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The Necromancer
Power over death itself, this is the creed of the Necromancer. To be able to wield magic in such a manor that corpses are returned to living status, or undead creatures are driven away with a mere gesture. This is the power that a Necromancer commands.

Characteristics:
Dark and brooding by nature a Necromancer is most often a loner. Patiently studying ancient forbidden arts to further their own dark purposes. Necromancers reveal in the opportunities they get to showcase their talents in front of an audience, grandstanding at times to gloat and show their "superiority" over others.

Alignment:
Most often, Necromancers choose Chaotic or Evil since their abilities and chosen lifestyle isn't naturally "accepted" by the majority of civilizations.
Religion:
Magic users commonly revere Boccob, god of magic. Some, especially necromancers or simply more misanthropic wizards, prefer Wee Jas, goddess of magic and death. Evil necromancers are known to worship Nerull, god of death.
Races:
Humans, Elves, Yuan-Ti, and Half-Dragons.
Special Abilities:

Necromancer Spells


Wizard Starting Package:
No armor
Quarterstaff (1d6, crit x2, 20 hp)
Shortbow (1d6, crit x3)
Backpack with waterskin
One days trail rations
Bedroll
Sack
Flint and steel
10 Candles
Map Case
3 Pages of Parchment
Ink
Inkpen
Spell Compnent Pouch
Spellbook
Quiver with 20 Arrows
18 gp
Necromancer Starting Hit Points and Magic Points:
18 hit points and 8 magic points
Necromancer Attack and Evade Bonus as per Level: (Dmg bonus for physical weapons only, NOT magic)
LevelAttack PercentEvade PercentDamage Bonus
125%20%+0
225%20%+1
330%25%+1
430%25%+2
535%30%+2
635%/25%30%+4
740%/25%35%+4
840%/30%35%+6
945%/30%40%+6
1045%/35%40%+8
1150%/35%45%+8
1250%/40%45%+10
1355%/40%50%+10
1460%/45%55%+12
1560%/45%55%+12
1665%/50%60%+14
1770%/50%65%+14
1875%/55%70%+16
1980%/60%75%+16
2090%/60%85%+18