Death isn’t some distant, far off black spot we’re all racing toward. Rather, it is always with us. Our connection to it grows constantly until it ultimately consumes us all. The Other Side. The Veil. Oblivion. Call it what you will. Most offer nothing to it but fear and ignorance. They stumble along never realizing just how integral it is. Turns out, it really is all black and white—there’s death and there’s life. And so it turns. And yet, death comes in so many shades. None who find it see it in quite the same way. We all react to it differently. Awe, hate, devotion, fear. Death gives, and it takes. Those who explore the boundaries of death, willingly or not, seek only truth. They are death’s soldiers, scholars, lovers. They are sacred necromancers.
Role: Sacred necromancers are all so very different from one another. For some, it starts with the discovery of lost knowledge, descending in a cascade of darkest truths. For others, it is personal experience, being dragged to the very edge of life and pulling back. Yet others still have plunged fully through and are even now clawing their way back. For all, though, it is an obsession.
Each has a rationale for what he or she does., and none could stop if they tried. They rarely ever fully connect with those not sharing their obsession. Some are cold and distant, quietly reflecting. Others find a renewed life in death, embracing it with vitality that few not of the path could ever muster.
It is a path of discovery. It is confronting the darkness on one’s own terms. It is crossing and erasing the boundaries, of acknowledging the role of the darkness.
Hit Dice: d8.
Your class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+2||+0||+0||Calling, connection, insights||3||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+0||Channel energy +1d6||4||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+1||Channel energy +2d6||6||3||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+2||Channel energy +3d6||6||5||3||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+2||Channel energy +4d6||6||6||5||3||—||—||—||—||—|
|10th||+7/+2||+7||+3||+3||Channel energy +5d6||6||6||6||5||3||—||—||—||—|
|12th||+9/+4||+8||+4||+4||Channel energy +6d6||6||6||6||6||5||3||—||—||—|
|14th||+10/+5||+9||+4||+4||Channel energy +7d6||6||6||6||6||6||5||3||—||—|
|16th||+12/+7/+2||+10||+5||+5||Channel energy +8d6||6||6||6||6||6||6||5||3||—|
|18th||+13/+8/+3||+11||+6||+6||Channel energy +9d6||6||6||6||6||6||6||6||5||3|
|20th||+15/+10/+5||+12||+6||+6||Channel energy +10d6, sacred awareness||6||6||6||6||6||6||6||6||6|
The following are the class features of the sacred necromancer.
You are proficient with all simple weapons. You are also proficient with light armor. You can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, if you wear medium armor, heavy armor, or a shield, you incur a chance of arcane spell failure if the spell in question has a somatic component. Some sacred necromancer callings grant additional proficiencies.
As a guideline for adding newer or third party spells, we suggest you choose the lowest spell level out of that for 9-level casters to define the Sacred Necromancer’s spell level, or the highest among lesser casters if there’s no 9-level caster with the spell. The GM should feel free to alter this as feels appropriate.
You cast both arcane and divine spells drawn from all spells of the necromancy school*. Your spell list is the necromancy school, and you cannot cast any other spells. You are able to cast any spell you know without preparing it ahead of time. Further, once a day, you can choose the spells you know. (In this way, you have a limited number of spells that you can cast whenever you want, like an oracle. But each day, you can choose which spells that you know, like a wizard (Always remember that you are limited to only necromancy spells). When choosing spells each day, you must spend 1 hour meditating and communing with the afterlife. Once your spells are known, you treat your magic like a spontaneous spellcaster. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against your spells is 10 + the spell’s level + your Charisma modifier. Like other spellcasters, you can cast only a certain number of spells per day of each spell level. Your base daily spell allotment is given in Table: Sacred Necromancer. In addition, you receive bonus spells per day if you have a high Charisma score.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new sacred necromancer level, you gain one or more new spells, as indicated in Table: Sacred Necromancer Spells Known. Unlike spells per day, the number of spells you know is not affected by your Charisma score; the numbers in Table: Sacred Necromancer Spells Known are fixed. However, each day, you can choose new spells known.
Unlike a cleric or wizard, you need not prepare your spells in advance (though you can change them each day). You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Yours is a unique blending of arcane and divine energies, and you gain some of the benefits and limitations of each. You are able to channel both arcane and divine magic as if they were identical. For mechanical purposes, each and every spell you cast is considered both arcane and divine in origin no matter the spell: anything that specifically affects either arcane or divine magic affects your magic in full. You are a reservoir and a focus. As such, you do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Additionally, you gain Eschew Materials as a bonus feat. However, all your spells require discipline and suffer from armor check penalties: this applies to both arcane and divine spells.
Each sacred necromancer has a certain calling—this is your diagram to the great hereafter and the source of your abilities. Each calling is representative of intense study and complex ritual, demanding long hours, mastery of knowledge arcane and divine, and a willingness to push the limits of sensibility that would make most pale. Each calling is but a link to the afterlife, to the great beyond, to death itself. You must pick one calling upon taking your first level of sacred necromancer. Once made, this choice cannot be changed.
