True Necromancer

(Originally from: Tome and Blood)

Power corrupts. Power over life and death corrupts absolutely. The power to raise the undying, unkillable servant from the husk of the formerly living is seductive, darkly tempting and certainly evil. Those who seek such undying obedience from the dead willingly tread the path of necromancy.

- Max Levels: Unlimited
- Hit Dice: d4.
- Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:
Alignment: Non Good
Skills: Knowledge (Arcane) 7 ranks
Feats: Death Domain
Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells.

ABILITIES:

Special: Through this class' Create Undead/Greater Undead abilities, a True Necromancer may create up to four minions in total, not including a spell summon and familiar.

Level
1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead, Necromancer - Count all spellcasting levels for the purposes of necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will cast necromancy spells as a level 11 caster.
2: Zone of Desecration - Produce an aura that increases undead's hitpoints, attack, and damage while within the aura. 4: Create Undead - The True Necromancer can cast Create Undead once a day as a spell like ability.
5: Major Desecration - The True Necromancer aura grows in size to be 10' per level.
7: Create Greater Undead
10: Energy Drain - Can cast Energy Drain 1/day as per the spell.

BONUS SPELLS:
Upon gaining a level in True Necromancer, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)

- Note: Take "True Necromancer: Divine" instead of you would like to increase your spells for a divine spellcasting class instead.