Necromancer
"For every enemy that falls, another ally joins my ranks."
CLASS TRAITS:
Role: Defender
Power Source: Shadow
Key Abilities: Intelligence, Constitution, Charisma

Armour Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff, Scythe, Sickle
Implements: Dagger, Quarterstaff, Scythe, Sickle, Wands
Bonuses to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 10 + Constitution modifier

Trained Skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Arcana, Bluff, Endurance, Heal, History, Intimidate
Build Options: Thrallmaster Necromancer, Dread Necromancer
Class Features: Danse Macarbe, Deathknell, Necromantic Training, Necrotic Method

Necromancers channel dark power from the Shadowfell, giving them control over death, and undeath. Their world is one of decay and entropy, everything falls apart eventually, and they may fear it as much as they embrace it, and prey upon the fear of others. While the knowledge you wield may be ominous you need not be evil, some would argue that power is evil only by evil intent and action, not by where it comes from. Unforturnately, some necromancers are truly evil, embracing undeath and killing merely for the power it brings them, it is up to you wether you shall wield your powers for good or ill.



CREATING A NECROMANCER

Your choice of ability scores, class features, and powers suggests one of two builds based on using minions to impede your foes, or your own direct attacks. All necromancers use Intelligence for their attacks. Constitution increases the effect of attacks that utilize your minions, and Charisma is best for powers that debilitate your foes.

Thrallmaster Necromancer

You hold sway over undead minions, using them as fodder to protect your weak body from direct assault. You are adept at vampiric attacks to strengthen your thralls directing your will through them. You know there is no place for you in typical society and have abandoned hope that your dark powers will not be recognized for what they are; it is pointless trying to hide a walking corpse, for it is plain for all to see. You use Intelligence for your attack powers, so make it your highest score, followed by Charisma to improve your minions and powers that make use of them. Constitution is a good third score. Look for powers that you put your minions to work, and keep them alive, or rather, undead.

    Suggested Class Feature: Thrall Master
    Suggested Feat: -
    Suggested Skills: Religion, Endurance, Intimidate, History
    Suggested At-Will Powers: -
    Suggested Encounter Power: -
    Suggested Daily Power: -

Dread Necromancer

You use dark energy and horrifying powers to hinder your foes and flay their minds and bodies. Your powers are not as overt as a walking corpse, and will not see the fearful populace have you as readily killed in typical society. You use Intelligence for your attack powers, so make it your highest score, followed by Constitution to help keep you alive and improve your powers that curse your enemies. Charisma is a good third score. Look for powers that impede and weaken your foes and keep you alive.

    Suggested Class Feature: Dread Master
    Suggested Feat: -
    Suggested Skills: Religion, Bluff, Intimidate, History
    Suggested At-Will Powers: -
    Suggested Encounter Power: -
    Suggested Daily Power: -

NECROMANCER CLASS FEATURES

Necromantic Training

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered.

Necrotic Method

A necromancer has the ability to channel death, some choose to do it with a scythe in hand, reaping the souls of the fallen, while some rely on undead to do their work. In many societies creating undead is taboo and will be cause for the necromancer to be outcast or worse, while other nations employ armies of undead led by loyal necromancers; be sure to choose.
. Choose one of these options. Your choice provides bonuses to certain necromancer powers, as detailed in those powers.
Dread Master: While you are wearing no armor or light armor you may add your Constitution modifier in addition to the highest of your Dexterity or Intelligence modifiers to determine your AC. You gain the Hex of the Cursed Mind power.
Thrall Master: While you are wearing no armor, or cloth armor, creatures created by your summoning powers gain a bonus to AC equal to your Charisma modifier. You gain the Hex of the Carrion Feast power.
Necromancer Powers
Class Features
Hex of the Cursed Mind
Necromancer Feature
You hex a nearby creature, weakening their resolve until something shakes them from their despair.
At-Will * Shadow
Minor Action                 Close burst 10
Target: One creature in burst
Effect: The target is marked by you. The target remains marked until the end of your next turn or until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
       If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls and is weakened until after the attack is resolved.
Hex of the Carrion Feast
Necromancer Feature
You hex a nearby creature, drawing the undead to take their life, and claim the body for your army.
At-Will * Shadow
Minor Action                 Close burst 10
Target: One creature in burst
Effect: The target is marked by a creature you control. The target remains marked until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
       If the marked target makes an attack that doesn't include the creature that marked it, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within reach of the creature that marked it, it may make a melee basic attack against it.
Deathknell
Necromancer Feature
Like a carrion bird, you feed off the death of your foes around you
Encounter * Shadow, Healing
Immediate Reaction                 Personal
Trigger: A creature marked by your Hex is reduced to 0 or fewer hit points
Effect: You may use your second wind, even if you have already used it this encounter. Using this power doesn't count as expending the use of your second wind, allowing you to use it again this encounter if you haven't already.
Thrall Master: Instead, you may spend a healing surge but regain no hit points. A summoned creature you control regains hit points as if it had spent a healing surge and +2 to its defenses until the end of your next turn.
Level 1 At-Will Powers
Grasping Claws
Necromancer Attack 1
Your enemy cries out in pain as cold, cruel claws of bone rip in to them.
At-Will * Shadow, Cold, Implement
Standard Action                 Ranged 10
Target: One summoned creature you control
Effect: You command the summoned creature to attack an enemy adjacent to them.
Attack: Intelligence vs. Reflex
Hit: 1d6 damage + Intelligence modifier cold damage and the target is slowed until the end of your next turn.