You can channel energy like a cleric although you are more limited than a cleric in how you can use the energy. Each calling will specify whether you can channel positive or negative energy and whether you can heal or cause damage with the energy. Despite these limitations when you choose a calling, you are not prevented from learning how to channel and use the energy by other means at later levels, such as through a whisper, even by your choice of alignment. You can begin channeling energy at 2nd level, and it increases in potency every two levels thereafter, as shown in Table: Sacred Necromancer.
You learn a number of insights, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. (For you, these consist of all cantrips and orisons. You are encouraged to choose primarily from the necromancy school.)
Each calling has a specific connection, tying it to death and the life unliving. This connection defines you and your abilities.
At 3rd level and every 4 levels thereafter (7th, 11th, and so on), you begin to understand yourself and the universe more deeply, gaining power in the process. You must choose a whisper from the list of whispers available to your callings and fields. If a whisper is chosen at a later level, you gain all of the abilities and bonuses granted by that whisper based on your current level. Unless otherwise noted, activating the power of a whisper is a standard action.
Each calling has a list of whispers all its own, but there are additional whispers that all sacred necromancers can choose from. These are grouped by theme into fields. At 7th and 15th levels, you can choose a field in which to branch out your studies. From then on, when you choose a new whisper, you can choose from either those of your calling or those of one of your fields.
Each sacred necromancer must choose from among the following callings. Unless otherwise noted, the DC to save against these abilities is equal to 10 + 1/2 your sacred necromancer level + your Charisma modifier.
Connection: You are a master of the macabre, a tinkerer of life, and a scientist at heart. Drawn to the corporeal mysteries of necromancy, you experiment with flesh both living and dead to gain a greater understanding of life. As part of your studies, you have created a monster as a loyal companion and test subject. See Monster Companions for more information.
Whispers: A sacred necromancer with the chirurgeon calling can choose from any of the following whispers.
Cadaver Crafter (Su)—Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while intelligent undead share your alignment. Undead you create are still affected by positive and negative energy as normal. In addition, when creating undead, you can perform a special ritual on one corpse to be animated. This ritual takes 8 hours and uses special reagents and materials that cost 25 gp/HD of the creature to be animated and allows you to spend construction points as per an animated object of the creature’s size. You may not apply the following abilities: metal or stone. You may only have one such crafted corpse in existence at a time. (See building and modifying constructs for more information on construction points.)
Field Experimentation (Su)—You are known for your experiments with life. While most such experiments take place in the laboratory, you often must take your experiments abroad. As a standard action that provokes attacks of opportunities, you may make a touch attack against one creature. If successful, roll 3d4 and consult the following table for each die.
|Result||Modification to Ability|
|3||+2 alchemical bonus|
|4||+4 alchemical bonus|
The first die applies to Strength, the second to Dexterity, and the third to Constitution. The creature you experiment on also gains the berserk ability of a flesh golem, except as follows: the cumulative chance to go berserk is equal to the net bonus to all abilities that this whisper granted (minimum 1%), and no one may attempt to regain control over the creature. When using this ability, the chirurgeon may sacrifice one spell as a swift action to alter the cumulative chance of going berserk. By doing so, the chirurgeon may decrease or increase the chance by an amount equal to the spell level to a minimum of 1%. The chirurgeon must decide to do this before rolling to determine the effect.
For example, if Frederick uses this ability on an orc, he would roll 1d4 three times. If he gets 4 on the first roll, the orc gains a +4 alchemical bonus to Strength. If he gets 1 on the second roll, the orc takes a ?2 penalty to Dexterity. If he gets 2 on the third roll, the orc gains no bonus or penalty to Constitution. The cumulative chance per round of going berserk is 2% since that is the net bonus granted. If Frederick had sacrificed a 2nd level spell as part of the action to use this ability, the chance to go berserk would instead be either 1% or 4%.
These experiments last for a number of rounds equal to your Charisma score after which the creature is no longer berserk.
Healing Lore (Ex)—You add all spells with “cure” in their name (such as cure light wounds) to your spell list and treat them as necromancy spells. In addition, you add half your sacred necromancer level to all Heal checks.
It Lives! (Su)—You can temporarily bring corpses back to life. As a standard action once per day that provokes attacks of opportunity, you can touch a creature that has died within the last hour and give it new life. The creature is brought back to life for a number of minutes equal to your level, after which it dies again. During this time, the creature is confused, as the spell confusion, and no magic can alleviate this confusion. However, you may make an opposed Charisma check when you first reanimate the dead creature. If you succeed, the creature is temporarily not confused, and you can give it simple commands for a number of rounds equal to your Charisma modifier. The confusion returns after this period, and you cannot reassert control. You must be at least 7th level to take this whisper. At 11th level and every 4 levels thereafter (that is, 15th and 19th levels), you may use this ability an additional 1/day.
Mad Knowledge (Ex)—Your studies have brought you unprecedented lore. Treat all Knowledge skills as class skills, and you may add your Charisma bonus (in addition to your Intelligence bonus) to all Knowledge checks . You may also make Knowledge checks untrained.
