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 Healing Necromancer Idea

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T O P I C    R E V I E W
Sourcemaster2 Posted - 01 Feb 2004 : 02:05:15
I've been trying lately to develop a prestige class for necromancers that focuses on healing. After all, if a necromancer can drain life-force from unwilling victim, surely he can transfer health from himself (or a willing donor) to heal others.Eventually, the necro would be able to access the Positive Energy Plane directly, and so use "cure" healing spells like a cleric. Unfortunately, my attempts at writing this class have failed. If anyone here would try to properly write this PrC, I would be most thankful. I beg of you, Oh Mighty Sages, aid me!
23   L A T E S T    R E P L I E S    (Newest First)
Sourcemaster2 Posted - 28 Feb 2004 : 04:40:00
Cult_Leader, any luck with the PrC?
Dracandos the Spellsage Posted - 07 Feb 2004 : 17:06:02
quote:
Originally posted by Cult_Leader

Yeah let me make a phone call and try to get ahold of chris to find out what book its in and where the info is. Soon as I have it I will post it up on here then. Basically I can give you a little back ground. They are like monk mage type people who actualy heal others by taking their damage.

that would be appreciated Cult Leader
Lina Posted - 07 Feb 2004 : 10:25:33
Healing Necromancer heh, what will they come up with next? A Jester Bard or Priest Assassin perhaps.
Cult_Leader Posted - 04 Feb 2004 : 16:07:29
Yeah let me make a phone call and try to get ahold of chris to find out what book its in and where the info is. Soon as I have it I will post it up on here then. Basically I can give you a little back ground. They are like monk mage type people who actualy heal others by taking their damage.
Dracandos the Spellsage Posted - 04 Feb 2004 : 00:23:50
aye i wouldlike to learn of this "Pain Barer" as well.
Shadowlord-a RSE indeed! lol
Shadowlord Posted - 03 Feb 2004 : 21:15:03
Ack, Now that would be a RSE!
Alaundo Posted - 03 Feb 2004 : 18:23:52
quote:
Originally posted by Sourcemaster2

Cult_Leader, could you e-mail me the class description (unless Alaundo will let you sneak it on here)



Well met

Indeed, this is permitted. Although remember to include such within quotes and state the source of the material you are quoting.

....we dont want any undesirable types banging on the doors of Candlekeep waving all manner of legal documents at us after all
Sourcemaster2 Posted - 03 Feb 2004 : 17:57:36
Bookwrym, I suppose leaving scars could be included in their healing. However, the fact that clerics can heal at all leads me to believe that mages can too. A cleric's spells are granted by a diety, but in the end they are spells. Any effect that a cleric can produce-excluding those that require the direct intervention of his god or one of its minions-should be able to be performed by a wizard. I understand that healing is usually the domain of clerics, but there doesn't seem to be any reason that a wizard can't. Maybe the life transfer spells could leave scars, and be limited to "simple" healing (healing cuts, bruises) while the "direct" healing could be more complete (curing diseases, blindness, as well as leaving no scars). This could be explained by healing being a difficult magic, easy for clerics because they don't have to understand their spells, while a wizard does.
Sourcemaster2 Posted - 03 Feb 2004 : 17:47:06
Cult_Leader, could you e-mail me the class description (unless Alaundo will let you sneak it on here)
Cult_Leader Posted - 03 Feb 2004 : 14:32:14
Just stop. Dont go on. There is already a class like this. All you have to do is find it in a book I could ask some one for you, I have seen them play it a few times. Its called something like the "Pain Barer" or some odd thing like that. But there is indeed a class like that.
Bookwyrm Posted - 03 Feb 2004 : 05:48:49
You can delete such posts, you know.

As for the class, I don't have any problem with a necromancer having some healing magics. However, remember that there are supposed to be costs. Clerics channel divine power, and mages channel natural power. It shouldn't be easy. Perhaps all they can do is speed up natural healing? That way, in addition to the game penalties, there would be a roleplaying penalty -- scars. The necromancer might have to do some heal checks as well, to make sure wounds closed properly (stitches), that bones were set right (splints), etc.
Bookwyrm Posted - 02 Feb 2004 : 07:31:16
I actually created a feat that allowed access to some cure spells as arcane spells. They didn't come automatically, of course, and they had a permanent +1 level modifier (so a cure light wounds would be a second-level spell).

