Zombie Master
This class is ready for play testing.
This
is a paladin variant for Olman, who use undead as nonevil creatures.
Alignment: True Neutral.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Spells per Day
|
1st
|
+1
|
+2
|
+0
|
+0
|
Detect undead, smite
undead 1/encounter, domain
|
0
|
2nd
|
+2
|
+3
|
+0
|
+0
|
Divine grace, lay on
hands
|
0
|
3rd
|
+3
|
+3
|
+1
|
+1
|
Aura of courage,
divine health
|
1
|
4th
|
+4
|
+4
|
+1
|
+1
|
Rebuke undead and
fiends
|
1
|
5th
|
+5
|
+4
|
+1
|
+1
|
Smite undead
2/encounter, special mount
|
1/0
|
6th
|
+6/+1
|
+5
|
+2
|
+2
|
Aura of banishment
|
1/0
|
7th
|
+7/+2
|
+5
|
+2
|
+2
|
|
1/1
|
8th
|
+8/+3
|
+6
|
+2
|
+2
|
|
1/1/0
|
9th
|
+9/+4
|
+6
|
+3
|
+3
|
|
1/1/1
|
10th
|
+10/+5
|
+7
|
+3
|
+3
|
Smite undead
3/encounter
|
1/1/1
|
11th
|
+11/+6/+1
|
+7
|
+3
|
+3
|
|
2/1/1/0
|
12th
|
+12/+7/+2
|
+8
|
+4
|
+4
|
|
2/1/1/1
|
13th
|
+13/+8/+3
|
+8
|
+4
|
+4
|
|
2/2/1/1
|
14th
|
+14/+9/+4
|
+9
|
+4
|
+4
|
|
2/2/2/1
|
15th
|
+15/+10/+5
|
+9
|
+5
|
+5
|
Smite undead
4/encounter
|
3/2/2/1
|
16th
|
+16/+11/+6/+1
|
+10
|
+5
|
+5
|
|
3/3/3/2
|
17th
|
+17+12/+7/+2
|
+10
|
+5
|
+5
|
|
4/3/3/3
|
18th
|
+18/+13/+8/+3
|
+11
|
+6
|
+6
|
|
5/4/3/2
|
19th
|
+19/+14/+9/+4
|
+11
|
+6
|
+6
|
|
6/5/4/3
|
20th
|
+20/+15/+10/+5
|
+12
|
+6
|
+6
|
Smite undead
5/encounter
|
7/6/5/4
|
HD: d10. Skill Points: 2 + Int modifier (x4 at 1st
level). Class Skills: Concentration,
Craft, Diplomacy, Handle Animal, Heal, Knowledge (religion), Profession, Ride,
and Sense Motive.
Weapon and Armor Proficiency: You are proficient with all simple and martial
weapons, with all types of armor (heavy, medium, and light), and with shields
(except tower shields).
Detect Undead (Sp): At will, you can use detect undead, as the spell.
Smite Undead (Su): Once per encounter, you may attempt to smite undead with
one normal melee attack. You add your Charisma bonus (if any) to your attack
roll and deal 1 extra point of damage per zombie master level. If you
accidentally smite a creature that is not undead, the smite has no effect, but
the ability is still used up for that encounter.
Optionally,
you may choose to sacrifice a zombie master spell slot to improve your smite
undead. You may add +1 to your attack roll and +1d8 points of damage per
sacrificed spell level.
At
5th level, and at every five levels thereafter, you may smite undead
one additional time per encounter, as indicated on the table above, to a maximum
of five times per encounter at 20th level.
Zombie Master Spells: Beginning at 1st level, you gain the
ability to cast a small number of divine spells, which are drawn from the
zombie master spell list (below). You can cast any spell you know without
preparing it ahead of time the way a cleric or wizard must. When you gain
access to a new level of spells, you automatically know all the spells for that
level listed on the zombie master’s spell list. Essentially, your spell list is
the same as your spells known list.
To
cast a spell, you must have a Wisdom score equal to at least 10 + the spell
level. The Difficulty Class for a saving throw against your zombie master spell
is 10 + the spell level + your Wisdom modifier.
Like
other spellcasters, you can cast only a certain number of spells of each spell
level per day. Your base daily spell allotment is given on the table above. In
addition, you receive bonus spells per day if you have a high Wisdom score.
When the table indicates that you get 0 spells per day of a given spell level, you
gain only the bonus spells you would be entitled to based on your Wisdom score
for that spell level. You also have access to a single domain of spells and its
granted power, chosen from the following domains: Army, Balance, Death,
Deathbound, Decay, Destruction, Fear, Grave, Hunger[1],
Necromancer, Necromancy, Negative Energy, Repose, Smoke, Undead, Undeath, or
Void.
You
cast spells the way a warmage does. You may cast any spell on the zombie master
spell list, provided that you can cast spells of that level.
Your
zombie master caster level is equal to one-half her zombie master level.
Divine Grace (Su): At 2nd level, you gain a bonus equal to your
Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a zombie master with
a Charisma score of 12 or higher can heal wounds (your own or those of others)
by touch. Each day you can heal a total number of hit points of damage equal to
your zombie master level x your Charisma bonus. You may choose to divide your healing
among multiple recipients, and you don’t have to use it all at once. Using lay
on hands is a standard action. This healing acts as fast healing, which works
for living and undead the same.
Aura of Courage (Su): Beginning at 3rd level, you are immune to
fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale
bonus on saving throws against fear effects. This ability functions while you
are conscious, but not if you are unconscious or dead.