Miasma (Su)—Through your study of diseases, you have learned the secrets of how they spread and, more importantly, how to call a disease down on those who have slighted you. As a standard action, you can sicken one creature within 25 ft. + 5 ft./2 levels for a number of rounds equal to your Charisma modifier (Fort save negates). This is a disease effect. Each round the target is sickened by this ability, you may take a move action to spread the contagion. By doing so, each enemy adjacent to the original target at the start of its turn is sickened for 1 round (Fort save negates). You may use this ability a number of times per day equal to your Charisma modifier (minimum 1). In addition, you are immune to disease (as an extraordinary ability).
Monster Modification (Ex)—You gain one additional construction point that you may apply to your monster. You may select this whisper multiple times but only once for every 7 sacred necromancer levels you possess.
At 20th level, you learn the secrets of giving sentience to your creations. Your monster gains an Intelligence score of 13 (or increases to 13, if it already possesses an Intelligence score). In addition, undead or constructs you create have at least an Intelligence of 7 (or higher, if the undead would normally have a higher Intelligence). You may have a number of sentient undead or constructs, not including your monster, equal to your Intelligence modifier, and you may only add sentience to the creature when you create it.
At 1st level, you gain the following whisper for free.
The Practical Applications of Electricity (Su)— While most know that electricity can take lives, you are keenly aware that electricity can also give life. As a standard action, you may make a touch attack, dealing 1d6 electricity damage plus 1 electricity damage/2 sacred necromancer levels (Fort DC 10 + 1/2 your chirurgeon level + your Charisma modifier). When used against your monster, however, it receives no saving throw and instead you roll 1d6/chirurgeon level, healing the monster as per the shock therapy trait above.
You may use this ability a number of times per day equal to 3 + your Charisma modifier.
At 9th level, you can create flesh golems (or similar golems created from the parts of other creatures) as if you possessed Craft Wondrous Item, Craft Magical Arms and Armor, and Craft Construct. You must meet all other construction requirements for the golem as normal.
You possess a measure of protection from outsiders and undead, from mental control, and from summoned creatures. A magical barrier surrounds you at a distance of 1 ft. and moves with you. This is a supernatural effect and is otherwise similar to protection from chaos/evil/good/law. Against the attacks and effects of outsiders and undead, you gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. At 6th level, you are immune to all forms of possession and mental control initiated by outsiders and undead. This includes charm and compulsion effects, as well as effects like magic jar.
At 12th level, you are protected from bodily contact by outsiders and undead. The natural weapon attacks of such creatures fail and the creatures recoil if such attacks require touching you. This protection against contact ends if you make an attack against or try to force the barrier against the blocked creature. Unlike normal supernatural abilities, SR can allow a creature to overcome this protection and touch you: 1 minute after a creature with SR overcomes this protection, the barrier becomes effective against that creature again.
Whispers: A sacred necromancer with the exorcist calling can choose from any of the following whispers.
Be Gone (Su)—Your touch brings discord to those that would influence others and allows their victims a second chance. As a standard action, you can make a touch attack against a target that is possessed or being mentally controlled. If you hit, that target can make a new saving throw to end the effect.
Hedging Circle (Su)—You can use one of your uses of channel energy as a standard action to imprison outsiders and undead within a protective circle (30-ft. radius centered within 30 ft. of you). Neither the creatures nor any spells and effects originating from them can cross the circle. This effect remains for a number of rounds equal to your Charisma modifier but dissipates if you attack across the barrier. You must be at least 5th level to select this whisper.
Parting the Veil (Sp)—You can speak with dead at will, as per the spell. However, the dead are not compelled to answer, so there is no Will save required. You can simply speak to the dead just as you speak to any other NPC. You must be at least 9th level to select this whisper.
Sacred Barrier (Su)— You can use one of your uses of channel energy as a standard action to prevent outsiders and undead and any spells and effects originating from them from entering the area (10-ft. radius centered on you). This effect remains for a number of rounds equal to concentration (a standard action) plus your Charisma modifier but instantly dissipates if you attack across the barrier. A successful Will save allows one spell or effect originating from an otherwise prevented outsider or undead to enter the protected area. Alternatively, you can seal the threshold of a room, and for as long as the seal is in place, no outsider or undead can enter. You must be at least 5th level to select this whisper.
Soul Reflection (Su)—You gain SR equal to your sacred necromancer level + 10. You must be at least 11th level to select this whisper.
Soulgaze (Su)—With but a gaze, you can unnerve even the mightiest of warriors. As a standard action, you may make a gaze attack against one creature within 30 ft. that has a soul. If the creature fails its Will save, it is dazed for one round, and takes a -2 penalty on attack rolls, skill checks, and ability checks for a number of rounds equal to your Charisma modifier. A successful saving throw negates the dazing effect, but not the other penalties. You may use this ability a number of times per day equal to your Charisma modifier.
Spiritual Marking (Su)—You can see any outsiders and undead that are invisible within range of your vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. Additionally, as a standard action, you may mark any invisible or ethereal creature you see so that others can see it as well. You are limited to 10 rounds per day of being able to mark creatures can (no matter the number of creatures), but these rounds do not need to be consecutive.
The journeyman of the pale path calling can easily be converted into an entirely new calling, called the journeyman of the vibrant path. Simply “reverse” any class ability, such as whispers, so instead of dealing with negative energy, they all now deal with positive energy. Those abilities that would change are noted as reversible.
