Areani Necromancer (3.5e Prestige Class)

This page was marked as abandoned on 10:40, 30 January 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Missing campaign information and some fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Areani Necromancer

—,


Becoming an Areani Necromancer

Entry Requirements
Race: Elf or Half-elf, from the Areanal region of Ebberon.
Alignment: Any non-evil
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks, Profession (mortician) 5 ranks
Feats: Spell Focus (necromancy)
Spells: Able to cast Spawn Screen as an arcane spell, and able to cast Consecrate as a divine spell
Domains: Access to the Deathless domain
Special: Able to Turn Undead
Table: The Areani Necromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill
1st+0+2+0+2 Turn Undead, Domains +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
2nd+1+3+0+3 Armored Mage (light) +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
3rd+1+3+1+3 Necromantic Prowess (+1) +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
4th+2+4+1+4 Zone of Consecration +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
5th+2+4+1+4 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
6th+3+5+2+5 Necromantic Prowess (+2) +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
7th+3+5+2+5 Major Consecration +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
8th+4+6+2+6 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
9th+4+6+3+6 Necromantic Prowess (+3) +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
10th+5+7+3+7 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
11th+5+7+3+7 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
12th+6+8+4+8 Necromantic Prowess (+4) +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
13th+6+8+4+8 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class
14th+7+9+4+9 +1 level of existing arcane spell casting class/ +1 level of existing divine spell casting class

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

Class Features

All of the following are features of the Areani Necromancer prestige class.

Weapon and Armor Proficiency: Areani Necromancers gain no proficiency with any weapon or armor.

Domains: Areani Necromancer levels stack with cleric levels in regard to granted domain powers.

Spells per Day: When a new Areani Necromancer level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not however, gain any other benefit a character would have gained (bonus metamagic or item creation feats, Bard or Assassin abilities and so on).(but see improved turning and necromantic prowess below.)

If the character had more than one arcane or divine spellcasting class before becoming a Areani Necromancer, he must decide which class he adds each level of Areani Necromancer for the purpose of determining spells per day. Once these classes are chosen, they may not be changed.

Turn Undead (Su): Areani necromancer class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character's effective cleric level for turning. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 5th level cleric/ 4th level sorcerer/2nd level areani necromancer turns undead as a 7th level cleric. The bonus from his necromantic prowess ability, once it is gained, also applies.


Armored Mage (light) (Ex): Normally armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. An areani necromancers limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as your restrict yourself to light armor. This training does not extend to other forms of armor nor does this ability apply to spells gained from any other spell casting classes.

Necromantic Prowess (Ex): At 3rd level, an areani necromancer gains unsurpassed power over death. When he turns undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his effective caster level increases. The bonus is +1 at 3rd level, +2 at 6th level, +3 at 9th level, and +4 at 12th level and higher.

Zone of Consecration (Su): At 4th level, a areani necromancer begins to exert his authority over undead. This aura is identical to the effects of the consecrate spell (see page 212 of the Player's Handbook).

Major Consecration (Su): At 7th level, an areani necromancer extends his authority over undead. The supernatural aura of positive energy surrounding him (see Zone of Consecration, above) now extends to a radius of 10 feet per areani necromancer class level.

Ex-Areani Necromancers

An Areani Necromancer who becomes evil, creates a negative energy infused undead, or otherwise grossly violates his religious order's code of conduct loses all divine spells, and any abilities granted through the areani necromancer prestige class. He may not progress any farther in levels as an areani necromancer. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description page 201 in the Player's Handbook), as appropriate.

Playing a Areani Necromancer

Combat:

Advancement:

Resources:

Areani Necromancers in the World


NPC Reactions:

Areani Necromancer Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
11.
16.
21.
26.

Areani Necromancers in the Game


Adaptation:

Sample Encounter:

EL whatever:


Back to Main Page 3.5e Homebrew Classes Prestige Classes

gollark: IfPFAtMDaPIUStL.
gollark: " D&D/other tabletop games." is still in my IfPFAtMDaPIUStL list with a note about that, which I should possibly update.
gollark: Katy wanted us to play that, but that never went anywhere because [REDACTED].
gollark: I also read a bit of the fourth edition player's handbook, among other things.
gollark: I™ have™ it™ bound™ using .XCompose™ stuff™ so™ I can easily™ type it.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.