Difference between revisions of "User:Leziad/Alternate Necroccultist"

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This ability replaces aura sight.
 
This ability replaces aura sight.
  
'''Life Drain {{Sp}}:''' At 8th level, a necroccultist can expend 1 point of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to accrue 1d4 negative levels. The negative levels caused by this ability overlaps with each other, and don't stack. The ray has a range of 60 feet. The negative levels last a number of minutes equal to the necroccultist’s occultist level.
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'''Life Drain {{Sp}}:''' At 8th level, a necroccultist can expend 2 points of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to accrue 1d4 negative levels. The negative levels caused by this ability overlaps with each other, and don't stack. The ray has a range of 60 feet. The negative levels last a number of minutes equal to the necroccultist’s occultist level.
  
 
For each negative level this attack gives a target, the necroccultist regains a number of hit points equal to his occultist level. .
 
For each negative level this attack gives a target, the necroccultist regains a number of hit points equal to his occultist level. .
  
 
This ability replaces outside contact.
 
This ability replaces outside contact.

Revision as of 06:50, 1 February 2024

Necroccultist

Necromantic Bond (Su): At 1st level, a necroccultist gains access to only the necromancy school of implements. She may take implements of other schools at later level.

He must select necromancy for his implement mastery.

Each time he gains an occultist level, a necroccultist can add one necromancy spell from the spiritualist or wizard spell list to his occultist spell list and his list of spells known. The necroccultist can’t choose a spell of a higher level than he is able to cast, and he adds the spell at the same spell level it appears on the wizard spell list. At 14th level, he doesn’t gain an additional school of implements.

Instead, at 14th level, the DCs of saving throws to resist a necroccultist’s necromancy spells and necromancy focus powers increase by 2.

This ability alters implements and implement mastery.

Deadspeaker (Su): At 2nd level, as a full-round action that provokes attacks of opportunity, a necroccultist can learn the answers to a specific set of questions concerning a dead or undead creature. The necroccultist must consume at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography (Advanced Player’s Guide 206), using the necroccultist’s occultist level as his caster level.

The necroccultist can use this ability once per day at 2nd level, plus one additional time per day for every 2 occultist levels thereafter.

This ability replaces object reading.

Ghostly Horde (Su): At 5th level, a necroccultist can spend 1 point of mental focus from a necromancy implement to summon a mob of ghostly spirits to harass his enemies.

Summoning the ghostly horde is a standard action that doesn’t provoke attacks of opportunity. The ghostly horde appears within 60 feet of the necroccultist, fills an area 20 feet in diameter, and always hovers a few inches off the ground (thus ignoring any difficult terrain). The necroccultist can command the ghostly horde to move up to 30 feet each round as a move action, though the farthest edge of the ghostly horde can never be more than 60 feet from the necroccultist.

Any creature caught inside the ghostly horde takes 1d6 points of damage per 2 occultist levels at the start of its turn (up to a maximum of 10d6 points of damage at 20th level). A successful Fortitude save (DC = 10 + 1/2 the necroccultist’s occultist level + the necroccultist’s Intelligence modifier) halves this damage. This damage is not negative energy—it manifests in the form of physical wounds and aches as if from supernatural aging. Nonliving creatures and creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. The ghostly horde remains for 1 round, though at the beginning of his turn, the necroccultist can expend 1 point of mental focus as a swift action to extend the duration for 1 additional round.

This ability replaces aura sight.

Life Drain (Sp): At 8th level, a necroccultist can expend 2 points of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to accrue 1d4 negative levels. The negative levels caused by this ability overlaps with each other, and don't stack. The ray has a range of 60 feet. The negative levels last a number of minutes equal to the necroccultist’s occultist level.

For each negative level this attack gives a target, the necroccultist regains a number of hit points equal to his occultist level. .

This ability replaces outside contact.