You can do this for abilities not listed here, too. For some abilities, this is simply replacing the one energy type for the other. For others, though, it can take more creativity, but if you always consider what sets positive energy apart from negative, you should be fine: positive energy heals (or helps) the living while it harms (or hinders) undead.
Channel Energy: As a journeyman of the pale path, you can only channel negative energy but are not restricted in whether you heal or harm. (Alternatively, you can wield positive energy as a journeyman of the vibrant path. See “Journeyman of the Vibrant Path” sidebar.)
Connection: The pale path is lit by the faint red light of negative energy, and one journeys through it by meditating on the mysteries of the negative life force.
Instead of gaining channel energy at 2nd level, and it increasing every 2 levels thereafter to a maximum of 10d6 at level 20, you gain channel energy at first level, and it increases every 2 levels thereafter, to a maximum of 10d6 at level 19.
At 3rd level, when you channel negative energy, you can choose to both heal undead and harm living creatures. When you do so, you only use half of your channel energy dice. For example, if you normally channel negative energy for 2d6 damage, when you choose to heal and harm, you only roll 1d6. In addition, you can use your channel negative energy in new ways. Instead of the normal area of effect for channel negative energy, you can create a 10-ft. burst centered anywhere within 30 ft. or you may create a 60-ft. line. Choosing which area of effect to use is a free action taken when you channel negative energy. At 5th level, and every 4 levels thereafter (5th, 9th, 13th, and 17th), you gain an extra daily use of channel energy.
At 11th level, you can be healed by both negative and positive energy. (Reversible, by meditating on the faint blue light of positive energy and wielding positive energy instead of negative: see Journeyman of the Vibrant Path sidebar.)
Whispers: A sacred necromancer with the journeyman of the pale path calling can choose from any of the following whispers.
Dampened Healing (Su)—With but a word, you can sever the flow of positive energy to creatures. As an immediate action after identifying a healing effect (such as cure light wounds or channel positive energy used to heal), you may attempt to negate the healing of one affected creature by rolling your channel negative energy dice. The GM compares your result to the healing the creature would have received, and if your result is higher, you negate the healing effect. In addition, as a standard action, you may spend a use of channel negative energy to reduce the healing received by one enemy within 30 ft. for a number of rounds equal to your Charisma modifier. The enemy subtracts 1d6 from any healing effects used on them. At 7th level and every 4 levels thereafter (11th, 15th, and 19th), this increases by an additional 1d6. A successful Fortitude save reduces this to just 1 round. (Reversible, by enhancing healing rather than dampening it: see Journeyman of the Vibrant Path sidebar.)
Lingering Negative Energy (Su)—By expending an additional use when channeling negative energy, those hurt by your channeled negative energy gain a negative energy bleed effect equal to half your channel negative energy dice. (Reversible, by channeling positive energy instead of negative: see Journeyman of the Vibrant Path sidebar.)
Malleable Negative Energy (Sp)—Your reflections upon the mysteries of negative energy have allowed you to shape it like a potter shapes clay. You can create a shapeable wall of negative energy that takes up one 5-ft. square per level. Creatures that pass through the wall take an amount of negative energy damage equal to half your channel energy dice. This wall’s height cannot exceed half of its width, and it cannot be conjured in the same square as a creature, unless that creature is undead (or any other similar creature of negative energy). Sections of this wall are destroyed when they take an amount of positive energy damage equal to your class level. Its effective spell level is equal to half your class level. It lasts for a number of rounds equal to your Charisma modifier, and uses two daily uses of your channel energy ability. (Reversible, by building with positive energy instead of negative: see Journeyman of the Vibrant Path sidebar.)
Rupture Minion (Su)—You can violently rupture your minions in a burst of miasma and negative energy. As a standard action, you can cause one undead that you control to burst apart with negative energy. This causes every creature adjacent to the minion to take 1d6 negative energy damage for every two HD the undead minion possessed. Creatures affected receive a Will saving throw as normal to halve the damage, and they also must make a Fortitude saving throw or else be sickened for 1d4 rounds. This utterly destroys the minion. (Reversible, any time you destroy an undead using positive energy, it deals positive energy damage to those around it: see Journeyman of the Vibrant Path sidebar.)
Undead Frenzy (Su)—When an undead creature you control is affected by negative energy from one of your abilities, it gains a profane bonus on attack and saving throw rolls equal to half the dice rolled (minimum +1). This bonus lasts for a number of rounds equal to your Charisma modifier. For example, if you normally roll 4d6 when channeling negative energy, affected undead would gain a +2 profane bonus on attack and saving throws. If you instead channeled negative energy to harm and heal, undead affected by the energy would gain a +1 profane bonus. This ability stacks with other abilities that deal negative energy, like rupture minion. (Reversible, undead affected by your positive energy take penalties: see Journeyman of the Vibrant Path sidebar.)
