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Class Skills

The Dread Necromancer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha),
Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge(arcana) (Int),
Knowledge (history) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int), Linguistics (Int), Profession
(Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)

Skill Points: 4 + Int modifier

Spoiler

Hide

Skills are unchanged for the most part, but a few were updated to their Pathfinder version; Decipher
Script became Linguistics, Concentration was rolled into Spellcraft, and Hide was added to Stealth.

Hit Dice: d8
Starting Gold: 3d6 x 10

DREAD NECROMANCER

Class Features
All of the following are class features of the Dread Necromancer.

Spells per Day


Base
Fort Ref Will
Level Attack Special
Save Save Save
Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Charnel Touch, 3+ — — — — — — — —


Channel Negative 1
Energy 1d6, Command
Undead, Dominion

2nd +1 +3 +0 +3 Advanced Learning, 4+ — — — — — — — —


Necromantic Talent, 1
Blight

3rd +2 +3 +1 +3 Channel Negative 5+ — — — — — — — —


Energy 2d6 1
Spells per Day
Base
Fort Ref Will
Level Attack Special
Save Save Save
Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

4th +3 +4 +1 +4 Mental Bastion +2, 6+ 3+1 — — — — — — —


Advanced Learning, 1
Charnel Reflex,
Necromantic Talent

5th +3 +4 +1 +4 Undead Mastery 6+ 4+1 — — — — — — —


(Minor), Channel 1
Negative Energy 3d6

6th +4 +5 +2 +5 Necromantic Talent, 6+ 5+1 3+1 — — — — — —


Blight 1

7th +5 +5 +2 +5 Channel Negative 6+ 6+1 4+1 — — — — — —


Energy 4d6 1

8th +6/+1 +6 +2 +6 Advanced Learning, 6+ 6+1 5+1 3+1 — — — — —


Charnel Critical, 1
Necromantic Talent

9th +6/+1 +6 +3 +6 Mental Bastion +4, 6+ 6+1 6+1 4+1 — — — — —


Channel Negative 1
Energy 5d6

10th +7/+2 +7 +3 +7 Undead Mastery 6+ 6+1 6+1 5+1 3+1 — — — —


(Lesser), Necromantic 1
Talent, Blight

11th +8/+3 +7 +3 +7 Channel Negative 6+ 6+1 6+1 6+1 4+1 — — — —


Energy 6d6 1

12th +9/+4 +8 +4 +8 Advanced Learning, 6+ 6+1 6+1 6+1 5+1 3+1 — — —


Charnel Aim, 1
Necromantic Talent

13th +9/+4 +8 +4 +8 Channel Negative 6+ 6+1 6+1 6+1 6+1 4+1 — — —


Energy 7d6 1

14th +10/+5 +9 +4 +9 Mental Bastion +6, 6+ 6+1 6+1 6+1 6+1 5+1 3+1 — —
Necromantic Talent, 1
Blight
Spells per Day
Base
Fort Ref Will
Level Attack Special
Save Save Save
Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

15th +11/+6/+ +9 +5 +9 Undead Mastery, 6+ 6+1 6+1 6+1 6+1 6+1 4+1 — —
1 Channel Negative 1
Energy 8d6

16th +12/+7/+ +10 +5 +10 Advanced Learning, 6+ 6+1 6+1 6+1 6+1 6+1 5+1 3+1 —
2 Charnel Threat, 1
Necromantic Talent

17th +12/+7/+ +10 +5 +10 Channel Negative 6+ 6+1 6+1 6+1 6+1 6+1 6+1 4+1 —
2 Energy 9d6 1

18th +13/+8/+ +11 +6 +11 Craft Wondrous Item, 6+ 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1
3 Necromantic Talent, 1
Blight

19th +14/+9/+ +11 +6 +11 Channel Negative 6+ 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1
4 Energy 10d6 1

20th +15/+10/ +12 +6 +12 Undead 6+ 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1
+5 Transformation, 1
Undead Mastery
(Greater), Advanced
Learning, Improved
Charnel Critical,
Necromantic Talent

Weapon and Armor Proficiencies:


The Dread Necromancer is proficient with all simple weapons and one martial weapon of her choice. Her
choice of martial weapon is made when the character takes the first level of Dread Necromancer and
cannot be changed.
Dread Necromancers are also proficient with light armor, but not with shields. The somatic components
required for Dread Necromancer spells are simple, so members of this class can cast Dread
Necromancer spells while wearing light armor without incurring the normal arcane spell failure chance.
She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In
addition, if a Dread Necromancer wears medium or heavy armor, or uses a shield, she incurs the same
chance of arcane spell failure as any other arcane caster if the spell in question has a somatic
component (and most do).
Spellcasting:
A Dread Necromancer casts arcane spells, which are drawn from the Dread Necromancer's spell list. Like
a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a Dread
Necromancer gains access to a new level of spells, she automatically knows all spells for that level given
on the Dread Necromancer's spell list. Dread Necromancers can also add spells to their spell list through
the advanced learning ability as they increase in level (see below).
To cast a spell, a Dread Necromancer must have a Charisma score of 10 + the spell's level. The Difficulty
Class for saving throws against a Dread Necromancer's spell is 10 + spell level + Charisma modifier. Like
other spellcasters, a Dread Necromancer can only cast a certain amount of spells each day (detailed in
the above table).

Dominion (Su):

Through rigorous practice, a Dread Necromancer gains access to a collection of unique spells and
powers referred to as his dominion. The Dread Necromancer’s dominion is identical to a cleric’s domain,
but does not require worship of a deity to access and use. The Dread Necromancer is free to worship a
god of his choosing, but that deity has no direct say in how he applies his talents. He gains one dominion
of his choice at 1st level, and 1 domain spell slot of each level he can cast. Domain powers scale off of
Charisma rather than Wisdom.

The dominions a Dread Necromancer can gain are darkness, death, madness, repose, resurrection, and


void.

Charnel Touch (Su):


Negative energy flows through a Dread Necromancer's body, concentrating in her hands. A number of
times per day equal to 5 + their level + Charisma modifier, she can make a melee touch attack that deals
1d8 + charisma modifier negative energy damage. This attack can be used at range using the spectral
hand spell.

