselight Whisperer may use her Wild Shape ability one extra time per day at levels 2, 4, and 7. Levels in Corpselight Whisperer stack with levels in other Wild Shaping classes for the purposes of maximum hit dice and duration.

Terrible Nectar (Su): At 3rd level the Corpselight Whisperer gains sustenance from the terror of others. If she is within 60 feet of an intelligent creature that is affected by a fear effect, she needs one less meal that day and can get by with 2 hours less sleep. If such a creature is killed while under the influence of a fear effect and within 60 feet of her, she does not need to eat or sleep that day at all.

Summon Wisps (Su): A Whisperer of 4th level or higher can summon Will-O-Wisps to aid her. The wisps serve faithfully for one hour and then vanish. The Whisperer can summon one wisp for every two class levels each day, and can choose to summon all of them at once or to conjure them in smaller groups as desired.

Bonus Feat: At 5th level, the Corpselight Whisperer gains Sanctum Spell as a bonus feat. A magical sanctum created in this manner must be in a marshy natural setting (though it does not have to be a structure). At 8th level, the Corpselight Whisperer gains an additional Necromantic Creation Feat that she meets the prerequisites for as a bonus feat.

Bonus Domain: At 6th level, the Whisperer gains the Deathbound Domain as a bonus domain. She gains the granted ability (to animate 50% more undead with each use of animate dead), and can prepare one extra domain spell at every spell level using the normal rules for domain spell preparation,

Bog's Heart (Su): A Corpselight Whisperer of 8th level or higher who dies is reincarnated 1d10 days later in the middle of her magical sanctum, provided that no one has cut off her magical sanctum in the meantime (either by physically making the area into something other than a swamp, or through magic such as desecrate). Being reincarnated in this fashion does not result in level loss and costs no XP. Unlike the normal spell, the Corpselight Whisperer will return with a new young adult body if he dies by reaching his maximum age.

Hands of the Corpselight (Ex): Like a Will-o-Wisp, a Corpselight Whisperer of 9th level can deliver powerful electric shocks. Any touch or natural weapon attack of the Corpselight Whisperer can also inflict 2d8 of electricity damage (even if it would already inflict electricity damage).

Incorporeal Wild Shape (Su): A Corpselight Whisperer of 10th level or higher gains the ability Wild Shape into an Undead creature of the Incorporeal subtype with Hit Dice less than or equal to the player's character level (as per normal Wild Shape rules). The Whisperer gains all of the assumed form’s Extraordinary, Supernatural, and Spell-like abilities. The Corpselight Whisperer may only Wild Shape in this manner once per day, but if she would gain additional uses of Elemental Wild Shape for any reason, she gains an equal number of additional uses of Incorporeal Wild Shape.


Uttercold Assault Necromancer

Coooooooobraaaaaaaaa!

The living dead can make terrifically efficient soldiers, fearless and untiring. However, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless, they must be lead.

For political reasons, the living dead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers learn not only to lead and motivate sentient undead on the battlefield, but to support their forces with cold and death related magic.

Not only are the undead fearless, but they are also perfectly disciplined, do not do damage to the civilian infrastructure, and do not require forage to survive. In order to maintain discipline, and in response to the hatred and fear in which their forces are held, these officers hold themselves to the highest standard of military ethics. A degree of political aptitude also serves such officers well, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements of this class demand commitment from a young age, so most Uttercold Assault Necromancers are apprenticed in their teens. Being in such scarce supply, they are absolutely required to train apprentices in turn to join the officer corp.

Becoming an Uttercold Assault Necromancer[]

Entry Requirements
Alignment: Cannot be Chaotic.
Skills: Concentration 9 ranks, Knowledge (The Planes) 9 ranks, Speak Language (Battle Signals), Speak Language (Semaphore Battle Signals).
Feats: Energy Substitution (Cold), Lord of the Uttercold[1], Tomb Tainted Soul[1], Mentor[2] (exchanged for Apprentice).
Spellcasting: Must be able to cast at least three spells from the Necromancy school, of which at least one must be third level or higher, and at least one spell with the [Cold] descriptor.
Special: Must hold officer's rank (Rank 3+, see Heroes of Battle) in a military or paramilitary organization that includes elite units of sentient undead.
Special: Your apprentices (from the Mentor feat) must also be junior officers in your military organization (Rank 1+).
Note: If you are using Playing with Fire, the Necromantic Commander aura does not have an alignment requirement, and neither does Tomb Tainted Soul.
Table: The Uttercold Assault Necromancer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Officer and a Gentleman, Rebuke Undead, Undead General, Undead Leadership, Uttercold Assault!: 20 +1 Spellcaster Level
2nd +1 +0 +0 +3 Necromantic Commander +1 Spellcaster Level
3rd +1 +1 +1 +3 Exceptional Leadership +1 Spellcaster Level
4th +2 +1 +1 +4 Uttercold Assault!: 30, Bonus Feat +1 Spellcaster Level
5th +2 +1 +1 +4 Elite Followers +1 Spellcaster Level
6th +3 +2 +2 +5 Rallying Cry +1 Spellcaster Level
7th +3 +2 +2 +5 Uttercold Assault!: 40, Bonus Feat +1 Spellcaster Level
8th +4 +2 +2 +6 Fearsome Charge +1 Spellcaster Level
9th +4 +3 +3 +6 Crush Them +1 Spellcaster Level
10th +5 +3 +3 +7 Elite Followers, Uttercold Assault!: 50, Bonus Feat +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level.
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Class Features[]

All of the following are class features of the Uttercold Assault Necromancer.

Unit: An Uttercold Assault Necromancer trains rigorously as part of an elite unit. For purposes of his class abilities, his "unit" includes himself and all of his cohorts, followers, and apprentices, as well as any undead creature summoned, commanded, or controlled by members of his unit. Other characters (such as other PCs and hirelings) can train and become part of his unit if they are healed by negative energy.

Uttercold Assault! (Su): All members of your unit within your Commander Aura (see Heroes of Battle, pg. 75, this is normally 30 ft.), all gain Cold Resistance: 20. At levels 4, 7 and 10 the cold resistance rises by an additional 10 points. Note that you still do not otherwise benefit from your own Commander Aura, you just get cold resistance.

Undead General (Ex): Instead of skeletal warriors as undead followers, your undead followers have the Dark Minded subtype and levels in any class; ignore the Exceptional Followers rule from the Epic Handbook. These are ordinarily Human Swordwraith Fighters, but other equivalent units may be substituted if apropos for the military organization you represent (the cannibal-hobbits of the Kankomar Foreign Legions are Ghoul-Halfling Rangers, for example).

Any morale bonuses, which you would otherwise provide from class features, commander auras, or spells, can be competence bonuses instead, at your discretion. Undead can learn to savor victory, but death holds no fear for them. Your leadership score, when leading the undead, is not penalized when you suffer casualties. Casualties do penalize your leadership if you try to lead living followers, however.

Your apprentices do not penalize your leadership score when attracting undead cohorts.

Rebuke Undead (Su): If an Uttercold Assault Necromancer already has the ability to rebuke/command undead, levels of Uttercold Assault Necromancer stack with levels in other classes to determine Rebuking Level. He gains no ability to rebuke undead if he does not already have it.

Officer and a Gentleman (Ex): An Uttercold Assault Necromancer must conduct his villainous acts with restraint, good manners and aplomb. Your code of conduct includes the following:

  • Avoid harming innocents and civilians, when feasible.
  • Be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
  • Graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
  • Captured foes may not be summarily slain. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
  • Always keep your word of honor.

You are also expected to ensure that all of your subordinates ("minions") obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under your code. If you violate this code in a minor way (GM discretion) you lose all remaining usages of your Exceptional Leadership class ability for the day. Severe violations cause you to lose your Exceptional Leadership and Uttercold Assault! class features until you Atone. As long as you are known to keep to your code you are entitled to a +2 bonus to your Leadership score, stacking with other leadership bonuses.

Necromantic Commander (Ex): At 2nd level, you gain the Necromantic Commander aura (see pg. 75 of Heroes of Battle,) in addition to your existing Commander Aura, even if you do not meet the requirements. Your followers benefit from both commander aura effects. If you already have Necromantic Commander as your aura, immediately select an additional aura for which you qualify.

Exceptional Leadership (Ex): At 3rd level, you can exert Exceptional Leadership as an immediate action. A number of members of your unit equal to your class level gain these benefits until your next action: a +2 competence bonus to AC, will and reflex saves, as well as to-hit and damage rolls. The targets must all be within your command radius. If the targets are currently under an effect that requires a will save, they are allowed an immediate additional will save to break free (as Slippery Mind). The targets of this ability must be able to hear and see you in order to benefit from your commands. This is a mind-effecting ability. You can use this ability a number of times per day equal to your class level plus your charisma bonus (if positive). The benefits last one minute.

