This is a new character class, using the ACKS rules, designed using the ACKS Players Companion; and is also part of the A to Z Challenge (see link on the right).
Necromancer
Student of the Divine Bones
Prime Requisite: Wisdom
Requirements: None
Hit Dice: 1d4, and 1 hit point per level after 9th
Maximum Level: 14.
Amidst the dwellers in the City of Bones (see later this month) is a peculiar student of the divine, a scholar and dabbler that pays homage to the various gods whose avatars died on the site of the city. These students, calling themselves Necromancers collect bones of the Gods, and as a result of these collections and their worship, they have acquired divine power in the form of spells and special abilities that they can call upon. As these Necromancers increase in power, furthering their study with field experience, they gain insights into death, undeath, and the Gods themselves.
Necromancers follow several Gods, depending on the bones that they have gathered. Although not as religious or indoctrinated as typical Clerics, they have a tendency to follow the dictates and codes of the religions whose Gods they have collected.
Although they are not inherently Evil or Chaotic, their studies warp and disturb the mind, and the more powerful Necromancers often become twisted and corrupt, delving into black arts best left alone. These types gather into groups, forming cults dedicated to a number of like-minded Gods, whilst seeking means to increase their knowledge and power.
| Experience |
Level |
Title |
Hit Dice |
Special Abilities |
| 0 |
1 |
Student |
1d4 |
Student of Lore, Speak with Dead |
| 1,325 |
2 |
Practitioner |
2d4 |
Control Undead, Divine Spells |
| 2,650 |
3 |
Graduate |
3d4 |
|
| 5,300 |
4 |
Cultist |
4d4 |
Turn Undead |
| 10,600 |
5 |
Scholar |
5d4 |
|
| 21,200 |
6 |
Teacher |
6d4 |
|
| 40,000 |
7 |
Senior Cultist |
7d4 |
|
| 80,000 |
8 |
Necromancer |
8d4 |
Arcane Spells |
| 180,000 |
9 |
Reanimator |
9d4 |
Animate Dead, Establish Cult |
| 280,000 |
10 |
Cult Leader |
9d4+1 |
|
| 380,000 |
11 |
Cult Leader (11th Level) |
9d4+2 |
|
| 480,000 |
12 |
Death Lord |
9d4+3 |
Unravel Life |
| 580,000 |
13 |
Death Lord (13th Level) |
9d4+4 |
|
| 680,000 |
14 |
Death Lord (14th Level) |
9d4+5 |
|
The path of a Necromancer begins with the study of lore, relating mostly to the Gods, religion and the bones found within the city; however, their reading is extensive, and as such a Level 1 Necromancer (Student) can identify occult runes, symbols, recall ancient history and recognise artefacts and the like, on a proficiency throw of 18+. This is reduced by 1 per Level (i.e. a Level 3 Necromancer has a throw of 16+). This knowledge includes the study of the dead, allowing a Student of Lore to Speak with Dead, once a week, after a turn preparing and studying the corpse. It functions as per the spell of the same name, using the Necromancer’s Level for all variables.
As a Necromancer increases in experience, their knowledge expands, and a Practitioner (Level 2 Necromancer), by exposure and communing with the bones they carry, now has access to Divine Spells and gains the ability to Control Undead as a chaotic Cleric of the same level (as per the Command Undead ability), so long as they have their bones upon them (see below); such a Necromancer may also conduct research as per a Cleric of their Level.
This control expands upon reaching Level 4 (Cultist), allowing the Necromancer to Turn Undead as per a Cleric of half their level (round down).
As their knowledge, study and power continues to grow, a Necromancer begins to dabble in the arcane, learning how to cast Arcane Spells at Level 8 (Necromancer), with an effective Level of 1. They may also conduct research as a mage equal to the Necromancer’s Level – 7.