At 4th level, the Dread Necromancer threatens attacks of opportunity with her Charnel Touch, if they
possess a free hand. Attacks of opportunity made with Charnel Touch count toward her daily limit. The
damage done by Charnel Touch also scales to 2d6.

At 8th level, the Dread Necromancer's Charnel Touch becomes more unstable with power. Her Charnel
Touch attack now deals X3 damage on a critical, and she uses her Charisma modifier in addition to her
Strength or Dexterity modifier on the critical confirmation roll. She can also perform a Coup de Grace
using her Charnel Touch as the weapon, and she adds her 1.5 * her Charisma modifier to her Charnel
Touch damage. 
At 12th level, the Dread Necromancer can add half of her Charisma modifier on top of the regular attack
roll of her Charnel Touch ability. She may make a full attack with her Charnel Touch as if doing so with a
melee weapon; this consumes one daily use of her Charnel Touch. The damage done by Charnel Touch
also scales to 2d10 and Critical threat range increases to 19-20. Additionally, she adds 2 * her Charisma
modifier to her charnel touch’s damage.

At 16th level, this ability gains 5' of reach on top of the normal reach for the Dread Necromancer and
she may add her full Charisma modifier on top of her regular attack roll when using her charnel touch.

At 20th level, the critical damage of the Dread Necromancer's Charnel Touch increases to x4 and the
critical threat range increases to 18-20.

Channel Negative Energy (Su):


A Dread Necromancer can channel negative energy through her body as a cleric of her level.

Command Undead:
Dread Necromancers get Command Undead as a bonus feat at first level.

Necromantic Talent:
Necromantic Talent: The Dread Necromancer's experience with negative energy grants her special
talents that enhance her necromantic power. At 2nd level and every 2 levels after, the Dread
Necromancer may choose one of the talents listed below.

Advanced Learning: At second level, and every two levels after, a Dread Necromancer can add a spell to
her spell list. This may be any spell from the Necromancy school or with the Evil descriptor, or any other
spells from the Wizard/Sorcerer or Cleric spell lists. The Dread Necromancer is restricted on what level
of spell they may select:

 Spells from the Necromancy school or with the Evil descriptor : The spell may be of a level up to
the highest level the Dread Necromancer can cast, and it is added as a spell of equal level to its
original level (if the spell is available at different levels for different classes, use the lowest level)

 Wizard/Sorcerer spells: The spell must be at least one level lower than the highest-level spell the
Dread Necromancer can cast, and it is added as a spell one level higher than its original level (for
example, the Dread Necromancer can't add fireball unless she can cast 4th level spells,
and fireball would be a 4th level spell in her list).
 Cleric spells: The spell must be at least two levels lower than the highest-level spell the Dread
Necromancer can cast, and it is added as a spell two levels higher than its original level (for
example, the Dread Necromancer can't add cure light wounds unless she can cast 3rd level
spells, and cure light wounds would be a 3rd level spell in her list.

Blight

All blights may only be granted to living targets with souls. A target may only be under one blight at a
time.

At 2nd level, the Dread Necromancer may touch a target and expend a use of Channel Energy to place a
blight on them. The target is allowed a Fortitude save, and on a failure, grows a patch of festering
undead flesh where he was touched (this patch may be hidden under the skin if the Dread Necromancer
chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and
is permanent until removed by magic or with the Heal skill. Blights may also be delivered as part of a
charnel touch but expend resources as per the normal rules.

A creature with blight suffers a -2 penalty to all saves against necromancy spells, and blight abilities. A
Dread Necromancer may concentrate at any time to discover what creatures within Close range possess
blight.

Lesion

At 6th level, a Dread Necromancer may target a creature within Close range already suffering from a
blight and expend a use of Channel Energy to cause that blight to rupture. This deals 1d6 damage per
Dread Necromancer level to the target (Fortitude half). Using lesion consumes and removes their blight.
This may also be activated whenever charnel touch hits an affected enemy without expending a use of
Channel Energy.

Mind Blight

At 10th level, the Dread Necromancer may use lesion to take control of a target instead of damage it.
The blight spreads to their brain (Fortitude negates), giving them 4 points of ability drain to all mental
ability scores and giving the Dread Necromancer control over them for 1 hour per level or until the
blight is cured. For the duration of this effect, the target can make only a standard action or move action
on their turn, but not both.

The target obeys all verbal commands (without a shared language, only basic commands such as come,
fight, or stand still may be communicated) and does anything asked to the best of its ability, including
self-destructive commands (a target command to hurt or kill itself deals its weapon damage + its
Strength damage to itself per round until dead). Effects such as protection from evil do not end this
effect, since it is the result of a physical malady rather than a mind-altering or possession effect.

Unlike the standard lesion ability, mind blight does not consume the target’s blight when used, and the
target may be subject to another lesion or mind blight, even while already under the effects of a mind
blight. If another Dread Necromancer attempts to use mind blight on a target already under the effects
of mind blight, the two Dread Necromancers make opposed checks (d20 + Dread Necromancer level +
their Charisma modifier) to determine who wins control of the target. Drain from multiple mind blights
are cumulative.

Consume

At 14th level, the Dread Necromancer may use lesion to kill a target rather than damage it or take
control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under
the Dread Necromancer’s control for 1 hour per level. After the time is up, the body collapses and
becomes simply another dead body. On a successful save, the target still suffers 1d6 damage per Dread
Necromancer level.

Detonate

At 18th level, when using your lesion ability to kill a target, you may also cause their blight to burst on a
failed save, dealing 1d6 damage per Dread Necromancer level to all adjacent targets (Reflex half).

Mental Bastion:
Starting at 4th level, the Dread Necromancer gains a +2 bonus to saving throws against sleep, poison,
paralysis, disease, mind-affecting, and stunning. This bonus increases to +4 at 9th level, and +6 at 14th
level. Additionally she gains a +1 bonus to her Necromancy Spell DCs, this increases to +2 at 9 th level, and
+3 at 14th level.