Bonus Feat: At 4th level, select a bonus feat. You must meet the requirements normally. Bonus feats must be selected from the following list: Any Feat from Tome of Necromancy, Extra Turning, Lichloved[3], Sacrificial Mastery[3], Arcane Disciple[4], Bonus Domain[4], Empower Turning[4], Profane Boost[4], Quicken Turning[4], Undead Mastery[4], Zone of Animation[4], Any Leader feat, Veteran Knowledge[5]. Note that Undead Leadership will substitute as a prerequisite for feats requiring leadership.

Elite Followers (Ex): All of your undead followers may have one more level than would ordinarily be allowed by your leadership score once you reach 5th level. For example, For example, if your leadership score is 21, you would ordinarily be allowed 60 1st level followers, you are allowed 60 2nd level followers instead. You must attract (or train, at GM discretion) these elite followers normally. At 10th level, this bonus increases to 2 levels. In addition, you automatically qualify as having Epic Leadership if your leadership score is 25 or more.

Rallying Cry (Ex): At 6th level, you can rally your allies with a powerful shout as a free action. Doing so costs two uses of your Exceptional Leadership ability. Firstly, this enables you to perform a free rally check (Heroes of Battle, pg. 73), which is useful if you lead living troops. Secondly, your Commander Aura (Heroes of Battle, pg. 75) radius increases to 60 ft. and the benefits of your Commander Aura are doubled for a number of rounds equal to your class level + your charisma bonus. The increased radius applies to the energy resistance granted by your Uttercold Assault! class feature.

Fearsome Charge (Ex): At 8th level, when you direct your forces into battle, your enemies quaver in terror. Calling for a fearsome charge is a swift action that requires four uses of your Exceptional Leadership ability. In addition to the benefits of a Rallying Cry (above), your unit retains the benefits of your commander aura when charging enemies outside of your commander aura. Any enemies charged by members of your unit when they began begin the charge move within your commander aura must make an immediate Morale check (a will save, see Heroes of Battle pg. 72), but the DC (instead of 20) is 10 + your class level + your charisma bonus. The modifiers on Heroes of Battle table 4-3 apply as normal. Any given unit of enemies cannot be forced to take more than one Morale Check from Fearsome Charge during any given battle, but further morale checks (from casualties, for example) may be called for.

Crush Them (Ex): When an Uttercold Assault Necromancer of 9th level exerts Exceptional Leadership, he can expend three additional uses to give the nominated subordinates additional bonuses. In all cases, these benefits last only one turn. They may count any Shaken (or worse) opponent as flat-footed, and inflict +2d6 points of damage against them (treated as Sudden Strike damage, and stacks with Sudden Strike, Sneak Attack, etc. if any of those apply.)


Boneblade Reaper

I have bested Death itself and cannot die. Your powers do not impress me.

Necromancy is the magic of death, and the study of this art can reveal martial secrets for dealing of death. To be a Boneblade Reaper is not just to study death as a means of bringing it to your enemies, but it is a path of dark enlightenment. To reach a pinnacle of this art, one must embrace death as a lover, and to erase his name from the book of life and enter it into the book of death. This is not the embrace of corrupted state of undeath, but the rewriting of the self as an avatar of an implacable and unknowable force of existence... death itself.

To begin this path, one masters the boneblade, a symbol of the art of dealing death. Then he etches the necromantic runes into his own flesh that mark him as one of Death’s Own. From there, he begins learning the death art of the boneblade, mastering martial techniques culled from the study of necromancy.

Becoming a Boneblade Reaper[]

Entry Requirements
Skills: Move Silently 9 ranks, Concentration 4 ranks.
Feats: Boneblade Master, Improved Unarmed Strike, Weapon Finesse.
Spellcasting: Must be able to cast first-level spells.
Special: Cannot be undead.
Special: Evasion ability.
Table: The Boneblade Reaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +2 Deathscribed Flesh, Death Art Strike +1 Spellcaster Level
2nd +2 +3 +3 +3 Secrets of the Boneblade Art +1 Spellcaster Level
3rd +3 +3 +3 +3 Dark Life +1 Spellcaster Level
4th +4 +4 +4 +4 Stunning Blade, Speed of Death +20 feet +1 Spellcaster Level
5th +5 +4 +4 +4 Runes of Lifetrapping +1 Spellcaster Level
6th +6 +5 +5 +5 Speed of Death +40 feet +1 Spellcaster Level
7th +7 +5 +5 +5 Ghost Strike +1 Spellcaster Level
8th +8 +6 +6 +6 Speed of Death +60 feet +1 Spellcaster Level
9th +9 +6 +6 +6 Dance with the Reaper +1 Spellcaster Level
10th +10 +7 +7 +7 Runes of the Dark Reaper, Speed of Death +80 feet +1 Spellcaster Level

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Boneblade Reaper gains no proficiency with armor or weapons, although if he has the flurry ability he may use it with any Boneblade weapon.

Spellcasting: Every level, the Boneblade Reaper casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Deathscribed Flesh (Ex): The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms and chest, never healing and faintly shimmering with dark energy. As long as these runes are not covered by clothing or armor, these runes provide protection from the blades and claws of the Boneblade Reaper’s enemies. In game terms, this counts a +8 armor bonus that counts against touch attacks and incorporeal touch attacks. For each additional level of this class, this bonus increases by +1. These runes also make the Boneblade Reaper immune to any effect that would turn him into an undead creature, even if he is currently dead.

Death Art Strike (Su): Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage plus 1 for every HD of the killed enemy (Will save for half).

Secrets of the Boneblade Art (Su): From 2nd level on, the Boneblade Reaper may cast his targeted Necromancy spells through his boneblades. On any successful melee attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a targeted Necromancy spell as a swift action that does not provoke an attack of opportunity. This spell affects the enemy as if the boneblade had been enchanted with the Spellstoring attribute and the spell had been inside it when it struck (and been activated during the attack).

Dark Life (Su): At 3rd level, the Boneblade Reaper has learned to draw power from negative energy. Any damage he would receive from negative energy is instead converted to healing on a point for point basis. He is still healed by Positive Energy as well.

Stunning Blade (Ex): At 4th level, the Boneblade Reaper can make stunning attacks and similar special attacks with a bone blade as if it was an unarmed strike.

Speed of Death (Ex): Even light is not faster than the dark, and nothing living is faster than death. When the Boneblade Reaper achieves 4th level, his speed increases by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.

Runes of Life Trapping (Ex): At 5th level, the Boneblade Reaper is immune to any effect that moves his soul from his body, even if he is currently dead. This includes effects like magic jar, soul bind, trap the soul, and the class features of PrCs like Soul Merchant and Heartless Mage (even if he has levels in these PrCs). Also, the Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains from his Deathscribed Flesh ability.

Ghost Strike (Su): At 7th level, the Boneblade Reaper can “lose” any prepared spell in order to cast wraithstrike, even if this spell is not on his spell list. This casting does not provoke Attacks of Opportunity

Dance with the Dark Reaper (Ex): Due to a bargain with Death, you must battle the Dark Reaper to win freedom from Death’s grasp. Should the Boneblade Reaper die, his body is pulled into a featureless pocket demiplane that cannot be accessed or exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped of his equipment and he receives the effects of a true resurrection spell and a disjunction, and he is fully healed. A boneblade weapon is created for him while he is in this demiplane. He is then immediately forced into a battle with the Dark Reaper (treat as an Entropic Reaper without the Entropic Blade ability). Should he win this battle, he is returned with all his equipment to a safe location 1d4 miles from the place where he died and he does not age for 10 years. If he loses, he dies again and can only be returned to life with resurrection magic that does not require his body; casting this kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the Dark Reaper without aid for the spell to take effect. Once returned to life, the Boneblade Reaper’s equipment is transported to the location of his new body. The Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is extended long enough for him to finish his battle with the Reaper. Should he defeat the Reaper, his maximum age is instead increased by 10 years (during which he does not age any further). If he fails, he cannot be returned to life by any means.

Runes of the Dark Reaper (Ex): At 10th level, the Boneblade Reaper ascends to the honored position of Dark Reaper, and so he cuts the representative runes into his flesh. Any creature he kills with a boneblade is affected by a soul bind effect that binds the soul to the body of the Boneblade Reaper. The only way to release a soul affected by this power is to convince the Boneblade Reaper to release the soul (he can do so as a standard action). At this level, the Boneblade Reaper also becomes immune to mind-affecting magic or effects.


Boneblade Reaper, Dungeonomicon Version[]

While the original Boneblade Reaper was intended to address the fact that Monk levels from the PHB don't make a spellcaster any good in combat (although admittedly they do allow you to come in second in any 1 on 1 combat), the Boneblade Reaper for the Dungeonomicon Monk should be there to address the problem that taking Wizard levels doesn't really help your Monk combating.

