Hit Dice: D4

SKILLS: 4+INT Modifier per Level

Lvl Bab Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Monster Lore, Necrology 6 4
2nd +1 +0 +0 +3 Deathwatch 6 5 0
3rd +1 +1 +1 +3 Affect Undead 7 6 4
4th +2 +1 +1 +4 7 6 5 0
5th +2 +1 +1 +4 Bonus Feat 7 6 6 4
6th +3 +2 +2 +5 7 6 6 5 0
7th +3 +2 +2 +5 Knowledge’s Devotee 7 6 6 6 4
8th +4 +2 +2 +6 7 6 6 6 5 0
9th +4 +3 +3 +6 8 7 6 6 6 4
10th +5 +3 +3 +7 Bonus Feat 8 7 6 6 6 5 0
11th +5 +3 +3 +7 8 7 7 6 6 6 4
12th +6 +4 +4 +8 8 7 7 6 6 6 5 0
13th +6 +4 +4 +8 8 7 7 7 6 6 6 4
14th +7 +4 +4 +9 8 7 7 7 6 6 6 5 0
15th +7 +5 +5 +9 Bonus Feat 9 8 7 7 7 6 6 6 4
16th +8 +5 +5 +10 9 8 7 7 7 6 6 6 5 0
17th +8 +5 +5 +10 9 8 8 7 7 7 6 6 6 4
18th +9 +6 +6 +11 9 8 8 7 7 7 6 6 6 5
19th +9 +6 +6 +11 9 8 8 8 7 7 7 6 6 6
20th +10 +6 +6 +12 Bonus Feat 9 8 8 8 7 7 7 6 6 6

Class Features
All of the following are class features of the Necrologist.

Weapon and Armor Proficiency
Necrologists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, Scythe, and Sickle.

Necrologists are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Necrologist may not wear wooden armor but can wear bone armor or other armors derived from a once-living creature) Necrologists are not proficient with shields.

An Arcane Necrologist who wears armor or carries any kind of shield is subject to the normal Arcane Spell Failure for those items. Skill Check penalties assessed by armor are as standard.

Bonus Feat: At 1st, 5th, 10th, 15th, and 20th level; the Necrologist gains a Bonus Feat. This feat must be an Item Creation, Metamagic, Reserve, or other feats which are relevant to Undead. Prerequisites for this Bonus Feat must be met normally.

Monster Lore (EX): The Necrologist is an expert when it comes to the philosophies regarding Anatomy. They know how to factor such concepts as symmetry and bio-mechanics and apply those ideas in ways to better deal with their opponents. The Necrologist adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Necrology (Sp): See Below

Deathwatch (Su): There is an instinctive quality the Necrologist has when it comes to the living and the dead. They seem more than able to determine whether something is alive, dead, inanimate, or undead. The Necrologist benefits from the effects of a continual Deathwatch spell.

Affect Undead (Su): Uncanny knowledge and a perverse desire to understand the underpinnings of Necrology, the Necrologist is capable of duplicating the effects of either a Command Undead or a Turn Undead, channeling the necessary Positive or Negative energy to achieve the effect. When channeling energy which matches the Necrologists alignment, the attempt is made with a +2 Turning Check. The Necrologist is able to affect undead in this way up to 3 plus Charisma Modifier (if positive) times per day.

Knowledge’s Devotee (Ex): You receive an insight bonus on Attack Rolls and Damage Rolls against the subject of your Monster Lore. For every 5 by which you exceed to DC, you gain a stackable +1 Insight Bonus.

In the realm of the living, the dead, and the undead; there is a balance between intuition and intellect, wisdom and intelligence. The Necrologist is capable of working arcane spells through constant research akin to her more generalist Wizard companions. Employing a bit of wisdom and intelligence to her work, the effects wrought by the Necrologist are often far fiercer.

Necrologist Necromancy (Ex): Spells and effects which are of either Necromantic or Conjuration (Healing) gain an increase on the Save DC and Caster Level check for Spell Penetration equal to his Wisdom Ability Modifier. Spell Focus and Spell Penetration feats stack with this bonus. The Actual Caster Level of these spells is unaffected.

Necrologist Spells (Sp): A Necrologist casts either arcane or divine spells which are drawn from the Necrologist spell list and once the choice on the spell type is made, cannot be changed. A Necrologist must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Necrologist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Necrologist’s spell is 10 + the spell level + the Necrologist’s Intelligence score modifier.

Like other spellcasters, a Necrologist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Necrologist. In addition, she receives bonus spells per day if she has a high ability score. When Table: The Necrologist indicates that the Necrologist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on the bonus spells gained, calculated by his Intelligence + 1/2 Wisdom ability score.

Unlike a bard or sorcerer, a Necrologist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Necrologist decides which spells to prepare.

A Necrologist must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Necrologists can prepare from memory.

