Necro Variant (pg.59) [Archive] - Wizards Community

Post/Author/DateTimePost
Ellanon

09-24-04, 03:29 PM
Am I reading this correctly? The Necro variant description lists three abilities. Can you take all of them, or just one? Do you have any choice? Personally, I think you should be required to take all three. The loss a familiar does NOT equal the new skelly pet.

A player in our group is using this variant, and as the next DM in the rotation, I want to know exactly what I am working with, without sounding condescending or untrusting. So, instead of asking him what exactly is going on with his character, I am asking you.

Help, please!
Dracoulis The Phyrexian

09-24-04, 03:47 PM
Actually, the examples they give for flavor all seem to only have one variant, as opposed to all three. Of course, nothing really prevents having all three, either. In fact, I'm fairly sure that taking all three is generally better than the other benefits. The extra spell is nice, but you usually get something really nice for that; and the bonus feats can easily be done without.

There are very real problems to having a skeleton, though. You won't get any skill boost for it. It's only a skeleton, and thus has some real limitations. It's a lot harder to hide than a familiar. People really won't like it, as opposed to just some pet.
Ellanon

09-24-04, 07:22 PM
Ok, so they are not a group package, they can be taken individually. I'll ask my player which he has chosen. Thank you!
necrosnoop110

09-24-04, 07:49 PM
Within the description of each variant there are trade offs listed. You are not required to take all three you could take all, none, or any combination.