Becoming a Dungeonomicon Boneblade Reaper[]

Entry Requirements
Skills: Move Silently 9 ranks, Concentration 4 ranks.
Feats: Boneblade Master, Weapon Finesse.
Spellcasting: Must be able to cast second-level spells.
Special: Cannot be undead.
Special: Must have two Fighting Styles or must have the Evasion ability.
Table: The Dungeonomicon Boneblade Reaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +2 Deathscribed Flesh, Death Art Strike +1 Spellcaster Level
2nd +2 +3 +3 +3 Secrets of the Boneblade Art +1 Spellcaster Level
3rd +3 +3 +3 +3 Dark Life +1 Spellcaster Level
4th +4 +4 +4 +4 Fighting Style, Speed of Death +20 feet +1 Spellcaster Level
5th +5 +4 +4 +4 Runes of Lifetrapping +1 Spellcaster Level
6th +6 +5 +5 +5 Speed of Death +40 feet +1 Spellcaster Level
7th +7 +5 +5 +5 Ghost Strike +1 Spellcaster Level
8th +8 +6 +6 +6 Master Fighting Style, Speed of Death +60 feet +1 Spellcaster Level
9th +9 +6 +6 +6 Dance with the Reaper +1 Spellcaster Level
10th +10 +7 +7 +7 Runes of the Dark Reaper, Speed of Death +80 feet +1 Spellcaster Level

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),Move Silently(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Boneblade Reaper gains no proficiency with armor or weapons, although if he has any ability that applies to a Slam attack he may use it with any Boneblade weapon.

Death Art Strike, Alternate (Su): Each time the Boneblade Reaper kills an enemy with a boneblade weapon melee attack, he may make an additional touch attack with a free hand at the same attack bonus. If this attack hits, he may cast one targeted spell against the target of his attack as a free action.

Fighting Style: At 4th level, the Boneblade Reaper gains a Monk’s Fighting Style. Appropriate names are generally of a dark tone such as "Wasting Serpent Style" or "Hopeless Basilisk Stance".

Master Fighting Style: A Boneblade Reaper of 8th level gains access to a Master Fighting Style as a Monk.


Skindancer

It was Elothar... but it wasn't Elothar. It was like someone wearing an Elothar suit.

Skindancers are a rare breed of assassin, working their way into a community, shedding identities as they shed skins, with each murder moving closer their targets. The Skindancer is a thief of forms, a powerful Necromancer who has transcended mere shapeshifting magic and mastered the techniques of drawing supernatural power from wearing the living skins of his enemies. They are paragons of disguise and infiltration, dark souls hiding among their enemies while sowing discord and chaos in their wake.

Becoming a Skindancer[]

Entry Requirements
Feats: A Feast Unknown, Still Spell, Silent Spell.
Spellcasting: Must be able to cast 4th level Necromancy spells.
Special: Must not be good.
Table: The Skindancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +0 Wear Skin, Taking Lives +1 Spellcaster Level
2nd +1 +3 +0 +0 Likeness +1 Spellcaster Level
3rd +1 +3 +1 +1 Death Attack +1 Spellcaster Level
4th +2 +4 +1 +1 Flexible Hide +1 Spellcaster Level
5th +2 +4 +1 +1 Hide the Evidence +1 Spellcaster Level
6th +3 +5 +2 +2 Fill the Shell +1 Spellcaster Level
7th +3 +5 +2 +2 Aura Steal +1 Spellcaster Level
8th +4 +6 +2 +2 Art of the Preservation +1 Spellcaster Level
9th +4 +6 +3 +3 Skin Reincarnation +1 Spellcaster Level
10th +5 +7 +3 +3 Skin Puppets +1 Spellcaster Level

Class Skills (6 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Disquise (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

Class Features[]

Wear Skin (Ex): The Skindancer may wear any Skin that has been prepared by the Taking Lives ability of a Skindancer. While wearing this Skin, the Skindancer has the form of the creature whose skin he is wearing as if he had cast shapechange and become that (unique) creature. This effect lasts as long as he wears the Skin. In addition, he also gains one use of each spell-like ability of that creature's race. Once used, the spell-like abilities of a particular skin are forever expended. The Skindancer may only wear the Skin of a creature whose CR is three less than his character level, and who has the same size as him. Using this ability on the Skin of a sentient creature (Int of 5 or better) is an evil act. If the Skindancer dies while wearing a Skin, that Skin is destroyed.

Taking Lives (Ex): To use this power, the Skindancer must have the fresh and undamaged body of a creature. It cannot have been taken HP damage from any fire or acid effect, piercing or slashing damage, or any other effect that would damage, tear, or destroy its skin (DM's judgment). If the creature was killed within ten minutes (or preserved with magic ten minutes from its death by an effect like gentle repose), the Skindancer may begin a one hour ritual to turn the outer flesh of the body into a Skin. Once completed, the skinless body remains. Using this ability on the body of a sentient creature (Int of 5 or better) is an evil act. Any Skin that has not been worn by a Skindancer for one hour rots away to uselessness. Skins cannot be made from Undead, Plants, Oozes, Swarms, Constructs, or any other creature that does not have a skin (DM's option).

Likeness (Ex): While wearing a creature's Skin, the Skindancer gains a +10 to Bluff and Disguise checks to impersonate that creature (this stacks with the bonuses gained by shapeshifting or disguise spells).

Death Attack (Ex): At 3rd level, the Skindancer gains the Death Attack ability of an Assassin. Levels in this class stack with levels of any other class that offers Death Attack for the purposes of this class feature. Any creature killed by a bludgeoning Death Attack is suitable for the Taking Lives ability.

Flexible Hide: At 4th level, the Skindancer can wear the Skin of a creature who is within one size category of his own size.

Hide the Evidence (Su): At 5th level, the Skindancer can completely devour the skinless body of any victim that he uses the Taking Lives ability on.

Fill the Shell: At 6th level, the Skindancer can wear the Skin of a body that is up to two sizes larger than his own.

Aura Steal (Su): For the purposes of divination magic, the Skindancer is the creature whose Skin he is wearing.

Art of the Preservation (Su): The Skindancer has learned the art of preserving Skins for later use in briny pools. By spending 500 gp per CR of the creature the pool will hold and one day, the Skindancer can build a briny pool that will preserve a Skin inside it and indefinitely maintain the Skin's ability to be worn. Once taken out of the pool, the skin rots to uselessness within one hour as usual, unless it is worn.

Skin Reincarnation (Su): If killed, a Skindancer will be reincarnated (as the spell) into the form of one of the Skins he is preserving with the Art of Preservation ability (if he does not have a preserved Skin of his own size and race, randomly determine which Skin is used). The Skin used by this ability is destroyed in the process.

Skin Puppets: The Skindancer can create Skins that can be worn by others by expending 2,000 gp per CR of the creature. Each creature wearing one of these Skins gains one use of the Wear Skin ability, and counts as if the Skindancer had successfully cast charm monster on them.


Stranger with the Burning Eyes

One of the greatest necromantic mysteries is the ability to move souls from one body to another, and to use this trick to inhabit the flesh of a stranger, gaining a twisted and parasitic form of immortality. Usually this art is as dangerous as it is powerful, but for the Stranger with the Burning Eyes the experience is a way of life. They have abandoned their true form and now only move from body to body like a virus, taking with them knowledge and power, working their way through the world using the bodies of others as proxies. When they transfer to a new body, their eyes glow with the fires of their souls, as they have fanned the flames of their spirits until they can survive without a material form. They are the consummate strangers in strange land, and often acquire habits from the many unusual body forms they have inhabited. One thing is certain: they have little regard for the people they inhabit.

Becoming a Stranger with the Burning Eyes[]

Entry Requirements
Alignment: Must not be good.
Skills: Concentration 9 ranks, Knowledge (Religion) 9 ranks.
Feats: Still Spell, Silent Spell.
Spellcasting: Must be able to spontaneously cast 5th level spells, and the spell magic jar.
Special: Your true body must have been destroyed.
Table: The Stranger with the Burning Eyes

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +0 +2 Burning Soul, Token +1 Spellcaster Level
2nd +2 +0 +0 +3 Consume +1 Spellcaster Level
3rd +3 +1 +1 +3 Firewall of the Soul +1 Spellcaster Level
4th +4 +1 +1 +4 Explosive Reaction +1 Spellcaster Level
5th +5 +1 +1 +4 Inferno +1 Spellcaster Level
6th +6 +2 +2 +5 Lore of the Burning Flame +1 Spellcaster Level
7th +7 +2 +2 +5 Slow Burn +1 Spellcaster Level
8th +8 +2 +2 +6 Wildfire +1 Spellcaster Level
9th +9 +3 +3 +6 Conflagration +1 Spellcaster Level
10th +10 +3 +3 +7 Hellfire +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[]

Burning Soul (Su): At 1st level, the Stranger with the Burning Eyes has mastered the ability to move between bodies. He may use magic jar at will as a Supernatural ability with an indefinite duration. For the purposes of this spell, any body he is possessing also counts as a receptacle, so he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range(it gets a save as usual). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The Stranger with the Burning Eyes no longer ages, though bodies he is possessing will age.