Undead Mastery:
All undead creatures created by a Dread Necromancer of at least 5th level gain a +2 profane bonus to
Strength, Charisma, and Dexterity. In addition, the Dread Necromancer's limit for controlling creatures
created by the animate dead spell changes from 4 Hit Die per caster level to (4 + 1/2 of her Charisma
modifier) HD per caster level. Finally, when creating undead the Dread Necromancer can create variant
undead without needing to cast the normal spells, they still consume additional HD as is normal.

At 10th level this bonus increases to +4 Strength, Charisma, and Dexterity, and the Dread Necromancer
adds her entire Charisma modifier to each caster level of her control limit instead of half. The Dread
Necromancer also counts as having the Corpsecrafter feat for the purpose of qualifying for other feats in
the Corpsecrafter line, but the effects apply to all undead creatures created, not just those created by
necromancy spells. A Dread Necromancer that already has Corpsecrafter immediately replaces it with
another feat from that feat line upon reaching level 10.

At 15th level this bonus increases to +6 Strength, Charisma, and Dexterity, and the Dread Necromancer
adds 1.5 times her Charisma modifier to the number of HD of undead per caster level that she can
control. 

At 20th level this bonus increases to +8 Strength, Charisma, and Dexterity, and the Dread Necromancer
adds twice her Charisma modifier to the number of HD of undead per caster level that she can control. 

Craft Wondrous Item:


At 18th level, the Dread Necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare
the phylactery required for her undead ascension. If she already has the Craft Wondrous Item feat, she
may instead choose another item creation feat or a necromantic talent. 

Undead Ascension:
At 20th level, the Dread Necromancer takes her final steps into undeath. Her type changes to Undead,
and she gains the typical traits of an undead creature, such as their immunities and the way they are
affected by positive and negative energy. She no longer has a Constitution score; recalculate her hit
points using her Charisma modifier instead of her Constitution modifier, but do not reroll HD. 
In addition to her undead traits, the Dread Necromancer gains channel resistance +6, and she takes on
the aspects of a certain type of undead creature, chosen from the list below. She does so through a 24-
hour ritual that requires 1000gp of black onyx, as well as a special phylactery worth 100,000gp which
serves as a focus; she may perform the ritual again without needing her phylactery or the materials at a
later time to change her aspect, though the ritual may only be performed once per week. 
If the Dread Necromancer is slain, her body reforms near the phylactery and awakens 1 week later; she
may perform the ritual to regain her aspect (or another aspect) as normal. If her phylactery is destroyed
before she awakens, she is permanently slain. 

Aspect of the Lich

* Abilities: The Dread Necromancer gains +2 Int, +2 Wis, and +2 Cha. 


* Defensive Abilities: The Dread Necromancer gains immunity to cold and electricity, and +5 natural
armor.
* Special Abilities: The Dread Necromancer gains the following traits: 
** Necrotic Touch: The Dread Necromancer's Charnel Touch becomes more powerful. The ability now
deals (3d10 + 3 * Cha Mod + HD) damage. 
** Terrifying Aura: The Dread Necromancer gains a fear aura that extends out to 60 ft. Any creatures
inside the aura that look at the Dread Necromancer must pass a Will save (DC 10 + 1/2 the Dread
Necromancer's level + Cha); creatures with 5 or more less HD than the Dread Necromancer that fail the
save become frightened, and all other creatures that fail the save become shaken. The effect lasts for
one round per Dread Necromancer level, and any creatures that pass the Will save are immune to the
Dread Necromancer's Terrifying Aura for 24 hours. They may suppress or reactivate this aura as a free
action on their turn.
Special: A Dread Necromancer with the Fear Aura talent increases the DC of the save by 2, and any
creature that fails its save while within 15 feet of the Dread Necromancer becomes panicked, regardless
of its HD. 
** Charnel Paralysis: The Dread Necromancer may choose to forgo dealing damage with her Charnel
Touch in favor of permanently paralyzing them. If the attack hits, the target must pass a Fortitude save
(DC 10 + 1/2 class level + Cha) or become permanently paralyzed. Remove paralysis and any effects that
can remove curses will remove the paralysis. A target inflicted by Charnel Paralysis appears dead, but a
DC 30 Perception or DC 20 Heal check reveals that they're still alive.
** Damage Reduction: The Dread Necromancer gains DR 20/magic and bludgeoning. 
Special: A Dread Necromancer with the Lich Body talent may increase her damage reduction against a
single attack to 30/magic and bludgeoning a number of times per day equal to 3 + her Charisma
modifier. Doing so is an immediate action; she must declare that she is using the ability before an attack
roll is made, and the use is still expended even if the attack misses. 

