Sorcerer Bloodline: Necromancer
- Details
- Category: Class Options
- Published on Tuesday, 11 September 2012 11:47
- Written by William
Necrotic powers runs in your blood. Perhaps one of your ancestors was an Undead Lords or maybe a Wizards devoted to the study of necromancy. Either way their powers have been passed on to you and now the undead follow your every call and beckon.
Class Skill: Knowledge (religion).
Bonus Spells: Cause Fear (3rd), Ghoul Touch (5th), Animate Dead (7th), Enevation (9th), Slay Living (11th), Create Undead (13th), Destruction (15th), Create Greater Undead (17th), Energy Drain (19th).
Bonus Feats: Extra Channel, Improved Channel, Quick Channel, Selective Channel, Silent Spell, Skill Focus (Knowledge [religion]), Still Spell, Versatile Channeler.
Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
Bloodline Powers: You can call upon the necrotic powers of your blood. The more you draw upon them, the closer you come to building your own undead army.
Undead Bond (Su): At 1st level, you gain an undead bond, as a wizard's Arcane bBnd equal to your sorcerer level. Instead of a familiar it must be an Undead Companion (details below). Your sorcerer levels stack with any wizard or cleric levels you possess when determining the powers of your corpse companion or bonded object. This ability does not allow you to have 2 or a mix of familiars, bonded items or corpse companions. Once per day, your bond item allows you to cast any one of your spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Corpse Companion (Su): With a ritual requiring 8 hours, you can animate a single skeleton or zombie whose Hit Dice do not exceed your sorcerer level. Your sorcerer levels stack with any wizard or cleric levels when determining your Hit Dice. This corpse companion automatically follows your commands and does not need to be controlled by you. You cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. You can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half your sorcerer level. You can dismiss your companion as a standard action, which destroys it. You can not re summon a destroyed undead companion but can preform a new ritual on a new corpse. When you have an undead companion with you you benefit from the same benefits of having a familiar
Power Over Undead (Su): At 3rd level you receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Charisma modifier, but only to use this feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Bolster (Sp): At 9th level as a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 sorcerer levels you possess. These bonuses last for a number of rounds equal to 1/2 your sorcerer level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Channel Energy (Su): At 15th level you can now channel negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the sorcerer. The amount of damage dealt or healed is equal to 8d6 points of damage plus 1d6 points of damage for every two Sor levels beyond 15th (9d6 at 17rd, 10d6 at 19th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A sorcerer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A sorcerer can choose whether or not to include herself in this effect. You must be able to present your bonded object or corpse companion to use this ability.
Control of the Undead (Ex): At 20th level, you double your Hit Dice for any abilities that allow you to control undead. This does not give you more hit dice. It only increases how many undead you can control.
Author's Note: The idea with Undead bond is to mix both the arcane bond of a wizard and the holy symbol of a cleric and hopefully come up with a mix of the two that is even strength. The bonded object and holy symbol are already similar so are easy to join but hopefully the mix of a familiar with an undead companion works for you too.
I hope I have balanced this well, trying to mix an arcane spell caster with channelling abilities without making it overpowered. I was after a necromancer build for a sorcerer but undead being the closest I could find to an appropriate bloodline but found it was more about me being undead instead of me controlling undead. It can't do other cleric things with the channelling like Spontaneous Casting and no bonus spells like a wizard so I hope I have got a good balance.
| Additional Ratings |
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| Balance: | 1 1 1 1 1 1 1 1 1 1 Rating 4.20 (5 Votes) |
| Utility: | 1 1 1 1 1 1 1 1 1 1 Rating 3.50 (4 Votes) |
| Clarity: | 1 1 1 1 1 1 1 1 1 1 Rating 4.50 (4 Votes) |