Token: At 1st level, the Stranger with the Burning Eyes is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor (but it cannot be intelligent). This item is a tiny object with hardness 20 and 20 hp, and if removed from a body the Stranger with the Burning eyes is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger's possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.

Consume (Su): At second level, the Stranger with the Burning Eyes may lose a prepared spell or spell slot to perform a Wisdom draining touch attack as a standard action. The touch attack does as much Wisdom drain as the spell level that is lost, and a successful Will save halves this drain.

Firewall of the Soul: At 3rd level, the Stranger with the Burning Eyes is immune to any effect that moves his soul or would end his possession of a body (other than removing his token). Any effect that traps his soul in his current body still works, and he will die if such an effect is cast on him and the body he is possessing dies. The Stranger may also remain in a body if he is in an antimagic field or other magic-destroying effect, though he is effectively trapped in that body until he can leave that effect.

Explosive Reaction (Su): At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).

Inferno (Su): While in a possessed body, the Stranger may use any of its feats once he has attained 5th level.

Lore of the Burning Flame: While in a possessed body, the Stranger may use any of its skills or personal knowledge once he has attained 6th level.

Slow Burn (Su): Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.

Wildfire (Su): At 8th level, the Stranger with the Burning Eyes may use his magic jar ability a number of times a round equal to his Charisma modifier as a full round action. This enable to make possession attempts very quickly and even travel large distances in heavily populated areas.

Conflagration (Su): As a standard action, a 9th level Stranger with the Burning Eyes can combine a use of his Consume ability with his magic jar ability. The person he attempts to possess is affected by the Consume ability as if he had been successfully touched. The Consume effect uses spells or spell slots as normal.

Hellfire: Should the Stranger with the Burning Eyes ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.


Master of the Seven Necromantic Mysteries

Did you think that you could oppose me? Death itself is no mystery to one such as I.

The Master of the Seven Necromantic Mysteries is a necromancer extraordinaire, a grandmaster of the necromantic arts. He transcends the normal limitations of magic and finds the common threads that link all Necromancy magic. Great is his power and terrible is his anger, as he wields the powers of life and death with terrible skill. Both the living and the dead fear him, as he wields powers from beyond life. All those who study the arts of necromancy acknowledge his skill.

Becoming a Master of the Seven Necromantic Mysteries[]

Entry Requirements
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy), two necromantic creation feats.
Skills: Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.
Spellcasting: Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.
Table: The Master of the Seven Necromantic Mysteries

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Master of Necromancy, First Mystery: Secrets of Commanding +1 Spellcaster Level
2nd +1 +3 +0 +3 Second Mystery: Secrets of Necromantic Spells +1 Spellcaster Level
3rd +1 +3 +1 +3 Third Mystery: Secrets of Negative Energy +1 Spellcaster Level
4th +2 +4 +1 +4 Fourth Mystery: Secrets of Undead Creation +1 Spellcaster Level
5th +2 +4 +1 +4 Fifth Mystery: Secrets of Life Draining +1 Spellcaster Level
6th +3 +5 +2 +5 Sixth Mystery: Secrets of the Soul +1 Spellcaster Level
7th +3 +5 +2 +5 Seventh Mystery: Secrets of Eternal Life +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Features[]

Weapon and Armor Proficiency: A Master of the Seven Necromantic Mysteries gain no proficiency with any weapon or armor.

Spellcasting: At each level, the Master of the Seven Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Master of Necromancy: The Master of the Seven Necromantic Mysteries gains a bonus to his caster level when casting spells of the school of Necromancy equal to his class level.

Secrets of Commanding (Su): The Master of the Seven Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).

Secrets of Necromancy Spells: At 2nd level, The Master of the Seven Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level. In addition, the Master of the Seven Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.

Secrets of Negative Energy (Su): At 3rd level, The Master of the Seven Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.

Secrets of Undead Creation (Su): At 4th level, The Master of the Seven Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. In addition, the Master may choose three undead creation spells per day to cast as spell-like abilities usable once per day.

Secrets of Life Draining (Su): At 5th level, The Master of the Seven Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.

Secrets of the Soul: At 6th level, The Master of the Seven Necromantic Mysteries may cast magic jar at will as a Supernatural ability. Any body that he possesses counts as a second receptacle, meaning that he gains the benefits of being in a receptacle while in another's body, and he still has an object receptacle to return to if the body he is possessing is killed or destroyed.

Secrets of Eternal Life: At 7th level, The Master of the Seven Necromantic Mysteries becomes immortal. He no longer ages, and if killed he becomes a ghost. As a ghost, he automatically succeeds on his Rejuvenation check.


Death King

I have returned.

The will of the people is great, and their need for heroes is sometimes greater. Sometimes, it is so great as to keep a great warrior from dying. Living but dead, these heroes of the people are pulled back from the dead time and time again, feeling the pain of each death but unable to end the cycle. Some seek vengeance, while others seek redemption, but all have death in their eyes. Each has returned from death and been changed. Each has grown crueler and harder, and known the bliss of death. None have given up, though many have been destroyed. Underestimate them, and they will destroy you.

Becoming a Death King[]

Entry Requirements
Base Attack Bonus: +8.
Feats: Power Attack, Combat Expertise, Leadership.
Special: Must have proficiency with all martial weapons.
Special: Must have been returned from the dead.
Table: The Death King

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Mantle of Death +1 Spellcaster Level
2nd +2 +3 +0 +3 +1 Natural Armor, Gaze of the Terrible +1 Spellcaster Level
3rd +3 +3 +1 +3 +2 Natural Armor, Fast Healing 1 +1 Spellcaster Level
4th +4 +4 +1 +4 +3 Natural Armor, Regeneration 1 +1 Spellcaster Level
5th +5 +4 +1 +4 +4 Natural Armor, Horrors from Beyond +1 Spellcaster Level
6th +6 +5 +2 +5 +5 Natural Armor, Eternal Hero +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Climb (Str), Concentration(Con), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Class Features[]

Weapon and Armor Proficiency: The Death King gains no proficiency with armor or weapons.

Spellcasting: Every level, the Death King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Death King, this class feature gives him levels in Sorcerer spellcasting.

Mantle of Death: The Death King’s type changes to Undead (and he gains the augments subtype for his original type) and he gains the Dark Minded and Unliving subtypes.

Natural Armor: At every level past 1st, the Death King’s natural armor increases by 1.

Gaze of the Terrible (Su): As a swift action, a 2nd level Death King can target an opponent within short range who meets its gaze with a fear effect. This effect is handled as the spell, but targets only a single opponent.

Fast Healing 1 (Ex): The Death King gains Fast Healing 1 at 3rd level.

Regeneration 1 (Ex): The Death King gains Regeneration 1 at 4th level. Non-magical weapons do normal damage to the Death King.

Horrors from Beyond (Su): As a swift action, a 5th level Death King can target an opponent within short range with a phantasmal killer effect. This effect is handled as the spell.

Eternal Hero (Ex): Should a 6th level Death King be destroyed and his remains interred in a Tomb, he is restored to life in one week with no level loss.


Widow Queen

You look good enough to eat.

The Widow Queen is a necromancer who has been tempted by the awful seductions of vampirism. By drinking the blood and vital fluids of the living, she has grown bloated with magical power and life energy. She sits in a web of minions, trapping in enemies in her sticky machinations, probing their weakness for a soft spot to driver her fangs deep into their flesh.

While her intelligent minions are the most clever and subtle, it is her mindless minions that are the most dangerous. Drained of vital fluids, they mass at her command and will gladly sacrifice themselves for her desires. This pleases her, and she will happily ask for that sacrifice.

Becoming a Widow Queen[]

Entry Requirements
Skills: Knowledge (Arcana) 9 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Feats: Path of Blood, A Feast Unknown.
Spellcasting: Must be able to cast 3rd level Necromancy spells and the spells web and vampiric touch.
Table: The Widow Queen

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Blood Drain, Paralyzing Touch +1 Spellcaster Level
2nd +1 +3 +0 +3 Create Spawn +1 Spellcaster Level
3rd +1 +3 +1 +3 Find the Little Ones +1 Spellcaster Level
4th +2 +4 +1 +4 Suckle at the Resisting Will +1 Spellcaster Level
5th +2 +4 +1 +4 Create the Broken Ones +1 Spellcaster Level
6th +3 +5 +2 +5 Seductive Speech +1 Spellcaster Level
7th +3 +5 +2 +5 Snare the Will +1 Spellcaster Level
8th +4 +6 +2 +6 Create Poisoned Hearts +1 Spellcaster Level
9th +4 +6 +3 +6 Flush of Youth +1 Spellcaster Level
10th +5 +7 +3 +7 Cult of Personality +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Widow Queen gains no proficiency with armor or weapons.