A Necrologist begins play with a spellbook containing all 0-level Necrologist spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Necrologist has, the spellbook holds one additional 1st-level spell of your choice. At each new Necrologist level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a Necrologist can also add spells found in other wizards or Necrologists spellbooks to her own as long as those spells are on her Necrologist Spell List.

Divine Focus
A Necrologist focused on the Divine does not maintain a formal spellbook. Spells which require a material component gain the addition of a Divine Focus as a required component. The Divine Focus minimal requirement for a divine Necrologist is a piece of bone though other items related to Necrology would suffice.

Whether Arcane or Divine, there is little different in the Necrologist Spell List. Spells available for addition to a Necrologist’s spellbook must come from the arcane schools of Abjuration, Divination, Necromancy, & Universal or spells which have a specific association with undead, positive or negative energies, as well as ‘Divine’ Spells which inherently deal with Undead, Positive, Negative, or similar energies, or otherwise spells of the necromancy school and as detailed below:

0th level
Cure Minor Wounds
Inflict Minor Wounds

1st level
Bless Water
Cure Light Wounds
Curse Water
Hide from Undead
Inflict Light Wounds
Delay Disease SC
Healthful Rest SC
Vigor, Lesser SC
Invest Light Protection PHBII

2nd level
Cure Moderate Wounds
Death Knell
Gentle Repose
Inflict Moderate Wounds
Restoration, Lesser
Close Wounds SC
Healing Lorecall SC
Protection from Negative Energy SC
Protection from Positive Energy SC
Spawn Screen SC
Stabilize SC
Stone Bones SC
Summon Elysian Thrush SC

3rd level
Animate Dead
Cure Serious Wounds
Inflict Serious Wounds
Speak with Dead
Rejuvenating Corpse SC
Skull Watch SC
Slashing Darkness SC
Spark of Life SC
Vigor SC
Vigor, Mass Lesser SC
Body Ward CC
Condiut of Life CC
Soul Ward CC
Crown of the Grave PHBII
Invest Moderate Protection PHBII

4th level
Cure Critical Wounds
Death Ward
Inflict Critical Wounds
Neutralize Poison
Astral Hospice SC
Consumptive Field SC
Delay Death SC
Iron Bones SC
Life Ward SC
Make Manifest SC
Negative Energy Aura SC
Undead Bane Weapon SC
Seed of Life CC
Bleakness PHBII
Channeled Divine Health PHBII
Healing Spirit PHBII

5th level
Cure Light Wounds, Mass
Disrupting Weapon
Inflict Light Wounds, Mass
Raise Dead
Slay Living
Contagion, Mass SC
Death Throes SC
Incorporeal Nova SC
Life’s Grace SC
Revivify SC
Vigor, Greater SC
Darts of Life CC
Door of Decay CC
Healing Circle CC
Invest Heavy Protection PHBII
Magic Convalescence PHBII

6th level
Antilife Shell
Create Undead
Cure Moderate Wounds, Mass
Inflict Moderate Wounds, Mass
Undeath to Death
Barghest’s Feast SC
Ghost Trap SC
Make Manifest, Mass SC
Revive Outsider SC
Vigorous Circle SC

7th level
Cure Serious Wounds, Mass
Inflict Serious Wounds, Mass
Restoration, Greater
Consumptive Field, Greater SC
Fortunate Fate SC
Restoration, Mass SC
Ravenous Darkness CC
Rejuvenating Light CC

8th level
Cure Critical Wounds, Mass
Inflict Critical Wounds, Mass
Death Pact SC
Death Ward, Mass SC
General of Undeath SC
Veil of Undeath SC

9th level
Heal, Mass
True Reseurrection
Plague of Undead SC
Undeath’s Eternal Foe SC
Vile Undead SC

The Necrologist is based on the Wizard Core Class and variants; Necromancy Specialist, Focused Specialist, and Domain Wizard. This achieves a greater net of spells per day, at the sacrifice of other features (Summon Familiar, Spell Versatility). Spell Points are not designed to take into account a Specialist Wizard, or similar methods (feats) for increasing the number of spells per day. To counter that loss, the Necrologist calculates his available Spell Points as a Sorcerer of one level higher than the current Necrologist Spellcaster Level. Metamagics for Necrologists follow both fundamentals for Spell Points; allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Furthermore, the following two Necrologist Class Features are gained in systems using the Spell Point System:

Necrologic Boost (Su): Spells from the school of Necromancy and spells with a Positive or Negative Energy type are automatically cast at full caster level without the need for additional Spell Point Expenditures. Metamagics are applied normally, and the cost of such is not automatically accounted for via Necrologic Boost ability.

Recovering Spell Points
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.

Necrosis (Su): The Necrologist can exchange his Hit Points, temporary or real, for Spell Points. For every 5HP sacrificed, 1SP is regained. This process requires a Full-Round action for each such exchange, which does provoke attacks of opportunity. During the course of Necrosis, the Necrologist loses any DEX bonus to her armor class and is considered Helpless.


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