“There is more in the dark than there appears”

Class Traits

Role: Leader/Striker. You siphon power from those around you to aid them when it serves you, healing them, and protecting them from forces beyond the grave.

Power Source: Shadow. You draw on the dark powers of the shadowfell through a deep connection to the plane.

Key Abilities: Intelligence, Wisdom, Constitution

Armor Proficiencies: Cloth

Weapon Proficiencies: Quarterstaff, Dagger, Scythe

Implements: Staff, Dagger, Scythe

Bonus to Defense: +1 Will, +1 Fort

Hit Points at 1st Level: 10 + Constitution score

Hit Points per Level Gained: 4

Healing Surges per Day: 10 + Constitution modifier

Trained Skills: Arcana or Religion (your choice). From the class list below, choose 3 more trained skills at 1st level.

Class Skills: Arcana (Int), Bluff (Cha), Dungeoneering (Wis), Heal (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Thievery (Dex)

Class Features: Funnel Life, Implement Focus, Necromantic Study, Ritual Casting, Steal Life

Necromancers are the unrivalled masters of life and death. They draw on their own life force, and that of those around them, to blast their foes with dark energies, heal companions, and summon up undead allies. Most necromancers are haughty individuals, though some white necromancers are humble. Will you follow the path of the white necromancer, healing your allies and destroying undead, follow a darker path with black necromancy gaining power over the living, or will you walk the narrow line in between?

Implements Necromancers make use of daggers, scythes, and staffs to help channel and direct their shadow powers. Every necromancer focuses on one type of implement (see “Class Features”). Without an implement, a necromancer can still use his or her powers. A necromancer wielding a magic dagger, scythe, or staff can add its enhancement bonus to the attack rolls and the damage rolls of necromancer powers, as well as necromancer paragon path powers, that have the implement keyword.

Necromancer Class Features

Funnel Life Using the funnel life power, necromancers can grant some of their own life energies to their comrades to help them continue the fight.

Implement Focus You specialize in the use of one implement over all others. Choose one of the options below to gain extra abilities with your favored implement.

Ritual Dagger: Once per round as a minor action you may spend a healing surge to gain a power bonus to your next attack roll equal to your Constitution Modifier.

Reaper’s Scythe: When used in conjunction with a power with the weapon keyword you may spend a healing surge to treat the scythe as if it has the Brutal 1 property.

Skull Topped Staff: As an immediate interrupt you may spend a healing surge to add your Constitution modifier to all defenses for one attack.

Necromantic Study Necromancers wield both the white and black powers of necromancy, though some favor one side over the other. Choose which path to favor to gain special benefits.

Black Necromancy: Those who favor the dark aspects of necromancy gain enhanced damage dealing potential and lean toward the striker role. You may add your Constitution modifier as a bonus to damage roles with shadow powers. The bonus increases to your Constitution modifier +2 at 11th level and your Constitution modifier +4 at 21st level.

Gray Necromancy: Those who walk the line in their studies draw the notice of an undead servant as described below. The care of this servant draws some of their focus and they lose the Ritual Casting class feature.

White Necromancy: White necromancers focus on the healing aspects of necromancy. When you grant healing with one of your necromancer powers that has the healing keyword, add your wisdom modifier to the hit points regained.

Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.

Steal Life Necromancers use the steal life power to keep their power reserves high.

Undead Servant: A necromancer who chooses the gray necromancy class feature may summon an undead creature to aid him in battle. To do so he must spend 2 healing surges which he cannot regain through any means (including his Steal Life power) until the creature is dismissed or destroyed. Summoning the servant is a standard action, and he can be dismissed as a minor action.



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