Wizard - Necromancer Dreadlord Kit Description: These sinister variants of typical Necromancers specialize in the creation of undying minions and the summoning of extraplanar allies. Above all, Dreadlords crave power over others, reveling in the thrill of commanding obedient servants, living or dead. Mindless undead creatures, being unthinking and ever-faithful automatons, make perfect and unquestioning slaves that will shoulder even the most loathsome burdens without hesitation. However, Dreadlords enjoy dominating the feeble will of the living at least as much as subverting the dead, and the greatest gratification of their ego is drawn from controlling the fiendishly powerful. Dreadlords tend to surround themselves with underlings, trusting in their minions to preserve them from harm. Those Dreadlords who establish themselves in the wilderness often establish petty domains where they can rule over legions of the undead with impunity. The most powerful and ambitious Dreadlords, however, always gravitate back to civilized society, where they attempt to impose their will upon others and rise to positions of prominence and power. Requirements: As a standard Necromancer, save that Dreadlords cannot be of good alignment (the majority are evil) and must have at least a 15 Charisma. Weapon Proficiencies: As a standard Necromancer, save that Dreadlords also receive a single extra proficiency slot at 1st level, which may be used for proficiency in any weapon desired. Special Benefits: Dreadlords remain Necromancers at heart, studying the arts of death and negative energy, but they follow a broader focus in the interest of establishing their mastery over the planes and bringing power and servant creatures under their control. As a result, Dreadlords gain Primary FOS in not only Necromancy (and Universal Magic) but also Sorcery, Illusion, and Conjuration, suffering no penalty when attempting to learn such spells. They have only Minor FOS, however, in the Realms of Enchantment and Lore. Bonus spell slots as a result of high Intelligence can be used for Necromancy, Sorcery, Illusion, or Conjuration spells, as the Dreadlord desires. In addition, they gain the following special abilities: Influence Undead: As a standard Necromancer, but Dreadlords also have the power to influence creatures native to the lower planes, often using this ability to negotiate alliances with such creatures. At the DM's option, a Dreadlord who succeeds on this check by a wide margin may be able to induce such creatures into temporary or even permanent service (generally in exchange for an offering of payment or sacrifices). Nether Knowledge: As a standard Necromancer in terms of their knowledge of undead creatures, but the benefits described also apply when using the Demonology proficiency. Like standard Necromancers, Dreadlords often work with toxic and pestilential creatures or substances, gaining a +2 saving throw bonus vs. poisons and disease. They are also completely immune to fear from any non-divine source. Dreadlords do not, however, gain any of the other benefits that apply for a standard Necromancer as a result of his or her Nether Knowledge, as he or she focuses on a broader range and philosophy of magic and they do not devote themselves as totally to the art of necromancy as a standard Necromancer does. Special Hindrances: As noted above, Dreadlords focus upon the domination of the living and the dead alike, especially through the use of conjured and summoned creatures (especially from the lower planes). As a result, they do not focus as intently upon perfecting their necromantic powers as a standard Necromancer does, losing the bonuses to learn, cast, and research spells from the Realm of Necromancy. They suffer the normal -15% penalty to learn spells of Enchantment, Lore, or Universal Magic, though they have no penalty at learning other non-Necromancy spells. Dreadlords share the typical penalties and hindrances associated with Necromancers of other types, though they frequently use their powers of Illusion to hide or alter their appearance to conceal deformities that might inhibit their ability to curry favor or cultivate support. Even without the use of magic, Dreadlords are not as unpleasant to deal with as other Necromancers in appearance or interpersonal skills; thus, they suffer a reaction penalty of only -1 for every three levels of experience (rounding down). In addition to the normal penalties, however, Dreadlords spend so much time in communion with or study of the lower planes and their inhabitants that their spirits become somewhat tainted by their exposure. As a result, Dreadlords suffer 1d4 points of damage from holy water or contact with a good-aligned holy symbol (even if they are not themselves of evil alignment). They also cannot physically enter an area warded by a protection from evil spell, nor can they set foot upon ground sanctified to any good-aligned deity unless invited in by a worshiper of that deity. Dreadlords often use charm spells or illusions to finagle invitations for themselves from unsuspecting followers of a deity, or simply apply their natural Charisma to convince others of their good intentions. Possibly the greatest hindrance to Dreadlords, however, is their own self- centered personality, which often borders on an obsessive vanity and megalomania. Dreadlords as a rule are grotesquely puffed up with their own importance and their station in the affairs of nations and the planes. They consider themselves, their experiences, their feelings, their schemes, and their quests for power above those of others. They demand to be the center of attention, ruthlessly subverting (or eliminating) those who contest their supremacy. They often feel the need to be in complete control of every situation and to dominate everyone around them, not willing to leave anything in the hands of the incompetent bumblers who pass for underlings and associates. Those who can successfully stand up to them often shatter their composure and provoke irrational or ill-conceived responses that run contrary to a Dreadlord's long-term interests. Even within more reasonable bounds, a Dreadlord's arrogance and egotism are usually only exceeded by his or her vanity. They always seek to establish themselves in positions of leadership (often under secret guises, concealing the true nature of their profession), and powerful Dreadlords consider themselves on par with royalty. They outfit themselves and their underlings (even undead guardians and followers) with trappings and possessions of the finest quality and most discriminating taste, never stooping to haggling over price when purchasing their wares and always choosing the most expensive and finest quality goods and services that are available, and must always pay double normal cost for any item or service they purchase for themselves or for any henchmen or long-term hirelings (including monthly living expenses). Physical appearance is important in impressing upon others the grandeur of a Dreadlord and his or her retinue, and the equipment, dress, and regalia of a Dreadlord and his or her entourage often approach the extravagance and quality of an emperor or empress with an imperial guard in full dress uniform. Bonus Proficiencies: Demonology, Necrology Required Proficiencies: Etiquette, Reading/Writing Preferred Proficiencies: Ancient History, Artistic Ability, Astrology, Calligraphy, Ceremony/Ritual, Charm, Dancing, Diplomacy, Languages (any), Monster Lore, Musical Instrument, Poetry, Religion, Seduction, Sixth Sense, Spellcraft, Spirit Lore Forbidden Proficiencies: Haggling and all Priest, Psionicist, Rogue, and Warrior proficiencies ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >