Legends of Belariath

Classes

Necromancer

When one hears this name, they feel their skin crawl. Their minds twist and their faces contort into a look of disgusted confusion. The Necromancer is like the fulcrum to the scales of life and death. On one end..life, health, a distinct knowledge of the body and its workings may save one's life when all other means are exhausted. The other end is death. Dark, cruel, painful death. Using their deep knowledge of the body for their own purpose. Control of those that were once alive.

They can mend bone, or break it. They can save life, or take it. Some may not approve of their methods of helping those in need, but when there is no one to turn to.. the necromancer may be the key to staying alive.

The grim, evil, and often exiled side of the necromancer is the kind that uses their power for their own purpose. The twisted nature of its power allows them to re-animate the dead, to bring plague and poison, and most choose to use this as a means of control and fear. There is no fault in using what is already dead in their mind.


Character Creation

Allowable Races: Barbarian, Drak Sen (mineral), Cat Person, Chirot, Dark Elf, Duessa, Goblin, High Human, High Elf, Sithian, Sheyka, The Tribe, Torian

Qualifying Classes: Mage, Shaman, Cleric, Thief

Type of Class: Advanced Magical

Spell Spheres Allowed: Necromancy, Racial, Common

Armor: A B

Weapons: A B

Class Bonus Stats:

STR INT AGI RES STA SPL LFE
Bonus Stats 0 12 0 3 0 0 3

Mindset:

A Necromancer can be either Unigo students, Umbara students, or they can choose to follow their own path. Those who have followed the path of Unigo are often found to be passive Necromancers, while those who see the dark and grisly side of such a 'gift', use it to their perverse ways. They instill fear, dread, ill will, suffering through bodily harm, causing disease, bringing forth poisonous sickness to corrupt life. While a necromancer of either distinction may hold sway over the dead, it is those of the dark caste that truly use the dead as a puppet, a bodyguard, and instrument of destruction and fear.

Traditional healers and clerics may see the Unigo Necromancers as outsiders and perhaps blasphemous folk, but it is their deep knowledge of anatomy and the workings of limbs that can prove to be critical to save someone where other healing may not have worked.

On the other hand, such knowledge of the human body may allow the corrupted Dark caste to bring their victims to their knees rather quickly, causing great pain and suffering to their own delight. The knowledge of bringing the dead to life has also been twisted to serve the dark caste as slaves and warriors to their desires without question.

Those who do not wish to align themselves to either spire of magic are not without power. Those who do not align are typically known to the others as Rogue. Without a true path, the rogue necromancer is not as truly focused as their counterparts in the towers. Whilst the students of the towers can specialize, the rogue necromancer cannot. Once a necromancer has chosen their path, they are bound to it.

Concept:

The life of a Necromancer is a difficult one at best. Untrusted, even in the best of circumstances because of their unique magical aptitude, they are often loners, outcasts, or worse. Despite their best efforts, it is those who twist and perverse the art of Necromancy to their own lust for power and wealth, among other things. They have the power to bring death to life, to heal at the cost of their own health, to mend bone and flesh, or to tear and break it at will. To face a necromancer that does not support life is to face the horrors of death itself. Unstoppable is the hunger to bring death to life. Unbreakable is the will to bend life and bone, to heal or destroy. It is only a question of which one sees within.

Rules for Resurrection of the Dead:

A Necromancer may revive any number of undead minions, but they do not follow seperate commands unto themselves. The horde of undead act as a single unit, and have a cumulative stat pool that equals 25% of the Necromancer's current and base stats (rounded up) to a maximum of 80. The only exception is the Intelligence stat, which the minions will always have a 0 Intelligence.

When minions are destroyed by any means, a Necromancer must wait 1 week from the moment the minions die to properly recover from the loss, and resurrect another.

The minions are under the complete control of the Necromancer, obeying every command given to them.

If minions are used in combat, the Necromancer must roll a seperate Initiative roll without their level modifier to determine the place the minions have in the combat cycle. Combat continues as normal, with the Necromancer having his/her turn, and the minion(s) acting as a single unit with one turn.

Advantage:

Anatomical Expertise
Necromancers have an extensive, sometimes intimate knowledge of the body and how it works. Those who know this have used it to help those in need, or to further their own dark purpose. With such knowledge, they can discern what ails another by observation and examination without magical means

Disadvantage:

Outcast
Necromancers, whether they help or hinder the living, have always had the dogma of the dark path over their heads. The blaspehmous things they do with the dead, and with the living, have given Necromancers an extremely distasteful reputation. As such, traditional Healers and Clerics will most likely refuse to work with a Necromancer to treat another's wounds and injuries, or refuse to be near them as a whole.