Undead Legion (Su)—Your meditations on the undead have revealed a ritual that allow you to instill rudimentary tactics into your undead hordes. Pick a teamwork feat. From now on when you create undead, the undead come into being with this teamwork feat, even if they are normally mindless. The undead must otherwise meet the prerequisites of the teamwork feat. In addition, your mindless undead learn how to get into position to flank without your command and they gain a +2 dodge bonus to AC against attacks of opportunity from movement. This whisper may be taken additional times. Each time it is taken after the first, you can draw from one additional teamwork feat to instill in your undead minions. The undead can still only possess one such teamwork feat. Choosing which teamwork feat to instill is a free action done at time of creation. (Reversible, when you damage two or more undead with a single positive energy attack, once per day, you also force those undead that were damaged to become less effective, suffering a -2 penalty to AC and no longer benefiting from flanking for a number of rounds equal to your sacred necromancer level: see Journeyman of the Vibrant Path sidebar.)
Sacred Awareness: At 20th level, you become a master of the pale path. You gain the lich template and Craft Wondrous Item, if you do not already possess it. In addition, you do not need to spend any gold to create your phylactery. (Reversible, you become an eternal spirit [use lich template except for the following: touch attack deals damage using positive energy; fear aura becomes aura of awe and targets become dazed instead of frightened; and paralyzing touch instead affects only undead]. See also the Journeyman of the Vibrant Path sidebar.)
Connection: Whereas some sacred necromancers focus on the corporeal side of the art, you deal with aspects ephemeral and subtle: spirits and the very souls of creatures. Due to your studies, you are able to mold and command the ambient spirits of the world.
Spirit Sense (Sp)—At 1st level, you can detect the presence of undead, fey, and outsiders, and of astral, ethereal, and incorporeal creatures. This ability functions like detect undead although you can detect all of these creatures rather than just detecting one kind.
Power of the Ancients (Su)—Your connection to the spirit world allows you to fuel your spellcasting. You can draw from this power a number of times per day equal to half your sacred necromancer level (minimum 1). Drawing from this well of power is a move action. You can use this ability in a few different ways, depending on your level. Unless otherwise noted, each of these effects applies to any spells you cast before the beginning of your next turn.
At 1st level, you may use it to increase the CL of any spell or spell-like ability you use before the beginning of your next turn by 1.
At 4th level, you may use this ability to cause one creature affected by a spell you cast to make a Will saving throw or else be shaken for a number of rounds equal to your Charisma modifier. This effect occurs after the creature is affected by the spell, whether the spell was successful or not.
At 7th level, you may use this ability to increase the DC of spells you cast before the beginning of your next turn by 1.
At 13th level, when you use this ability to make a creature save or be shaken, the saving throw occurs before the spell takes effect.
At 16th level, you may increase the effects of any spell you cast by 1 per die rolled. This can include die rolls that do not deal hit point damage. For example, inflict critical wounds cast by a 10th level sacred necromancer will deal 4d8+14 points of damage, and enervation will cause the target to gain 1d4+1 negative levels.
At 7th level, you may commune with spirits, as the spell, once per week. This does not require the material component.
Whispers: A sacred necromancer with the psychopomp calling can choose from any of the following whispers.
Ancestor’s Wisdom (Sp)—You learn one revelation from the oracle’s ancestor mystery that you otherwise qualify for. Use your sacred necromancer level as your effective oracle level to determine all effects of the revelation and whether you meet the prerequisites for the revelation. This whisper can be chosen multiple times.Bar the Veil (Sp)—It is not always a creature’s time to go when it dies. You have been granted limited agency over deciding when it truly is time to pass through the veil. You may cast breath of life once per day. In addition, 1/month, you may use breath of life on yourself as an immediate action upon reaching -1 or fewer hp. You must be at least 11th level to select this whisper.
Bring Forth the Great Spirit (Su)—You may imbue an ally with one of the greatest spirits known to history. You may imbue one ally that you can see with one of the following spirits, 1/day:
Spirit of the Heirophant: The ally gains fast healing 2, a +2 bonus to AC, and a +2 bonus to saving throws.
At 18th level, you may use this ability one additional time per day. These effects last for a number of rounds equal to your sacred necromancer level. You must be at least 15th level to select this whisper.
Commune with the Dead (Sp)—Through your studies, you’ve gained unmatched power to communicate with those who have passed on. You may speak with dead, as the spell, for a number of rounds per day equal to your sacred necromancer level. These rounds do not need to be consecutive, and you may ask a question each round. Since you are communicating with the creature’s spirit, not the body itself, as long as the creature knew a language while alive, you can communicate with it. You must be at least 7th level to take this whisper.
Whenever you channel energy while the spirit is being commanded, you can choose to have the channel energy effect centered on the spirit. If the square the spirit is in is affected by either positive or negative energy, the spirit breaks free. The spirit cannot otherwise be affected. You may bring forth a spirit a number of times per day equal to 3 + your Charisma modifier, and each spirit lasts for a number of rounds equal to your Charisma modifier.
Sacred Awareness: You can choose when your spirit passes on. When you die, your body reforms after 1d4+1 days in a safe location at least 10 miles from where you died, as if by true resurrection. You may choose to not reform. Only the act of a god or something similar can truly destroy a psychopomp.
Special: This calling can only be taken at your 1st character level. However, you may multiclass at 2nd level and beyond.