Aspect of the Vampire

* Abilities: The Dread Necromancer gains Str +6, Dex +4, Int +2, Wis +2, and Cha +4.
* Defensive Abilities: The Dread Necromancer gains resist 10 cold and electricity, and +6 natural armor.
* Weaknesses: The Dread Necromancer gains light blindness, and takes 2d6 damage each round she is
exposed to direct sunlight or immersed in moving water. A Dread Necromancer whose race grants her a
base swim speed does not take damage while in water. 
* Special Attacks: The Dread Necromancer gains following traits:
** Fast healing: The Dread Necromancer gains fast healing 5. If the Dread Necromancer is in direct
sunlight or immersed in running water, her fast healing does not function.
** Gaseous form: As a standard action, the Dread Necromancer can assume gaseous form at will (caster
level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.
** Vampiric Charnel Touch: Whenever the Dread Necromancer deals damage to a living creature with
her Charnel Touch, she regains hit points equal to the damage dealt, rounded down. Any excess
hitpoints are converted into temporary hitpoints, these temp hp do not stack.
** Children of the Night: Once per day, the Dread Necromancer can call forth 1d6+1 rat swarms, 1d4+1
bat swarms, or 2d6 dire wolves as a standard action. These creatures arrive in 2d6 rounds and serve the
Dread Necromancer for up to 1 hour.
Aspect of the Spirit
* Abilities:  The Dread Necromancer gains +4 Cha. 
* Incorporeal: The Dread Necromancer becomes incorporeal. She gains a deflection bonus to her AC
equal to her Charisma modifier, and her attacks ignore armor like a typical incorporeal creature's would.
She also loses her previous speed and gains a fly speed of 30 with perfect maneuverability. 
The Dread Necromancer may choose to manifest into a physical form for ten minutes per class level per
day; she does not need to use each minute consecutively, but she must use the ability in 10-minute
intervals. While manifesting, she becomes corporeal again; she regains her original movement speed(s),
and loses her deflection bonus and ability to ignore a creature's armor with her attacks (excluding touch
attacks).
* Special Abilities: The Dread Necromancer gains the following traits:
** Manifesting Touch: The Dread Necromancer may use any weapon or piece of armor while
incorporeal, even if it does not have the ghost touch quality.
** Charnel Drain: The Dread Necromancer may choose to drain a target's ability score with her Charnel
Touch instead of dealing damage. When using this ability, her Charnel Touch instead deals 1d4 drain to
an ability score of her choice, and she heals 5 hit points with each successful use of the attack. 
** Ghostly Wail: The Dread Necromancer may project an unnatural wail that rends her opponents'
bodies and strikes fear into their hearts. The wail is a 30-foot cone that deals 1d8 damage per class level,
and causes any creatures within its area to become panicked for 2d4 rounds. Creatures affected who
pass a Will save (DC 10 + 1/2 class level + Cha) take half damage and are shaken for 1d3 rounds. The
Dread Necromancer may use this ability a number of times per day equal to her Charisma modifier. 
** Malevolence: Once per round, the Dread Necromancer can merge its body with a creature on the
Material Plane. This ability is similar to a magic jar spell, except that it does not require a receptacle. To
use this ability, the Dread Necromancer must be adjacent to the target. The target can resist the attack
with a successful Will save. A creature that successfully saves is immune to that Dread Necromancer’s
malevolence for 24 hours.
** Poltergeist: The Dread Necromancer gains animate objects and telekinesis as spell-like abilities; she
may use each as a standard action once every 1d6 rounds.

Spell List:

0th: Arcane Mark, Bleed, Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Grave
Words, Guidance, Mage Hand, Read Magic, Putrefy Food and Drink, Stabilize, Touch of Fatigue, Sotto
Voce, Virtue

1st Level: Bane, Blood Money, Cause Fear, Chill Touch, Curse Water, Dance Macabre I, Deathly Pall,
Detect Undead, Deathwatch, Decompose Corpse, Diagnose Disease, Doom, Grasping Corpse, Grave
Shield, Hide from Undead, Inflict Light Wounds, Interrogation, Mask Dweomer, Obscuring Mist, Ray of
Enfeeblement, Ray of Sickening, Remove Fear, Restore Corpse, Sculpt Corpse, Sentry Skull, Spectral Eye,
Summon Undead I, Undetectable Alignment, Unhallowed Blows

2nd Level: Animate Dead [Lesser],Blindness/Deafness, Blood of the Martyr, Blood Biography, Bloody
Tears And Jagged Smile, Command Undead, Corpse Lanterns, Companion Life Link, Dance Macabre II,
Darkness, Death Knell, Defending Bone, Desecrate, Disguise Undead (SpC), Enemy’s Heart, False Life,
Feast of Ashes, Fog Cloud, Gentle Repose, Ghostbane Dirge, Ghostly Disguise, Ghoul Glyph (LM), Ghoul
Hunger, Ghoul Touch, Haunting Mists, Howling Agony, Inflict Moderate Wounds, Life Pact, Limp Lash,
Lipstitch, Pox Pustules, Ray of Weakness (SpC), Remove Paralysis, Scare, Severed Fate, Sentry Skull,
Shared Sacrifice, Skinsend, Spectral Hand, Status, Summon Swarm, Summon Undead II, Vomit Swarm

3rd Level: Animate Dead, Anti-Undead Shell, Bestow curse, Cackling Skull, Contagion, Create Soul Gem,
Crushing Despair, Cup of Dust, Dance Macabre III, Death Ward, Deeper Darkness, Diminish Plants,
Foehn, Halt Undead, Howling Agony, Inflict Serious Wounds, Magic Circle Against
Good/Evil/Law/Chaos, Marionette Possession, Ray of Exhaustion, Project Weakness, Shadow
Conjuration (lesser), Speak With Dead, Summon Undead III, Undead Anatomy I, Undead Torch (SpC),
Vampiric Touch, Virulent Miasma, Greater Unhallowed Blows

4th Level: Lesser Age Resistance, Anti-Incorporeal Shell, Aura of Doom, Blight, Bloatbomb, Boneshatter,
Burning Blood (SpC), Corpse Hammer, Curse of Unexpected Death, Dance Macabre IV, Death Knell Aura,
Death Ward, Dispel Magic, Enervation, Explosion of Rot, False Vigor, Feast on Fear, Black Tentacles, Fear,
Giant Vermin, Greater False Life, Mass Ghostbane Dirge, Inflict Critical Wounds, Phantasmal Killer,
Poison, Rusting Grasp, Shadow Conjuration, Shadow Step, Slay Living, Speak with Haunt, Summon
Undead IV, Unholy Blight, Virulence, Wall of Bone, Wall of Blindness/Deafness

5th Level: Blood Boil, Cloudkill, Create Undead, Dance Macabre V, Fire in the Blood, Greater Dispel
Magic, Heretic’s Tongue, Insect Plague, Lesser Planar Binding, Magic Jar, Mass Inflict Light Wounds,
Nightmare, Oath of Blood, Rest Eternal, Shadow Evocation, Slay Living, Suffocation, Summon Undead V,
Symbol of Pain, Undead Anatomy II, Undeath to Death, Unhallow, Unwilling Shield, Skeletal Wall, Waves
of Fatigue

6th Level: Acid fog, Age Resistance, Antilife Shell, Awaken Undead (SpC), Banshee Blast, Circle of Death,
Contingency, Control Undead, Create Variant Mummy, Dance Macabre VI, Epidemic, Eyebite,
Geas/Quest, Greater Contagion, Greater Death Knell Aura, Harm, Major Curse, Mass Contagion (SpC),
Mass Inflict Moderate Wounds, Planar Binding, Plague Bearer, Plague Storm, Power Word Blind,
Repulsion, Revive Undead (SpC), Improved Shadow Conjuration, Shadow Walk, Symbol of Fear, Summon
Undead VI, Twin Form, Undead Anatomy III, Undeath to Death, Waves of Exhaustion

