P CL:Necromancer

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''Fighting for honour, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.''

Key Ability
Intelligence

At 1st level, your class gives you an ability boost to Intelligence.

Hit Points
8 + your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Key Terms
You'll see the following key terms in many Example class features.
 * Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.
 * Open: These manoeuvres work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.
 * Press: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
 * Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.

Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

 * You are Trained/Expert/Master/Legendary in Perception

Saving Throws

 * You are Trained in Fortitude
 * You are Trained in Reflex
 * You are Expert in Will

Skills

 * You are Trained/Expert/Master/Legendary in your choice of Acrobatics or Athletics
 * You are Trained in an additional number of skills equal to 3 + your Intelligence modifier

Attacks

 * You are Trained/Expert/Master/Legendary in Simple Weapons
 * You are Trained/Expert/Master/Legendary in Martial Weapons
 * You are Trained/Expert/Master/Legendary in Advanced Weapons
 * You are Trained/Expert/Master/Legendary in Unarmed Attacks

Defences

 * You are Trained in Light Armour
 * You are Trained in Unarmoured Defence

Class DC

 * You are Trained in Fighter class DC

Ancestry & Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

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Class Feat
At 1st level and every even-numbered level thereafter, you gain a Example class feat.

Skill Feat
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

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General Feat
At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increase
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

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Ability Boost
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts below 18.

Ancestry Feat
At 5th level and every 4 levels thereafter, you gain an ancestry feat.

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