Connection: You are undead. Although you keep the appearance and size of the race you were in your previous life, in this new unlife of yours, you have none of your previous racial traits. Instead, you gain all the traits of an undead creature. However, your mind and personality remain largely intact, and you do not gain immunity to mind-affecting effects.
Whispers: A sacred necromancer with the revenant calling can choose from any of the following whispers.
Dread (Su)—Your magic forces the souls of those it affects to glimpse oblivion. By casting a spell that normally has a casting time of a standard action or less instead as a full-round action, you can force those affected by your spell to be shaken (Will save negates). Only creatures successfully affected by your spell can be shaken in this way. Such a spell gains the fear descriptor. You may use this ability a number of times per day equal to your Charisma modifier.
Ectomancy (Su)—All spells you cast are affected by the Ectoplasmic Spell metamagic feat (see Pathfinder Roleplaying Game Advanced Player’s Guide). This does not change the casting time or spell level. In addition, a number of times per day equal to 3 + your Charisma modifier, you can, as a standard action, cause one weapon of an ally within 30 ft. to gain the ghost touch property for a number of rounds equal to your Charisma modifier.
Spiritual Font (Su)—You can temporarily summon and command a spirit to move about and act as a conduit for your energy. As a move action, you can cause a spirit to appear in your square. Others cannot easily notice this spirit: a Perception check (DC 30) by others tips them off that something is not quite right. As a move action, or as a free action as part of the creation of the spirit, you can direct it to move. It has a fly speed of 15 ft. with perfect maneuverability. If it is ever further than close range (25 ft. + 5 ft./2 sacred necromancer levels) from you, the spirit instantly breaks free and dissipates.
Gravehardened (Su)—When making a throw against a mind-affecting effect, you can roll twice and take the better result.
Past Life (Su)—Your body recalls its former life. You gain one racial trait of the creature you were in life. This is in addition to those you gain for being undead. You gain a second and third racial trait at 7th and 15th levels, respectively.
Primal Purity (Ex)—You gain two claw attacks. Your natural attacks are treated as magic for the purposes of overcoming damage reduction. At 7th level, you also gain a bite attack. At 15th level, these attacks are considered one size category larger for purposes of damage.
Target of Retribution (Su)—Memories from your previous life cause you to strike out against particular creatures in hatred. Select a creature type from the ranger favored enemy table. You gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of your selected type. In addition, you gain a +1bonus on attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every 5 levels thereafter, your bonus against this creature type increases by +1.
Turn Living (Su)—You use your mastery of negative energy to unsettle the living. As a bonus feat, you gain Turn Living, which is identical to Turn Undead except that it affects living creatures. For the purposes of this feat, living creatures gain channel resistance equal to their Charisma modifier (+0 minimum).
Understanding the Bones (Su)—You learn one revelation from the oracle’s bones mystery that you otherwise qualify for. Use your sacred necromancer level as your effective oracle level to determine all effects of the revelation and whether you meet the prerequisites for the revelation. This whisper can be chosen multiple times.
Undying Gaze (Su)—At 5th level, you sense nearby undead, as if using detect undead. A casual glance provides the information available during the 1st round of the spell’s use, but you must still concentrate to gain the additional information the spell offers. At 9th level, you also gain the effects of deathwatch with a 60 ft. range.
Vengeance (Su)—You can focus all of your undying hatred onto a single enemy. As a swift action once per day, you can choose one target within sight as the recipient of your vengeance. This vengeance remains active until the target is dead or until you rest and regain your use of this ability. If your target is of the same type as that specified by your target of retribution whisper, you add your Charisma modifier to all attack rolls and your sacred necromancer level to all damage rolls made against the target, and the target is dazed for 1 round (Will DC 10 + 1/2 your sacred necromancer level + your Cha modifier ). While vengeance is in effect, you gain a deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of your vengeance. This ability has no effect on creatures other than those indicated by your target of retribution whisper. At 4th level and at every 4 levels thereafter, you can use vengeance one additional time per day. You must already possess the target of retribution whisper to choose this whisper.
Sacred Awareness: You have become hardened to life itself and are immune to the effects of positive energy.
Each sacred necromancer can choose from among the following fields at 7th and 15th levels. Once a field is known, its whispers are available for a character to learn. Unless otherwise noted, the DC to save against these abilities is equal to 10 + 1/2 your sacred necromancer level + your Charisma modifier.
Whispers: A sacred necromancer with access to the animist field can choose from any of the following whispers.
When you first choose this field, you gain the delayed ascension whisper for free in addition to whatever other whisper you choose. All animist whispers have a range of 60 ft., if applicable. If the whisper has a saving throw, the DC is equal to 10 + 1/2 your sacred necromancer level + your Charisma modifier.
Compassion (Su)*—When you harness a soul, you can cause it to reflect on all the compassionate moments of its life. One ally within range is healed a number of hp equal to your character level.
Delayed Ascension (Su)—Before a spirit passes on to the afterlife, you are able to momentarily delay its passage for your own benefit. If a creature within 60 ft. and possessing a soul dies, you can spend a move action before the end of your next turn to harness the soul. The creature must have had a CR equal to or greater than your level -3. The whispers gained through the animist field can be activated as a free action when you harness a soul.
