Wizard Kit: Necro-Technologist

This is a class that may be found to be unwelcome in most campaigns. Due to the fact that the basis of this class is cybernetics, there may be reluctance on the part of the DM to allow it in his fantasy campaign, unless he is into spelljamming or in a high magical fantasy world.

Description: A necro-technologist is a wizard that takes living or dead bodies and combines them with robotics to make magical robotic beings, living and undead.

Role: This wizard is found in mostly high-technology roleplaying such as spelljammer. They create monstrousities to serve their own purposes.

Prefered Schools: Since the magic for creating these cyborg creations requires knowledge of both Necromancy and Enchantment/Charm, one must be a general mage to specialize in this kit.

Weapon Proficiencies: Dagger, arquebus(or perhaps a more modern firearm) are the most logical weapons.

Nonweapon Proficiencies:
Required: Engineering, Spellcasting, Reading/Writing.

Recommended: Astrology, Blacksmithing.

Equipment: To be a necro-technologist, equipment is very important. You must have access to a large labratory as well as mechanical parts for your creations.

Special Benefits: None

Special Hinderences: None

Wealth Options: (1d4+1)x10 gp, plus 1,500 extra gp which must be spent on mechanical equipment.

Races: Tinker gnomes of Krynn are especially good for this kit, as well as dwarves and humans.

Notes: It should be expected that when first playing the necro- technologist, that the character would be able to dabble in both necromancy and technology, but will not be able to combine the two until he/she reaches a relatively high level and/or a huge pile of money.