I have the mechanics down, but it's in need of flavor text. I kinda envision them as undead lords of a sort. The live in the earth in old ruins and eat adventur...er...corpses. They have have a close relationship with earth, metal, and stone. Their appearance is kinda like statuary.
Nekrolith
[Insert Flavor Text]
Entry Requirements: To qualify to become a nekrolith, a character must fulfill all of the following criteria:
- Race: Any undead.
- Alignment: Any evil.
- Skills: Knowledge (psionics) 24 ranks, Knowledge (religion) 24 ranks, Move Silently 2 ranks.
- Feats: Defiler Magic, Epic Spellcasting, Great Fortitude, Improved Toughness, any two metamagic feats, and any two metapsionic feats.
- Spells: Able to cast 9th level divine spells and manifest 6th level psionic powers.
- Special: Able to rebuke undead.
- Special: Must have a crypt, necropolis, or similar resting place.
- Special: Must meet Underdweller and Underwalker prerequisites.
- Special: Must perform a ritual that requires a sacrifice of no less than 1,000 HD of living creatures and 50,000 gp.
The Nekrolith Hit Dice: d12
Level Special Spells per Day
1st Metamorphosis, nekrolith magic, Underdweller +1 level of existing divine or manifester class
2nd Rebuke undead, turn immunity +1 level of existing divine or manifester class
3rd Underwalker +1 level of existing divine or manifester class
4th - +1 level of existing divine or manifester class
5th Bite, stone's hue +1 level of existing divine or manifester class
6th Nekrolith sense +1 level of existing divine or manifester class
7th Frightful presence +1 level of existing divine or manifester class
8th Bonus feat +1 level of existing divine or manifester class
9th Resistance +1 level of existing divine or manifester class
10th Nekrolith power +1 level of existing divine or manifester class
Class Skills (2 + Intelligence modifier per level): Appraise, Balance, Bluff, Climb, Concentration, Craft (armorsmithing, blacksmithing, calligraphy, gemcutting, locksmithing, pottery, sculpting, stonemasonry, trapmaking, and weaponsmithing), Decipher Script, Disable Device, Disguise, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Psicraft, Search, Sense Motive, Spellcraft, Spot, Survival, or Tumble.
Class Features: All of the following are class features of the nekrolith prestige class:
Weapon and Armor Proficiency: The nekrolith gains no new weapon or armor proficiency.
Metamorphosis: Upon beginning the transformation process, the nekrolith's nails harden and become razor-sharp. The nekrolith gains two claw attacks as primary natural attacks. The nekrolith's claw attacks deal the same amount of damage as those of an average creature of the same size. He also gains the earth and evil subtypes, a +1 natural armor bonus per 2 nekrolith levels, damage reduction +1/ - per 2 nekrolith levels, and a +1 racial bonus per nekrolith level on Disguise checks when impersonating statuary.
Nekrolith Magic (Su): By combining his knowledge of divine magic and psionics, a nekrolith learns how to use the life energy of those around him to aid his epic spellcasting. When casting an epic spell with the backlash mitigating factor the nekrolith can drain up to 10 hit points from one living creature per nekrolith level as a free action. The creatures drained must be within close range (25 feet + 5 feet per 2 spellcaster levels). If the spell takes more than 1 round to cast, the nekrolith may select different creatures to drain each round. The total number of hit points drained in this manner cannot exceed the amount of backlash damage dealt to the nekrolith by the epic spell.
A living creature drained in this manner must make a Fortitude save (DC 10 + nekrolith class level + Constitution modifier) or permanently loses the drained hit points (its hit point total permanently drops by 10 hit points, to a minimum of 1 hp per HD). If the 10 points of damage kills a creature and it is brought back to life it automatically loses at least 1 level, regardless of the spell used to return it to life. If the spell used to return it to life normally penalizes the recipient 1 level a creature killed by this ability loses 2 levels instead.
Spells per Day/Powers Known: At 1st level and every nekrolith level thereafter, the nekrolith gains new spells per day (and spells known, if applicable) or new power points (and powers known, if applicable) as if he had also gained a level in an divine spellcasting or manifesting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells or Powers entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). At each level that grants this ability, the character must decide to which class he adds the new level for the purpose of determining spells per day and caster level or power points per day, powers known, and manifester level.
Underdweller: At 1st level, the nekrolith gains Underdweller as a bonus feat.
Rebuke Undead (Su): Nekrolith class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player’s Handbook.
Turn Immunity (Ex): At 2nd level, as long as it is within it's crypt, necropolis, or similar resting place, a nekrolith is immune to turning or rebuking attempts. It can still be bolstered as normal.