7th Level: Greater Age Resistance, Blasphemy, Create Greater Undead, Dance Macabre VII, Destruction,
Ethereal Jaunt, Finger of Death, Greater Bestow Curse, Greater Harm, Mass Inflict Serious Wounds,
Phantasmal Revenge, Shadow Conjuration (greater), Song of Discord, Summon Undead VII, Symbol of
Weakness, Vile Death

8th Level: Antipathy, Clone, Curse of Night, Death Clutch, Dance Macabre VIII, Energy Ebb (LM), Mass
False Vigor, Ghostform (LM), Horrid Wilting, Mass Inflict Critical Wounds, Greater Planar Binding, Orb of
the Void, Shadow Evocation (greater), Soul Reaver, Summon Undead VIII, Symbol of Death, Tomb
Legion, Undead Anatomy IV

9th Level: Astral Projection, Canopic Conversion, Cursed Earth, Dance Macabre IX, Energy Drain,
Etherealness, Imprison Soul, Mass Harm, Parasitic Soul, Plague of Undead, Power Word Kill, Scourge of
the Horsemen, Shades, Soul Bind, Summon Undead IX, Mass Suffocation, Wail of the Banshee

1. Summon Undead I

o Skeleton version of any non-Elemental from Summon Nature's Ally I

o Zombie version of any non-Elemental from Summon Nature's Ally I

o Human Warrior Skeleton, armed with small steel shield and longsword

o Kobold Zombie, armed with heavy mace

2. Summon Undead II

o Skeleton version of any non-Elemental from Summon Nature's Ally II

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally I

o Zombie version of any non-Elemental from Summon Nature's Ally II

o Variant Zombie version of any non-Elemental from Summon Nature's Ally I

o 1d3 of any creature from Summon Undead I

o Skeletal Champion

o Bugbear Zombie, armed with greatclub

3. Summon Undead III

o Skeleton version of any non-Elemental from Summon Nature's Ally III


o Variant Skeleton version of any non-Elemental from Summon Nature's Ally II

o Zombie version of any non-Elemental from Summon Nature's Ally III

o Variant Zombie version of any non-Elemental from Summon Nature's Ally II

o 1d3 of any creature from Summon Undead II

o 1d4+1 of any creature from Summon Undead I

o Ghoul

o Troll Skeleton

o Chimera Zombie

4. Summon Undead IV

o Skeleton version of any non-Elemental from Summon Nature's Ally IV

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally III

o Zombie version of any non-Elemental from Summon Nature's Ally IV

o Variant Zombie version of any non-Elemental from Summon Nature's Ally III

o 1d3 of any creature from Summon Undead III

o 1d4+1 of any creature from Summon Undead I-II

o Ghast

o Wyvern Zombie

5. Summon Undead V

o Skeleton version of any non-Elemental from Summon Nature's Ally V

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally IV

o Zombie version of any non-Elemental from Summon Nature's Ally V

o Variant Zombie version of any non-Elemental from Summon Nature's Ally IV

o 1d3 of any creature from Summon Undead IV


o 1d4+1 of any creature from Summon Undead I-III

o Shadow

o Wight

6. Summon Undead VI

o Skeleton version of any non-Elemental from Summon Nature's Ally VI

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally V

o Zombie version of any non-Elemental from Summon Nature's Ally VI

o Variant Zombie version of any non-Elemental from Summon Nature's Ally V

o 1d3 of any creature from Summon Undead V

o 1d4+1 of any creature from Summon Undead I-IV

o Mummy

o Vampire Spawn

7. Summon Undead VII

o Skeleton version of any non-Elemental from Summon Nature's Ally VII

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally VI

o Zombie version of any non-Elemental from Summon Nature's Ally VII

o Variant Zombie version of any non-Elemental from Summon Nature's Ally VI

o 1d3 of any creature from Summon Undead VI

o 1d4+1 of any creature from Summon Undead I-V

o Wraith

o Mohrg

8. Summon Undead VIII


o Skeleton version of any non-Elemental from Summon Nature's Ally VIII

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally VII

o Zombie version of any non-Elemental from Summon Nature's Ally VIII

o Variant Zombie version of any non-Elemental from Summon Nature's Ally VII

o 1d3 of any creature from Summon Undead VII

o 1d4+1 of any creature from Summon Undead I-VI

o Banshee (Bestiary 2)

o Vampire

9. Summon Undead IX

o Skeleton version of any non-Elemental from Summon Nature's Ally IX

o Variant Skeleton version of any non-Elemental from Summon Nature's Ally VIII

o Zombie version of any non-Elemental from Summon Nature's Ally IX

o Variant Zombie version of any non-Elemental from Summon Nature's Ally VIII

o 1d3 of any creature from Summon Undead VIII

o 1d4+1 of any creature from Summon Undead I-VII

o Devourer

o Ghost (has Corrupting Touch, Telekinesis, and Frightful Moan)

Necromantic Talents

Bonus Feat:
The Dread Necromancer may select one of the following feats as a bonus feat rather than choosing a
necromantic talent, even if she doesn't meet the prerequisites: Channel Smite, Corpsecrafter, Deadly
Chill, Destruction Retribution, Extra Channeling, Hardened Flesh, Nimble Bones, Undead Master, or Any
Metamagic Feat.
Bypass Resistance:
The Dread Necromancer has discovered how to negate an undead creature's resistance to channeled
energy. An undead creature that is targeted by the Dread Necromancer's Command Undead ability, as
well as any other channeled energy abilities granted by class levels or feats, may only add half of its
channel resistance to its Will save to resist the channeled energy effect. 
The Dread Necromancer may take this talent up to two times; the second time she selects it, undead
targeted by her channeled energy effects may not add their channel resistance to their Will save at all.

