The Water Margin
This character class originally appeared in Athas.org’s Prestige Classes document.
Necromants are wizards who have somehow become tied to the plane known as the Gray, which they tap into to power their spells. Necromants are either undead wizards who have developed the ability to cast spells where there is no life, such as in the Obsidian Plains, or they can be living creatures seeking to unravel the mysteries of death and find answers to questions that only the ancient dead know. Some necromants seek out powerful intelligent undead to learn the secrets to becoming undead, or to increase their already impressive powers. Others might yet have other sinister reasons for their preoccupation with death.
Of all the races, human and half-elves take to the study of necromancy with most vigor. Elven mentality dictates living in the now, thus concepts such as death and eternal life do not appeal to them. Pterrans find undead to be abominations and violations against the Earth Mother’s will, while halflings experience necromancy as something unnatural and opposed to their cultural ties to nature. Many necromancers prefer the company of undead over the living.
NPC necromants can be found exploring old ruins, cemeteries and areas inhabited by undead. A number of undead necromants can be found on the Obsidian Plains.
To qualify to become a necromant, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 2 ranks, Knowledge (religion) 4 ranks.
Feats: Iron Will.
Spells: Ability to cast 3rd level arcane spells.
Class Skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Table: The Necromant Hit Die: d4
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1||+0||+0||+0||+2||Gray casting, undead presence||+1 level of existing arcane spellcasting class|
|2||+1||+0||+0||+3||Fear immunity||+1 level of existing arcane spellcasting class|
|3||+1||+1||+1||+3||—||+1 level of existing arcane spellcasting class|
|4||+2||+1||+1||+4||Gravespeaker||+1 level of existing arcane spellcasting class|
|5||+2||+1||+1||+4||Animate dead||+1 level of existing arcane spellcasting class|
|6||+3||+2||+2||+5||—||+1 level of existing arcane spellcasting class|
|7||+3||+2||+2||+5||Dead lord||+1 level of existing arcane spellcasting class|
|8||+4||+2||+2||+6||Control undead||+1 level of existing arcane spellcasting class|
|9||+4||+3||+3||+6||—||+1 level of existing arcane spellcasting class|
|10||+5||+3||+3||+7||Negative energy immunity||+1 level of existing arcane spellcasting class|
Weapon and Armor proficiencies: Necromants are proficient in simple weapons and the whip.
Gray Casting: Necromants have discovered how to draw energy from the Gray to fuel their spells. They can choose whether to utilize plant energy or energy from the Gray when casting spells. Gray energy has no impact on the environment, although philosophers would insist that it has an effect upon the spirits and energies of the Gray.
Undead Presence: The necromant can conceal his scent of the living. Mindless undead view the necromant as a fellow undead; while intelligent undead cannot smell the necromant’s living flesh, they can probably see that the necromant is very much alive (assuming he is alive).
Fear Immunity: Spending time in burial mounds and exploring areas populated by undead beings is not for the light of heart. At 2nd level, necromants develop immunity to fear.
Gravespeaker (Su): At 3rd level, the necromant gains the ability to speak with dead at will, and receives a +2 bonus to Bluff, Diplomacy and Sense Motive checks when conversing with intelligent undead.
Animate Dead (Sp): At 5th level the necromant can use animate dead as per the spell once per day.
Dead Lord: At 7th level, the necromant can have twice the number of Hit Dice of undead normally allowed.
Control Undead (Sp): At 8th level, the necromant can exert control of undead created and controlled by others, including intelligent undead. The necromant can use command undead as per the spell once per day.
Negative Energy Immunity (Su): At 10th level, the necromant becomes immune to the adverse effects of negative energy. He is not affected by energy drain and ability damage, and inflict spells have no effect on him (nor do they heal him as they do real undead, assuming the necromant is indeed living).