Expertise (Su)*—Every creature possesses expertise in something, whether it realizes it or not. You can bring out this potentiality of the soul and infuse an ally within range with it, granting the ally a +2 morale bonus to ability and skill checks for 1 round. At 13th and 19th level, this bonus increases by 1.
Soul-Fueled Magic (Su)*—You can absorb a portion of the soul’s unused essence and use it to enhance your spellcasting. You gain a +1 bonus to CL checks and concentration checks for 1 round. At 16th level, this bonus increases by 1.
Vigor (Su)*—You bring about the valorous aspects of the soul and direct it to one ally within range. This ally gains a +2 morale bonus to attacks for 1 round. At 16th level, this bonus increases by 1.
While the details may vary from campaign to campaign, the most basic guideline for what has a soul is any living creature. Even outsiders, despite not having a dual nature (as detailed in the outsider traits found in this game Bestiary), are still described as possessing a soul. In some campaigns, souls may be relegated to only those creatures considered sentient, leaving creatures of animal intelligence and lower unavailable as subjects for these whispers. Players and GMs are encouraged to discuss this and the ramifications for the campaign world at hand prior to playing with this class.
Whispers: A sacred necromancer with access to the eater of the dead field can choose from any of the following whispers.
Blood Ties (Su)—With a drop of its blood (or other portion of its body), you are linked to another creature. You always know when that creature is within 100 ft. Using this link, you can scry on the creature (as scrying at 7th level and greater scrying at 15th level). You can scry for a number of rounds per day equal to your sacred necromancer level, but these rounds need not be consecutive. If your physical connection to a creature is lost or destroyed, your blood tie to it is severed until you acquire a new connection. You can maintain blood ties to a number of creatures equal to your Charisma modifier.
Bone Hunter (Su)—You understand the creatures you hunt almost better than yourself. You gain a +1 bonus to attack rolls and a +1 bonus to spell DCs against the creature types of any bone talismans you possess. This bonus increases by +1 at 5th level and at every 5 levels thereafter (10th, 15th, and 20th level) . The spiritual connection with each creature required for this whisper makes it incompatible with the target of retribution whisper or other abilities that emulate the ranger’s favored enemy class feature. You must already possess the bone talisman whisper to choose this whisper.
Bone Talisman (Su)—You are able to call upon the strength that the dead once had in life. A small fragment of bone from the creature is the source of this power. You are granted a certain constant bonus as long as you possess this bone talisman. However, you can also break a talisman as a move action, losing the constant effect but gaining greater temporary power. Lost or broken talismans must be replaced from the dead body of the appropriate creature type of a CR equal to or greater than your level -1. A given dead creature can only provide a single talisman, and the ritual that infuses these fetishes with power must be done over the recently slain body of the creature. You may possess only one of each type of talisman at a time. You may choose this whisper multiple times, each time gaining the benefit of a different creature type of your choice from the list below.
Beast: Made from the bones of animals, these talismans are brimming with the power of nature. Your base speed increases by 5 ft. At 5th level and at every 5 levels thereafter (10th, 15th, and 20th level), your base speed increases by an additional 5 ft. If you break the talisman, you gain evasion and the bonus to your base speed is doubled for 1 minute.
Fey: Made from the bones of fallen fey, these talismans bestow resistance to fey magic. While you possess the bone talisman, you gain a +2 bonus to saves against illusion and enchantment spells and spell-like abilities. This bonus increases to +4 at 7th level and +6 at 15th level. If you break the talisman, you can instantly make a second attempt at a failed Will save.
Dragon: Made from a small piece of dragon bone, these talismans grant protection from the elements. You gain resistance equal to 1/2 your level + your Charisma modifier to one of the energy types (acid, cold, electricity, fire, or sonic) embodied by the specific dragon that supplied your talisman. This energy type must be chosen at bone talisman creation. At 10th level, the bonus is equal to your level + your Charisma modifier. If you break the talisman, you become immune to that energy type for 10 minutes per level.
Devour Essence (Su)—When you drop a living creature within 30 ft. to less than 0 hp, it dies and you gain fast healing equal to your Charisma modifier for a number of rounds equal to your sacred necromancer level. You may use this ability 1/day at 7th level, plus an additional 1/day every 4 levels thereafter. You must be at least 7th level to choose this whisper.
Facestealer (Su)—By eating the flesh of your enemies, you gain their likeness for a short time. When you eat the flesh of a particular humanoid creature (alive or dead), you gain the benefits of alter self for 1 min./level. For the duration of the effect, you gain a +10 bonus on Disguise checks made to impersonate the creature. You must have 1 min. of uninterrupted access to a corpse or helpless humanoid to gain this effect. The duration increases to 1 hour/level if you also possess the thoughteater whisper. You must be at least 3rd level to choose this whisper.
Thoughteater (Su)—The flesh of your foes gives you a taste of the world that little else can.
When you eat the flesh of a sentient creature, you instantly know its surface thoughts (as 3rd round of detect thoughts, no save). Additionally, for 1 min./level, you gain a bonus equal to your Charisma modifier on all Knowledge skills that the creature had ranks in, and you know any languages the creature knew. If the creature is humanoid, you gain a +10 bonus on Disguise checks made to impersonate the creature. You must have 1 min. of uninterrupted access to a corpse or helpless creature to gain this effect. The duration increases to 1 hour/level if you also possess the facestealer whisper. You must be at least 3rd level to choose this whisper.