It was my first feat, and it had a few problems. You might find it interesting, though. It's at the start of the Skills and Feats scroll.
Shadowlord Posted - 02 Feb 2004 : 05:23:39
I like what you've mentioned, Sourcemaster, but his abilities seem more divine than arcane. As a result of the "Necromancer Prerequisite", I was going to make things a bit more arcane oriented, but nonetheless, I like your ideas.
Sourcemaster2 Posted - 02 Feb 2004 : 04:55:13
Elrond, the class you wrote of is interesting, but I'm trying to go in a more magical kind of healing, dealing less with the study of anatomy and more on the study of mystical life-force. Shadowlord, I was thinking of a roughly 10-lvl PrC. For the first 3-5 lvls, the necromancer (white necromancer?) would need hit points to transfer to his patient.(from himself or a donor) At later lvls, he could learn to tap into the Positive Energy Plane, possibly gaining a lay on hands ability like a paladin's, as well as being able to cast "cure" spells. To balance out the fact that arcane spellcasters usually can't heal, his cure spells could be (or so)a level higher than a cleric's. At higher levels, I was thinking about giving him some kind of regeneration, due to prolonged exposure to the energies of the PEP (Positive Energy Plane) Any thoughts, complaints, revisions?
RogueAssassin Posted - 02 Feb 2004 : 00:38:37
So the necromancer would work more like a vampiric type wizard then really necromancy, taking the life force from enemies and tranfering into itself or allies. Vampiric touch is good but i really think there should be more spells like that. mayhap a vampiric domain for clerics. that would be great...

-Rogue
Elrond Half Elven Posted - 01 Feb 2004 : 20:22:49
Ok I've found my Complete book of Necromancers, and found the kit I was thinking of. I know this is 2nd Edition and may not be what your looking for, I'm sure it could be useful anyhow, a wee bit of conversion and there you go! I'd offer more help but I'm going to be a bit busy for the next while.



Anatomist

Anatomists devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the human form. Anatomists gain their knowledge after years of extensive research, typically performed on cadavers. Their exhaustive experience makes them vastly superior doctors when compared with the typical village healers who rely chiefly on herbal medicine to cure the sick.
While some Anatomists use their knowledge to heal, a most adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, using their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems. Others, who delight only in inflicting pain, practice their skill on living subjects rather than cadavers. These vivisectionists make the most exquisite torturers and are sometimes found in the employ of despotic rulers.
The Anatomist is chiefly inspired by the physicians of the 15th-19th centuries who increasingly turned to the dissection of cadavers to improve their medical expertise. Because of laws which prohibited exhumation and mutilation of the dead, physicians resorted to unsavory grave robbers to supply them with fresh corpses for study. As a result of public beliefs in divine or supernatural retribution for mutilating the dead, these dissections took place in the most secret confines of the universities, reinforcing the notion that physicians took part in arcane, cabalistic practices. Mary Shelly's Frankenstein - written in 1817 (before England's Anatomy Act of 1832, which for the first time legally provided British physicians with cadavers for study) - drew further parallels between the genius physician and the experimenting necromancer.
The Anatomist works best in campaigns with a Renaissance background or a 16th-century historical setting such as the one proposed in A Mighty Fortress. An evil Anatomist would perfectly suit a RAVENLOFT® campaign replete with "mad scientists" and their abhorrent creations. For ideas on the more twisted aspects of the kit, the DM may refer to the classic Frankenstein, numerous B, horror movies, and Van Richten's Guide to the Created. A short story from the fantasy Thieves' World anthology, "The Vivisectionist," more closely explores the theme of the torturer-scientist.

Requirements: The Anatomist may be of any alignment.

Role: Some Anatomists use their specialized knowledge for the good of humanity, serving as skilled physicians and healers. However, because of the taboo and stigma associated with the dissection of corpses, almost all Anatomists must keep their experiments secret from their clientele. Thus, the Anatomist usually fosters the appearance of being an "ordinary" doctor or wizard who gains his or her knowledge from ancient texts and university lectures.
Despite the public opprobrium. Anatomists have no desire to flee society. Indeed, their entire profession is based on the close proximity of civilization. It would prove impossible, for instance, to practice their calling in the desolate wilderness (at least not without considerable assistance from henchmen or allies). Anatomists need a constant supply of fresh cadavers on which to experiment, and these can only be safely secured in a large town or city.
Dr. Ellandra Tolbert, whose detailed NPC sheet appears in Chapter Nine, is an example of how an Anatomist can easily fill the roles of mentor, employer, or nemesis (Ellandra makes further appearances in Chapters Two and Four). Because of her position in the Anatomical Academy (a secret society of Anatomists, detailed in Chapter Seven), Ellandra is in a perfect position to hire a party of adventurers to help her secure a new supply of corpses for study, clear out a secret, new meeting house for the Academy, or thwart an official investigation by the local authorities. If the party does not have access to a cleric, Ellandra could effectively treat their wounds, mend broken bones, reattach severed limbs, or even bring a dead character back to some semblance of life. Finally, she can serve as a powerful ally (or nemesis) in combat. The DM can thus easily introduce an Anatomist into just about any campaign.
Preferred Spells: The Anatomist prefers necromantic spells that directly affect the physical body, either before or after death (like corpse link, embalm, delay death, empathic wound transfer, bone growth, and graft flesh). They have little interest in the netherworld or undead (except perhaps as a convenient means of transporting corpses to their laboratory for study). An Anatomist such as Ellandra is hardly defenseless in combat. While she may hesitate to employ the Black Arts to incapacitate her foes, since this magic tends to make a corpse unsuitable for later study, she always keeps one death spell memorized in case of dire emergency.

