Mage

Necromancer - by T.A. Saunders ©2012 v1.1

Summary A master of the dead, the necromancer can animate the deceased, speak with the recently slain, shape flesh and bone to their will and manipulate life-force. Considered one of the most dangerous paths of magic to follow, the necromancer is also one of the most powerful to confront in nearly any given situation. Necromancers are highly sought after in armies, where they can ‘raise' reinforcements, or scholarly leagues that seek to explore places haunted by the dead. Necromancers favor either robes or whatever clothing is fashionable at the time. They tend to shun armor of any sort, as their power is their protection (and whatever enchantments might be on their clothing).

Class Skills One With the Dead

A necromancer is capable of walking amongst unintelligent undead creatures, such as zombies and ghasts without fear of attack, providing that said necromancer does not take any hostile actions (which includes attempting to control undead). This talent has no duration and cannot be dispelled. Additionally, intelligent undead, such as wraiths, liches and vampires have a 50% chance to find the necromancer in question ‘tolerable' and given leave to pass unharmed, where others may not be so fortunate. This does not work on intelligent undead that are all ready hostile towards the necromancer in question. (100% effectiveness against unintelligent undead, 50% chance for tolerance from intelligent undead).

Dread Minions

A necromancer may call into service the living dead in a particular area, temporarily. These undead will be of the unintelligent sort and will only understand basic commands. They will also not be particularly powerful undead, but can serve as cannon fodder to effect an escape, or overwhelm an attacker. These undead crumble into dust after one hour. This skill can be used once per combat scenario. (1d6 skeletons/zombies/undead animals called into service +1 per rank starting at Necromancer. Summoned undead crumble after one hour. usable once per combat scenario.)

Shroud of Death

This ability gives the appearance of actual death. All life signs, detection and other functionality to sense the life of another will report that the necromancer is dead. However, this is only the beginning of the shroud's true power. Once ‘stricken' down, the necromancer will appear to rapidly deteriorate into base matter, when actuality they are transferring themselves to the Shadowlands. This traversal takes one round and once it is complete, the necromancer can jump out of another shadow within 60′ to their original location. This jump must be done within 1d4 rounds or be trapped in the Shadowlands. This skill can be used once per day. (Feign death, one round traversal into the Shadowlands, useable once per day).