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Started by AlqvinAndTheChipmunks, December 22, 2018, 08:12:35 AM

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AlqvinAndTheChipmunks

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QuoteAlignment: Evil
Class: Non-Druid, Non-Paladin

AlqvinAndTheChipmunks

[hide=Treasures]
Quote from: Howlando Wrote
The Journal of Thomas Alqvin - One of the earliest residents of Sanctuary until his exile at the hands of Melinda Serena Bresley personally during its earliest years, Thomas Alqvin subsequently maintained his own "Shop of Undeath and Tavern" in the many long decades since within the Boneyard. He had an illustrious career as a palemancer and supported the efforts of many fascinating Apprentices until his deliberate self-sacrifice as a necessary condition for the animation of the Wyrm Etorix. It is believed that the journal contains a great deal of knowledge both relevant to Sanctuary's past and secrets as well as the secrets of various necromantic rituals.

Quote from: Howlando WroteThe Circlet of Adun'ubis - Ancient Adun'ubis has long mourned the loss of its Circlet, stolen from the head of one of its slumbering High Priests during its early years by the thieves of House Noctuvir.
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Quote from: Mort wroteHello!

Just a small announcement to say that it will now be possible to corrupt/enhance your undead minions as well as make them equip weapons of your choicing should you wish it so!

The rituals to corrupt/enhance your minions mix the skills of :

- Alchemy
- Lore
- Spellcraft

As well, they can be boosted by the feat "Spell Focus : Necromancy" and its greater counter-part.

What this means? It means that you can really create a unique and diverse undead army with your necromancer that you can experiment upon to make them ... faster... stronger.. more resilient... and so on.

Similarly, DMs can now give your PC a significant boost to your summoning/animating skills as a reward for roleplay, good stuff and awesomeness making it possible to control a LEGION of undead creatures (or other things!).

Cheers and Happy Animating!

Go Dark Arts!

[hide=Sorceror Perks for Necromantics]
Quote from: Talir WroteBone Warden -The long vigil is the popular name for the service you're known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.

Evil only.

Level 1: Animate Dead 2/day player tool. Receive raisable skeleton bones each rest.
Level 5: 3/- DR Slashing and Piercing. Animated minions receive +3 natural AC.
Level 8: 15% Negative Energy Immunity. Attendance at the Court of Bones 2/day.

    Attendance at the Court of Bones

    Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC amd regeneration. Lasts 2 turns.

Quote from: Talir WroteCarrion Feaster - Scorned, reviled, pursued. Even at the end of the world there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.

Evil only.

Level 1: Animate Dead 2/day player tool. Standard animate dead creature replaced with a ghoul.
Level 5: Immunity: Disease, +10% movement speed. Consume Corpse player tool 1/day.
Level 8: +2 STR, gloves receive on-hit: ghoul touch. +2 vampiric regeneration and +15% movement speed on animated creatures.

    Consume Corpse

    Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.

Quote from: Talir Wrote

Cultist - Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Level 1: +3 Persuade, +20 Total Maximum Summoning Points
Level 5: Bless (2) 1/day, +1 Universal Saves, Changed to +40 Total Maximum Summoning Points
Level 8: Lesser Planar Binding (9) 1/day, Changed to +60 Total Maximum Summoning Points

Quote from: Talir Wrote

Lifestealer - Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.

Level 1: Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration, the sorcerer's equipped weapon has +3 vampiric regeneration.

Level 5: If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength. Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hitpoints equal to your caster level.

Level 8: Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level, and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Does not apply if Enervation is cast on an NPC. Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.
Quote from: Talir Wrote

Maiden of Woe (female only) - Broken lips have long since stopped uttering pleas and praise to silence. Now sorrow surround you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking respite before returning to a plane of a god unresponsive.

Evil only.

Level 1: Negative Energy Ray (3) 5/day. Spirit summoning theme. Spirits are drawn to the sorceress (player tool toggle).
Level 5: 5/- DR Negative Energy. Absorb necromancy spells of level 2 and below. A larger number of spirits are drawn to the sorceress.
Level 8: A ghostly white aura circle the sorceress. 15% Concealment. Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed. Stronger spirits flock to the sorceress.
Quote from: Talir WroteRotbringer (male only) - In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.

Evil only.

Level 1: Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
Level 5: Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
Level 8: Negative Energy Burst (5) 2/day. Control Undead 1/day.
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[Hide=Relic Guardian combinations for Necromantics]


Primary Domains (must select one)
Air, Death, Earth, Evil, Fire, Good, Water, Chaos, Law, Knowledge, Magic, Destruction, Drow, Elf, Dwarf, Halfling, Gnome, Orc.