Divine Health (Ex): At 3rd level, you gain immunity to all
diseases, including supernatural and magical diseases.
Rebuke Undead and Fiends (Su): When you reach 4th level, you gain the
supernatural ability to rebuke undead as well as outsiders with the evil
subtype. You may use this ability a number of times per day equal to 3 + your Charisma
modifier. You rebuke undead as a cleric of three levels lower would.
Special Mount (Sp): Upon reaching 5th level, you gain the
service of an unusually intelligent, strong, and loyal undead steed to serve you.
This mount is usually a heavy warhorse zombie (for a Medium zombie master) or a
warpony zombie (for a Small zombie master). Unlike a normal zombie, the zombie
master’s special mount does not have the “single actions only” limitation.
Once
per day, as a full-round action, you may magically summon your mount. This
ability is the equivalent of a spell of a level equal to one-third your class
level. The mount immediately appears adjacent to you and remains for 2 hours
per zombie master level; it may be dismissed at any time as a free action. The
mount is the same creature each time it is summoned, though you may release a
particular mount from service.
Each
time the mount is summoned, it appears in full health, regardless of any damage
it may have taken previously. The mount also appears wearing or carrying any
gear it had when it was last dismissed. Summoning a mount is a conjuration (summoning)
effect.
Should
your mount die, it immediately disappears, leaving behind any equipment it was
carrying. You may not summon another mount for thirty days or until you gain a
paladin level, whichever comes first, even if the mount is somehow returned
from the dead. During this thirty-day period, you take a -1 penalty on attack
and weapon damage rolls.
Your
special mount improves as you gain zombie master levels. Refer to the death
master’s undead minion progression in Dragon
Compendium page 32, using your zombie master level as your death master
level for this purpose.
You
can select an improvement for your special mount from one of those listed on
the following lists, applying the indicated adjustment to your zombie master
level (in parentheses) for purposes of determining the mount’s characteristics
and special abilities. If your special mount gains one of the following
abilities, it cannot gain any of the other abilities. Also, if your special
mount has any of the following abilities, it cannot also be the target of an augment zombie I or II spell. Your special mount keeps the special ability until you
either dismiss your special mount or it is destroyed.
4th level (level -3)
Diseased
zombie
Fast
zombie
Hunting
zombie
7th level (level -6)
Bloodthirsty
zombie
Unkillable
zombie
Aura of Banishment (Su): An aura of banishment surrounds you to a distance of
30 feet. Only undead can feel the aura and suffer from its effects. No creature
with fewer Hit Dice than your zombie master level can be summoned into this
area by an undead spellcaster or by spell-like abilities or supernatural
abilities of undead, nor can such creatures use summoning or teleporting
effects. In addition, the aura grants you a +2 bonus on Intimidate checks
against undead.
Code of Conduct: You must be of true neutral alignment and lose all
class abilities if you ever willingly commit an act respecting any creed,
church, institution, faction, organization, etc., that has a non-true neutral
alignment. Additionally, your zombie master code requires that you uphold the
greater good of your community, especially against those who would cause the
community harm. Non-evil undead should never be harmed, as they are your
walking dead ancestors. Any harm against these ancestors must be met with swift
and powerful destruction.
Associates: While you may adventure with characters of any neutral
alignment, you will never knowingly associate with LG, LE, CG, or CE characters,
nor will you continue an association with someone who consistently offends your
moral code. You may accept only henchmen, followers, or cohorts who are true
neutral.
Ex-Zombie Masters: If you cease to be true neutral, of if you willfully
commit an act contrary to your moral code, or if you grossly violate the code
of conduct, then you lose all zombie master spells and abilities (including the
service of the special mount, but not weapon, armor, and shield proficiencies).
You may not progress any farther in levels as a zombie master. You regain your abilities
and advancement potential if you atone for your violations (see the atonement spell description), as
appropriate.
Like
a member of any other class, a zombie master may be a multiclass character, but
multiclass zombie masters face a special restriction. A zombie master who gains
a level in any class other than zombie master may never again raise her zombie
master level, though you retain all your zombie master abilities.
Zombie Master Spells
Note: Necromancy spells that are traditionally evil are not evil in the
hands of a zombie master. Any necromancy spell that has the evil descriptor
loses the evil descriptor when cast by a zombie master.
Spells listed in red below are found in one of the Aryathan Jiil Librams of Magic.
1st
level—animate
dead animals, bane, bestow wound, cause fear, chill touch, create crawling dead, detect magic, doom, hide from
undead, inflict light wounds, phantom armor, ray
of enfeeblement, summon undead I, undead battlemight
2nd
level—animate dead, blindness/ deafness,
command undead, darkness, death knell, embalm, enhance turning, false life, gentle repose, ghoul
touch, inflict moderate wounds, protection from
deathbane, protection from paralysis, resist turning, scare, spectral hand, spirit armor, summon swarm, summon undead II
3rd
level—augment
zombie I, contagion, crushing despair, death ward, deeper darkness, double undead, ghost armor,
ghoul familiar, halt undead, inflict serious
wounds, lich armor, ray of exhaustion, speak
with dead, summon undead III, vampiric touch
4th
level—augment
zombie II, bestow curse, create undead, death ward, dispel magic,
enervation, Evard’s black tentacles, faith armor,
fear, inflict critical wounds, lesser globe of invulnerability, magic circle against deathbane, Morphail’s unholy blessing, phantasmal killer, poison,
summon undead IV, teleport dead
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