Sacred necromancer pathfinder free pdf download






















You can begin channeling energy at 2nd level, and it increases in potency every two levels thereafter, as shown in Table: Sacred Necromancer. You learn a number of insights, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. For you, these consist of all cantrips and orisons. You are encouraged to choose primarily from the necromancy school.

Each calling has a specific connection, tying it to death and the life unliving. This connection defines you and your abilities. At 3rd level and every 4 levels thereafter 7th, 11th, and so on , you begin to understand yourself and the universe more deeply, gaining power in the process.

You must choose a whisper from the list of whispers available to your callings and fields. If a whisper is chosen at a later level, you gain all of the abilities and bonuses granted by that whisper based on your current level. Unless otherwise noted, activating the power of a whisper is a standard action. Each calling has a list of whispers all its own, but there are additional whispers that all sacred necromancers can choose from. These are grouped by theme into fields.

At 7th and 15th levels, you can choose a field in which to branch out your studies. From then on, when you choose a new whisper, you can choose from either those of your calling or those of one of your fields. Each sacred necromancer must choose from among the following callings.

Channel Energy : As a chirurgeon, you can only channel negative energy. Further, you can only use it for healing, not for dealing damage. Connection : You are a master of the macabre, a tinkerer of life, and a scientist at heart. Drawn to the corporeal mysteries of necromancy , you experiment with flesh both living and dead to gain a greater understanding of life.

As part of your studies, you have created a monster as a loyal companion and test subject. See Monster Companions for more information. Whispers : A sacred necromancer with the chirurgeon calling can choose from any of the following whispers. Cadaver Crafter Su — Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment , while intelligent undead share your alignment.

Undead you create are still affected by positive and negative energy as normal. In addition, when creating undead , you can perform a special ritual on one corpse to be animated. You may not apply the following abilities: metal or stone. You may only have one such crafted corpse in existence at a time. See building and modifying constructs for more information on construction points.

Field Experimentation Su —You are known for your experiments with life. While most such experiments take place in the laboratory, you often must take your experiments abroad. As a standard action that provokes attacks of opportunities, you may make a touch attack against one creature.

If successful, roll 3d4 and consult the following table for each die. The first die applies to Strength , the second to Dexterity , and the third to Constitution. When using this ability, the chirurgeon may sacrifice one spell as a swift action to alter the cumulative chance of going berserk.

The chirurgeon must decide to do this before rolling to determine the effect. For example, if Frederick uses this ability on an orc, he would roll 1d4 three times. If he gets 1 on the second roll, the orc takes a -2 penalty to Dexterity. If he gets 2 on the third roll, the orc gains no bonus or penalty to Constitution. These experiments last for a number of rounds equal to your Charisma score after which the creature is no longer berserk.

In addition, you add half your sacred necromancer level to all Heal checks. It Lives! Su —You can temporarily bring corpses back to life. As a standard action once per day that provokes attacks of opportunity , you can touch a creature that has died within the last hour and give it new life. The creature is brought back to life for a number of minutes equal to your level, after which it dies again.

During this time, the creature is confused , as the spell confusion , and no magic can alleviate this confusion. However, you may make an opposed Charisma check when you first reanimate the dead creature. If you succeed, the creature is temporarily not confused , and you can give it simple commands for a number of rounds equal to your Charisma modifier.

The confusion returns after this period, and you cannot reassert control. You must be at least 7th level to take this whisper. Mad Knowledge Ex —Your studies have brought you unprecedented lore.

Treat all Knowledge skills as class skills, and you may add your Charisma bonus in addition to your Intelligence bonus to all Knowledge checks. You may also make Knowledge checks untrained.

Miasma Su —Through your study of diseases, you have learned the secrets of how they spread and, more importantly, how to call a disease down on those who have slighted you. As a standard action , you can sicken one creature within 25 ft. This is a disease effect. Each round the target is sickened by this ability, you may take a move action to spread the contagion. By doing so, each enemy adjacent to the original target at the start of its turn is sickened for 1 round Fort save negates.

You may use this ability a number of times per day equal to your Charisma modifier minimum 1. In addition, you are immune to disease as an extraordinary ability. Monster Modification Ex —You gain one additional construction point that you may apply to your monster. You may select this whisper multiple times but only once for every 7 sacred necromancer levels you possess.

At 20th level, you learn the secrets of giving sentience to your creations. Your monster gains an Intelligence score of 13 or increases to 13, if it already possesses an Intelligence score. In addition, undead or constructs you create have at least an Intelligence of 7 or higher, if the undead would normally have a higher Intelligence. You may have a number of sentient undead or constructs , not including your monster, equal to your Intelligence modifier, and you may only add sentience to the creature when you create it.

The Practical Applications of Electricity Su — While most know that electricity can take lives, you are keenly aware that electricity can also give life. At 9th level, you can create flesh golems or similar golems created from the parts of other creatures as if you possessed Craft Wondrous Item , Craft Magical Arms and Armor, and Craft Construct.

You must meet all other construction requirements for the golem as normal. Channel Energy : As an exorcist, you can only channel positive energy. Further, you can only use it for dealing damage, not for healing. Connection : You have a natural connection to the pathways of life, and you are their protector, of sorts, whether willing or not.

You have become a gatekeeper to both undead and outsiders. You possess a measure of protection from outsiders and undead , from mental control, and from summoned creatures.

A magical barrier surrounds you at a distance of 1 ft. At 6th level, you are immune to all forms of possession and mental control initiated by outsiders and undead. This includes charm and compulsion effects, as well as effects like magic jar. At 12th level, you are protected from bodily contact by outsiders and undead. The natural weapon attacks of such creatures fail and the creatures recoil if such attacks require touching you. This protection against contact ends if you make an attack against or try to force the barrier against the blocked creature.

Unlike normal supernatural abilities, SR can allow a creature to overcome this protection and touch you: 1 minute after a creature with SR overcomes this protection, the barrier becomes effective against that creature again.

Whispers : A sacred necromancer with the exorcist calling can choose from any of the following whispers. Be Gone Su —Your touch brings discord to those that would influence others and allows their victims a second chance. As a standard action , you can make a touch attack against a target that is possessed or being mentally controlled.

If you hit, that target can make a new saving throw to end the effect. Hedging Circle Su —You can use one of your uses of channel energy as a standard action to imprison outsiders and undead within a protective circle ft. Neither the creatures nor any spells and effects originating from them can cross the circle. This effect remains for a number of rounds equal to your Charisma modifier but dissipates if you attack across the barrier.

You must be at least 5th level to select this whisper. Outsider Channeling Su —You can choose to damage outsiders when using channel energy. Whenever you channel energy , you must choose the type to affect. Parting the Veil Sp —You can speak with dead at will, as per the spell. However, the dead are not compelled to answer, so there is no Will save required. You can simply speak to the dead just as you speak to any other NPC. You must be at least 9th level to select this whisper. Sacred Barrier Su — You can use one of your uses of channel energy as a standard action to prevent outsiders and undead and any spells and effects originating from them from entering the area ft.

This effect remains for a number of rounds equal to concentration a standard action plus your Charisma modifier but instantly dissipates if you attack across the barrier.

A successful Will save allows one spell or effect originating from an otherwise prevented outsider or undead to enter the protected area. Alternatively, you can seal the threshold of a room, and for as long as the seal is in place, no outsider or undead can enter. Soul Pressure Su — Incorporeal creatures take full damage from your spells. You must be at least 11th level to select this whisper. Soulgaze Su —With but a gaze, you can unnerve even the mightiest of warriors.

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