If ghosts can be any alignment in 3.X, 4e, and 5e...

If ghosts can be any alignment in 3.X, 4e, and 5e, does that mean there could be a specialized class of necromancer whose power comes from attracting ghosts with different abilities?

Those ghosts want to tag along and see their unfinished business resolved with the help of the necromancer.

And that kind of necromancer could be good, right?

Other urls found in this thread:

d20pfsrd.com/occult-adventures/occult-classes/medium/
d20pfsrd.com/occult-adventures/occult-classes/spiritualist/
d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard-archetypes/spirit-binder-wizard-archetype/
dnd-wiki.org/wiki/Pale_Master,_Rebuild_(3.5e_Prestige_Class)
twitter.com/SFWRedditImages

You have basically described 4e's Animist Shaman. Which is all about summoning different spirits and having them grant effects before going on their way.

I made a character like that once; they were a cleric, though.

This is how good necromancy worka in Morrowind. I think this is acceptable, and you would be hard pressed to find someone who hates necromancy more than me.

Yeah, at that point you are less 'a Necromancer' and more 'a Medium'.

Master of Shrouds PrC specializes in incorporeal undead.

Ghostwalk's Eidolon, Eidoloncer and associated PrC's deal entirely with ghost-related powers and circumstances of being near a gate to the afterlife.

Look At The Tome of Magic, Binder class.

Pathfinder's Occult Adventures has like three different classes for this, including
A Medium class.

Undead Leadership can probably be used to call on Ghostly followers rather than corpses animated by your presence.

Lastly I put together a Necropath base-class working off of Spell to Power conversion that's pretty much a psionic necromancer animating bodies off of latent psionic imprints and vestiges of people who've died recently, growing them back into ghostly imitations of who they once were. Can provide link if there's interest. Still a WiP.

>3.5

OP included it so I'm using it.

That's not a necromancer. Necromancers animate dead bodies with negative energy. The whole school revolves around channeling negative energy.

I hear on Veeky Forums that first actually use of word necromencer was describing something related to control of ghosts

But word itselfs mean control the dead - dead of any kind

That's literally what necromancy was originally, simply a form of divination.
It's dumb video games that made them into mustache twirling bad guys that summon skeletons.

>But word itselfs mean control the dead - dead of any kind

"-mancy" means divination, not control. The original idea of necromancy is someone who performs divination using the dead, either the spirits or bodies of.

Oh sorry my bad.

In Pathfinder you would be looking for this:
d20pfsrd.com/occult-adventures/occult-classes/medium/

Or if its just 1 ghost this:
d20pfsrd.com/occult-adventures/occult-classes/spiritualist/

Or if you just want a bit of flavor on your necrowizard:
d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard-archetypes/spirit-binder-wizard-archetype/

>there could be a specialized class of necromancer whose power comes from attracting ghosts with different abilities?
Soul Reaper base class from Dragon 312.
Enjoy raping the dead as literally the most evil necromancer definable in D&D you asshole.

>You have basically described 4e's Animist Shaman. Which is all about summoning different spirits and having them grant effects before going on their way.
They had a Shaman class (not kit) back in 2E that was basically the same concept. I have the splat for it in hardcopy.

Ghost
Cunny

>cunny
unacceptable

Races of Ansalon for 3.5 has Nightstalkers, which are a sort of rogue/necromancer that leads ghosts.

Dragon # 312 has necromancer variants, including a spirit-themed one. I see it was already mentioned, but here's the actual article.

Small nitpick; in Morrowind acceptable "necromancy" (actually calling it that is a great way to get lynched) is limited to your own family's ancestral spirits. Fucking around with someone else's ancestors is 100% a s'wit thing to do.

Playable Necromancers in Dungeons and Dragons 3.5e?
For official base classes, we have:
-Wizard Necromancer (school specialist)
-Three variants of the Necromancy specialization in Unearthed Arcana including either a Skeletal Minion, Undead Apotheosis, or Enhanced Undead as a class feature.
Please note, that 'Van Richten's Guide to Lich' states that liches are no longer limited to their dropped schools of magic if they were specialists in life, so that's something to look forward to.
-The Wizard Necromancer Variant in Dragon 357's Unversed Arcana - The School Mastery variant for Necromancy, swapping out getting familiar for casting chosen school spells at +1 caster level, and all undead madde with [evil] descriptor spells gaining temporary HP equal to your caster level, combine with Enhanced Undead's swap out extra spells per day as a specialist for +2 to STR and DEX and HP per HD in Undead you make, and you've a very decent Necromancer Wizard to use.
-The three 'Dark Magi' Necromancer base classes from Dragon Magazine 312, Deathwalker, Fleshcrafter, and Soul Reaper.
-The Dread Necromancer from Heroes of Horror, popular choice solid class to level 20 and provides base Lichdom as a class feature.
-The Death Master base class (Orcus followers only) from the Dragon Compendium Volume 1. Provides base Lichdom as a class feature.
-A Cleric with some of the following Domains
>Death, Deathless, Deathbound, Decay, Envy, Evil, Hunger, Undeath, Undead, Vile Darkness (referred to as a Darkness domain but is different), Gluttony, Corruption, Repose, Repose(2(there's a second one of this)) Spirit, Pestilence, Necromancer (Blood of Vol) and the seven deadly sins domains.
-The Binder class with choice vestiges such as Acererak, Tennebrous, and some other vestige I don't know about (Tome of Magic).
-The Spellcaster class from Unearthed Arcana (non-descript class built around bonus feats and not class features, build appropriately).
-