Channel Resistance:
Undead under the Dread Necromancer's control gain channel resistance equal to ½ her class level.

Lich Body (Ex):


The Dread Necromancer begins her journey into undeath. The first symptom is her body's increased
resilience to physical harm. She gains DR 2/bludgeoning and magic. The damage reduction increases by
1 at 5th level and every odd-numbered level after (maximum 10 at 19th).

Necromantic Familiar:
The Dread Necromancer obtains an undead version of a typical wizard familiar. A Dread Necromancer's
familiar gains the usual familiar benefits listed in the Core Rulebook with two exceptions. Its type
becomes undead, and it does not gain the ability to speak with other creatures of its kind (unless the
creature chosen automatically possesses the ability to speak with a verbal language). If the Dread
Necromancer selects the Improved Familiar feat, she may obtain an undead version of any familiar that
her level would permit.
A familiar can use its ability to deliver touch spells with the master's Charnel Touch, Scabrous Touch and
Enervating Touch attacks.
A necromantic familiar does not grant its master the typical bonus that a familiar of its type would (i.e.,
an undead snake familar does not grant its master a +3 bonus to Bluff checks). Instead, the familiar
grants the Dread Necromancer a bonus to the number of undead that she can control; for the purposes
of the Animate Dead spell, the Dread Necromancer counts as being one level higher per four HD
(minimum 1) when determining the total number of HD worth of undead that she can control. 

Sepulchral Guardian:
The Dread Necromancer obtains an undead minion (a humanoid warrior skeletal champion or humanoid
warrior zombie lord, they do not gain racial HD) that serves her. Obtaining the guardian involves a 24-
hour ritual and 100gp worth of materials, this can be repeated to obtain a new guardian or to revive her
prior one if it is destroyed. 
At first, the guardian is completely typical, but it gains power as the Dread Necromancer gains levels.
The guardian has a number of Hit Dice equal to the necromancer’s HD. It also receives a bonus to its
natural armor equal to one-half the Dread Necromancer’s HD, and a bonus equal to one-third of the
Dread Necromancer’s class level to its Strength, Charisma, and Dexterity scores (This is in addition to any
benefits from Undead Mastery). Additionally, they gain the Empathic Link and Share Spells abilities.
Starting at 8th level the Dread Necromancer may turn their undead minion into a variant skeleton or
zombie and may opt to turn it into a Juju Zombie rather than a Zombie Lord. If the Dread Necromancer
takes the leadership feat or gains an analogous ability they may make their undead Guardian their
cohort, granting it player class levels and ignoring the normal cohort level.
The Undead Guardian has a base Intelligence score equal to (8 + 1/2 its master's HD). 

Charnel Shroud:

The Dread Necromancer may channel a usage of their Charnel Touch as a swift action to apply its effects
to their first blow in a given round with a natural or manufactured weapon. At 12 th level this may effect
all attacks made in a given round. Charnel touch adds its damage to the weapon damage when used in
this manner and is treated as possessing an identical critical threat range and multiplier.

Turn Undead:
The Dread Necromancer gains Turn Undead as a bonus feat. She gains the ability to channel positive
energy a number of times per day equal to 1+ her Charisma modifier, but only to use Turn Undead. The
DC against the Dread Necromancer's Turn Undead ability is 10 + 1/2 Dread Necromancer level + Cha. 

Charnel Shield: 
The Dread Necromancer may expend a use of her Charnel Touch to create a barrier of negative energy
around herself, absorbing blows and dealing damage to her attackers. She gains temporary hit points
equal to twice her level plus her Charisma modifier, which last for 1 minute per level. Creatures who
strike the Dread Necromancer with a melee attack while they still have temporary hitpoints from
Charnel Shield take damage equal to the damage dealt by the attack (up to a limit of the remaining
temporary hitpoints); this damage is negative energy damage, and so heals undead creatures. 

Dark Sacrifice:
The Dread Necromancer may sacrifice undead creatures she controls to heal her own wounds and
ailments. As a standard action, she may sacrifice one of her undead creatures to heal 1d8 hit points per
HD of the sacrificed undead, up to her maximum hit points or the current hit points of the sacrificed
undead. She must be adjacent to the undead she is sacrificing, and using this ability provokes attacks of
opportunity. 
When using this ability, the Dread Necromancer may sacrifice 2 HD worth of healing to heal 1d4 points
of ability damage or cure herself of a disease, 3 HD worth of healing to cure herself of poison or curses,
or 5 HD worth of healing to heal 1d4 points of ability drain or remove one temporary negative level from
herself. She may choose to heal herself of more than one ailment at a time, though no more than the
sacrificed undead's HD would allow. 
The Dread Necromancer must be at least 4th level to select this talent. 
Special: The Dread Necromancer may select this talent twice; if she has selected the ability twice, she
may use Dark Sacrifice to heal an ally instead of herself by channeling the healing through her Charnel
Touch. She must be adjacent to both the ally she wishes to heal and the undead she is sacrificing, and
using this ability expends one of her daily uses of Charnel Touch. 

Extra Charnel Touch:


The Dread Necromancer may use her Charnel Touch more frequently. The number of times per day she
can use her Charnel Touch increases by 4.
The Dread Necromancer must be at least 4th level to select this talent. It may be selected more than
once. 

Fear Aura (Su):


The Dread Necromancer may project a fear aura that extends 5’ per three Dread Necromancer levels
(minimum 5’) at will as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2
Dread Necromancer levels + Charisma modifier) or become shaken until they are no longer in the
presence of the Dread Necromancer, requiring them to be over 10' per Dread Necromancer lmage hevel
away from the Dread Necromancer before the effect wears off. A creature who successfully saves
cannot be affected by that Dread Necromancer's fear aura for 24 hours. The fear aura can be used to
escalate an existing fear effect applied by a different source (you can't stack fear from your own fear
aura) and the shaken effect it applies can be escalated by other sources (though the duration of the new
effect ends when either source's duration ends, reverting back to the lesser fear level).
The Dread Necromancer must be at least 4th level to select this talent.

