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Class record

Necromaster

Specialist

Tier
3
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Necromancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning, Reason or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

“And then the Headmaster -- wait…wasn’t it Headmistress? No no, that stinky old man was definitely the Headmaster! He had that huge beard…yeah! -- where was I? Oh yeah, then the Headmaster showed up and my beloved Jean Claude--”

Eleri pricked her finger with her needle as she jumped in surprise (she did not let out a surprised “Nya!” and no one would be able to prove it!). A skeleton with a permanent skewed grin had dropped a random assortment of old, mostly ruined clothing next to her. It clattered away and Eleri let out a sigh of relief, absently smoothing her poofed up tail while absently sucking on the finger she’d accidentally stabbed. With her focus striped from her frantic sewing, she took the time to take stock of the others. 

Yuzuki was off to one side going through choreography with a skeleton dressed in a tattered wizard’s robe complete with glued on white beard and a huge, wide brimmed conical hat. Her katana was still sheathed at her side as she made exaggerated practice swings at the skeleton with a vaguely sword shaped stick. Her puffy tanuki tail was stiff with her concentration and worry and her cute little round ears were focused forward.

Celyn was nervously looking around as she scribbled in her journal. As she watched, Celyn scribbled out whatever it was she was writing and started again. The lyrics to the song that was demanded didn’t seem to be going well. Eleri wanted to get up and comfort the poor girl…and not just because Celyn had the softest, fluffiest hugs that Eleri absolutely did not fake twisted ankles to get bed time cuddles with.

Katsuro was currently the focus of their host’s ire. Kathelyne the Necromancer, stomping her feet like the child she looked like, was berating him about…a tree? 

“It’s supposed to be a cherry tree! With the pink flowers! Not a sad willow! PAY ATTENTION NEXT TIME!”

The kitsune was apologizing about the mistake before he darted away, looking for anything that might let him make pink cherry blossoms. That wasn’t the first time Kathelyne had gotten on them about details. Details she hadn’t included in her story at all! Eleri hadn’t deserved to have that freaky giant skeleton monster looming over her while the necromancer berated her about getting the Riannon Institute uniforms wrong! How was she supposed to know what some Mothergreen school uniform looked like?!

Her gaze finally drifted over to Laurent and she couldn’t help but let her eyes linger. He’d taken off his shirt and armor sometime while she had been sewing and the dappled sunlight coming through the canopy above was making him practically glisten. He was using Katsuro’s axes and hatchets to roughly build out the stage and he’d been doing a lot of heavy lifting. Technically, he was supposed to be in the big fight at the end of the play too, but their paladin was the only one strong enough to lift those heavy logs and boards.

Another pile of discarded clothes (she didn’t want to think too hard about it, but they were probably from adventurers who had died to this maniac!) landed next to her as another skeleton clattered up to her. This one…gave her the shivers as the thing turned around, as the tail of what once was a lamia moved in a slithering motion…but the rib bones acted like little millipede legs. With one last shiver, Eleri got back to work. She had to finish the uniforms so they could get out of here. And the only way out was to perform Kathlyne’s very creatively titled: “The Stupid Riannon Institute Expelled Me For Making Cute Friends And I Hate Them!”

Tactical guidance

Playing Necromaster

The necromaster continues from the necromancer and sorta does what necromancer already does, but better.

Undead mastery just lets you control more zombies, allowing for scaling as you grow in power.

Raise Undead II is a longer range and cheaper version of Raise Undead making it more usable in combat. It also lets you build up zombies even when not fighting humanoids at the cost of (a lot of) mana.

Thanergetic Bloom is a mostly free zombie per turn, allowing you to always have at least 1 of them out for your other abilities such as corpse explosion or command undead. 

Command Undead is a simple 1 AP transfer to your summon. Very useful when you have to move your zombies and still want them to spend 2 AP to attack.

Secret Art: Skeletal Champion lets you summon a big summon that will likely hit harder than you or your zombies. It does remove all your zombies due to the summon limit and while it gets some temporary HP for it, it may be worth not using it if you have a large stack built up. The overcharge is expensive, but it may be worth it if you don't spend a lot of mana.

Necromaster

Class features

Abilities unlocked

Complete rules for every ability granted by Necromaster.

Key ability

Undead Mastery

Class feature

Benefit 1

For every 300 spirit core you possess above 2000, you can control 1 extra zombie with your Create Undead.

1 AP
Range
60ft

You raise the target corpse as a basic undead, such as a zombie. This zombie is treated as a non-heroic unit that you can command directly. You can have multiple zombies under your command, up to your Necromancer level + 1. However, the zombies act as a group under the same token rather than having an individual token. The group acts on your Initiative.

Each zombie has a single point of HP and immediately dies, but you only lose 1 zombie per attack the group takes, including AoE attacks that do not deal Holy Damage. AoE attacks that deal Holy damage remove a number of zombies equal to the damage taken. The zombie group has a focus and power of 3 + 1 for every 3 zombies, rounded down. They have an Agility of 2 and Toughness equal to 4. They have access to all basic actions, but otherwise have no special abilities. As a non-heroic entity, they only have access to a single RP. Because they are undead, they are immune to all mind-affecting effects.

A raised undead lasts until the end of the arc or until killed, after which the corpse cannot be raised again in any way.

Overcharge: You may spend 1 Mana to raise a non-humanoid corpse.

Requirements

Target must be a dead humanoid.

0 AP
Range
60ft
Keywords
Opener,Summon

You summon a temporary Zombie as if you used Raise Undead. It disappears at the end of the encounter (or immediately if used outside of an encounter).

1 AP
Range
Self

You may have one of your Necromancer summons act as if they had spent 1 AP.

4 AP2 MP
Range
40ft

You drain the surrounding area of energy and form a skeletal champion until the end of the encounter. (Stats can be found in the Monster page)

This champion takes 2 of your summon limit. Any zombies you had active when you summoned this are instead converted into temporary HP for the champion at a rate of 5 HP per zombie.

The champion acts after you on the initiative, but cannot take AP actions on the turn it is summoned.

Upkeep: 2 AP

Overcharge: You may spend 5 mana to give your summon the ability to act on the turn it is summoned.