Weapon Proficiencies: The Anatomist is a mistress of small edged or cutting weapons, though this wizard rarely practices such skills on the living. The Anatomist's first weapon is a knife, with which she or he automatically gains specialization at 6th level as a special benefit (this fills the second weapon slot). This skill entitles the wizard to multiple attacks and the customary +1 to hit and +2 on damage bonuses. After specializing in the knife, the wizard may learn either the dagger, dart, cutlass, or short sword.

Nonweapon Proficiencies: Required: healing (this takes up two slots only) and anatomy. Recommended: (General) animal handling, animal training, artistic ability, brewing; (Warrior) animal lore, hunting, set snares; (Rogue) disguise, forgery; (Priest) local history; (Wizard) herbalism, reading/writing, spellcraft, venom handling.

Forbidden: None.

Equipment: In addition to wearing the robes and mantle of a physician or scholar, the Anatomist usually carries all of his or her necessary surgical tools (knives, saws, scalpels, retractors, and such) in a characteristic black leather bag or small box.

Special Benefits: Through their studies, Anatomists gain knowledge to help the living.

Improved Healing: Anatomists make excellent doctors, gaining a +2 on their ability checks for the healing nonweapon proficiency. Patients resting under their care restore damage at an accelerated rate of 3 hp per day (4 hp per day with the herbalism nonweapon proficiency). The healing rate is slowed by 1 hp per day if the patient engages in strenuous physical activity or adventuring. A single Anatomist can care for up to 12 people in this fashion. When treating poisons or diseases (even those of magical origin), their patients are entitled to a second saving throw with a +4 bonus to resist the affliction.

Autopsy: Another useful skill of the Anatomist is the ability to divine the cause and time of death by thoroughly examining a corpse. This involves a careful dissection taking 1-6 turns minus 1 round per level. The wizard has a base 60% chance, plus 2% per level, of learning the specific reason and approximate time of death (90% maximum, one roll required for each check). This autopsy can reveal whether death resulted from normal processes (like old age or natural disease) or foul play (such as a wound, poison, spell, or magical disease). The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1-4 rounds (after one day, the estimate is only accurate to within 1-4 hours, and so on).

Special Hindrances: The Anatomist must regularly practice his or her skills or lose all the unique benefits of the kit (namely the autopsy and improved healing abilities). At the very least, the wizard must perform one dissection on a human subject per month in order to prevent these specialized skills from atrophying. If the Anatomist lapses in the dissection schedule for more than a month, he or she temporarily reverts to a standard specialist. The former status may be easily regained, however, simply by performing twice the minimum number of dissections that were missed. Each formal study requires one complete day which cannot be spent in adventuring, spell research, or other pursuits.
For instance, when Dr. Tolbert takes a month-long sea voyage from Neverwinter to Calimshan, she has no opportunity to dissect human subjects. When she finally arrives, she has lost her kit abilities and become a standard specialist necromancer. Once fresh subjects are available, Ellandra must undertake at least two thorough dissections, requiring two days to complete, to regain her kit-related skills.



Incase you need to source this or anyone else does its the the Blue DM leatherette Effect book "The Complete Book of Necromancers" page numbers 13-15. Ahh those books where brillaint!

Hanx
Elrond
The Cardinal Posted - 01 Feb 2004 : 18:02:19
Well, the Idea of a healing necromancer makes sense. I read in another tome that there is a prestige class that can take a piece of a creature (donor), and transfer it to the host. Thus, replace a limb with that of say a carron crawler's antenae, giving the ability to paralize. Perhaps a Necromancer who preforms more like surgery than healing spells. Other than that, You could try to port only cure spells (Cure wounds, Remove Disease/poison, etc). Other than these cheap parlor tricks I can offer nothing...
Lord Nasher Alagondar Posted - 01 Feb 2004 : 18:01:17
Hmmm, I'd be glad to help you as well...... In fact, I'm visiting Shadowlord tonight to watch the Superbowl......
Sourcemaster2 Posted - 01 Feb 2004 : 17:50:45
I don't need it by a specific date, Shadowlord.
Elrond Half Elven Posted - 01 Feb 2004 : 15:43:43
I would recommend the 2nd Edition Guide to the Necromancer. It was a DM book, one of the blue leatherette effect ones. I cannot remember if it detailed healing Necromancers, but I do remember that it details non-evil Necromancers or 'pale necromancers'.

I'm not at my normal Abode just now, so if you give me a day or two I'll see what I can dig up!

Hanx
Elrond
Shadowlord Posted - 01 Feb 2004 : 15:23:50
Alright. Is there any special date you require this class by?
Sourcemaster2 Posted - 01 Feb 2004 : 14:57:03
Any help you could provide is welcome
Shadowlord Posted - 01 Feb 2004 : 02:23:15
Hmmm, I'm more of an item maker than a class maker, though I suppose I could offer some help......

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