Undead Empathy:
The Dread Necromancer can improve the attitude of an undead creature, as if using Diplomacy to
improve the attitude of a person. She rolls 1d20 and adds her level and Charisma modifier to determine
the result. Against mindless undead, the creature's attitude is considered to be one step higher (typically
causing it to be counted as Unfriendly rather than Hostile) for determining the check's DC. 
Charnel Blast:
The Dread Necromancer can use her Charnel Touch as a ranged touch attack, with a maximum range of
10’ per Dread Necromancer Level.

Charnel Burst:

The Dread Necromancer can use her Charnel Touch as either a line, cone, or burst effect. If used as a line
it has a maximum range of 10’ per Dread Necromancer Level, if used as a cone it has a range of 5’ per
Dread Necromancer Level, and if used as a burst it has a range of 5’ per two Dread Necromancer Levels.
This consumes two uses of Charnel Blast. When used in this manner all targets in the area of effect may
make a Reflex Save with a DC of 10 + ½ the Dread Necromancer’s Level + her Charisma Modifier to take
half damage. The Dread Necromancer must be at least 6 th level to select this talent, and must have
Charnel Blast.

Grave Chill:

A Dread Necromancer understands that death is merely a part of the greater force of Entropy and
through this understanding they can harness another aspect of this force, namely the ability to
accelerate it by draining and displacing heat just as they do the positive energy that sustains most
beings. When the Dread Necromancer takes this trait they gain the following spells on their list at each
level. Additionally, they may choose spells with the cold descriptor or which deal cold damage with
advanced learning as if they were necromancy spells all spells they cast with the cold descriptor increase
their DC by +1 and do +1 damage per dice, these bonuses increase to +2 at 9 th level, and +3 at 14th level.
2nd Ray of Frost, Snowball, and Frostbite, 4 th Winter Grasp and Frigid Touch, 6th Ice Spears and Sleet
Storm, 8th Wall of Ice and Ice Storm, 10th Icy Prison and Cone of Cold, 12th Cold Ice Strike and Freezing
Sphere, 14th Ice Body, 16th Polar Ray, 18th Polar Midnight.

Disrupting Energy (Ex):


Through her study of negative energy and undead, the Dread Necromancer has discovered a way to
attack undead with the very energy that animates them. When targeting an undead creature with her
Charnel Touch or Inflict spells, she may choose to have the effect deal damage to the undead instead of
healing it; effectively, the spell or effect acts as if she were using positive energy instead of negative
energy (so, for example, a bloody skeleton destroyed using this talent would count as being destroyed
by positive energy, and would be truly destroyed). The Dread Necromancer may not use this talent to
damage undead with Channel Negative Energy or a Mass Inflict spell, as the focus required to alter the
negative energy prevents her from doing so on a large scale.
The Dread Necromancer must be at least 6th level to select this talent.

Grave-touched:
The Dread Necromancer has discovered a way to heal her own wounds using negative energy. She may
heal herself with her Charnel Touch and Inflict spells as if she were an undead creature, and when
channeling negative energy to heal undead she may choose to include herself in the effect. This ability
only affects her own spells and abilities; positive and negative energy from other sources will still affect
her as normal.
The Dread Necromancer must be at least 6th level to select this talent, and may not select it if she
already has an ability that allows her to be healed by negative energy. If she ever gains an ability that
allows her to be healed by negative energy (such as her Undead Ascension at 20th level), the Dread
Necromancer may replace this with another talent. 

Negative Energy Resistance:


The Dread Necromancer gains a bonus equal to 1/2 her class level to saving throws made to resist
negative energy effects, including energy drain, some ability drain and inflict spells.
The Dread Necromancer must be at least 6th level to select this talent.

Scabrous Touch (Su):


The Dread Necromancer can use her charnel touch to inflict disease on a creature she touches. This
ability works like the contagion spell, inflicting the disease of her choice immediately, with no incubation
period, unless the target makes a successful Fortitude save (DC 10 + 1/2 class level + her Cha modifier).
Should the target fail the save, it immediately takes the initial ability damage of the disease, adding the
Dread Necromancer's charisma modifier to the ability damage inflicted. The DC for subsequent saving
throws to resist the effects of the disease depend on the disease inflicted, and secondary damage of the
disease is unchanged.
Activating this feature is a swift action. The effect lasts until the Dread Necromancer makes a successful
charnel touch attack. The spectral hand spell enables a Dread Necromancer to deliver scabrous touch
from a distance.
A Dread Necromancer can use this ability once per day at level 6, and she must be at least level 6 to
select this talent. This increases to 2/day at level 9, and she gains an additional use every additional
three levels. 
Corpse Explosion:
The Dread Necromancer can send a surge of negative energy into an undead creature she controls or a
corpse, causing it to explode in a shower of flesh and bone. As a standard action, she may expend one
use of Channel Negative Energy to detonate an undead creature or a corpse that is within close range.
The explosion deals bludgeoning, slashing, and piercing damage to all creatures within its radius;
affected creatures may make a Reflex save for half damage (DC 10 + 1/2 Dread Necromancer level +
Cha). Non-magical clothing and armor are destroyed by the explosion, while magical clothing and armor
are unaffected (though they are likely to be sent several yards away by the blast). The explosion's radius
and damage are determined by the size category of the detonated corpse or undead, as shown in the
table below. 
The Dread Necromancer must be at least 8th level to select this talent.

Size Category Radius Damage

Tiny 5ft 1d2/2HD

Small 5ft 1d4/2HD

Medium 5ft 1d6/2HD

Large 10ft 1d8/2HD

Huge 15ft 2d6/2HD

Gargantuan 20ft 2d10/2HD

Colossal 30ft 3d8/2HD

Immortal Terror:
The Dread Necromancer has learned how to strike fear into the undead. She may treat undead as their
original creature type for the purpose of her fear effects (for instance, a human skeleton would be
counted as a humanoid). Mindless undead can be affected as well, though they receive a +2 bonus on
their Will save to resist the effect.
The Dread Necromancer must be at least 8th level to select this talent.

Malediction: The Dread Necromancer gains the ability to use a single witch hex as a witch of their level,
this ability may be taken multiple times though the Dread Necromancer may only take basic hexes.
Light Fortification:
The Dread Necromancer gains 25% resistance to critical hits. This increases to 50% at level 16.
The Dread Necromancer must be at least level 10 to select this ability.

