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The necromancer is an adept of the forces of life and death. He learns and commands negative energy and, to a lesser extent, the positive energy of the multiverse. From this power all of his unnatural abilities arise, such as the power to create and command undead, extend his life, or even escape the grip of death altogether.

AdventuresEdit

Necromancers adventure to broaden their knowledge about death, to better understand it and ultimately conquer it.  Many adventure to secretly seek out the Lich Queen’s enemies and add them to her army. They will gladly join any party that's bent on uncovering ancient tombs or plundering a mage’s library. Because necromancers have many enemies (most of which they’ve never even met), they readily do anything to amass resources to be able to defend themselves should the need arise.

CharacteristicsEdit

Necromancers are spellcasters that specialize in spells that create undead, deal negative energy damage, drain or damage abilities, or otherwise weaken the opposition. They are slightly tougher than mages, but some of their trademark abilities require them to sacrifice their hit points in order to work. In any case, necromancers feel safest when guarded by their departed minions and afflicting enemies with their magic from afar.

AlignmentEdit

Necromancers can be of any alignment. While dealing with matters of life and death can be easily abused and corrupting, there are necromancers who are not evil and use their powers and knowledge (such as healing spells or anatomical knowledge) to help the others. Some use their skill to fight other necromancers, for reasons ranging from defending townsfolk to seizing enemy resources. Others are irredeemably evil, drawing pleasure from suffering of others and working to grow the Lich Queen’s already massive army of the dead.

ReligionEdit

Because of necromancers' strong relationship to matters of afterlife, most of them have extreme relationships with religious organizations, whether that is love or hatred. Many necromancers are not religious at all, since they believe they can achieve life eternal on their own, thus not needing to revere a deity to be safe after death. Those who are religious are found allied primarily with Maeve the Lich Queen, or perhaps deities of fate and time. Necromancers who follow the paths of evil are painstakingly hunted by paladins and clerics of life-oriented faiths. Notably the followers of Barachiel and Oros fanatically hunt down necromancers and put an end to their defiance of the sanctity of mortality.

BackgroundEdit

Necromancers are generally avoided, or even hated, in most communities and many religions deem them abominations. That makes them somewhat paranoid and very careful of whom they speak with. It also makes them loners unless they go to great lengths to hide their occupation. This means that most necromancers are either self-taught, or taught by another necromancer as a mentor. The pursuit of necromancy can call followers from all walks of life.

RacesEdit

Humans and lamni, with their short life spans, are most drawn toward the rewards the necromantic art offers. Elves, jendau, and dwarves, on the other hand, find that avenue of magic disgusting and abominable and rarely follow it. Other races of at least average intellect sprout necromancers on occasion, but necromancers are still less common than other spellcasters.

Other ClassesEdit

Necromancers are usually enemies or rivals of clerics, incarnates, and kher-heb (for creating an alternative to their religion) and druids (for upsetting the natural order of things), but if their goals and beliefs are similar, friendship is possible. Evil necromancers with their vile urges are also sworn enemies of paladins. Even if a necromancer proves his good intentions at every step, a wise paladin will always keep an eye on him. The necromancer's attitude toward other spellcasters is usually neutral, but a struggle for power and wealth can happen when least expected between the two groups. On the other hand, necromancers are quite popular among martial allies since their magic often weakens the enemy instead of killing them outright, which allows fighters and barbarians to finish the job. They are also popular because of the healing magic they possess.

Game Rule InformationEdit

Abilities: Wisdom is by far the most important ability for every necromancer, since it affects his spellcasting prowess. A good Constitution score is also useful for any necromancer who doesn't plan on becoming an undead. As always, a solid Dexterity will allow a necromancer to live longer while a good Intelligence will give him more skill points.

Hit Die: d6.

Starting Gold: 3d4 x 10 gp.

Starting Age: Complex (+40% of adulthood).

Class Skills: The following are the class skills (and the key ability for each) of the necromancer class: Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills; taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier.