Spellcasting: Every level, the Widow Queen casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.

Blood Drain (Ex): The Widow Queen can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. The Widow Queen heals 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.

Paralyzing Touch (Su): With a touch, the Widow Queen can paralyze any enemy who fails a Fortitude save. This effect lasts three rounds, and the save DC is Charisma based. Using this ability is an attack action.

Create Spawn: Any intelligent Humanoid creature killed by a 2nd level Widow Queen’s Blood Drain ability becomes a vampire spawn under the control of the Widow Queen.

Find the Little Ones (Su): At 3rd level, the Widow Queen may cast scrying at will on any creature or spawn created with her Widow Queen abilities.

Suckle at the Resisting Will (Su): When a Widow Queen of 4th level uses her Blood Drain ability, the Widow Queen may do Wisdom drain instead of Constitution drain.

Create the Broken Ones: Any creature reduced to Wisdom of 0 by a Widow Queen of 5th level can be turned into a unique kind of spawn, Broken Ones. These creatures have all the abilities of the originals, but they gain the Mindless trait and must be commanded by the Widow Queen to perform any action. A Broken One has a Wisdom score of 1.

Seductive Speech (Su): At 6th level, the Widow Queen may cast the spell demand at will as a spell-like ability on any person that has been a victim of her Blood Drain ability. She may also use her scrying ability on any victim of her Blood Drain ability. In this way, the Widow Queen can coordinate her minions and track escaped prey.

Snare the Will (Su): Every round that a 7th level Widow Queen drains a victim of Wisdom, that victim must make a Will save or suffer the effects of a charm monster effect that lasts as long as the Wisdom drain remains.

Create Poisoned Hearts: If an 8th level Widow Queen can use her Blood Drain ability to drain wisdom from a victim on three successive nights (and the victim does not become a Broken One), the victim becomes a unique form of Spawn, a Poisoned Heart. These spawn have all of their abilities, but are fanatically loyal to the Widow Queen.

Flush of Youth: Any night that a 9th level Widow Queen uses her Blood Drain ability, her age category is reduced to Young Adult. This does not affect her mental ability scores. She returns to her true age if she fails to feed for three nights in a row. In additional, she gains a +4 increase to her Constitution, as if from level gain.

Cult of Personality (Su): If a 10th level Widow Queen is ever killed, her remaining spawn and minions form a Necromantic Intelligence with a purpose of returning her to life. If they can spill the lifeblood of 100 sentients into a pit, a true resurrection effect will be cast on the Widow Queen, and she will burst forth from the pit. Once the Widow Queen is returned to life, she regains control of her minions and spawn.


Bone Rider

We can make it; we'll just have to ride all night...

The desire for a steed that will not tire or balk is instantly understandable by anyone who has ridden for even a short time. Still, while the dark arts can provide, there are few who are willing to take steps down that path. The Bone Rider is one who has chosen to sacrifice the luxury of acceptance for the power and convenience of using the raw power of death for transportation and war.

Becoming a Bone Rider[]

Entry Requirements
Base Attack Bonus: +3.
Skills: Ride 7 ranks, Knowledge (Religion) 3 ranks, Diplomacy 4 ranks.
Feats: Mounted Combat.
Special: Must have proficiency with all martial weapons.
Table: The Bone Rider

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Mount the Dead, Turn/Rebuke Undead, Spellcasting
2nd +2 +3 +0 +3 Versatile Riding, Deadly Touch
3rd +3 +3 +1 +3 Animate Dead, Bonus Feat
4th +4 +4 +1 +4 Speed of the Dead, Hunger of the Dead
5th +5 +4 +1 +4 Bonus Feat, Eternal Faithfulness

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge all skills taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features[]

Weapon and Armor Proficiency: The Bone Rider gains no proficiency with armor or weapons.

Spellcasting: Every level of Bone Rider counts as two levels of Blackguard for the purposes of spells per day and available spells. A Bone Rider's caster level for these Blackguard spells is her character level.

Mount the Dead (Su): A Bone Rider can summon an undead creature to serve her for up to her character level in hours each day. The Bone Rider traditionally rides this creature, though it is fanatically loyal and she can use it for any other task it is capable of. Summoning or dismissing the mount is a standard action, and it appears within close range of the Bone Rider. If the Bone Rider's mount is destroyed, she may not summon it again for 24 hours.

The mount is an undead creature, but is often much more intelligent and loyal than a normal example of its type. The undead mount has an Intelligence of 10 if it would normally be less than that (including creatures which usually have an Intelligence of "-"). The Bone Rider is immune to any harmful effects of touching or being within the presence of her mount. The Mount gains Turn Resistance equal to the Bone Rider's class level.

A Bone Rider of sufficiently high level can select her mount from the following list, if her character level is at least equal to the minimum level of the beast in question. If a Bone Rider is higher level than necessary, she adds the difference to the undead beast's hit dice. The DM is welcome to allow alternative undead steeds, the following list is intended only as an example:

Table: Example Undead Steeds
Minimum Level Mount
1 Skeleton Wolf
3 Skeleton Warhorse
5 Skeleton Manticore
7 Zombie Wyvern
9 Revived Fossil Behir LM
11 Young Adult White Zombie Dragon D
13 Ulgurstasta FF
15 Charnel Hound MM3
16 Nightwing
17 Hullathoin FF
20 Nightcrawler

D--Draconomicon.
FF--Fiend Folio.
LM--Libris Mortis.
MM3--Monster Manual 3


Turn/Rebuke Undead (Su): If the Bone Rider already has turning or rebuking, she may add her levels of Bone Rider to her level for the purposes of turning or rebuking.

Versatile Riding (Ex): At 2nd level, the Bone Rider's mount gains the special bonuses of a phantom steed cast with a caster level equal to her caster level.

Deadly Touch (Su): At 2nd level, a Bone Rider can inflict negative energy damage with a touch. The total amount of damage which can be used each day is equal to her Charisma bonus times her class level. As this is negative energy, this damage heals undead. The Bone Rider can use as much or as little of this ability with a single touch as she chooses.

Bonus feat: At 3rd level, the Bone Rider gains a Bonus Feat that she qualifies for. The feat must have Mounted Combat or Point Blank Shot as one of its prerequisites. She gains another similar Bonus Feat at level 5.

Speed of the Dead: At 4th level, the Bone Rider's mount gains a +100' enhancement bonus to its speed with every movement it has. The mount also has Evasion.

Hunger of the Dead: The mount of a 4th level Bone Rider can consume the flesh of a fallen corporeal enemy and heal itself completely in doing so. Devouring a helpless or dead opponent is a standard action if the target creature is at least one size smaller than the undead beast.

Eternal Faithfulness (Su): At 5th level, a Bone Rider's Mount will sacrifice itself to save the Bone Rider's life. If the Bone Rider is ever affected by an effect or attack that would kill her while she is touching her mount, her mount suffers the effects instead. If the effect covered an area, it is entirely possible that the mount will be affected twice.

Campaign Information[]

Paladin Bone Riders[]

In games using the Playing With Fire Necromancy option, it is entirely possibly for a Paladin to become a Bone Rider and use their abilities without adversely affecting their standing as Paladins. However, many of the spells on the Blackguard list are not conducive to retaining a Good alignment. It is suggested therefore, that a Bone Rider with any levels in Paladin be allowed to prepare spells from the Paladin list in her Blackguard spell slots in addition to the regular Blackguard spells.

Special Mounts and Cohorts[]

A game master may allow a Bone Rider with leadership to have an undead mount as a cohort. This undead Cohort may be any creature of a CR at least 2 less than the Bone Rider's character level, and may remain in the world 24 hours a day if desired. The undead cohort is a special creature initially attracted like a normal cohort, and has the Elite stat array (Undead creatures which normally have an Intelligence less than 10 or "-" have an Int modifier of +0 when they are a cohort special mount).


Thief of Souls

What would I possibly want with your money?

Jewels, gold, and magical trinkets fill the dreams of most thieves, but the Thief of Souls wants only the most treasured possession of all: your very soul. Charming, wicked, and stealthy, they’re the enemy of the gods, preventing believers' souls from entering their rightful place in the afterlife. From souls come power, and these dangerous individuals have learned to tap into that power for their own ends. The fact that this process destroys the souls does not matter to them, as they know the world is full of souls, waiting to be taken.

Becoming a Thief of Souls[]

Entry Requirements
Alignment: Cannot be good.
Skills: Use Magic Device 9 ranks, Knowledge (Religion) 4 ranks, Craft (alchemy) 4 ranks.
Spellcasting: Ability to cast 1st level Arcane Spells.
Special: Sneak Attack, Sudden Strike, or Skirmish +2d6.
Special: Must have owned and used a dagger made from thinaun.
Table: The Thief of Souls

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Soul Taker, Thinaun Alchemy +1 Spellcaster Level
2nd +1 +0 +3 +3 Sneak Attack +1d6 +1 Spellcaster Level
3rd +2 +1 +3 +3 Fuel Magic +1 Spellcaster Level
4th +3 +1 +4 +4 Sneak Attack +2d6 +1 Spellcaster Level
5th +3 +1 +4 +4 Soulfire +1 Spellcaster Level
6th +4 +2 +5 +5 Sneak Attack +3d6 +1 Spellcaster Level
7th +5 +2 +5 +5 Steal Magical Essence +1 Spellcaster Level
8th +6 +2 +6 +6 Sneak Attack +4d6 +1 Spellcaster Level
9th +6 +3 +6 +6 Reap Soul +1 Spellcaster Level
10th +7 +3 +7 +7 Fuel Life, Sneak Attack +5d6 +1 Spellcaster Level

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features[]

Weapon and Armor Proficiency: The Thief of Souls gains no proficiency with armor or weapons.

Spellcasting: Every level, the Thief of Souls casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Soul Taker (Su): At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it within a gem worth at least 100 gp. This process takes one minute, and the soul in the gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is released. If the soul gem is used to fuel any of the Thief of Souls's class features, the gem and soul inside are destroyed and the creature whose soul was taken cannot be returned from the dead.

Thinaun Alchemy (Ex): The Thief of Souls learns alchemic secrets that teach him how to convert iron into thinaun, the legendary soul-stealing metal. He may construct new blades using this technique. The process takes one day and expends 5000 gp in materials.

Sneak Attack (Ex): At 2nd level, the Thief of Souls's Sneak Attack Damage increases by 1d6. His sneak attack damage increases by another d6 at every even level. If the Thief of Souls has the Skirmish ability, he can increase his Skirmish Damage instead of his Sneak Attack.

Fuel Magic (Su): When activating a charged magic item, a 3rd level Thief of Souls may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have HD equal to or greater than the caster level of the effect.

Soulfire (Su): A 5th level Thief of Souls may destroy a gem containing a soul (destroying the soul) in exchange for a ranged touch attack deal 1d6 points of damage per HD of the soul with the gem. This is an attack action with a medium range, and the character need not be within 30 feet of the target for the attack to count as a Sneak Attack (other restrictions of sneak attacks apply).

Steal Magical Essence (Su): Any time a Thief of Souls of 7th level or higher uses his Soul Taker ability, he can also extract one spell from the soul that it had prepared at the time of its death (his choice). This effect keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.

Reap Soul (Su): Any time the Thief of Souls successfully uses his sneak attack on an enemy with a thinaun weapon, the victim must make a Fortitude save (DC 10 + 0.5 ½ Hit Dice + the Thief of Souls' Charisma modifier) or die. This is a Necromantic Death Effect. The Thief of Souls’s thinaun blade can take the soul as normal.

Fuel Life (Ex): At 10th level, the Thief of Souls may destroy any soul gem with a CR equal to his character level in exchange for reverting himself to a young adult age. Doing so has no effect on his mental attributes, and when the soul gem is destroyed, the character may choose to alter his appearance to match that of the creature whose soul was destroyed. This gives a +10 bonus to Disguise checks to impersonate the victim.


Soul Merchant

Upon death, souls pass to the Outer Planes. Evil souls go to the Lower Planes while good souls go the Upper Planes, and some souls wander the places between, but each has a value to the beings that live in those places Where there is value and profit to be made there is a merchant; in the soul trade, that man is the Soul Merchant. Slaver, procurer, and arbitrator, the Soul Merchant is ultimate middle-man in the market of stealing, selling, and buying souls. Like any successful merchant, he enjoys special privileges with his clients.

Becoming a Soul Merchant[]

Entry Requirements
Skills: Knowledge (The Planes) 10 ranks, Knowledge (Religion) 10 ranks.
Feats: Leadership
Spellcasting: Must be able to cast Lesser Planar Binding.
Table: The Soul Merchant

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Extract Soul, Extended Contract +1 Spellcaster Level
2nd +1 +0 +0 +3 Escort to the Promenade +1 Spellcaster Level
3rd +1 +1 +1 +3 Craft Soul Contract +1 Spellcaster Level
4th +2 +1 +1 +4 Soulless Spawn +1 Spellcaster Level
5th +2 +1 +1 +4 Bargain +1 Spellcaster Level
6th +3 +2 +2 +5 Notable Investments +1 Spellcaster Level
7th +3 +2 +2 +5 Credit +1 Spellcaster Level
8th +4 +2 +2 +6 Lifetime Warranty +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Soul Merchant gains no proficiency with armor or weapons.

Spellcasting: Every level, the Soul Merchant casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class he had previous to gaining that level.

Extract Soul (Su): The Soul Merchant may cast soul bind as a spell like ability a number of times per day equal to his intelligence bonus. He must use a gem to hold the soul, and it must be worth at least 100gp.

Extended Contract (Su): Due to his extensive web of contacts in the Outer Planes, the Soul Merchant can call spirits from beyond the grave. He may call undead creatures with his planar binding spells in addition to the usual creatures.

Escort to the Promenade (Su): At 2nd level, the Soul Merchant may call an Escort with a casting of the lesser planar binding spell. Treat this creature as an erinyes, but with the additional ability to use gate (travel version only, and only to Finality and the last location it was bound to). This Escort will take a Soul Merchant to Finality, a planar metropolis that has a prominent economy in the buying selling of souls (see Finality in Locations of Necromantic Importance).

Craft Soul Contract (Su): At 3rd level, the Soul Merchant may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical effects of the contract are also ended.

Soulless Spawn: Should a 4th level Soul Merchant gain someone’s soul with a Soul Contract, he may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.

Bargain: By 5th level, the Soul Merchant has become a trusted (or at least known) middle-man in the soul trade. He may sell lesser souls to gain souls of greater value. In effect, he may buy souls in Finality by exchanging enough souls to equal the value of a more powerful soul. The Soul Merchant also gains the ability to increase the HD limitation of any planar binding spells he casts by +2 HD.

Notable Investments: A Soul Merchant of 6th level has performed substantial dealings in the oft maligned (yet potentially lucrative) trade in souls. The character can act as a fixer for one of the major interested parties. The character gains one ability from the following list: Angelic Favor, Baatezu Favor, Demonic Favor, or Lich's Favor.

  • Angelic Favor (Sp): Due to outstanding effort in the recovery of good-aligned souls and destruction of evil-aligned souls, several celestials owe you favors. Once per day you may cast greater planar ally as a spell-like ability. This effect only calls a good-aligned celestial, and it only accepts souls as payment.
  • Baatezu Favor (Sp): Due to preexisting deals with several Devils, the Soul Merchant may destroy a soul for infernal power. Once per day, the Soul Merchant may gain DR of 15/good and silver for 10 minutes per CR of the creature destroyed. During this time, the Soul Merchant may see in darkness (including magical darkness) and is immune to fire.
  • Demonic Favor: After hurling a number of notable souls into forgotten maelstroms of torment in the Abyss, the Soul Merchant has gained agreements in principle to issue commands to Tanar'ri legions that are nominally under the control of his business associates. The Soul Merchant no longer has to pay Demons that have a CR at least 6 less than his own for their services.
  • Lich's Favor (Sp): Due to preexisting deals with several liches, the Soul Merchant level may destroy a soul for magical power. Once per day, the Soul Merchant may recover a spell slot by destroying a soul of a CR equal to twice the level of the spell.

Credit: Due to his outstanding record, a 7th level Soul Merchant can use his abilities on credit (without expending souls); however, if he does not pay for these uses with twice as many souls (two souls of the correct value for each ability he used) in one month, his own soul is taken. If for any reason the Soul Merchant's soul cannot be taken, the merchants of Acheron will not extend him any more credit.

Lifetime Warranty: At 8th level the Soul Merchant may store souls with certain powerful outsiders in the Finality. Should he ever die, these outsiders will sell his souls for the magic objects necessary to return him to life (such as true resurrection, cloning, or true reincarnation magic). If he should ever run out of souls, he can still be brought back on credit...


Lurker in the Swarm

You cannot know what we know. Your terror smells so... delicious... to... bees.

Through the ages, terrible necromantic practices have flourished in the dark and forgotten places of the world, but none has been so insidious as the practice of producing Blood Honey. Composed of the dying essences of sentients and produced by undead bees in necromantically-charged obsidian hives, Blood Honey has the remarkable qualities restoring vigor and youth to any that consume it. Kingdoms have fallen and lives have been lost due to the addiction for this substance as the Lurkers in the Swarm have peddled it among the powerful and elite in exchange for dark favors.

The Lurkers in the Swarm are masters of the art of summoning and controlling undead swarms of bees, adding their minions’ powers to their own. Each maintains a hidden lair for their obsidian hives, commanding their undead bees to produce blood honey. Often, they conduct raids on the lairs of other Lurkers, each attempting to corner the market on Blood Honey and loot the stores of others. When cabals of Lurkers form, terrible plans are hatched and atrocities are committed as these necromancers have the patience of an immortal and the alien insights of an undead insect.

Becoming a Lurker in the Swarm[]

Entry Requirements
Skills: Knowledge (Nature) 9 ranks. Handle Animal 4 ranks.
Spellcasting: Must be able to cast summon swarm and vampiric touch as arcane spells.
Table: The Lurker in the Swarm

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Speech of the Queen, Swarms of Bees +1 Spellcaster Level
2nd +1 +0 +0 +3 Queen's Right +1 Spellcaster Level
3rd +1 +1 +1 +3 Gather the Blood Honey +1 Spellcaster Level
4th +2 +1 +1 +4 Husks of the Swarm +1 Spellcaster Level
5th +2 +1 +1 +4 Harvest of the Bitter Nectar +1 Spellcaster Level
6th +3 +2 +2 +5 The Plague that Swallows the Sun +1 Spellcaster Level
7th +3 +2 +2 +5 The Sight that is Shared +1 Spellcaster Level
8th +4 +2 +2 +6 Greater Plagues +1 Spellcaster Level
9th +4 +3 +3 +6 Spirits of the Hive +1 Spellcaster Level
10th +5 +3 +3 +7 Hive Storm +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot(Wis), Search (Int), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Lurker in the Swarm gains no proficiency with armor or weapons.

Spellcasting: Every level, the Lurker in the Swarm casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.

Speech of the Queen (Ex): The Lurker in the Swarm can communicate with vermin as if they were capable of communicating in a language she understands. She can likewise communicate with any creature that probably should have been classified as a vermin, subject to the DM's whim. She is fully able to speak to and understand a Hellwasp Swarm, a Phase Spider, or a Gelugon, for example. With respect to such creatures, the Lurker in the Swarm can use her ranks in Handle Animal or Diplomacy to influence their opinion, as well as using her Intelligence bonus instead of her Charisma bonus.

Swarms of Bees: When the Lurker in the Swarm casts summon swarm, she instead gets a swarm of bees rather than a swarm of bats, rats, or spiders. This is considered a Wasp Swarm (Fiend Folio, p. 172).

Queen's Right (Ex): At 2nd level, the Lurker in the Swarm can control the movements of the Swarms she summons. Any swarms resulting from a casting of summon swarm, or other conjurations on her part will be able to move normally on her turn, and do so under the direction of the Lurker. In addition, the Lurker in the Swarm no longer takes damage while in the space occupied by a swarm.

Gather the Blood Honey: At 3rd level, the Lurker in the Swarm gains the ability to produce the notorious Blood Honey. Composed of the necromantically extracted essence of dying sentients and produced by undead bees, this blood red honey has the ability to heal wounds and restore vigor. When consumed, each dose of Blood Honey has the effects of a restoration and a regenerate spell. Blood Honey is created when the Lurker’s swarms kill a creature with at least 5 HD and an Int of 5 or better and then spends one hour in an obsidian hive. Only one dose can be produced each day by any one swarm.

Husks of the Swarm: The Lurker in the Swarm gains such power over death and bees that at 4th level she can summon a swarm of Animate Bee Corpses: treat as a Bloodfiend Locust Swarm (Fiend Folio, p. 170) with the Corpse Template (Book of Vile Darkness, p. 185).

Harvest of the Bitter Nectar (Su): At 5th level, the Lurker in the Swarm gains the ability to hold onto her youth indefinitely by producing the Royal Jelly form of Blood Honey out of the blood and energy she harvests from living intelligent creatures caught by her Animate Bees. After her swarms kill a creature with at least 10 HD using negative levels she can make a dose of magical honey sufficient to restore a single character to the Young Adult Age Category. Age penalties are removed, but mental attribute bonuses for her true age do not change. This effect lasts for one month, and then the Lurker must consume another dose of Royal Jelly or else she returns to the true age (and dies if she has surpassed her maximum age). It gradually becomes more difficult to benefit from Royal Jelly. For every year a Lurker maintains her youth in this fashion, it requires an extra dose each month to retain the benefit (but never exceeds 30 doses for a month).

The Plague that Swallows the Sun: A lurker in the Swarm learns the spell insect plague at 6th level, even though it is most likely not on her list. The spell is still a 5th level spell, though the Lurker's Swarms of Bees, Queen’s Right, and Husks of the Swarm abilities all apply (allowing the Lurker to produce swarms of bees or animated bee corpses which move at her direction). At 8th level, the lurker learns the creeping doom spell, which again can take the form of various bees and move at her command without needing to expend actions.

The Sight that is Shared (Su): At 7th level, the Lurker in the Swarm is capable of sharing her senses with all bees within long range (400' + 40' per caster level) of herself, whether or not line of effect exists between the Lurker and the bees. The Lurker can make a Search, Spot, or listen check as if she shared the location of any bees in that area, and anything noticed by the Lurker (or any of the bees) is automatically noticed by the Lurker and all of the bees. The Lurker in the Swarm can see through swarms of bees as if they did not block vision at all. The Lurker can also replicate animal messenger at will, though the messenger can and must be a bee.

Spirits of the Hive: At 9th level, any time the Lurker in the Swarm summons bees, she may opt to replace summoned bees with Ephemeral Swarms (of bees). The constituents of the swarms are fine creatures, but otherwise conform to the listing of the Ephemeral Swarm (Monster Manual 3, p. 50).

Hive Storm (Su): At 10th level, the Lurker in the Swarm contains an improbable number of bees within her own body, and can surround herself with a swarm of them at any time as a move action (these bees are considered a Hellwasp Swarm (Monster Manual, p. 238) while they are surrounding her). The swarm moves with the Lurker, and while they may be dispersed as normal, the Lurker can replace the swarm at any time with a move action. In addition, the Lurker in the Swarm is immune to the Distraction ability of swarms.


Heartless Mage

Now that I live forever, it seems that I no longer need you. Our relationship is most likely over.

Some necromancers seek to emulate the immortality of the Lich without losing the pleasures of the flesh, and they master techniques to remove their own heart and place it within a box of polished obsidian. The price is terrible emotional stasis, but in return the Heartless Mage is free from death. Having sacrificed their own hearts in pursuit of power, they are emotionally sterile, driven by pure ambition.

Becoming a Heartless Mage[]

Entry Requirements
Skills: Knowledge (Arcana) 10 ranks, Knowledge (Religion) 10 ranks.
Spellcasting: Must be able to cast 5th level arcane spells, including magic jar.
Table: The Heartless Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Box the Mortal Heart +1 Spellcaster Level
2nd +1 +3 +0 +3 Lessons of the True Heart +1 Spellcaster Level
3rd +1 +3 +1 +3 True Ownership +1 Spellcaster Level
4th +2 +4 +1 +4 Heartless Resurrection +1 Spellcaster Level
5th +2 +4 +1 +4 Heartless Immortal +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Heartless Mage gains no proficiency with armor or weapons.

Spellcasting: Every level, the Heartless Mage casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Box the Mortal Heart (Ex): At 1st level, the Heartless Mage removes his own heart and places it within an obsidian box worth at least 1,000 gp. The effect of this transformation is that whenever the Heartless Mage is killed, the obsidian box holding his heart may be used as a focus component to a raise dead or resurrection spell. Using his heart in this way means that he is returned to life without level or XP loss. Should the Heartless Mage’s heart be destroyed or removed from the box, he is instantly killed wherever he stands. In addition, each level of Heartless Mage grants a cumulative –1 penalty on all Charisma-based checks. Also, from this point onward the Heartless Mage does not age further or advance in age categories.

Lessons of the True Heart: At 2nd level, a Heartless Mage may use any of the following spells as spell-like abilities: heart of stone, hoard life, and false life, each usable once per day. When he uses these abilities he must use the obsidian box holding his heart as a focus component, and the box counts as the final resting place of his heart for the effects of this spell.

True Ownership (Sp): At 3nd level, the Heartless Mage improves the mystical connection to his heart. He may cast scrying and discern location as a spell-like abilities at will, but only if he is seeking the obsidian box holding his heart.

Heartless Resurrection: At 4th level, the Heartless Mage does not die when his body is killed. Instead, his soul is transferred to the obsidian box containing his heart (treat as a tiny construct with a hardness of 20 and no movement abilities). While in this form, he may cast magic jar at will as a spell-like ability (caster level equal to his character level, and his obsidian box is the focus). For the purposes of this effect, soulless bodies in perfect physical condition (such as clones preserved by gentle repose or soulless bodies produced by magic jar effects) can be targeted by this effect as if they were living. If the body possessed is a duplicate of the Heartless Mage’s own body (via clone or a simulacrum spell, for example), successful use of this ability counts as a true resurrection on the Heartless Mage with a material component being the body he is possessing (it is consumed).

