Created by DrKultra
"If I kill you with her corpse, does that mean your mother beat your ass, or me?"
Taking the concept of improvised weapons to the next level, the Necrobouge (Nbo) uses the bodies of fallen opponents to make more. In this way, it is nearly impossible for one to run out of weaponry in a battle with many weaker foes. The dark arts characters of this class eventually gain increase their power and proficiency with dead bodies until they reach the point where they can transport an enemy's soul directly into the afterlife by channeling the aura of death that surrounds their weapons.
This is a bit of a more mature class, and it is not recommended for groups with the squeamish.
Hit Die: d8
To qualify to become a Necrobouge, a character must fulfill the following criteria:
Skills: Knowledge (Anatomy): 15 Ranks
Alignment: Any non-good.
Must have beaten someone to death with a corpse.
Must have fought with undead at least once before.
Medium-Size or Larger.
The Necrobouge's class skills (and key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Forgery (Int), Intimidate (Cha), Jump (Str), Knowledge (anatomy) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
Level BAB Fort Ref Will Special ------------------------------------------------------------------------- 1 +1 +2 +0 +2 Corpse Proficiency (Small) 2 +2 +3 +0 +3 Armored Corpse Proficiency (Light) 3 +3 +3 +1 +3 Corpse Proficiency (Medium) 4 +4 +4 +1 +4 Armored Corpse Proficiency (Medium) 5 +5 +4 +1 +4 Corpse Proficiency (Large 20 rounds/day) 6 +6 +5 +2 +5 Armored Corpse Proficiency (All) 7 +7 +5 +2 +5 Corpse Proficiency (Huge 10 rounds/day); Two- Corpse Fighting 8 +8 +6 +2 +6 Corpse Proficiency (Colossal 2 rounds/day) 9 +9 +6 +3 +6 Deadly Draw; Death Singers 10 +10 +7 +3 +7 Touch of ThanatosClass Features: All of the following are class features for the Necrobouge prestige class:
Weapon and Armor Proficiency:Over the course of many levels, the Necrobouge gains proficiency with the use of bodies as weapons. He must have both the appropriate corpse proficiency and the appropriate armored corpse proficiency to wield a body as a weapon at all. He cannot use a body he is non-proficient in. He gains no additional armor proficiencies.
Corpse Proficiency (Ex or Su; see text): At higher levels, the Necrobouge is able to tap into the residual soul energies from a corpse in order to wield it even when it is many times larger than him. This magic is only temporary though; and while larger bodies have more soul energy, they weigh significantly more. A higher level Corpse Proficiency (such as Huge) can be used to wield a smaller corpse if you have no more Large Corpse uses that day, but lower Corpse Proficiencies cannot be used for larger corpses. Wielding Large or bigger Corpses is a Supernatural ability. Medium or smaller is an Extraordinary ability.
Corpse Size Damage(Blud) ------------------------ Small 1d6 Medium 1d8 Large 1d12 Huge 3d8 Colossal 6d6
Armored Corpse Proficiency: Armored bodies are different from unarmored bodies; the Necrobouge needs to learn this AND have the appropriate size proficiency before he can wield an armored corpse. (Spiked Armored Corpses receive a +2 to piercing damage per 15 pounds of spiked armor rounded down; the same is true of Heavy Armored Corpses, but only +1 to bludgeoning damage per every 25 pounds of heavy armor rounded down. These two damage bonuses stack with each other.)
Death Singers (Su): As a standard action, a higher-level Necrobouge can cause a dead body within 25 feet of him to swell, then explode and let toxic fumes escape from them, making a singing noise. (Reflex save of DC 17 takes half damage.) They explode and give 1d3 acid damage in a 10 foot radius. When used on an undead, there is a 20% chance the undead is stunned for 1d3 rounds instead of exploding.
Two-Corpse Fighting (Su): The Necrobouge is now able to wield a body in each hand (provided he could lift each in both hands) regardless of size.
Deadly Draw (Su): Immediately after killing an opponent, the Necrobouge may, as a free action, draw the opponent as his weapon by dropping anything in his hands currently (if there was anything.)
Touch of Thanatos (Su): Taking a full round action, once a week, the Necrobouge can attempt to instantly slay a enemy with a touch attack by resonating their spiritual energies. A victim that fails a Fort or a Will Save (enemy's choice) of DC 25 is instantly slain. The Necrobouge can only do this once a week. He must not act for one round immediately afterwards, and also must focus the following morning to be able to do this again in the next week. Failure to do these things results in the inability to use Touch of Thanatos for a month. This ability will slay undead, but not constructs.
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