Table: The NecromancerEdit

Level

Base Attack

Fort

Ref

Will

Special

1

+0

+0

+0

+2

Death Lore, Life Tap, Scribe Scroll, Spellcasting

2

+1

+0

+0

+3

Power of Unlife

3

+1

+1

+1

+3

 

4

+2

+1

+1

+4

Death Pact (1st step)

5

+2

+1

+1

+4

 

6

+3

+2

+2

+5

Power of Unlife

7

+3

+2

+2

+5

 

8

+4

+2

+2

+6

Death Pact (2nd step)

9

+4

+3

+3

+6

 

10

+5

+3

+3

+7

Power of Unlife

11

+5

+3

+3

+7

 

12

+6/+1

+4

+4

+8

Death Pact (3rd step)

13

+6/+1

+4

+4

+8

 

14

+7/+2

+4

+4

+9

Power of Unlife

15

+7/+2

+5

+5

+9

 

16

+8/+3

+5

+5

+10

Death Pact (4th step)

17

+8/+3

+5

+5

+10

 

18

+9/+4

+6

+6

+11

Power of Unlife

19

+9/+4

+6

+6

+11

 

20

+10/+5

+6

+6

+12

Death Pact (5th step)


Class FeaturesEdit

The following are the class features of the necromancer class:

Weapon and Armor Proficiencies

An incarnate is proficient with 5 simple weapons of his choice, but with no armor or shields.

Death Lore (Ex)

A necromancer is well versed in all knowledge pertaining to the unliving. He can use Knowledge (arcana) in place of Knowledge (religion) for all checks related to undead.

Life Tap (Su)

A 1st level necromancer can sustain spells with his own life force when in need. By reducing his maximum and current hit points by 1, he can cast a known 0-level necromancer spell without using the spell slot, though his caster level is halved (minimum 1). He can also reduce his total hit points by 2 to cast a 1st level class spell in the same manner. Reduced hit points are not damage and cannot be healed in any way. A necromancer cannot reduce his hit points below 1 per level. Reduced hit points return to normal after good night’s sleep.

Scribe Scroll

At 1st level, a necromancer gains Scribe Scroll as a bonus feat.

Spellcasting

A necromancer casts divine spells which are drawn from the necromancer’s spell list, which consists of a mage’s Conjuration, Illusion, and Necromancy schools as well as the cleric’s spell list. To learn or cast a spell, a necromancer must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a necromancer's spell is 10 + the spell’s level + the necromancer’s Wisdom modifier. Like other spellcasters, a necromancer can cast only a certain number of spells of each spell level per day. The necromancer receives bonus spells per day for having a high Wisdom score. Like a mage, a necromancer must keep his spells in a spellbook, and must prepare them ahead of time. A necromancer's spell slots regenerate after good night's sleep. If he did not have such a luxury, he cannot fill emptied slots until he rests. In all other ways the necromancer casts spells exactly like a mage, except that his spells are divine in nature, not arcane.

Table: Necromancer Spells per DayEdit

Caster Level

Spells Per Day

0

1

2

3

4

5

6

7

1st

3

1

 

 

 

 

 

 

2nd

3

2

 

 

 

 

 

 

3rd

4

3

1

 

 

 

 

 

4th

4

3

2

 

 

 

 

 

5th

4

3

3

1

 

 

 

 

6th

4

4

3

2

 

 

 

 

7th

4

4

3

3

1

 

 

 

8th

4

4

4

3

2

 

 

 

9th

4

4

4

3

3

1

 

 

10th

4

4

4

4

3

2

 

 

11th

4

4

4

4

3

3

1

 

12th

4

4

4

4

4

3

2

 

13th

4

4

4

4

4

3

3

1

14th

4

4

4

4

4

4

3

2

15th

4

4

4

4

4

4

3

3

16th

4

4

4

4

4

4

4

3

17th

4

4

4

4

4

4

4

3

18th

4

4

4

4

4

4

4

4

19th

4

4

4

4

4

4

4

4

20th

4

4

4

4

4

4

4

4

Power of Unlife

At 2nd level and every 4 levels thereafter (6th, 10th, and so on), necromancer’s morbid interest in death pays off and he learns an ability related to his field.

Augment Undead (Su): All undead created or summoned by the necromancer gain +1 hit point per Hit Die, +1 turn resistance, +1 deflection bonus to AC, and +1 bonus on attack and damage rolls.

Bonus Feat: A necromancer gains a bonus Eldritch feat.

Deadsense (Su): A necromancer is under the constant effect of a detect undead spell. This ability also detects creatures that have cast a necromancy spell within 12 hours or used an ability based on such a spell as if they were undead.

Death's Blade (Ex): A death’s blade is a scythe made of bones with a dark metal blade. It hovers quietly near its master at all times, following him just like floating disk does. The blade is a semi-intelligent construct that is completely obedient to its creator. It has the following statistics: Str 10, Dex 10, Con -, Int 1, Wis 10, Cha 10, the necromancer's base saves, the necromancer's base attack bonus, a hovering speed equal to necromancer's fastest speed, AC equal to 25 (10 + 2 size + 13 deflection), and no skills or feats. It has a number of hit points equal to the necromancer. It also has a +1 enhancement bonus per 4 necromancer levels that applies both to attack and damage rolls as well as to AC. The necromancer can allow the death's blade to attack on its own, using the above statistics, or he can grasp it and wield it himself using his own ability scores and attack bonus. If attacking on its own, the death's blade must remain in a square adjacent to the necromancer at all times or it stops attacking and floats toward the necromancer. The necromancer must spend a move action each round commanding the blade to attack on its own. Creating a death's blade takes one day and requires bones and a blade, as well as magical substances worth 100 gp. If the blade is destroyed, a necromancer can simply create a new one. Using special materials, such as dragon bones, or adamantium for the metal, may confer additional properties upon a death’s blade, at the DM’s discretion. A death’s blade is affected by other necromancer powers (such as the Augment Undead ability).

Flame Skull (Ex): A flame skull is an ordinary skull turned into a flying magical repository of knowledge. It has a fully-fledged intellect and is primarily used to help its master in topics he is not knowledgeable about. The skull is a semi-intelligent undead that is generally obedient to its creator, but it often makes spiteful comments about its master and other nearby living creatures. It has the following statistics: Str 2, Dex 14, Con -, Int 10, Wis 10, Cha 10, the necromancer's base saves, the necromancer's base attack bonus, a flying speed equal to necromancer's fastest speed, AC equal to 16 (10 + 4 size + 2 Dex), and no feats. The skull has a number of ranks in every Knowledge skill equal to the necromancer's level. It has a number of hit points equal to the necromancer’s. Creating a flame skull takes one day and requires an ordinary skull and magical substances worth 100 gp. If a skull is destroyed, a necromancer can simply create a new one. Using special materials, such as an ancient and powerful mage’s skull, might confer additional properties upon a flame skull, at the DM’s discretion. A flame skill is affected by other necromancer powers (such as the Augment Undead ability).

Grim Harvest (Ex): A necromancer can reuse gems he used as material components with undead-creating spells before, effectively making them focuses instead of material components. If such a gem is taken out from an active undead, the creature is destroyed.

Legacy of Maeve (Ex): A necromancer can learn horrid wilting as a 7th level class spell and control water as 4th level class spell. In addition, all damage-dealing spells deal +1 point of damage per caster level to creatures with the water subtype.

Liege of Eternity (Ex): A necromancer can easily communicate with the dead. He gains a +4 insight bonus on all Charisma-related checks with undead and can cast the speak with dead spell as a spell-like ability once per day.

Lord of the Dead (Ex): All undead created by the necromancer fall automatically under his control, unless that would make him control more undead than he is capable of. He also controls undead as if he had 2 more necromancer levels.

Mastery of Animation (Ex): A necromancer is a powerful animator of the dead. Animate dead spells cast by the necromancer have a Close range instead of Touch (any component that would require necromancer to get closer to the target undead is instead teleported into its designed location) and he only needs half the usual material components for the spell.

