PRODUCCION CAPACIDAD MENSUAL
4.6 Propuesta de Marca, Etiqueta y Sello de Identidad
All of the following are class features of the agent of the grave prestige class.
Weapon and Armor Proficiency: Agents of the grave
gain no proficiency with any weapons or armor.
Spells per Day/Spells Known: When a new agent of the
grave level is gained, the character gains new spells as if he
had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character has more than one spellcasting class before becoming an agent of the grave, he must decide which class he adds the new level to for the purpose of determining spells per day.
Inspired Necromancy (Ex): When determining the
maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/agent of the grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
Lich’s Touch (Su): At 1st level, the agent of the grave
becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.
Unholy Fortitude (Su): At 1st level, the agent of the grave
can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first agent of the grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
Undead Manipulator (Ex): At 2nd level, the agent
of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an agent of the grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Negative Energy Conduit (Ex) At 3rd level, an agent
of the grave bolsters undead around him. As a standard action, an agent of the grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An agent of the grave can use this ability once per day. In addition, any undead the agent of the grave creates is treated as having been created within the area of a desecrate spell.
Death’s Shroud (Su): As an agent of the grave gains
power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day.
The caster level for this ability is equal to the agent of the grave’s highest caster level.
Negative Energy Affinity (Ex): At 4th level, the agent of
the grave, while still technically alive, reacts to positive and negative energy as if he were undead—positive energy harms him, while negative energy heals him. If the agent of the grave is already undead, this ability grants no additional benefit.
Secrets of Death (Ex): At 5th level, an agent of the grave
draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an agent of the grave with levels of wizard might choose to add spells like death watch, inf lict critical wounds, and slay living to his spell list, while an agent of the grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An agent of the grave may choose to add spells he cannot yet cast—this does not allow the agent of the grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.
Undeath Initiate (Ex): At 5th level, an agent of the grave
has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead
agent of the grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an agent of
the grave seeking undeath.
agent
oF
the grave
Base Attack
Level Bonus Fort Ref Will Special Spells per Day
1 +0 +1 +0 +1 Inspired necromancy, lich’s touch, unholy fortitude —
2 +1 +1 +1 +1 Undead manipulator +1 level of existing class 3 +1 +2 +1 +2 Negative energy conduit +1 level of existing class 4 +2 +2 +1 +2 Death’s shroud, negative energy affinity +1 level of existing class 5 +2 +3 +2 +3 Secrets of death, undead initiate +1 level of existing class