Necrocarnal, Revised (3.5e Class)

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This is a revised version of Foxwarrior's Necrocarnal, credit where credit is due for the original class.

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Author: Leziad (talk)
Co-Authors: Foxwarrior
Date Created: 3rd January 2017
Status: Finished
Editing: Clarity edits only please
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A revised version of Foxwarrior's Necrocarnal.

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"Soulmelds" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full

Necrocarnal, Revised[edit]

Necrocarnals are powerful wielders of Necrocarnum. They differ from other members of the Incarnum path by being capable of investing it into others, specifically those who are currently dead. The Necrocarnals possess the ability to shape Necrocarnum soulmelds from any list including a few unique soulmelds of it own. Ul

Making a Necrocarnal[edit]

Abilities: As with all Incarnum-using class, a good Constitution is necessary. A Necrocarnal also greatly benefit from high Wisdom since it influence the DCs of it class feature and it Will saving throw.

Races: While very rare, necrocarnals are most often found on race with the [Incarnum] subtype.

Alignment: The overwhelming majority of necrocarnals are non-good, but it is possible to have a good-aligned Necrocarnal.

Starting Gold: 4d4×10 gp.

Starting Age: Complex.

Table: The Necrocarnal

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Meldshaping
Fort Ref Will Soulmelds Essentia Chakra Binds Corpse
1st +0 +0 +0 +2 Bonus Feat, Reanimator Specialist 1 1 0 1
2nd +1 +0 +0 +3 2 2 0 1
3rd +2 +1 +1 +3 Advanced Learning 2 3 1 2
4th +3 +1 +1 +4 3 4 1 2
5th +3 +1 +1 +4 Bonus Feat 3 5 1 3
6th +4 +2 +2 +5 Advanced Learning 3 6 1 3
7th +5 +2 +2 +5 4 7 2 4
8th +6/+1 +2 +2 +6 4 8 2 4
9th +6/+1 +3 +3 +6 Advanced Learning 4 9 2 5
10th +7/+2 +3 +3 +7 Bonus Feat 5 10 2 5
11th +8/+3 +3 +3 +7 5 11 3 6
12th +9/+4 +4 +4 +8 Advanced Learning 5 12 3 6
13th +9/+4 +4 +4 +8 5 13 3 7
14th +10/+5 +4 +4 +9 6 14 3 7
15th +11/+6/+1 +5 +5 +9 Advanced Learning, Bonus Feat 6 15 4 8
16th +12/+7/+2 +5 +5 +10 6 16 4 8
17th +12/+7/+2 +5 +5 +10 6 17 4 9
18th +13/+8/+3 +6 +6 +11 Advanced Learning 7 18 4 9
19th +14/+9/+4 +6 +6 +11 7 19 5 10
20th +15/+10/+5 +6 +6 +12 Bonus Feat 7 20 5 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Necrocarnals.

Weapon and Armor Proficiency: Necrocarnals are proficient with light and medium armor, shields (except for tower shields), and simple weapons, and martial weapons that only deal bludgeoning damage.

Meldshaping: A Necrocarnal's primary ability is shaping soulmelds and investing essentia in corpses. Once you gain the ability to shape soulmelds, you can shape any soulmeld with the Necrocarnum descriptor. The Difficulty Class for a saving throw against a soulmelds is equal to 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Necrocarnal level.

The Necrocarnal can only shape a limited number of soulmelds per day, as listed under the "soulmelds" column. If your Constitution score - 10 is lower than that number, you are limited to your Constitution score - 10 soulmelds instead.

At 1st level, you also gain access to a pool of essentia, as listed under the "essentia" column. As a swift action, you can reallocate your essentia among your soulmelds, feats, corpses, etcetera. You cannot invest essentia into corpses you do not already have essentia invested in unless you are within 5' of them.

A Necrocarnal does not rest and prepare soulmelds in advance, but does require 1 hour of meditation to shape his soulmelds for the day.