Heartless Immortal: When a Heartless Mage is possessing a body with his Heartless Resurrection ability, he may perform a 12-hour ritual costing 1,000 gp in material components that recreates his current body into duplicate of his original body. This counts as a casting of true resurrection with a material component of the body he is using.


Speaker for the Dead

For ten thousand years our ancestors have lived and died in this land and not once has the world been swallowed by an unending chasm into the Abyss. They tell me that they are disappointed in your actions, and I am here to make their displeasure known.

The souls of those that die are drawn inexorably towards the outer planes to await their punishment or rewards as befits the whim of the powerful beings that dwell there – outsiders and the gods themselves. A few get drawn back to the world of the living, but the vast majority become petitioners, and the memories of these lives beyond counting are gradually forgotten and lost to time.

Or they would be, if the Speakers did not endeavor to catch these memories and keep them safe against a time in the future when they may be needed again.

Becoming a Speaker for the Dead[]

Entry Requirements
Skills: Diplomacy 4 ranks, Knowledge (Religion) 9 ranks.
Spellcasting: Must be able to cast Divination and Necromancy spells of levels 1 through 3.
Languages: Must know at least 4 languages.
Table: The Speaker for the Dead

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Speak With Dead +1 Spellcaster Level
2nd +1 +0 +0 +3 Call Spirits, Well of Knowledge +1 Spellcaster Level
3rd +1 +1 +1 +3 Taste of Lethe, Hear the Hungry Spirit +1 Spellcaster Level
4th +2 +1 +1 +4 Education of the Dead +1 Spellcaster Level
5th +2 +1 +1 +4 Proxy of the Dead +1 Spellcaster Level
6th +3 +2 +2 +5 Revenge of the Fallen +1 Spellcaster Level
7th +3 +2 +2 +5 Avenging Souls +1 Spellcaster Level
8th +4 +2 +2 +6 Library of Lost Memories +1 Spellcaster Level
9th +4 +3 +3 +6 Usurp Death's Kingdom +1 Spellcaster Level
10th +5 +3 +3 +7 Vengeance of the Dead +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Speaker for the Dead gains no proficiency with armor or weapons.

Spellcasting: Every level, the Speaker for the Dead casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.

Speak With Dead (Sp): A Speaker for the Dead can use speak with dead as a spell-like ability at will. Unlike a normal caster, they can successfully use the spell more than once on the same corpse, though if a corpse of a creature with a hostile alignment makes its save, speak with dead may not be used again on that corpse for an entire week.

Call Spirits (Su): The Speaker for the Dead is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead. In addition, all of the summon undead spells are considered spells known for her.

Well of Knowledge: By 2nd level, the Speaker for the Dead has begun to have long conversations with the dead, gaining all sorts of odd knowledge. The speaker's levels count as Bard levels for the purposes of Bardic Knowledge. If she does not already have Bardic Knowledge, she gains that ability using only her levels in Speaker for the Dead.

Hear the Hungry Spirit (Su): The Speaker for the Dead can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.

Taste of Lethe (Ex): A Speaker of 3rd level or higher has honed her skills of remembrance to the point where she is able to draw upon the unending mind of the undead. She is not completely immune to mind affecting magic as an undead is, but her memories are. The Speaker is immune to effects such as modify memory and mind rape, and is even able to drink the waters of the River Styx without losing any precious memories.

Education of the Dead: The Speaker for the Dead has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Speaker must assign skill points as normal to gain a skill at a higher ranks.

Proxy of the Dead: Undead creatures cannot attack a Speaker for the Dead unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.

Revenge of the Fallen: At 6th level, the Speaker for the Dead gains the ability to cast animate dead as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak Necromantic Intelligence that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeletons with more than 4 HD.

Avenging Soul: At 7th level, the Speaker for the Dead gains the ability to cast greater create undead as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak Necromantic Intelligence that has a purpose of finding the people that killed them.

Library of Lost Memories: The Speaker for the Dead may cast contact other plane or legend lore as a spell-like ability once per day at 8th level.

Usurp Death's Kingdom (Su): A 9th level Speaker for the Dead may alter the purpose of a Necromantic Intelligence. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Speaker desires. If this is not possible, the Necromantic Intelligence is destroyed.

Vengeance of the Dead: At 10th level, the Speaker for the Dead may create a Necromantic Intelligence with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.


Lord of the Damned

Your resistance is interesting, but ultimately futile. Whether now at my hands, or a hundred years hence... you will die. And you will join our legion.

It is a well known fact that undead are created from natural forces. Great pain, fear, or despair are but a few of the many ways for undead to rise, and the circumstances of one’s death determine what kind of undead one may become, and the raw power that undeath will bestow upon one. The Lord of the Damned is an earnest student of this phenomenon, and a practitioner of the most vile of tortures. He creates undead not by magic or negative energy, but by his understanding of the psychology and physiology of undeath. He controls his creations not by supernatural power, but by shattering the mind within the undead shell and reshaping it to his own purposes. To him, the greatest weakness of the undead is not that they are the walking dead, but that they were once alive.

Becoming a Lord of the Damned[]

Entry Requirements
Alignment: Any Evil.
Skills: Knowledge (Religion) 9 ranks, Handle Animal 4 ranks.
Spellcasting: Must be able to cast divine Necromancy spells.
Table: The Lord of the Damned

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Rebuking/Turning, Lord of the Damned Creation Feat, Aura of Evil +1 Spellcaster Level
2nd +1 +0 +0 +3 Train Undead +1 Spellcaster Level
3rd +2 +1 +1 +3 Lord of the Damned Creation Feat +1 Spellcaster Level
4th +3 +1 +1 +4 The Hunger Denied +1 Spellcaster Level
5th +3 +1 +1 +4 Lord of the Damned Creation Feat +1 Spellcaster Level
6th +4 +2 +2 +5 Heel to the Master +1 Spellcaster Level
7th +5 +2 +2 +5 Lord of the Damned Creation Feat +1 Spellcaster Level
8th +6 +2 +2 +6 Parade of Atrocities +1 Spellcaster Level
9th +7 +3 +3 +6 Lord of the Damned Creation Feat +1 Spellcaster Level
10th +7 +3 +3 +7 The Obsession +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
The Lord of the Damned’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana, History, Religion, The Planes) (Int), Profession (Wis), and Spellcraft (Int).

Class Features[]

Weapon and Armor Proficiency: The Lord of the Damned gains no proficiency with armor or weapons.

Spellcasting: Every level, the Lord of the Damned casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Rebuking/Turning (Su): The Lord of the Damned gains the ability to convert uses of Turning into Rebuking or uses of Rebuking into Turning, regardless of alignment or god. Levels in Lord of the Damned stack with any other class levels that provide Turning or Rebuking.

Lord of the Damned Creation Feat: At first and every subsequent odd numbered level, the Lord of the Damned may choose any Necromantic Creation feat if he would normally qualify to take it. When he uses a feat learned with this class feature, he can and must create undead from living subjects (instead of corpses, as is normal for most of these feats).

Aura of Evil: The Lord of the Damned radiates evil at a power equal to his level. This feature stacks with any other class features that cause a character to radiate evil, such as those of evil clerics or blackguards.

Train Undead: At 2nd level, the Lord of the Damned may train any uncontrolled undead as if they were Magical Beasts by using the rules for the Handle Animal skill. Undead only need to be “reared” for one month for them to be loyal to the Lord of the Damned, and intelligent undead do not need to be taught tricks. The Lord of the Damned may substitute Knowledge (Religion) for Handle Animal when training undead.

The Hunger Denied (Su): At 4th level, the Lord of the Damned radiates an effect similar to an antilife shell, except that it only affects undead. He may end or renew this effect as a move action.

Heel to the Master (Su): If a 6th level Lord of the Damned expends two uses of Turning/Rebuking while making a Rebuking attempt, any undead that would normally be Rebuked are instead Commanded (limited by the normal amount of undead he can command).

Parade of Atrocities: At 8th level, the Lord of the Damned gains some of the abilities of a Necromantic Intelligence. He sees anything that any undead he has created sees, and he may alter the weather as a Necromantic Intelligence within a radius of 1 mile for every two character levels. Any creature of HD 1 or less violently killed within the radius of this weather becomes a Zombie under his control.

The Obsession: By 10th level, the Lord of the Damned has learned the exact circumstances needed to turn himself into a Lich. He does not gain a level adjustment or expend gold or experience points for this transformation, and he must designate one Tiny-sized magical object to become his phylactery.


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