New Class for ACKS: Zaharan Necromancer
After the first fatality in our Adventurer Conqueror King System game the player of our sadly departed thief asked if there was any way he could play a necromancer. I did some experimenting with the ACKS Player's Companion and came up with the following class. It's balanced per the class creation rule but with only one session so far I can't yet vouch for how well it works in play, though we had no issues in that session. The Zaharan Necromancer has some inspiration from the Death Master of Dragon Magazine 76. by Lenard Lakofka. I might try an alternate version more alchemical in nature as was that class. The background for this class is from the version of Zaharans I'm using in our game and differs slightly from the official Autarch version.
Zaharan Necromancer
Class Summary
Image credit: katalinks / 123RF Stock Photo
Prime Requisite: INT
Requirements: INT 9
Hit Dice: 1d4
Maximum Level: 11 (can continue advancing to 14 HD if
becomes undead)
In ages past the dread Necromancers of the Zaharan Empire
created hosts of guardians for their fell empire - undead legions, tribes of
beastmen, and unspeakable abominations. After their defeat these dark magics
were forbidden throughout the land. These Zaharan Necromancer is a descendant
of the original Zaharan Order of Necromancers. They must be of Chaotic
alignment in order to perform the necromantic rituals they learn at higher
levels.
Zaharans have builds similar to those of humans but with
very sharp-angled features which gives them a slight elven appearance. Their
coloring tends towards extremes - skin tones of ebony, ivory, gold, etc., eye
colors frequently violet or amber, and hair usually white. Zaharan Necromancers
may initially be of more human appearance depending on the strength of their Zaharan
blood. However as part of their initiation rituals they are transformed into a
full Zaharan appearance.
Similar to human magi, Zaharan Necromancers receive limited
combat training. At first level, they hit an unarmored foe (AC 0) with an
attack throw of 10+. They advance in attack throws and saving throws only two
points every six levels of experience (i.e., half as fast as fighters). They
may only fight with quarterstaffs, clubs, daggers, and slings. They are unable
to use shields, fight with two weapons, or wear any kind of armor. For these
reasons, Zaharan Necromancers are quite vulnerable to physical danger, and in
an adventuring group they should be protected.
In exchange for these weaknesses, Zaharan Necromancers can
learn and cast many powerful arcane
spells. The number and levels of spells the Zaharan Necromancer can use in
a single day are listed on the Necromancer Progression Table. Due to their
inheriting many of the secrets of the Zaharan Empire, Zaharan Necromancers tend
to have more spells at a given time than the equivalent human mage would have
at the same level.
A Zaharan Necromancer’s selection is limited to the spells
in his repertoire. A Zaharan Necromancer’s repertoire can include a number of
spells up to the number and level of spells listed for his level, increased by
his Intelligence bonus. For instance, Aahz L, a 3rd level Zaharan Necromancer,
is able to cast 3 1st level spells and 1 2nd level spell per day. If he has 16
INT (+2 modifier) he can have up to 5 1st level and 3 2nd level spells in his
repertoire.
In addition to their magic knowledge, a necromancer’s eager
embrace of chthonic secrets provides with a dark blessing, which provides them with a +2 bonus to all saving
throws (included in their saving throw table). They are death speakers, able to cast speak
with the dead once every eight hours with a casting time of one turn.
Their training includes secrets
of the dark arts such that he can control undead as a Chaotic cleric of one
half his class level. If the character casts spells that require a saving throw
versus Death, his targets suffer a -2 penalty on the save. When the character
casts necromantic spells (such as animate dead), the spell effects are
calculated as if he were two class levels higher than his actual level of
experience. He may also conduct necromantic research as if he were two class
levels higher than actual. This is effectively the Black Lore of Zahar
proficiency.
When a Zaharan Necromancer reaches 5th level (Corpse Lord),
he may begin to research spells, scribe
magical scrolls, and brew potions. When a Zaharan Necromancer reaches 9th
level (Necromancer), he is able to create
more powerful magic items such as weapons, rings, and staffs. A Zaharan
Necromancer may also build a sanctum, often a great tomb or mortuary, when he
reaches 9th level. He will then attract 1d6 apprentices of 1st-3rd level plus
2d6 normal men of Zaharan descent seeking to become Zaharan Necromancers. Their
intelligence scores will be above average, but many will become discouraged from
the rigorous mental training and quit after 1d6 months. While in the Zaharan
Necromancer’s service, apprentices must be provided food and lodging, but need
not be paid wages. If the Zaharan Necromancer builds a dungeon beneath or near
his tower, monsters will start to arrive to dwell within, followed shortly by
adventurers seeking to fight them. Additional rules for sanctums are detailed in the Campaign chapter of the core rules.
