The Reanimator is not a necromancer. There is no necromancy -- no soul, no afterlife, no dark god granting dominion over the dead. There is only biology that has stopped, and the Reanimator is the person who knows how to restart it. The tool varies: tailored plague strains that hijack neural tissue, gene-resequencing serums that reboot autonomic function, nanotech colonies that puppet a corpse from the inside, or direct Fold manipulation that pulls the fold's energy through dead cells. The result is the same. The dead get up.
Asset Realisation books the Reanimator under "biological asset recovery." The fine print on every corp indenture contract includes a post-mortem clause: the signatory's corpse remains corporate property. The Reanimator division recovers deceased personnel and returns them to operational status -- slower, dumber, obedient. The corps call this "workforce continuity." Everyone else calls it what it is.
The Reanimator operates on the Fold chassis (d6 HD, half BAB, Fort/Ref poor, Will good, 4 SP). Light armour -- the Reanimator needs clean access to corpses and cannot afford restricted movement during extraction. The Reanimation Pool (WIS score) replaces Fold Points as the resource system: each thrall raised depletes the Pool, and recovery is slow. A Reanimator with an empty Pool is a d6 HD character with a pistol and a knife, standing next to corpses that will not get up. Prime requisites: WIS (the diagnostic instinct that reads dead tissue) and CON (the body must survive prolonged exposure to what killed the corpses).
Archetype Niche: Thrall-master and corpse-commander. The Reanimator turns fallen enemies into frontline combatants, drains life to sustain themselves, and seizes control of rogue husks. Their niche is the action economy: each thrall is an extra set of attacks the enemy must chew through. In derelict hulks and husk-infested zones, the Reanimator turns the environment from threat to resource -- every corpse is a potential recruit. The Reanimator is also the corp's asset recovery specialist: the person who ensures 'workforce continuity' after a failed operation.
Multiclass Notes: Reanimators rarely multiclass due to the singular focus their craft demands. When they do, it is typically with Psion or Sawbones archetypes. Non-human reanimators use simultaneous multiclassing rules.
Level Table
Corpse-Touched
Field
Value
bab
0
fortitude
0
level
1
reflex
0
skillPoints
16
title
Corpse-Touched
will
2
xp
0
Flesh Student
Field
Value
bab
1
fortitude
0
level
2
reflex
0
skillPoints
4
title
Flesh Student
will
3
xp
2500
Reanimator
Field
Value
bab
1
fortitude
1
level
3
reflex
1
skillPoints
4
title
Reanimator
will
3
xp
5000
Thrall-Master
Field
Value
bab
2
fortitude
1
level
4
reflex
1
skillPoints
4
title
Thrall-Master
will
4
xp
10000
Death-Speaker
Field
Value
bab
2
fortitude
1
level
5
reflex
1
skillPoints
4
title
Death-Speaker
will
4
xp
20000
Flesh Master
Field
Value
bab
3
fortitude
2
level
6
reflex
2
skillPoints
4
title
Flesh Master
will
5
xp
40000
Necro-Tech Savant
Field
Value
bab
3
fortitude
2
level
7
reflex
2
skillPoints
4
title
Necro-Tech Savant
will
5
xp
70000
Plague Architect
Field
Value
bab
4
fortitude
2
level
8
reflex
2
skillPoints
4
title
Plague Architect
will
6
xp
110000
Thrall Master
Field
Value
bab
4
fortitude
3
level
9
reflex
3
skillPoints
4
title
Thrall Master
will
6
xp
160000
Supreme Reanimator
Field
Value
bab
5
fortitude
3
level
10
reflex
3
skillPoints
4
title
Supreme Reanimator
will
7
xp
220000
Legendary Animator
Field
Value
bab
5
fortitude
3
level
11
reflex
3
skillPoints
4
title
Legendary Animator
will
7
xp
280000
Master of Flesh
Field
Value
bab
6
fortitude
4
level
12
reflex
4
skillPoints
4
title
Master of Flesh
will
8
xp
340000
Reanimation Supreme
Field
Value
bab
6
fortitude
4
level
13
reflex
4
skillPoints
4
title
Reanimation Supreme
will
8
xp
400000
Death Sovereign
Field
Value
bab
7
fortitude
4
level
14
reflex
4
skillPoints
4
title
Death Sovereign
will
9
xp
460000
Flesh Master
Field
Value
bab
7
fortitude
5
level
15
reflex
5
skillPoints
4
title
Flesh Master
will
9
xp
520000
Chief Reanimator
Field
Value
bab
8
fortitude
5
level
16
reflex
5
skillPoints
4
title
Chief Reanimator
will
10
xp
580000
Thrall Captain
Field
Value
bab
8
fortitude
5
level
17
reflex
5
skillPoints
4
title
Thrall Captain
will
10
xp
640000
High Animator
Field
Value
bab
9
fortitude
6
level
18
reflex
6
skillPoints
4
title
High Animator
will
11
xp
700000
Lord Reanimator
Field
Value
bab
9
fortitude
6
level
19
reflex
6
skillPoints
4
title
Lord Reanimator
will
11
xp
760000
Reanimation Overlord
Field
Value
bab
10
fortitude
6
level
20
reflex
6
skillPoints
4
title
Reanimation Overlord
will
12
xp
820000
Special Abilities
Raise Thrall
Field
Value
level
1
name
Raise Thrall
description: The Reanimator deploys the reanimation agent into a corpse dead less than 1 hour (Threat Rating less than or equal to Reanimator level). One full round for the agent to saturate dead tissue and reboot autonomic function. The thrall rises with half its original max HP, acts on the Reanimator's initiative, and follows simple verbal commands -- attack, defend, fetch, carry, stand guard. The thrall does not speak. The thrall does not remember. Raise Thrall costs 1 Reanimation Point. Maximum active thralls: 1 at level 1, 2 at level 4, 3 at level 8, 4 at level 12. A thrall persists for 24 hours before the agent degrades and the corpse collapses. Reanimation Pool = WIS score. Pool recovers 1 + WIS modifier per 8 hours of rest -- the Reanimator's own biology produces more agent, slowly.
Life Siphon
Field
Value
level
3
name
Life Siphon
description: The Reanimator's body has been modified to metabolise the reanimation agent directly. As a standard action, the Reanimator drains life force from a thrall or living target within 30 feet. The target suffers 1d6 damage (Will save for half; thralls get no save -- they are already dead). The Reanimator heals half the damage dealt. Using Life Siphon on a thrall accelerates the agent's degradation: the thrall's remaining duration drops by 1 hour per use. Usable once per encounter per 3 levels. Corps call this 'biological resource reclamation.' The crew calls it what it looks like.
Command Husk
Field
Value
level
5
name
Command Husk
description: The Reanimator's mastery over dead tissue extends to husks, hungerers, and similar reanimated creatures (see bestiary) -- the victims of old outbreaks, failed reanimation experiments, the Day One plague's lingering aftermath. Husks within 60 feet must succeed on a Will save (DC = 10 + WIS modifier + half Reanimator level) or fall under the Reanimator's control for 1d4 rounds. The reanimation agent already in the husk recognises a superior strain. Controlled husks follow commands as thralls do. Intelligent reanimate gain +4 to this save -- their nervous systems retain enough complexity to resist. Usable once per encounter.