The Necromancer is an agent of entropy, and an unholy saint of restoration and survival. By tapping into powers forbidden by most churches, the Necromancer has overcome the limitations of death and gives rise to new life, but only half life.
As a Necromancer, you will receive the mantle of heresy while harnessing the powers of death and decay. Your life's work has driven you to the outer limits of societal acceptability, leaving you as an outcast, but still a powerful ally. You are usually reluctantly called upon to fight against some great evil, the likes of which nobody else can defeat by normal means.
You gain the Animate the Dead feature. You gain the ability to give the appearance of life to the dead, creating minions that are under your control. Gain +5 to Necromancy checks.
Minions are under your control, attack and move how and where you direct them, and may be used in ways you see fit. You may spend Acceleration to enable your minions to attack more than once on a turn or when Acceleration Stacking. When evading, add your evasion modifier for each AP spent to the base Evasion Modifier. You may spend Willpower for Minion-related rolls.
You gain the Blood Shields feature. If you have a Blood Shield, when you would take damage from any source, subtract that damage from your Blood Shield. After a Blood Shield is consumed, damage is applied as normal.
You gain the Necrotic Diseases feature. You may impart withering diseases to foes. You may cause your diseases to cease at will. A creature who dies while afflicted with one or more of your diseases, if it is re-animated, continues to be afflicted by them unless you will them to cease. Gain +5 to Necromancy checks when targeting a creature afflicted by your diseases. You also gain +X to all Necromancy checks where X is equal to the total number of applications of your diseases on all targets.
You gain the Hungering Blade feature. The Hungering Blade is a one-handed, bladed weapon that turns to vapor when dropped, unless willed not to, and can be instantly summoned again at will. It remains tied to you unless the link with it is somehow broken. When blood is on the blade, frost appears to crawl across the cold metal and consume the blood. At your Game Master's discretion, the Blade may sometimes grant its wielder a boon as it feasts on the blood it consumes.
You gain the Lich Form feature. On a successful Necromancy check (DC: 40), transform into a dark lich for a turn, gaining increased power, drawing upon the souls of your foes to afflict them with even greater pain and torment. Add your Character Level to your Damage Modifier while in Lich Form.
You gain the Unholy Decay feature. For each creature that is affected by at least three of your diseases, you gain an additional 1d4 AP each turn, including the turn you gain Unholy Decay.
Stats are adjusted by spending points.
Health: 50
Damage: 1
Evasion: 5
Spirit: 1
Willpower: 0
Acceleration Point (AP) Max: 10
1 AP.
Range: 5 feet.
Add +4 to hit for this attack. Strike a nearby target with your Hungering Blade. This attack deals 1×DM Blade Damage. Deal an additional 1×DM Necrotic Damage if the enemy has already taken damage.
1 AP.
Range: 25 feet.
Add +3 to hit for this attack. Throw your blade and strike a target with your Hungering Blade. Recall the Blade to yourself instantly after it strikes: the Blade turns to vapor and materializes back into your waiting hand. This attack deals 1×DM Blade Damage.
1 AP.
Range: 15 feet.
Tendrils of frost reach out and harm your foe. Add +2 to hit for this attack. This attack deals 2×DM Cold Damage to target. Deal an additional 1×DM Necrotic Damage if the target is under the effects of at least one of your Diseases.
1 AP.
Range 15 feet to apply.
Target creature is afflicted with Necrosis, a withering disease that deals 1×DM Necrotic Damage per turn. This disease ignores armor. Necrosis stacks. However, if the target is already afflicted with Necrosis, you must pay 2 additional AP per instance of Necrosis on the target already.
1 AP.
Range 15 feet to apply.
Target is afflicted with Blight, causing its actions to become sloppy and difficult. Target's chance to hit receives -3. Blight may only stack up to 3 times, unless you are in Lich Form.
1 AP.
Range 15 feet to apply.
Target creature is afflicted with Sepsis. Enemy's immune system attacks itself, causing its reflexes to dull. Enemy takes -3 to Evasion (including Evasion rolls). Sepsis may only stack up to 3 times, unless you are in Lich Form.