At 9th level a Zaharan Necromancer may create necromantic servants and become undead as if he were two
levels higher (due to his secrets of the
dark arts). At 11th level, a Zaharan Necromancer may learn and cast ritual arcane spells of great
power (7th, 8th, and 9th level), craft
magical constructs, and create magical cross-breeds.
Due to their background and training, all Zaharan
necromancers speak four bonus languages:
Ancient Zaharan, Goblin, Orc, and Kemeshi.
As true Zaharans, all necromancers also possess certain
inhuman benefits and drawbacks from their near-extinct bloodline. Chief among
these are the ancient pacts of service
and obedience by which the lords of Zahar ensorcelled the dark powers of
the world. Some creatures still remember these pacts and will aid Zaharans when
commanded. All necromancers gain a +2 bonus to reaction rolls when encountering
intelligent chaotic monsters. Intelligent chaotic monsters suffer a -2 penalty
to saving throws against any charm spells cast by a Zaharan necromancer.
Secondly, necromancers are inexorable in the face of horrors
that terrify normal men. They are immune
to all natural and magical fear effects.
Finally, necromancers grow in power after the flesh. If transformed into intelligent undead, they
retain their racial powers and any class abilities. Once transformed, the
necromancer may continue to advance in Hit Dice without limit, even past his
class’s maximum level. At 1 HD, it requires 4,500XP plus 500XP per special
ability (*) to advance to 2 HD. The amount of XP required doubles with each HD
(round values greater than 20,000XP to the nearest 1,000). All of the
necromancer’s class abilities will continue to progress without regard to his
class’s maximum level, to a maximum of 14th level.
However, because of their dark souls, the grim embrace of death holds special perils for
Zaharans. Whenever a deceased Zaharan rolls on the Tampering With Mortality
table, he suffers a penalty on the 1d20 roll of -1 per level of experience.
Tables
Class Progression
XP
|
Title
|
Level
|
HD
|
1
|
2
|
3
|
4
|
5
|
6
|
0
|
Grave Robber
|
1
|
1d4
|
1
| |||||
3.525
|
Tomb Haunter
|
2
|
2d4
|
3
| |||||
7,050
|
Necropolite
|
3
|
3d4
|
3
|
1
| ||||
14,100
|
Bone Lord
|
4
|
4d4
|
3
|
3
| ||||
28,200
|
Corpse Lord
|
5
|
5d4
|
3
|
3
|
1
| |||
56,400
|
Ghoul Lord
|
6
|
6d4
|
3
|
3
|
3
| |||
115,000
|
Wight Lord
|
7
|
7d4
|
4
|
3
|
3
|
1
| ||
230,000
|
Death Master
|
8
|
8d4
|
4
|
4
|
3
|
3
| ||
430,000
|
Necromancer
|
9
|
9d4
|
4
|
4
|
4
|
3
|
1
| |
630,000
|
10
|
9d4+1
|
4
|
4
|
4
|
4
|
3
| ||
830,000
|
11
|
9d4+2
|
5
|
4
|
4
|
4
|
3
|
1
| |
*
|
(As Undead)
|
12
|
12d8
|
5
|
5
|
4
|
4
|
4
|
3
|
*
|
13
|
13d8
|
5
|
5
|
5
|
4
|
4
|
3
| |
*
|
14
|
14d8
|
5
|
5
|
5
|
5
|
4
|
4
|
Saving Throws
Level
|
Petrif & Paralysis
|
Poison & Death
|
Blast & Breath
|
Staff & Wands
|
Spells
|
Attack Throw
|
1-3
|
11+
|
11+
|
13+
|
9+
|
10+
|
10+
|
4-6
|
10+
|
10+
|
12+
|
8+
|
9+
|
9+
|
7-9
|
9+
|
9+
|
11+
|
7+
|
8+
|
8+
|
10-12
|
8+
|
8+
|
10+
|
6+
|
7+
|
7+
|
Proficiency List
- Alchemy (G)
- Apostasy
- Battle Magic (G)
- Collegiate Wizardry
- Command
- Contemplation
- Craft (G)
- Diplomacy (G)
- Engineering (G)
- Familiar
- Healing (G)
- Illusion Resistance (G)
- Knowledge (G)
- Language (G)
- Leadership (G)
- Loremastery
- Magical Engineering
- Mapping (G)
- Mystic Aura
- Naturalism (G)
- Navigation (G)
- Profession (G)
- Prophecy
- Quiet Magic
- Righteous Turning
- Sensing Power
- Soothsaying
- Theology (G)
- Transmorgification
- Unflappable Casting
- Wakefulness
I really like this class, good job.
ReplyDeleteHowever, I believe he's built as Thievery 1, Arcane 3, and Zaharan 2, correct?
Wouldn't his XP to 2nd level be 3,525 instead?
Nice catch - you are correct. Thanks.
ReplyDeleteI've updated the experience table. Fortunately our game's necromancer is still first level.
Wonderful class!
ReplyDelete