High magical-based offense based around anti-magic and counterspelling, the Negromancer is a dangerous foe for the wizards and sorcerers of yesteryear!
On top of powerful urban magics and sympathetic abilities, the Negromancer is at their absolute finest when fighting against other magic-using or -empowered targets.
Above all, though, is their Spelljack ability, growing in strength to the point where they can PERMANENTLY steal spells, abilities, techniques, class and even racial features of other magic-users.
Despite that, they’re very community-based, and are known to swap and share stories and information with one another and their chosen allies.
Though they are a surprising answer to the growing problem of magic-users in modern civilization, they can still retain their powers and abilities so long as they bear even a bit of concrete on them.
Hit Dice: d10
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 2d10 x 10
Class Skills: Spellcraft (Favored Ability), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidation (Cha), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Research (Int), Search (Int), Swim (Str), Use Magic Device (Cha), Controlled Breathing (Con)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency, Simple Weapons proficiency.
Note: “Black Magic” is a class-based Ability. When cross-classing, Negromancer MUST be the primary starting jorb. You cannot gain Negromancer: Black Magic any other way.
Note: Black Magic can be used by multi-racial characters.
Note: Negromancers cannot ever wear armor, weapons, or shields beyond those declared in the basic abilities, unless noted in the class abilities.
Black Magic level 1-9 - A special race-based magic technique that is only usable by Negromancers. As progress continues and racial tension increases, there are those born with a holy spark of divine magical power. This blessed curse is known as Black Magic. Black Magic operates like dynamic sorcery, save for the following operations:
· +1+ECL versus all forms of Magic during direct contests or combat, except for
· -1+ECL against “White Magic.”
· All EP costs are doubled when used against a “White Magic” user.
· Note: “White Magic” is defined by jobs that mainly utilize healing: Cleric or Paladin, or those with the proper deity. Please discuss with your GM.
Very location-based, Black Magic thrives in cities and civilization, anywhere there is the material “Concrete” available. Forming a pseudomagic-spiritual connection to the community, tied by the street, users of Black Magic are part of an old tradition amongst magic-users, especially in anti-magic activity.
Concrete Concentration - in spell duels or casting during combat situations, the Negromancer can add their ECL to their To Hit and damage rolls.
Martial Arts - Negromancers spontaneously gain extra points in their chosen Martial Arts table. This only works once they’re in civilized areas/around concrete.
Special Attack +5 (Single Attack) - Negromancers gain a single Special Attack at +5. This +5 cannot be shared with other Special Attacks, only this one. You CAN pump it up like normal Special Attacks using Character or Style points available.
Darkness Counter - when countering spells, the Negromancer’s Spellcraft ranks are doubled
Wild Counter - when any target attacks the Negromancer directly using magic of any sort, the Negromancer may attempt an immediate Counter that negates the original attack. If the negate attempt fails, the Counter still fires off. Settle it with ECL+Spellcraft versus Will+Spellcraft.
Communal Communion - whenever any two Negromancers gather, they can meditate while nearby to one another for an hour and swap any “stolen” spell. After successfully communing (even if no spells are swapped), each Negromancer may gain 10+X to their Spellcraft score for the day, where “X” is the number of Negromancers involved.
Nevermind - once per week, the Negromancer can instant-negate any “combat” spell successfully launched at them. This instant-negate effects occurs half a second before the spell “hits.”
Bull Balls - once per day, the Negromancer can add “Spellcraft score” to their HP total. This exists as a battery of temporary hit points, and will disappear by the end of the day if unused. All unused HP will burn EP upon disappearance, which cannot be restored until the day after.
Weapon Selection - at this point in time, the Negromancer has evolved to the point where they can utilize the specialized, historically accurate weapons of their craft:
· Broken Bottle - 1d4, can be ANY bottle.
· Gold-plated .45 - 1d4, double attack actions.
· Leather Belt with Belt Buckle - 1d6, AC+1. AC+5 during full defense rounds.
· ”Paraphernalia Pipe” - allows the Negromancer to absorb EP while doing HP damage. When taking HP damage, damage is dealt to EP as well.
· Snuff Box - grants the Negromancer DmR 1. When against Magic, the Negromancer gains Spell Resistance +25 and DmR 5 (instead of DmR 1).
The Negromancer may only select one weapon, and all Negromancer Weapons are 19-20 x2.
Black Style - While wearing the traditional clothing of the Negromancer, the Negromancer gains +5 to their Charisma Modifier.
Radio Damage (Spell) - adds “+Splash Damage 10 feet” to one chosen spell, whose effects gain Splash Damage, turning it into an Area Attack to all up to 10 feet. This is NOT indirect damage, and considered direct damage.
Find Out - taking up a standard action, the Negromancer may make a Feint attempt against a single target. If the target guesses the spell they’re about to launch wrong, the Negromancer’s chosen attack will deal double the dice roll results.
(Meta note: have the caster write the spell down, then reveal it upon activation).
Battle Analysis - grants the Negromancer a special ability to sense the battlefield, granting them +5 to any judge opponents/battle sight attempts.
What’s Good - when the Negromancer successfully casts a spell, they may add their ECL to all dice rolled before crit.
Hard As A Rock - when the Negromancer successfully casts a spell, they may add the EP cost to their AC. This defense bonus lasts until their next round.
Is Just What A Bitch? - once per week, if the Negromancer rolls a 1 they may sacrifice half their HP to make it a 20.
Spelljack - Allows the Negromancer to cast a spell that any attacker has learned. Can only cast spells up to currently learned level, and ECL of the Negromancer replaces whatever class requirements for the borrowed spell. While the Negromancer has the “borrowed” spell, the user cannot use it.
Mayne - allows the Negromancer to add their Spellcraft total to EP and HP totals. This stacks with all other class abilities that allow for the same effect.
Steal Spell - Alows the Negromancer to steal a spell from any threatened target up to fifty feet away. If the Negromancer succeeds, they successfully learn the spell and the target loses the spell from their spellbook/memory completely.
Steal Better Spells - Allows the Negromaner to steal a spell or ability from any threatened target up to thirty feet away. If the Negromancer succeeds, they successfully learn the spell and the target loses the spell from their spellbook/memory completely.
Ultimate Steal Spells - Alows the Negromancer to steal a spell, ability, feat or skill (even if they’re class-locked) from any threatened target up to fifteen feet away. If the Negromancer succeeds, they successfully learn the spell, ability, feat, or skill and the target loses the spell from their spellbook/memory completely.
Roll Like Blackula - so long as the Negromancer is wearing the traditional clothing of their class, they gain the following bonuses and blonuses:
· All vampire feats and abilities as if they were of the same level (up to current total Negromancer levels)
· All traditional vampire weaknesses
· Cha mod+5
· Nemesis 3 (Warakiya)
· Marked 3 (can never hide their vampiness, is obviously a vampire on sight by any and all)
These all stack with current Negromancer abilities and feats.
Lifelink - can cast Lifelink on one target as a spell like ability once per day.
Warpath - each time the Negromancer casts a spell, they gain +1 to To Hit and Damage rolls for spells. This bonus lasts until the end of combat.
Energy Damage - whenever the Negromancer deals any damage to HP, it deals damage to EP as well.