Necronomicon (Su): A necromancer's spellbook gains ability to float near its master and follow him (similar to a floating disk). It looks like it has around 100-200 pages, but in fact has a thousand of them. As long as it has at least 1 hit point, the spellbook restores 1 hit point per round. If a spellbook is at one or more miles away from the necromancer, or on another plane, it has 50% of teleporting or gating itself to its master every day at the start of the day. A necromancer can only have one necronomicon. If the necronomicon is destroyed, a new blank one appears the following morning. If an old necronomicon is somehow reconstituted, the new one is destroyed and lost forever.

Risen (Ex): A risen is a simple humanoid cadaver that is used by necromancers as perfect slave for menial tasks and as a temporary defender. The risen is a Large semi-intelligent undead that is completely obedient to its creator. It has the following statistics: Str 20, Dex 8, Con -, Int 1, Wis 10, Cha 10, the necromancer's base saves, a +0 base attack bonus, ground speed equal to necromancer's fastest speed, an AC equal to 9 (-1 Dex), and no skills or feats. It has a number of HD and hit points equal to the necromancer’s level and hit points, and those Hit Dice do not affect its level-dependent features. It also has a +1 inherent bonus to Strength per 4 necromancer levels. The risen has a special ability to protect the necromancer: whenever its master is dealt damage, 20% of the damage (1 point for every 5 points of damage taken) may be redirected to the risen as an immediate action. This is a supernatural ability. Creating a risen takes one day and requires an ordinary skeleton and magical substances worth 100 gp. If a risen is destroyed, a necromancer can simply create a new one. Using special materials has no effect on the risen. A risen is affected by other necromancer powers (such as the Augment Undead power).

Shroud (Ex): A shroud is an incorporeal undead bound to the necromancer and used as a scout and spy. The shroud is a spectre-like medium undead that is completely obedient to its creator. It has the following statistics: Str -, Dex 10, Con -, Int 10, Wis 20, Cha 10, the necromancer's base saves, a +0 base attack bonus, a flying speed equal to necromancer's fastest speed, an AC 11 (+1 deflection), incorporeal traits, and no feats. The shroud has a number of ranks in the Hide, Listen, and Spot skills equal to the necromancer's level. It has a number of HD and hit points equal to the necromancer’s level and hit points, and those Hit Dice do not affect its level-dependent features. Unlike other incorporeal creatures, a shroud is unable to affect anything in the material world and cannot be made corporeal by any means (any such attempt destroys it). Creating a shroud takes one day and requires an ordinary shroud taken from a buried corpse, as well as magical substances worth 100 gp. If a shroud is destroyed, a necromancer can simply create a new one. Using special materials has no effect on the shroud. A shroud is affected by other necromancer powers (such as the Augment Undead power).

Skeletal Horse (Ex): Skeletal horses serve their necromantic masters as means of tireless transport. Their large ribcages are also useful as holding space. The skeletal horse is a Large semi-intelligent undead that is completely obedient to its creator. It has the following statistics: Str 14, Dex 10, Con -, Int 1, Wis 10, Cha 6, the necromancer's base saves, a +0 base attack bonus, a ground speed equal to necromancer's fastest speed +20 ft., an AC of 9 (-1 size), and no skills or feats. It has a number of HD and hit points equal to the necromancer’s level and hit points, and those Hit Dice do not affect its level-dependent features. It also has a +10 inherent bonus to speed per 4 necromancer levels. In addition, the skeletal horse and his rider can become ethereal for total number of rounds per day equal to the necromancer's level. This is supernatural ability, activate and ending it is swift action, useable only at night. Creating a skeletal horse takes one day and requires the skeleton of an ordinary horse or other similar creature (such as a pegasus), as well as magical substances worth 100 gp. If the skeletal horse is destroyed, a necromancer can simply create a new one. Using special materials has no effect on the skeletal horse, other than basic shape. This does not affect any of the undead’s statistics or abilities. A skeletal horse is affected by other necromancer powers (such as the Augment Undead ability).