With access to arcane and divine magic, the Necromancer begins to understand what holds life and death together. Upon reaching Level 9 (Reanimator), a Necromancer can spend a turn preparing corpses and may then Animate Dead, as per the arcane spell; however, they may only do this once per week, as the Gods will allow only so much power over the dead. This dark knowledge increases so that, by Level 12 (Death Lord), a Necromancer can spend a turn concentrating in order to Unravel Life, which functions as per the arcane Death Spell. This may be accomplished, again, only once per week.
| Level |
Divine: 1st |
Divine: 2nd |
Divine: 3rd |
Divine: 4th |
Divine: 5th |
Arcane: 1st |
Arcane: 2nd |
Arcane: 3rd |
Arcane: 4th |
| 1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 2 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 3 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 4 |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 5 |
2 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 6 |
2 |
2 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| 7 |
2 |
2 |
2 |
1 |
1 |
0 |
0 |
0 |
0 |
| 8 |
3 |
3 |
2 |
2 |
1 |
1 |
0 |
0 |
0 |
| 9 |
3 |
3 |
3 |
2 |
2 |
2 |
0 |
0 |
0 |
| 10 |
4 |
4 |
3 |
3 |
2 |
2 |
1 |
0 |
0 |
| 11 |
4 |
4 |
4 |
3 |
3 |
2 |
2 |
0 |
0 |
| 12 |
5 |
5 |
4 |
4 |
3 |
2 |
2 |
1 |
0 |
| 13 |
5 |
5 |
5 |
4 |
3 |
2 |
2 |
2 |
0 |
| 14 |
6 |
5 |
5 |
5 |
4 |
3 |
2 |
2 |
1 |
Spell Progression
The studious nature of the Necromancer means that they have no time to study weapons or the wearing of armour. As such they may not wear any armour, nor use shields, and are only proficient in using staffs, clubs, daggers and slings. They amy not dual wield, and their Attack Throw starts at 10+ and increases every six levels (as per a Mage). Their connection to the divine grants them some degree of protection, however, and they Save as a Cleric.
| Level |
Attack Throw Progression |
| 1-3 |
10+ |
| 4-6 |
9+ |
| 7-9 |
8+ |
| 10-12 |
7+ |
| 13-14 |
6+ |
| Level |
Petrify & Paralysis |
Poison & Death |
Blast & Breath |
Staffs & Wands |
Spells |
| 1-2 |
13+ |
10+ |
16+ |
13+ |
15+ |
| 3-4 |
12+ |
9+ |
15+ |
12+ |
14+ |
| 5-6 |
11+ |
8+ |
14+ |
11+ |
13+ |
| 7-8 |
10+ |
7+ |
13+ |
10+ |
12+ |
| 9-10 |
9+ |
6+ |
12+ |
9+ |
11+ |
| 11-12 |
8+ |
5+ |
11+ |
8+ |
10+ |
| 13-14 |
7+ |
4+ |
10+ |
7+ |
9+ |
Saving Throw Progression
At 9th Level, a Necromancer may establish their own cult. This is similar to the Hideout of a Thief, and the new cult attracts 2d6 1st Level followers, 50% of which maybe trained as Clerics or Necromancers; the rest are loyal cultists of various classes. The cult may be used for hijinks, especially gathering information and learning of the location of divine artefacts and arcane tomes dealing in black magic.
Necromancer Proficiency List
Apostasy, Arcane Dabbling, Battle Magic, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Languages, Laying on Hands, Leadership, Magical Engineering, Martial Training, Naturalism, Prestidigitation, Profession (scholar), Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus.
Template
This template represents a typical student of the necromantic arts, studying history and life, to forge a path on the study of death.
| Template |
Proficiencies |
Equipment |
|
|
Student of the Black Arts
|
Knowledge (History),
Healing
|
Finger bones x 6 (holy symbol), curved sacrificial dagger, grey robes, leather belt, leather gloves, high boots, backpack, 1lb birthwort, 1lb goldenrod, 1lb woundwort, quill and ink, 2 weeks’ iron rations, 5 gp.
|
|
The Bones
All Necromancers carry a selection of bones with them, 2d4 in total, from various Gods. These bones serve as the Necromancer’s Holy Symbol and Spell Book, with tiny runes carved upon their surface that act as the formula for arcane spells. Without these spells, a Necromancer cannot cast any divine spells, control or turn undead, nor use their Unravel Life or Animate Dead powers. As such a Necromancer guards their bones.
However, if the bones are lost, new ones can be collected. It takes a day per Level of the Necromancer to attune themselves to the new bones, but afterwards their powers return in full.