Post by dragonspipe on Jun 7, 2017 18:06:58 GMT
This is a class concept I cooked up awhile back, see whatcha think. I still need a few high level abilities.
TECHNO-NECROMANCER
character class for AD&D
sub-class of Cleric
Ability Score requirements: INT 14, WIS 9 PR: INT
race: any
Class Description: Death, and what lies beyond, is a constant fascination for the Techno-Necromancer (TNM). They are the paranormal investigators of the fantasy world. They are most potent when dealing with ghosts & undead, and at high levels are also particularly effective vs. demons and extra-planar beings. TNM's often work in groups of 3-4, but are also an excellent single addition to any party of adventurers. TNM's progress on the 1E Cleric XP chart. They also attack and save as Clerics. They can dual or multi with any class as clerics.
HP: d6/level
Special note regarding spell abilities: TNM's gain special abilities as they progress. Unlike other classes, the TNM must have a separate device they have engineered to perform each ability. These devices are typically made of a metal or wood housing, utilizing crystals, gems, glass, and other elements. The devices cost 200gp/level of ability in materials, and take a d20 days to engineer. Replacement devices do not require an engineering period, provided the TNM has their notes(roughly the size and weight of a spellbook). If the engineering notes are lost, re-engineering will take a d12 days per device.
Class Abilities:
1st. Protection from Evil/extraplanar, self, 2-5 rounds, once per day and additionally at 3rd, 5th, 7th, and 9th levels.
Detect Undead at will. Gains +1 at this ability per level.
Turn Undead as like level Cleric, once per day, additionally at 4th and 8th levels.
2nd Can now engineer a special cart or vehicle, appropriate to the environment, which will be used throughout the TNM's career. The cart will securely store the TNM's equipment, tools and workbench, and includes a small cabin. It saves at +3 vs. crushing blows, explosions, magical elemental damage, and the like, and its door panels are very difficult to pick or break into (90% open locks) Cost: 1,000gp, horses or other beasts to pull the cart of course cost more.
3rd Trap Ghost. Character has devised a containment device for non-corporeal entities. The ghost must save vs. spell, -1 for every 3 levels of the TNM. The trap can be sprung from up to a 20' distance. The traps cost 1,000gp each.
4th Quantum Gazing. The character can, by spending one full turn, gain some insight or information about the current adventure, or some glimpse of a possible future. This ability can be done once every three days.
5th Invisibility to Undead. This device functions for 1 turn, increasing to 2 turns at 10th level. This device will "charge" once per day, with an additional use coming at 9th level, and a third use at 14th.
6th Detect Demon/Devil/Extraplanar, at will, either by upgrading their Detect Undead detector, or devising a separate device. A +1 per level bonus begins at 7th level.
7th Non-detection, once per day, with an additional use at 10th level.
8th Negative Plane Protection, self or other, once per day, and additionally at 12th and 16th levels. Negates level drain attacks for 3 rounds. At 17th level, this ability gains a 10' radius.
9th Trap Demon/Devil/Extraplanar. Functions much like the ghost trap, but cost much more - 10,000gp per trap. Will not work on Deities, Demi-Gods, Demon Princes, and the like.
10th Dismiss
13th Maze
15th
17th
20th Gate
23rd Time stop
Class Restrictions:
Cannot wear heavier than chain mail armor
Must have one hand free to use abilities
Cannot specialize in any weapon, but can use any
TECHNO-NECROMANCER
character class for AD&D
sub-class of Cleric
Ability Score requirements: INT 14, WIS 9 PR: INT
race: any
Class Description: Death, and what lies beyond, is a constant fascination for the Techno-Necromancer (TNM). They are the paranormal investigators of the fantasy world. They are most potent when dealing with ghosts & undead, and at high levels are also particularly effective vs. demons and extra-planar beings. TNM's often work in groups of 3-4, but are also an excellent single addition to any party of adventurers. TNM's progress on the 1E Cleric XP chart. They also attack and save as Clerics. They can dual or multi with any class as clerics.
HP: d6/level
Special note regarding spell abilities: TNM's gain special abilities as they progress. Unlike other classes, the TNM must have a separate device they have engineered to perform each ability. These devices are typically made of a metal or wood housing, utilizing crystals, gems, glass, and other elements. The devices cost 200gp/level of ability in materials, and take a d20 days to engineer. Replacement devices do not require an engineering period, provided the TNM has their notes(roughly the size and weight of a spellbook). If the engineering notes are lost, re-engineering will take a d12 days per device.
Class Abilities:
1st. Protection from Evil/extraplanar, self, 2-5 rounds, once per day and additionally at 3rd, 5th, 7th, and 9th levels.
Detect Undead at will. Gains +1 at this ability per level.
Turn Undead as like level Cleric, once per day, additionally at 4th and 8th levels.
2nd Can now engineer a special cart or vehicle, appropriate to the environment, which will be used throughout the TNM's career. The cart will securely store the TNM's equipment, tools and workbench, and includes a small cabin. It saves at +3 vs. crushing blows, explosions, magical elemental damage, and the like, and its door panels are very difficult to pick or break into (90% open locks) Cost: 1,000gp, horses or other beasts to pull the cart of course cost more.
3rd Trap Ghost. Character has devised a containment device for non-corporeal entities. The ghost must save vs. spell, -1 for every 3 levels of the TNM. The trap can be sprung from up to a 20' distance. The traps cost 1,000gp each.
4th Quantum Gazing. The character can, by spending one full turn, gain some insight or information about the current adventure, or some glimpse of a possible future. This ability can be done once every three days.
5th Invisibility to Undead. This device functions for 1 turn, increasing to 2 turns at 10th level. This device will "charge" once per day, with an additional use coming at 9th level, and a third use at 14th.
6th Detect Demon/Devil/Extraplanar, at will, either by upgrading their Detect Undead detector, or devising a separate device. A +1 per level bonus begins at 7th level.
7th Non-detection, once per day, with an additional use at 10th level.
8th Negative Plane Protection, self or other, once per day, and additionally at 12th and 16th levels. Negates level drain attacks for 3 rounds. At 17th level, this ability gains a 10' radius.
9th Trap Demon/Devil/Extraplanar. Functions much like the ghost trap, but cost much more - 10,000gp per trap. Will not work on Deities, Demi-Gods, Demon Princes, and the like.
10th Dismiss
13th Maze
15th
17th
20th Gate
23rd Time stop
Class Restrictions:
Cannot wear heavier than chain mail armor
Must have one hand free to use abilities
Cannot specialize in any weapon, but can use any