Death Pact

At 4th level, a necromancer stops being generalist and adopts one of the paths to great power. He must choose one pact from the list below and gains its abilities every 4 levels, up to 20th level. The available pacts are: blood king, grafter, hexer, legion, netherlord, and phantomancer.

Blood King

Blood kings are being obsessed with blood and its life-giving qualities. They experiment with it, drink it, and harness its power. It is whispered that experiments of ancient blood kings gave birth to the first vampires.

Brew Blood Elixir (Su): At 4th level, a blood king can brew special sort of potion called a blood elixir. Brewing one elixir requires raw materials worth 10 gp, 1 pint of blood (which can be harvested from living creatures as well as from corpses that are up to 10 minutes old) and takes 10 minutes. Draining that much of blood from a creature deals it 1d6 points of Constitution damage and causes fatigue. The elixir grants the following benefits to the drinker: it improves drinker's Constitution score by 2 points, grants darkvision 60 ft. for 10 minutes, and stops the imbiber from aging naturally for one week.

Blood Spell (Ex): At 8th level, a blood king can let some of his blood to cast a spell. If he cuts himself in a certain way as a part of casting class spell, he suffers Constitution damage equal to the spell's level, but does not lose slot the spell occupied.

Red Vision (Su): At 12th level, a blood king can sense blood of others. He gains the blindsense ability that works only against creatures with blood within 30 ft.

Juice of Life (Ex): At 16th level, a blood king's blood becomes one with his body and others' blood acts like revitalizing nectar. This grants a number of abilities: The blood king becomes immune to bleeding and automatically stabilizes at negative hit points. Whenever he loses hit points from slashing or piercing attacks, his blood spills only to be absorbed back moments later, which grants him damage reduction 5 against such attacks. In addition, whenever another creature loses hit points from slashing or piercing attacks within 5 feet from the blood king, he instantly heals 1d6 points of damage (he cannot heal more than 1d6 points of damage per creature per round).

Awaken Blood (Su): At 20th level, a blood king can let his own blood and let it form into a blood necromental as a full-round action. The blood necromental's statistics are identical to a water elemental, but it is made of blood, and doesn't have the water mastery or whirlpool abilities. Suffering one point of Constitution point awakens a small necromental; 2 points awakens a medium one; 3 points awakens a large one; 4 points awakens a huge one; 5 points awakens a greater one; and taking 6 points of Constitution damage awakens an elder necromental. The blood necromental is completely obedient to the necromancer and exists for 10 minutes per necromancer level. The blood king can have only one blood necromental at a time.

Grafter

The grafter is an explorer of the flesh. He studies how it works, and from that knowledge stems his ability to alter the body of his subjects so they are better suited for various tasks. Whatever his intentions are, the art of grafting is far from perfect, or safe, and the process of grafting could be described as mutilation more often than not.

Grafts (Ex): At 4th level, a necromancer learns the art of grafting. He can perform grafting on any corporeal creature of aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, and vermin types. Applying a graft takes 8 hours and requires Heal check (DC 20). If the necromancer succeeds, the graft is functional and the subject permanently loses 1 point of Constitution. If the check is failed, the graft doesn't work at all (see damage to body parts in DMG, treat the graft as damaged body part) but the Constitution is still lost. Regeneration and similar magic can make the failed graft functional, but will not restore the original body part as long as the graft is in place. In addition to the Heal check, the subject must make a Fortitude save (at -4 penalty if it remains conscious during the operation, further -2 penalty if the donor is of a different creature type) against DC 15. Failure means that the subject takes 2d6 points of Constitution damage but doesn't affect the procedure (unless the creature dies, of course). Abilities that the grafts can provide are dependent on which body parts are being replaced and where the grafted part comes from. The donor of the graft must be of the same size as the subject of the procedure. A graft uses up a magic item slot. See Appendix: Grafts for details. In addition, the necromancer gains the Craft Construct feat that is limited to flesh golems and half-flesh golems only.

Anatomic Link (Su): At 8th level, a grafter can concentrate on any creature he has added a graft to that is on the same plane to sense what the creature can sense with any of its grafts. That includes sense of touch of all grafts with skin, sight if the creature has eye grafts, smell if it has grafted nose, and so on. In addition, a grafter can shut down any and all grafts he added to a target creature for any period of time as a standard action. Inactive grafts act like as if they were unsuccessfully grafted.