Dread Master: This power has no effect, a range of Melee weapon and a target of one adjacent creature, instead of its normal effect, range and target.
Encroaching Fear
Necromancer Attack 1
Terror grips your enemy, causing him to instantly recoil.
At-Will * Shadow, Fear
Standard Action                 Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage and the target moves 1 square away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Thrall Master: The target flees from your choice of a summoned creature you control instead.
Life Tap
Necromancer Attack 1
You drain the vitality of your victim to give new unlife.
At-Will * Shadow, Implement
Standard Action                 Melee touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage and you gain temporary hit points equal to your Constitution modifier.
Level 21:   Increase damage to 2d6 + Intelligence modifier at 21st level.

Thrall Master: This power has a range of Ranged 5 instead of its normal range. You may choose not to gain temporary hit points, and a summoned creature you control gains temporary hit points instead.
Pierce the Veil
Necromancer Attack 1
You pull through the veil between life and death, bringing forth something from the shadowfel.
At-Will * Shadow, Cold, Summoning, Implement
Move Action                 Ranged 5
Target: One unoccupied square
Effect: You summon a medium undead specter minion in to the target square until the end of your next turn. The specter has a fly speed of 6(hover) and has phasing.
    Standard Action: Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage.
    Opportunity Action: Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage.

Thrall Master: The spectre is not a minion, and has hit points equal to your bloodied value, as normal.
Special: The specter is insubstantial, has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.
Level 1 Encounter Powers
Animate Medium Zombie
Necromancer Attack 1
You flood a fallen foe's animus with shadow, imbuing it with unlife for a short amount of time.
Encounter * Shadow, Necrotic, Summoning, Implement
Standard Action                 Ranged 10
Target: One dead medium creature
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is a medium sized undead, has reach 1 and speed 4. You can give the animated zombie the following commands. If on your turn you do not command the zombie, it uses its instinctive action at the end of your turn.
Standard Action: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.
  Instinctive Action: If the zombie is not adjacent to a living creature it moves its speed towards the nearest living creature it can see. Otherwise it uses its standard action attack on the nearest living creature. If multiple creatures are equally the closest to the zombie you may choose which creature it attacks.
Special: Any critical hit to the zombie reduces it to 0 hit points instantly. The zombie has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.
Corpse Explosion
Necromancer Attack 1
As your enemy dies their corpse suddenly bloats and explodes, showering those nearby in gore and sharp fragments of bone.
Encounter * Shadow, Implement
Immediate Reaction                 Ranged sight
Trigger: A creature marked by your hex is reduced to 0 hit points
Target: Each creature adjacent to triggering enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage and the target takes a -1 penalty to attack rolls until the end of your next turn.
Aura of Pestilence
Necromancer Attack 1
Flies and other insects begin to swarm in a cloud of sickly mist that forms around you.
Encounter * Shadow, Poison, Conjuration
Standard Action                 Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: Constitution modifier poison damage and until the end of your next turn the target takes a -1 penalty to attack rolls while adjacent to you.
Sustain Move: When you sustain the power, repeat the attack.
Level 1 Daily Powers
Paralyzing Horror
Necromancer Attack 1
You open your mind and your enemy gains a glimpse of the horrors within
Daily * Shadow, Psychic, Fear, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Charisma modifier psychic damage and the target is immobilized until the end of your next turn.
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Reaper's Harvest
Necromancer Attack 1
Daily * Shadow, Healing, Reliable, Weapon
Standard Action                 Close burst 1
Target: One or two creatures in burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage and you or one ally you can see regain one spent healing surge.
Level 2 Encounter Powers
Bone Armor
Necromancer Utility 2
Horrid growths of bone burst through your flesh covering you in a grisly exoskeleton.
Encounter * Shadow, Conjuration, Stance
Minor Action                 Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC. Whenever an enemy hits you with a melee attack, you may as an immediate interrupt, chose to end this stance and they take damage equal to your Constitution modifier.
Ghoul Mask
Necromancer Utility 2
The stench of death hangs from your pallid flesh, undead don't even recognize you as prey.
Encounter * Shadow, Illusion
Free Action                 Personal
Effect: You are invisible to undead until you attack.
Level 2 Daily Powers
Speak With the Dead
Necromancer Utility 2
You conjure forth a soul of the deceased to glean what relevent knowledge you can, despite their resentment for the living.
Daily * Shadow, Conjuration
Standard Action                 Personal
Effect: Until the end of your next turn, you gain a +5 bonus to a knowledge skill of your choice and may reroll one knowledge check if you don't like the result. You keep the second result whether it's better, the same, or worse.
Fleshknit
Necromancer Utility 2
You take a moment to mend your ailing body, employing your dark understanding of death and necrotic flesh.
Daily * Shadow, Healing
Standard Action                 Personal
Effect: You regain hit points equal to 2 + your Constitution modifier.
Sustain Move: You regain hit points equal to 2 + your Constitution modifier. This effect ends if you take damage.