Secondary Domains (must select one):
Animal, Healing, Strength, Sun, Travel, Trickery, War, Luck, Ooze, Cavern, Darkness, Metal, Portal, Spider, Illusion, Spells, Reptilian, Undeath, SeaCaves, Renewal, Repose, Retribution, Rune, Storm, Suffering, Trade, Planning, Charm, Nobility, Fungus, Protection, Plant, Fate, Hatred.[/hide]

[hide=Faiths]
Quote from: Mr Cheeze-It WroteMyrkul
Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull
Symbol: White human skull on a black field
Home Plane: Unknown
Alignment: Neutral evil
Portfolio: The dead, wasting, decay, corruption, parasites, old age, exhaustion, dusk, autumn
Worshipers: Intelligent undead, mourners, loners, gravediggers, power hungry (particularly young) humans
Favored Weapon: "Doombringer" (scythe)

Cleric Alignments: CE, LE, N, NE
NwN Domains: Death, Trickery

Quote from: Mr Cheeze-It WroteShar
Mistress of the Night, Lady of Loss, Dark Goddess
Symbol: Black disk with deep purple border
Home Plane: Plane of Shadow
Alignment: Neutral Evil
Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Worshipers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadowdancers
Favored Weapon: "The Disk of Night" (chakram)

Cleric Alignments: CE, LE, NE
NwN Domains: Cavern, Darkness, Evil, Knowledge

History/Relationships: Shar's ceaseless battles against her bright sister have caused the creation and destruction of several deities throughout history. Though Selune strikes openly and forcefully against her twin at every opportunity, Shar prefers subversion, using her mortal worshipers to attack Selune's clergy and those things Selune holds dear, rather than at the deity herself. Still, she occasionally moves directly against minor enemies. During the Time of Troubles, Shar killed Ibrandul, a lesser deity of caverns, dungeons, and the Underdark, as an act of pure opportunism. Shar may attempt to consume Mask as well, for she nurses a cold anger for his dominion over shadow. Shar's love of dark spaces brings her into frequent conflict with deities of light and fire, and her desire to dominate the concept of revenge sets her against the ancient, dwindling power Hoar. Her only frequent ally is Talona, who may eventually serve Shar in return for the Dark Goddess's aid in murdering her hated enemy Loviatar.

Dogma: Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon (agents and items of Selune) whenever you find it, and hide from it when you cannot prevail. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death.

Quote from: ShadowCharlatan WroteMystryl
The Lady of Mysteries, the Mother of All Magic
Symbol: A single red star.
Home Plane: Dweomerheart
Alignment: Chaotic Neutral
Portfolio: Magic, Spells, the Weave, wizards, spellcasters, energy, creativity, knowledge, invention, song, time, spring
Worshipers: Wizards, bards, elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, former worshippers of Mystra.
Favored Weapon: Transcendence (morningstar)

Cleric Alignments: CN, CG, CE, TN
NwN Domains: Chaos, Illusion, Knowledge, Magic, Spell, Rune

History/Relationships: Mystryl was the first deity to hold the position of Lady of Mysteries and Mother of all Magic. She died saving the Weave from the arrogance of the Netherese archwizard Karsus. The second Lady of Mysteries perished in the Time of Troubles, and was replaced by a mortal wizard who assumed her name. Mystra, as she was called, developed into an impartial arbiter of the Weave over the years of her maintenance of the Weave. Mystra came to an end on Mirtul 19th, 1382 DR through the actions of the Transcendent Conclave of the Shrouded Isles Archipelago, in a powerful ritual led by the Oracle Razul to bring about the rebirth of Mystryl.

Upon his release by adventurers in the Sunken Enclave of Nebezzdos, the Oracle raised the old temple of Mystryl and gathered together a Conclave of the most powerful mages in the Shrouded Isles. The true nature and purpose of this Conclave was unknown as it went about uncovering the remains of Ancient Netheril and preaching vaguely of a Golden Age and New Netherese Empire to come in the future without the mistakes of the past. The Oracle revealed himself as Tezzeret the Prophet, a Netherese Archmage once incarcerated on Ymph, on the day of what he would call his Triumph. Tezzeret's Triumph, on Mirtul 19th, 1382 DR, was a tremendous sacrifice of magical artefacts and mages (including the entire gathered membership of the Transcendent Conclave) gathered over the years of the Conclave's existence, to undo the folly of Karsus and restore Mystryl to her rightful place.

Mystryl is known to be chaotic and seemingly contradictory in nature and temperament. At times she will be profound and business-like, whereas at others she will seem fickle and flirty. Her moods seem to match the moment.

Mystryl treats her fellow gods of magic, including Azuth, Savras, and Velsharoon (as well as those of other races) with a haughty disdain. The alliances held by Mystra with the gods of knowledge have also been deeply strained by the reborn Mystryl's vanity and fickleness.

Mystryl distrusts Shar, who along with Selûne were her progenitors, for Shar has sought to constantly usurp her power and role. Mystryl also dislikes Selûne's motherly tendencies, whom she views as overly maternal. She is an eternal enemy of Talos, Moander, and Cyric whom she sees as trying to ruin and destroy all that she and her worshippers seek to build and accomplish.

Dogma: Embrace the gift of magic in all of its glory, and do not take it for granted. Magic is your instrument, a thing of raw beauty, power, and majesty to be used to its greatest potential and never to be cloistered or contained. Research new subjects, spells, and magical items, for without waves of purpose and the pride of mages, the creative chaos of the weave will stagnate. Those who fail to embrace the full potential of the Lady's supreme gift are the worst of all abusers of the weave.
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EFU: Necronomicon by Diz-E

I love cats

Being a Necromancer is definetly fun I can reccamend it! I also have to point out that there are a lot more options for cleric necromancers than the ones listed.

zerotje

Alot of anti necromancy sentinent at the moment seemingly. Makes this faction great for plots, story, action. :) I approve.