Surgical Spell (Ex): At 12th level, all spells capable of critical hits (spells that require touch attack rolls) that are cast by the necromancer have their threat ranges increased by +2.

Body Puzzle (Ex): At 16th level, a necromancer's grafts change their owners in more subtle ways than normal. For each graft a creature has, it has a 10% chance to turn a critical hit or sneak attack it suffers into a normal hit and gains a +1 racial bonus on saves against necromancy effects. In addition, if a creature has 3 or more grafts, it is considered either its original type or an aberration for purpose of spells and abilities, whatever is more beneficial for it.

Riddles of Flesh (Ex): At 20th level, a necromancer can implant more effective grafts. From now on, any graft with a numerical bonus added by the necromancer has double effects on its owner.

Legion

A legion is probably the most typical necromancer and the first one to exist in ages past. He specializes in creating and controlling as many undead as possible, and making them stronger via strange necromantic abilities. Legions dabble strongly in worldly affairs, and so they have a strong need for powerful soldiers and slaves.

Restless Dead (Ex): At 4th level, all undead created or summoned by the legion gain turn resistance equal to necromancer's class level. In addition, all such skeletons gain a +2 dodge bonus to AC and all such zombies lose the Single Actions Only quality.

Bones of Magic (Ex): At 8th level, any undead under the legion's command can now hold a single 2nd level or lower spell. This can be either touch attack spell or an area spell. Touch attack spells are activated with the first successful melee attack the undead makes against the spell's valid target, while an area spell is unleashed when the undead is destroyed. A necromancer may cast a viable spell into an undead, spending the spell slot and any costs associated with it normally, at any time. If the undead already has a spell embedded in it, the new one replaces the old one.

Flashbacks (Ex): At 12th level, all undead created by the legion have one level of any class they had in life (if they didn't, this ability has no effect on them). Undead do not gain starting gold, nor do they get maximum hit points or quadruple skill points. Mindless undead don't gain skill points at all. At the DM's discretion undead may or may not gain spells, spell-like, or supernatural abilities that are granted by deities or other beings.

Army of the Dead (Su): At 16th level, as long as the necromancer is concentrating (requiring a move action every round), he can control ten times the number of undead he otherwise could. If he sleeps, goes unconscious, or otherwise is unable or unwilling to spend that move action, the amount of undead that he can control is reduced to its normal number, and he chooses which he lets out of his control.

Agonizing Memories (Ex): At 20th level, all undead created by the legion have 2 levels of any class (or any combination of 2 levels of different classes) they had in life. Any creature that had only one level still has only one level. Otherwise this ability functions the same as the Flashbacks ability. This ability replaces (does not stack with) the Flashbacks ability.

Hexer

A hexer sees life and death as cause and effect, and the perfect order of things. He values justice (not necessarily law) above all else and specializes in branch of magic that makes sure every wrong deed is punished - curses.

Weaken Resolve (Ex): At 4th level, whenever a hexer is dealt hit point damage or fails a saving throw against a spell or ability, from a creature on the same plane, that creature is immediately affected by a ray of fatigue as if cast by the necromancer.

Eye for an Eye (Su): At 8th level, whenever a hexer is dealt hit point damage, or fails saving throw against a spell or ability, from creature on the same plane, that creature is immediately affected by a bestow curse spell as if cast by the necromancer (effect - randomly determined ability score is reduced by 6).

Haunting Spell (Ex): At 12th level, all spells that reduce or drain levels or ability scores cast by the necromancer can only be removed by spells of 6th or higher level, or by natural recovery.

Greater Hex (Ex): At 16th level, a hexer can cast greater bestow curse as a 7th level spell. In addition, whenever a creature is affected by the hexer's ray of fatigue, she is exhausted instead.

Nemesis (Su): At 20th level a necromancer's curses, if not treated, gradually destroy their hosts. At the beginning of their turns, every creature affected with the hexer's bestow curse suffers 1 point of damage.

