Most necromages keep out of the public’s eye as the practice of necromancy tends to be viewed by others, even spellcasters, as taboo. They possess a variety of expertise in necromantic magic. However, not every necromage pursues the same necromantic path. While they all possess the capacity to command or rebuke undead, generate special mutagens that allow them to temporarily assume the form of a specific undead creature, and even obtain a form of unlife, it is their approach that differs. As such, these varied methods have resulted in the development of three distinct necromantic paths–the dark, the white, and the grey. It is these paths that determine the specifics of a necromages power and spells.
Role: Necromages are masters of light, dark, and grey forms of necromancy that harness necromantic energies to enhance their abilities. Their explorations of death, the afterlife, and unlife grant them great insights into necromancy and allows them to aid their allies or destroy their foes. With their undead servants at their side they are well protected, enabling them to support their companions in whatever way necessary.
Alignment: Any; but see chosen path ability.
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The necromage’s class abilities are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.