Underwalker: At 3rd level, the nekrolith gains Underwalker as a bonus feat.
Bite: At 5th level, the nekrolith's teeth harden and become razor-sharp. He gains a bite attack as a secondary natural attack. The nekrolith's bite attack deals the same amount of damage as that of an average creature of the same size.
Stone's Hue (Su): When within 5 feet of a stone or earth wall, a nekrolith can take on the coloration of the stone and may seem to blend into the surface of the wall. As long as the nekrolith is within 5 feet of the wall, he gains a +10 circumstance bonus on Hide checks and can successfully hide himself from view in the open without having anything to actually hide behind.
Nekrolith Sense (Su): While it is within it's crypt, necropolis, or similar resting place, a nekrolith of 6th level or higher, automatically knows the precise location of all intruders within it's resting place. This ability is similar to blindsense, except that it functions without regard to line of effect and it's effect extends to every portion of it's resting place.
Frightful Presence (Ex): At 7th level, the nekrolith gains the frightful presence ability. This ability has a radius of 30 feet per nekrolith level and affects creatures with fewer HD than the nekrolith. A creature that succeeds on a Will save (DC 10 + 1/2 character level + Charisma modifier) becomes immune to that nekrolith's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Bonus Feat: At 8th level, the nekrolith gains a bonus epic feat from the following list (see the Epic Level Handbook for descriptions): Armor Skin, Automatic Metamagic Capacity, Automatic Metapsionic Capacity, Damage Reduction, Divine Augmentation*, Epic Fortitude, Epic Psionic Focus, Epic Skill Focus (Knowledge [psionics]), Epic Skill Focus (Knowledge [religion]), Epic Spell Focus, Epic Spell Penetration, Fast Healing, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Casting, Improved Spell Resistance, Metamagic Freedom, Metapsionic Freedom, Metamixture*, Penetrate Damage Reduction, Power Knowledge, Spell Knowledge. *New feat, see below.
Resistance (Su): At 9th level, the nekrolith gains power resistance and spell resistance equal to 10 + it's character level.
Nekrolith Power (Su): While it is within it's crypt, necropolis, or similar resting place, a 10th level nekrolith can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the nekrolith an insight bonus on attack rolls, damage rolls, and saving throws equal to it's Charisma modifier (minimum +1). A nekrolith can use this ability once per day, and it's effects last for 10 minutes.
Ex-Nekroliths
An epic spell is required to raise a nekrolith. If a nekrolith is raised, he loses all levels in nekrolith.
Nekrolith
[Insert Flavor Text]
Entry Requirements: To qualify to become a nekrolith, a character must fulfill all of the following criteria:
- Race: Any undead.
- Alignment: Any evil.
- Skills: Knowledge (psionics) 24 ranks, Knowledge (religion) 24 ranks, Move Silently 2 ranks.
- Feats: Defiler Magic, Epic Spellcasting, Great Fortitude, Improved Toughness, any two metamagic feats, and any two metapsionic feats.
- Spells: Able to cast 9th level divine spells and manifest 6th level psionic powers.
- Special: Able to rebuke undead.
- Special: Must have a crypt, necropolis, or similar resting place.
- Special: Must meet Underdweller and Underwalker prerequisites.
- Special: Must perform a ritual that requires a sacrifice of no less than 1,000 HD of living creatures and 50,000 gp.
The Nekrolith Hit Dice: d12
Level Special Spells per Day
1st Metamorphosis, nekrolith magic, Underdweller +1 level of existing divine or manifester class
2nd Rebuke undead, turn immunity +1 level of existing divine or manifester class
3rd Underwalker +1 level of existing divine or manifester class
4th - +1 level of existing divine or manifester class
5th Bite, stone's hue +1 level of existing divine or manifester class
6th Nekrolith sense +1 level of existing divine or manifester class
7th Frightful presence +1 level of existing divine or manifester class
8th Bonus feat +1 level of existing divine or manifester class
9th Resistance +1 level of existing divine or manifester class
10th Nekrolith power +1 level of existing divine or manifester class
Class Skills (2 + Intelligence modifier per level): Appraise, Balance, Bluff, Climb, Concentration, Craft (armorsmithing, blacksmithing, calligraphy, gemcutting, locksmithing, pottery, sculpting, stonemasonry, trapmaking, and weaponsmithing), Decipher Script, Disable Device, Disguise, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Psicraft, Search, Sense Motive, Spellcraft, Spot, Survival, or Tumble.
Class Features: All of the following are class features of the nekrolith prestige class:
Weapon and Armor Proficiency: The nekrolith gains no new weapon or armor proficiency.