Netherlord

Netherlords are masters of incorporeal undead and departed souls. They see this state of being as most important and most desired form of afterlife. In their search for immortality they learn to control incorporeal creatures, affect resurrecting magic, and finally become a spectral being themselves.

Touch of the Netherworld (Ex): A fledging nethermancer learns a few tricks related to incorporeal undead. At 4th level, his attacks can affect incorporeal creatures as if they were force effects. In addition, incorporeal undead do not attack the necromancer unless provoked.

Father of the Departed (Su): At 8th level, a necromancer can seize control of nearby incorporeal undead. As a standard action that does not provoke attacks of opportunity and is considered an attack, the necromancer can attempt to gain total control of any incorporeal undead within 30 ft. Targets must make Will saves (DC 10 + half the necromancer's level + necromancer's Int modifier) or become totally obedient to their new master (as per dominate monster spell, but this ability is not mind-affecting and has a permanent duration). Using this ability reduces necromancer's maximum and current hit points by 5. The reduction remains for as long as the undead is controlled. For example, if a netherlord has 4 incorporeal undead under his control from using this ability, his maximum hit points are lower by 20. A netherlord can free controlled undead as a swift action.

Wraithspawn Spell (Su): At 12th level, whenever a necromancer kills a living creature with 7 or more HD with a necromancer spell, that creature turns into a wraith in 4 rounds. The undead is not under the netherlord's control.

Nether Minions (Ex): At 16th level, a necromancer can create undead of a more ghostly nature. Any skeleton or zombie he creates with the animate dead spell can have the incorporeal subtype applied to it.

Taste of the Other Side (Su): At 20th level, a necromancer's body shifts slightly to the other side. Attacks against the necromancer suffer a miss chance as if he was incorporeal.

Phantomancer

A phantomancer is a sort of necromancer who gains power from holding souls of beings other than his own. He can steal and store spirits of deceased creatures and later set them free to power his abilities. While most phantomancers are evil, souls affected by them aren't actually hurt or damaged, and good phantomancers are known to exist.

Absorb Soul (Su): At 4th level, the phantomancer can absorb the soul of dying creature. If the phantomancer touches a corpse of a creature (other than a construct, elemental, ooze, undead, vermin, or an outsider that can't be raised from the dead) that died one or two rounds ago, he absorbs that creature’s soul into himself. At any time, a phantomancer can hold a number of souls up to his necromancer level, and as long as any soul is held, the creature it belonged to cannot be resurrected. A phantomancer gains a morale bonus equal to half the number of souls absorbed to all saving throws against fear effects, ability damage and drain, level drain, death effects and spells and effects from the necromancy school. He can also release a soul as a standard action to cure himself of 1d6 points of damage.

Soul Spell (Ex): At 8th level, a phantomancer can release a soul to make a spell stronger. If he releases one soul as he casts a spell, he increases that spell’s DC and caster level by +1. A necromancer may release any number of souls he wishes to power any spell he casts.

Primordial Amplification (Su): At 12th level, a phantomancer can release a soul as a swift action to gain a +4 enhancement bonus to all ability scores for 1 round.

Shield of Souls (Su): At 16th level, whenever a phantomancer takes damage, he can release any number of souls. Each soul released reduces the damage taken by 4 points.

Soul Bolt (Su): At 20th level, a phantomancer can release a soul by forming it into bolt of negative energy and firing it on any living or undead creature as a standard action. The bolt has Medium range, requires a ranged touch attack, and deals 5d6 points of damage, +1d6 points of damage per 2 necromancer levels, up to a total of 20d6. (since it is made of negative energy, it cures undead instead of harming them).

Appendix: GraftsEdit

Unlike normal magical items, a graft that uses one of a pair of slots (such as arms, eyes, or feet) does not preclude the use of another graft on the other of the pair. However, such a graft does preclude the use of magical items in that slot on either member of the pair (i.e. getting one eye grafted means that no magical items will function in the eye slot, even if the other eye is  not grafted). It is therefore possible to, for example, get an enervating arm graft and a ghostly arm graft, or two enervating arm grafts.