Whispers: A sacred necromancer with access to the self-experimentation field can choose from any of the following whispers.
Body Part Grafting (Ex)—You gain one of the following alchemist discoveries, using your sacred necromancer level as your alchemist level: spontaneous healing, tentacle, tumor familiar, vestigial arm, or wings. This whisper can be taken multiple times, following the same rules as an alchemist.
Eyewarping (Sp)—You brew a personalized alchemical mixture that permanently modifies your eyesight. Upon selecting this whisper, you gain the benefits of detect magic, detect poison, and detect undead as a free action that you can use at any time. Concentrating on these benefits still uses a standard action on the following rounds. You also gain a +4 circumstance bonus to Perception skill checks that rely on sight (as an extraordinary ability).
Whispers: A sacred necromancer with access to the thaumaturgy field can choose from any of the following whispers.
Blood Oath (Su)—You can inflict an injury upon yourself and double it against your enemies once per day. After you wound yourself, you must make a melee touch attack to inflict twice that damage on your target. You choose whether you deal negative or positive energy damage when you wound yourself. You can hold the effect for a number of rounds equal to your sacred necromancer level before it must be discharged.
Geas (Su)—Your words hold great sway over the weak-willed. You can cast lesser geas 1/day, but you can only have one geas active at a time: that is, if there is a creature currently geased by you after one day, you must either wait for the first to discharge or dismiss it. You must be at least 9th level to select this whisper. At 15th level, you instead cast geas/quest and there is no limit to how many are active.
Spiritwrack (Su)—If you know an outsider’s name (see summoning circle below for rules on learning names), you can cast dismissal on it 1/day. You must be at least 11th level to select this whisper. At 15th level, you can instead cast banishment (one creature only) 1/day.
Summoning Circle (Ex)—You can create a summoning circle 1/week to summon a specific outsider or undead spirit. To successfully contact the entity, you must do your research and get their name, requiring 3 consecutive successful Knowledge checks (DC 10 + HD of entity): Knowledge (planes) for outsiders and Knowledge (religion) for undead. Each check takes 8 hours (only 1/day). Once you have the name, the summoning is automatic, and you never need to research for that entity’s name again. You can only summon a specific individual 1/month. Once summoned, both you and the summoned creature are safe from harm, provided you act cordially to one another and within the established confines of the ritual. You can ask one piece of information of the summoned creature, and it either knows the answer or not—it cannot lie. However, if it knows the answer, it doesn’t have to tell you for free. It will typically set terms, asking a favor from you in return for the answer. Because of the restrictions of the magic involved, summoned creatures cannot ask you to perform acts that directly oppose your alignment. For instance, they can’t ask good characters to kill an innocent; they could ask you to retrieve something, though, and how you actually do it is up to you. These tasks are typically of a difficulty matching the rarity and importance of the knowledge requested. If you perform the task, you must perform a return summons (which doesn’t count against your weekly uses) during which you exchange proof of your service for the knowledge you seek.
The following are new feats for those characters that qualify. The first, Extra Tail, is included as a tie-in to the iconic sacred necromancer Ren and the new fox-blooded simple template. The second, Extra Whisper, is specific to sacred necromancer. And the third, Turn Living, is useful for revenant sacred necromancers and for clerics.
The following spells compose the sacred necromancer spell list. It consists of all the spells of the necromancy school currently published for this game (at the time of Mysteries of the Dead Side: The Sacred Necromancer‘s publishing). As new spells of the necromancy school are found, they should be added.
1st—cause fear, chill touch, curse water, deathwatch, decompose corpse, doom, hunter’s howl, inflict light wounds, interrogation, litany of weakness, persuasive goad, ray of enfeeblement, ray of sickening, restful sleep, restore corpse, sculpt corpse
2nd—blindness/deafness, brow gasher, command undead, death knell, false life, fester, gentle repose, ghoul touch, inflict moderate wounds, lesser animate dead, oracle’s burden, pernicious poison, pox pustules, scare, skinsend, spectral hand, steal voice, unshakable chill
3rd—animate dead, bestow curse, contagion, deadly juggernaut, divine transfer, eldritch fever, fungal infestation, halt undead, haunting choir, healing thief, howling agony, inflict serious wounds, ki leech, marionette possession, nap stack, poison, ray of exhaustion, retribution, sands of time, speak with dead, toxic gift, vampiric touch, venomous bolt
4th—absorb toxicity, aura of doom, blight, bloody claws, death ward, enervation, familiar melding, fear, greater false life, greater interrogation, inflict critical wounds, plague carrier, rest eternal, shadow projection, summoner conduit
5th—greater contagion, lesser astral projection, magic jar, major curse, mark of justice, mass inflict light wounds, possess object, slay living, suffocation, symbol of pain, unwilling shield, waves of fatigue
Mysteries of the Dead Side: The Sacred Necromancer, © 2012 Zombie Sky Press; Author: Scott Gable, Will McCardell, Matthew Pauze.