Metamorphosis: Upon beginning the transformation process, the nekrolith's nails harden and become razor-sharp. The nekrolith gains two claw attacks as primary natural attacks. The nekrolith's claw attacks deal the same amount of damage as those of an average creature of the same size. He also gains the earth and evil subtypes, a +1 natural armor bonus per 2 nekrolith levels, damage reduction +1/ - per 2 nekrolith levels, and a +1 racial bonus per nekrolith level on Disguise checks when impersonating statuary.
Nekrolith Magic (Su): By combining his knowledge of divine magic and psionics, a nekrolith learns how to use the life energy of those around him to aid his epic spellcasting. When casting an epic spell with the backlash mitigating factor the nekrolith can drain up to 10 hit points from one living creature per nekrolith level as a free action. The creatures drained must be within close range (25 feet + 5 feet per 2 spellcaster levels). If the spell takes more than 1 round to cast, the nekrolith may select different creatures to drain each round. The total number of hit points drained in this manner cannot exceed the amount of backlash damage dealt to the nekrolith by the epic spell.
A living creature drained in this manner must make a Fortitude save (DC 10 + nekrolith class level + Constitution modifier) or permanently loses the drained hit points (its hit point total permanently drops by 10 hit points, to a minimum of 1 hp per HD). If the 10 points of damage kills a creature and it is brought back to life it automatically loses at least 1 level, regardless of the spell used to return it to life. If the spell used to return it to life normally penalizes the recipient 1 level a creature killed by this ability loses 2 levels instead.
Spells per Day/Powers Known: At 1st level and every nekrolith level thereafter, the nekrolith gains new spells per day (and spells known, if applicable) or new power points (and powers known, if applicable) as if he had also gained a level in an divine spellcasting or manifesting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells or Powers entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). At each level that grants this ability, the character must decide to which class he adds the new level for the purpose of determining spells per day and caster level or power points per day, powers known, and manifester level.
Underdweller: At 1st level, the nekrolith gains Underdweller as a bonus feat.
Rebuke Undead (Su): Nekrolith class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player’s Handbook.
Turn Immunity (Ex): At 2nd level, as long as it is within it's crypt, necropolis, or similar resting place, a nekrolith is immune to turning or rebuking attempts. It can still be bolstered as normal.
Underwalker: At 3rd level, the nekrolith gains Underwalker as a bonus feat.
Bite: At 5th level, the nekrolith's teeth harden and become razor-sharp. He gains a bite attack as a secondary natural attack. The nekrolith's bite attack deals the same amount of damage as that of an average creature of the same size.
Stone's Hue (Su): When within 5 feet of a stone or earth wall, a nekrolith can take on the coloration of the stone and may seem to blend into the surface of the wall. As long as the nekrolith is within 5 feet of the wall, he gains a +10 circumstance bonus on Hide checks and can successfully hide himself from view in the open without having anything to actually hide behind.
Nekrolith Sense (Su): While it is within it's crypt, necropolis, or similar resting place, a nekrolith of 6th level or higher, automatically knows the precise location of all intruders within it's resting place. This ability is similar to blindsense, except that it functions without regard to line of effect and it's effect extends to every portion of it's resting place.
Frightful Presence (Ex): At 7th level, the nekrolith gains the frightful presence ability. This ability has a radius of 30 feet per nekrolith level and affects creatures with fewer HD than the nekrolith. A creature that succeeds on a Will save (DC 10 + 1/2 character level + Charisma modifier) becomes immune to that nekrolith's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Bonus Feat: At 8th level, the nekrolith gains a bonus epic feat from the following list (see the Epic Level Handbook for descriptions): Armor Skin, Automatic Metamagic Capacity, Automatic Metapsionic Capacity, Damage Reduction, Divine Augmentation*, Epic Fortitude, Epic Psionic Focus, Epic Skill Focus (Knowledge [psionics]), Epic Skill Focus (Knowledge [religion]), Epic Spell Focus, Epic Spell Penetration, Fast Healing, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Casting, Improved Spell Resistance, Metamagic Freedom, Metapsionic Freedom, Metamixture*, Penetrate Damage Reduction, Power Knowledge, Spell Knowledge. *New feat, see below.
Resistance (Su): At 9th level, the nekrolith gains power resistance and spell resistance equal to 10 + it's character level.
Nekrolith Power (Su): While it is within it's crypt, necropolis, or similar resting place, a 10th level nekrolith can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the nekrolith an insight bonus on attack rolls, damage rolls, and saving throws equal to it's Charisma modifier (minimum +1). A nekrolith can use this ability once per day, and it's effects last for 10 minutes.
Ex-Nekroliths
An epic spell is required to raise a nekrolith. If a nekrolith is raised, he loses all levels in nekrolith.
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