Reanimation
- The rules for Domination in brief: you can control half your level in combined levels of minions, be they undead, outsiders, charmed humanoids, etc, without having to contest Willpower. Above half, they wrestle with your Willpower to gain independence. If your minion count exceeds your current level, you cannot control them at all.
Rank 1
- Death Pact: at-will, immediate, ranged; an undead minion under your control is immediately destroyed, healing you for however many HP it had remaining.
- Reanimate: std action, 60-ft, V/S, 5 rounds; you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). You may control a maximum of 1 + 1 per 2 levels as a free action once/rd; any others act on your last command, or, lacking such command, act as crazed, starved, wild animals might. The traits of the animated dead are: ** '''Undead:''' immune to death effects, energy drain, etc. Cannot be healed as living creatures would. Vulnerable to abilities that affect undead specifically. ** '''Clumsy:''' -2 to Dex and movement speed. ** '''Stupid:''' Int set to 5. They are barely able to understand the simplest of spoken commands, with the aid of gestures and nonverbal communication. They lose any spellcasting abilities, skills, feats, class features, and proficiencies. If wielding martial weapons, they are disadvantaged on attack rolls (but are fine with simple weapons). ** '''Doomed:''' At the end of the duration of the spell, they die once more, and cannot be raised again with [[Reanimate]].
- Ritual: Create Undead: 10 minutes, requires a corpse and various valuable ingredients. You convert a corpse into a permanent undead creature. As long as you are under your Dominance limit, you can control this creature. See below for exact prices and types.
Feats
- Pocket Monstrosity: You can craft an item that stores an undead creature in temporal stasis within it. While inside, the creature does not count against your Dominance. You can store or retrieve a creatur from this device as a swift action. It costs 1 gp per max level of the creature it can store.
Rank 2
- Necrosis: at-will, std, ranged; subject (who is missing at least 1 HP) sprouts a necrotic appendage from an existing wound. Immediately, and upon each of your next 3 turns (if not saved out), the appendage can use one of the subject's own abilities, exactly as if the subject used it, but as you direct. For example, it could take a physical attack, or manifest a power, with you controlling the targeting. The subject is allowed a Con save to end each round.
- Ritual: Dark Sanctuary: you imbue a physical location with your aura, allowing you to more easily dominate undead within it. Within the area, you have an effective Dominance 10 times your normal limit, and you need not be physically present to enforce it.
Rank 3
- Necrogenesis: see below.
Create Undead
Undead Type | Minimum Rank | Reagent Cost | Role | Basic Description |
---|---|---|---|---|
Skeleton | 1 | 100 cp/level | Tank | Basic, dependable guardian that can't talk back. |
Ghoul | 1 | 100 cp/level | DPS | Clever and ravenous hunter with a taste for living flesh. |
Shadow | 1 | 100 cp/level | Utility | Simple, but effective incorporeal undead. |
Mummy | 2 | 250 cp/level | Tank | Powerful, brutal, and well-preserved. |
Wraith | 2 | 250 cp/level | Utility | An advanced incorporeal with a taste for life energy. |
Hemophage | 2 | 250 cp/level | DPS | A vampire-like creature with a thirst for blood. |
Abomination | 3 | 500 cp/level | Tank | A monstrosity cobbled together from many pieces. |
Entropic Reaper | 3 | 500 cp/level | DPS | A minor incarnation of death itself. |
Geist | 3 | 500 cp/level | Utility | A murderous spirit that possesses corpses. |
Bone Golem | 4 | 1 gp/level | Tank | Bone Storm, Wall of Bones, Bone Spikes, siege damage. |
Blee | 4 | 1 gp/level | DPS | Blee |
Banshee | 4 | 1 gp/level | Utility | Blee |
Dracolich | 5 | 2.5 gp/level | DPS | Undead dragons shall rule the world! |
Winterwight | 5 | 2.5 gp/level | ? | Yikes |
Necrogenesis
You can create unique undead, or add new traits to existing undead.
To create an undead, first choose one of the base classes: guardian, skirmisher, artillerist, brute, controller.
There are five categories of ability: general, offense, defense, utility, and class-specific. Each ability has a point score. The total point cost of all abilities chosen must not exceed 1 per Necromancer level. Furthermore, the cost of any individual ability taken cannot exceed your Necromancer rank.
Once statted out, the new undead is a template, not a real creature. You must still create it using Create Undead. The cost to do so is determined by the total point cost (for now, just assume that 5-9 = rank 2, 10-14 = rank 3, etc).
General Abilities (x) Custom Power: Gains a custom power of rank x as an innate spell-like ability. (x) Incorporeal: The creature gains incorporeal traits. Melee attack converted into touch attack, inflicting shadow damage. Various levels: (1): Creature is incorporeal, but cannot fly or phase through walls. (2): Can fly and phase through up to 5' of solid matter. (3): Is naturally ethereal; can manifest as a rank 2 incorporeal. (1) Large: Large size. (1) Small: Small size. (1) Feat: Gain a Feat. (1) Skill: Gain training in one skill (max ranks). (2) Huge: Huge size. (2) Tiny: Tiny size. etc... Offensive Abilities (1) Disease: Each melee attack inflicts one stack of a chosen Witch disease. (1) Ability Damage: Each melee attack inflicts 1d3+1 damage to a chosen ability score. Stacks to increase damage: 1d4+2, 1d6+3, 1d8+4, 1d10+5. Can also stack to add multiple ability score types. (2) Energy Drain: Each melee attack drains 1 level. Can increase by 1 point to add +1 level. Defensive Abilities (1): Toughness: Gain +50% Hit Points. Stackable. (1): Resistance: Gain Resist 50% to a chosen type. Can take multiple times, but like types do not stack. (3): Immunity: Gain Immunity to a chosen damage type. Not Holy. Utility Abilities (1) Speed: Increase base speed by 100%. Can stack with itself. (2) Fly: Gain flight at same speed as walking speed. Class-specific Abilities (Guardian 1): Taunt: r33 sw mr; taunt (We). (Skirmisher 1): Sneak Attack: +100% damage when attacking with Combat Advantage. (Controller x): Spells: Learns a spell from any list of rank x. All spells known must be of the same list.