Repurposed Corpse:
The Dread Necromancer has learned how to recycle her undead, allowing her to use the power of her
current undead to help with the animation of new undead. When casting Animate Dead or Create
Undead, she may sacrifice any number of undead creatures (destroying them in the process, though this
does not trigger effects that activate upon the undead's destruction) that are currently under her
control to replace the material component cost of the spell. The total cost of the spell's components is
reduced by 25g for every 2 HD sacrificed in this way; for example, a sacrificed ghoul (2 HD) would reduce
the cost by 25g, while a sacrificed hill giant skeleton (10 HD) would reduce the cost by 125g. The Dread
Necromancer must sacrifice all of an undead creature's HD when using this effect, and she may not
sacrifice her undead familiar (if she has one). 
The Dread Necromancer must be at least level 10 to select this talent.

Enervating Touch (Su):


The Dread Necromancer gains the ability to bestow 1d2 negative levels with her Charnel Touch attack.
Each day, she can bestow a total number of negative levels equal to her class level, but no more than
two with a single touch attack. The saving throw to remove the negative level has a DC of 10 + 1/2 of her
class level + Cha modifier. Activating and applying this class feature is identical to Scabrous touch.
Scoring a critical hit with the Charnel Touch attack delivering the negative levels does not bestow
additional levels on the target.
The Dread Necromancer must be at least 12th level to select this talent. At 17th level, the number of
negative levels she can inflict per day becomes equal to two times her class level.

Additional Spells

Tomb Grasp
School: Necromancy; Level: Dread Necromancer 1
Casting Time: 1 standard action
Components: V, S, M (the finger bones of a humanoid creature)
Range: close (25 ft. + 5 ft./2 levels)
Target: One 10-foot square
Duration: 1 minute/level (D)
Saving Throw: See text; Spell Resistance: No

The ground below rumbles as the spell is completed, and dozens of rotting and bony arms burst from the
ground, grabbing and snatching at those in reach.

The spell fills a 10-foot square with grasping undead hands. Creatures in the area when the spell is cast
must make a Reflex save or be grabbed by the hands, causing it to become entangled. Creatures can
walk through or within the area at half normal speed with an Acrobatics check (DC equal to spell DC);
failure causes the creature to become entangled, while failing the check by 5 or more causes the
creature to fall prone as if tripped. Creatures that fall prone within the spell's area are seized by the
hands and count as grappled (the CMB of the hands is equal to caster level + casting modifier + 2).
The hands can only affect living creatures that are touching the ground, and has no effect on constructs,
undead, or flying creatures that are in the air. 

Grave Mist
School: Necromancy; Level: Dread Necromancer 2
Casting Time: 1 standard action
Components: V, S, M (A handful of dirt taken from a graveyard or tomb)
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread, 20 ft. high
Duration: 1 round/level
Saving Throw: None; Spell Resistance: See text

With a gesture, you create a cloud of clammy, thin mist. The light in the area seems to dim as the mist
appears, and a slight wind washes over the area, sending a chill down your spine.

This spell creates a thin mist within the spell's area. The mist is too thin to have any effect on vision, but
the necromantic energy infused within it hampers the living. All living creatures within the mist become
fatigued, staggered, and take 1d6 points of cold damage per round, the damage increases by 1d6 every
four CL up to a max of 5d6. Undead creatures within the grave mist are instead healed as if the cold
damage were negative energy.
If the spell fails to overcome a creature's spell resistance, the subject takes the cold damage but ignores
the fatigue.
Necrotic Blast
School: Necromancy; Level: Dread Necromancer 3
Casting Time: 1 standard action
Components: V, S, M (a ball of bat guano and grave dirt)
Range: long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Reflex half; Spell Resistance: yes
A small, semi-transparent skull shoots from your hand, cackling madly until it reaches its target, where it
explodes in a crackling blast of negative energy.

Necrotic Blast functions similarly to a Fireball spell, with the following exceptions: the damage dealt is
negative energy damage (meaning it heals undead and harms other creatures), and those who take full
damage are shaken for 1 round per caster level. 

Skeletal Wall
School: Necromancy; Level: Dread Necromancer 5
Casting Time: 1 standard action
Components: V, S, M (a small jar of powdered bone)
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of sharp bones that is two 5ft cubes/level
Duration: 10 min/level (D)
Saving Throw: No; Spell Resistance: No
At the spell's completion, an echoing laugh emerges from the air, and a large wall of sharpened ribs and
skulls emerges from the ground between yourself and your foes.

Skeletal Wall creates a solid barrier of interlocking bones, each sharpened to a razor's edge. Any
creature that starts its turn adjacent to the wall takes 1d4 slashing and piercing damage per 2 caster
levels as the bones of the wall lash out, while a creature trying to force its way through takes 1d4
slashing and piercing damage per level each time it moves through. You may attempt to trap creatures
within the wall as it forms or as they attempt to climb over or through it, though they receive a Reflex
save to avoid being trapped. A creature trapped within the wall takes damage as if it was forcing its way
through on the turn the wall appears, then takes damage as normal afterward. Trapped creatures are
considered entangled and flat footed, each turn they may try to work their way free with a reflex save at
a -2, on a failed save they take 1d4 stacking bleed damage and their next save takes an additional -2.

The wall may be as thin as 5ft, and is comprised of a number of 5ft cubes equal to your double your
caster level; the wall has 10 hardness and 10 hit points per foot of thickness, and possesses DR
5/bludgeoning. You may choose to reduce the number of cubes to half your caster level (rounded down)
in order to instill the wall with a menacing aura, which forces any creature that attempts to strike the
wall with a melee attack (excluding reach weapons) or approach within 5 feet of the wall to make a Will
save; if the creature fails its save, it may not take any actions until the end of its next turn other than to
move away from the wall and suffers 1d4 negative energy damage per caster level. 

While the wall is necromantic in nature, it is not considered an undead creature, and so is not affected
by any spells or abilities that would affect an undead creature.

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