Bonemail: Bonemail resembles armor crafted from interlocking bones and shards of bone, but is actually part of the grafted creature’s body. Bonemail grants a +2 natural armor bonus (or improves an existing natural armor bonus by +2) to the grafted creature’s AC. By increasing the Heal and Fortitude DCs by +10, this can be improved to a +4 bonus. Uses armor slot.

Bodak’s Eye: This white, empty eye fits into a humanoid creature’s empty eye socket and allows the grafted creature to make a death gaze attack once per day. The creature must use a standard action (that does not provoke attacks of opportunity) to target a creature with the gaze, and the range of the effect is 30 ft. A DC 15 Fortitude save negates the effect. Unlike an actual bodak’s death gaze, a target that dies from this attack does not transform into a bodak. Uses the eye slot.

Enervating Arm: An enervating arm is a gaunt limb of desiccated, leathery flesh. It grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use an enervating touch to bestow one negative level on a living creature. Removing the negative level requires a DC 14 Fortitude save. A touch that misses does not count against the daily limit. Uses the arm slot.

Eye of Flame: This crimson eye-shaped gem fits into a humanoid creature’s empty eye socket and can produce a fireball once per day upon command. The fireball deals 10d6 points of damage (Reflex DC 14 half). Half of the damage is fire and the other half is divine damage that affects even targets resistant to fire. Uses the eye slot.

Ghostly Arm: This grey, incorporeal arm can’t be used to manipulate solid objects. However, the grafted creature can use the ghostly arm to deliver an incorporeal touch attack that deals 1d6 points of damage, the equivalent of a ghost’s corrupting touch attack. Treat the arm as a secondary weapon, but because it is incorporeal the arm has no Strength score and therefore gains no bonus or penalty on damage rolls from the user’s Strength. Uses the arm slot.

Mohrg’s Tongue: This long, cartilaginous tongue bears sharp claws at its tip. The grafted creature can make touch attacks with the tongue (treat it as a secondary weapon). A successful touch paralyzes the target for 1d4 minutes (Fortitude DC 17 negates). Uses the amulet slot.

Mummified Eye: This hard, round orb fits into a humanoid creature’s empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket. The grafted creature can eye the eyebite spell as a 12th level caster once per day. Uses the eye slot.

Mummified Hand: This withered hand is swathed in the remnants of funeral wrappings. The grafted creature can use the mummified hand to deliver a slam attack; the damage dealt is the same as that dealt by a zombie of the creature’s size. In addition, three times per day the grafted creature can deliver mummy rot with a slam attack. The choice to use mummy rot must be made before the attack is rolled; if the attack misses, the daily use is lost. The Fortitude save to resist the mummy rot is DC 16. Uses the hand slot.

Paralyzing Arm: A paralyzing arm is a hardy limb of preserved undead flesh. It grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a paralyzing touch. A living creature touched must make a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralyzing touch. A touch that misses not does count against the daily limit. Uses the arm slot.

Skeletal Hand: The grafted creature can use this bony hand to make claw attacks. The damage dealt is the same as that dealt by a skeleton of the creature’s size. Uses the hand slot.

Undead Skin: This mottled grey hide grants the grafted creature 25% resistance to critical hits and sneak attacks, similar to armor of light fortification. This resistance doesn’t stack with similar abilities. Uses the armor slot.

Vampire Fangs: The set of sharp teeth replaces the creature’s existing teeth. The grafted creature gains the ability to drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round. On each such successful drain attack, the grafted creature gains 5 temporary hit points that last for up to 1 hour. Uses the amulet slot.

Zombie Arm: A zombie arm is a perpetually rotting limb. It grants a +2 inherent bonus to the grafted creature’s Strength, but also permanently reduces the grafted creature’s Dexterity by 2. The grafted creature can use the zombie arm to make slam attacks; the damage dealt is the same as that dealt by a zombie of the creature’s size. Uses the arm slot.

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