Chakra Binds: At 3rd level, you can bind soulmelds to your chakras, granting additional abilities. The "Chakra Binds" column determines the number of soulmelds you can have bound to chakras at any one time. At 3rd level, you gain the ability to bind soulmelds to your Crown chakra. At 5th level, you can bind soulmelds to your Hands, Feet and Arms chakras. At 9th level, you can bind soulmelds to your Shoulders and Brow chakras. At 11th level, you can bind soulmelds to your Throat and Waist Chakras. At 15th level, you can bind soulmelds to your Heart and Soul chakras.

Corpses: This determine the number of combined Death Puppet and Incarnum Skeleton a Necrocarnal can have essentia invested in at the same time.

Bonus Feat: At 1st level, 5th level and each 5 level thereafter the Necrocarnal receive a bonus [Incarnum] or [Necromantic Creation] feat she meet the prerequisite for.

Reanimator Specialist: A 1st level gain the Reanimator Specialist feat as a bonus feat even if she does not meet the prerequisite. It only apply to her Walking Corpses.

Death Puppet (Su): You can invest essentia in nearby corpses that have been dead for less than 1 day per class level. A corpse with 1 point of essentia invested in it functions as a Simple Zombie under your control. Removing all points of essentia from a corpse returns it to being a simple corpse. You cannot have more corpses with essentia invested in them than it says in the column labeled "corpses", the total Hit Dice of all undead you control in this way cannot be more than twice your meldshaper level, and no undead you control in this way may have more hit dice than you do.

You may raise the same corpse over and over again, it hit point stay the same between period of animation unless it is healed. However if it is destroyed, you cannot raise it again unless you repair the corpse somehow.

For every point of essentia beyond the first invested in a corpse, you may grant it one of the abilities below. A corpse with two or more point of essentia invested in it do not have the 'Single Actions Only' special quality.

  • Deflective: +1 Deflection bonus to AC for each points of essentia invested into it.
  • Fast: +5' to all move speeds it possesses for each points of essentia invested into it.
  • Quickness: On a full attack the undead can make on extra attack at it highest attack bonus.
  • Fast Healing: The walking corpse gains Fast Healing equal to the amount of essentia invested in it.
  • Hardened: The walking corpse gains DR/- equal to the amount of essentia invested into it. This stack with any other sources of inherent DR it may have.
  • Resistant: The walking corpse's DR/- now apply to all sources of damage, including energy damage and typeless damage.
  • Necromantic Intelligence: The corpse's intelligence, charisma, and wisdom scores all become 12. It does not gain feat but has all the skills it has in life. The corpse only retain fragment of the memory and personality of it former self. Thus can provide only mildly useful information and passably disguise as it former self, although the disguise does not hold to extended scrutiny.
  • Vodun Puppet: The corpse now look and act exactly the same way it did in life, showing not external sign of undeath. It gain a +20 bonus on Disguise but only to imitate it living self, similarly it gain a +10 bonus on Bluff but only to stay in-character.
  • Soul Puppet: The corpse is raised as a Corpse CreatureBoVD with the soul of the original creature trapped inside. This may only be done if the creature is made as a walking corpse no more than 1 round after it death and the creature soul must still be present in the body. A corpse with this ability only last for 1 round per meldshaper level, after which all essentia invested in it become automatically uninvested. This override Necromantic Intelligence and Vodun Puppet.
  • Sturdy: The corpse gains 2 temporary hit points per meldshaper level which can only be refreshed by reinvesting essentia to this ability. When the essentia granting this health is uninvested, the walking corpse loses that health.

Incarnum Skeletons (Su): Instead of animating corpses, a Necrocarnal can animate old bones to create a Human Skeleton Warrior by investing 1 point of essentia into it. Unlike a Death Puppet the bones do not need to be fresh, otherwise it behave the same way. It is possible to invest more essentia into the skeleton, turning it into a better skeleton.

  • Investing an additional point allow you to create a Spellbone.
  • Investing three points in a suit of armor allow you to create a Undying knight instead of a skeleton.

Advanced Learning: At 3rd level, and every 6 levels after 3rd level, you can learn a new soulmeld from any class's soulmeld list. You can shape that soulmeld as though it was a Necrocarnum Soulmeld.



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Article BalanceHigh +
AuthorLeziad + and Foxwarrior +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA revised version of Foxwarrior's Necrocarnal. +
TitleNecrocarnal, Revised +
Will Save ProgressionGood +