That's pretty similar to a hombrew class idea I've been thinking of. Although more of a general spirit summoner than ghosts specifically. Although this was for 5th edition, where summon-focused class would be somewhat problematic for action economy (all summon spells are heavily nerfed compared to 3.5 specifically to reduce the problem with summoners completely wrecking action economy).
I saw another game handle a summo-focused class so that the summons didn't actually have their own turn or make their own attacks, but moved on the summoner's turn and instead of making attacks would grant extra damage to attacks of nearby friendly characters (representing the summon attacking at the same time). That could probably work, as the amount of combat actions made per turn does not increase.

d20 unnoficial base classes
-Necromancer class from 'Secret College of Necromancy' by Greem Ronin Publishing
-Flesh Mage from Sourcebook, 'Magic' (d20, AEG, 2002).pdf

For official Prestige Classes (PrC) we have:
-Thrall of Orcus (Book of Vile Darkness).
-Walker in the Wastes (Sandstorm) Provides Dry Lichdom, which is basically being a Tomb Kang n sheeit, multiple cheaper phylacteries at the cost of longer rejuvanation time, can literally harvest limitless salt and use infinite pocket sand with this PrC.
-Pale Master (Tome & Blood - Libris Mortis) Suitored to Arcane necromancy users or in choice builds, is easy to get fluff wise, and useful becase fuck black onyx. I also suggest using it's hombrew remake which features some of it's qualities shown in Dungeons and Dragons Online dnd-wiki.org/wiki/Pale_Master,_Rebuild_(3.5e_Prestige_Class) This PrC also has an epic level variant, mentioned fucking somewhere.
-Fleshwarper (Lords of Madness) Mad science so hard you go fullblown aberration, graft dead people to yourself!
-Red Wizard of Thay (In campaign perks of regional feats and background should apply).
-Master Specialist (Necromancy) (Complete Mage).
-Necrocarnate (Magic of Incarnum PrC, is shit).
-Master of Shrouds (Libris Mortis) control of incorporeal undead, maximize ghost blowjobs.
-Tennebrous Apostate (PrC for Binders that use the Tennebrous vestige).
-Soul Eater (Book of Vile Darkness) self explanatory.
-Dirgesinger (Libris Mortis) summon undead with guitar solos.
-True Necromancer (Libris Mortis) don't ever use this.
-Horned Harbinger (FR Faiths and Pantheons) Undead Army Maker
-Companion of the Dead (Gnomish Class with progression unto undeath)
-Darklight Wizard (Kingdoms of Kalamar Villain Design Handbook)
-Death Dancer (Kingdoms of Kalamar Stealth and Style) Thriller.

There's also the Planar Touchstone Feat from the planar handbook, a feat you can choose to visit location in the planes, and get a power from said location, namely the The Catalogues of Enlightenment in Mechanus which you gain the use ANY Clerical Domain in the multiverse to gain it's domain power, and use of said domains listed spells through different means to spellcast them. This is as broken as you think it is, because it's basically a feat that you can use for Domains like the travel domain or domains to boost your spellcasting ability, and in-game, it only takes a year to get this feat, and the actual place itself is a visit fit for a level 8, never-mind the fact that it's a location full of scholars dedicated to listing all the laws in the multiverse under the impression they'd get the powers to become/overthrow the deities (literally a location ingame full of powergamers). AND THIS IS ALLOWED TO CONTINUALLY EXIST ON THE PLANE OF LAW.

It's fucking great, because it means you can get access to all fucking setting based domains as a feat, hell, there's only two other touchstones in the multiverse that are this good, one being one that basically grants you the lichloved feat for a little extra and the one in sandstorm for the power of fast regeneration, but you can only use it if you're with the guild that Dry Liches come from.

There's one in a divine handbook about a meeting spot with a nice power too. Blood of Vol, Evil, or the spirit domain are good choices for a necromancer, either +1CL to necro spells, the same but for [evil] descriptor spells, or the ability to make a vodoo doll of some poor smuck with the use of soul raping powers.

>And that kind of necromancer could be good, right?

Yes, if they are helping the dead find resolution and move on, rather than stringing them along for access to their powers.

Another version of "good necromancer" would be a cleric who practices ancestor worship. They would have the power to call ghosts back from the afterlife to help their descendants, including themselves of course.

That's the work of the Repose domain, user.
Should be Repose, Good, family, and some other stuff for a 'good' necromancer.

That would be accomplished through roleplaying and would not require a specially designed subclass.

4e's primal spirits are not the same thing as ghosts. At all. Same thing for animism in general. Animist spirits are not the apparitions of deceased creatures but something more like the Platonic ideal of that type of creature.

You have to go back.

To /pfg/?

>basically

Traditionally.

And the second traditional image for all "good necromancer" threads.

I'd fuck that loli ghost

Who of good taste wouldn't?

considering ectoplasm
sticky
ghost
cunny
lovely

>Back to the past
>Samurai Jack

Necromancy in D&D isn't evil. This applies to both clerics and wizards.

The way you use it can be evil.

You can even use negative energy for good things, it's just a spell.

Depends on what edition and if it has an [Evil] descriptor or not.

>video games made necromancy evil

The negative energy you use is evil, but you don't have to be in order to use it. Necromancy is just a school of magic, not restricted to anyone.

>And that kind of necromancer could be good, right?
Yes. Good necromancers can be that, Abhorsen types who focus on using necromancy to throw undead back into death or ancestor worshippers whose only ghosts are the ones that pledge to return and protect the family or group while they were still alive .

Everything else gets the the sword. And if they talk about putting undead in factories or farms to work forever, those are the worst, get a lynch mob and an adventuring party with at least one paladin.

What about putting ghosts into brothels to work part-time?