| Post/Author/DateTime | Post |
|---|---|
| #1twilightbourneOct 09, 2008 1:16:46 | I'm trying to puzzle out how to go about building a 4E Necromancer.. and I've come down to either a homebrew class.. or a variant of warlock or wizard. I'de have rituals for rasing zombies and creating variouse undead, and the spells would be necrotic based. But I'm unsure where to go with it. Part of me wants this class to wear leather armor too. Ideas? |
| #2Lord_VentnorOct 09, 2008 2:47:18 | Why not try reflavoring a bunch of powers so that you summon undead by using them? For example, illusionary assault could be you creating ghosts that swirl around the enemy, assaulting him and throwing him off-guard. Or Spectral Ram could be you summoning a zombie hulk from the ground that bull-rushes an enemy. Stuff like that. |
| #3ShedeoOct 09, 2008 2:53:00 | One of my players and I just had this same discussion today, actually, Lord Ventnor. She was talking about how she wanted to play a necromancer in 4e, but couldn't. I then regaled that, in 3.X, it was generally the Summon Undead spells that gave you combat minions rather than the Animate Dead or Create Undead ones, at least in our games. So I suggested to her that she just change the fluff on her powers. Flaming Sphere became a Firey Undead Skeleton which clawed up from the ground to burn and destroy. With Stinking Cloud she would summon an incorporeal Plague Spirit, etc. She quite liked this idea. I did as well. |
| #4twilightbourneOct 09, 2008 23:54:46 | Sounds pretty good actually, not a perfect line up for how I envision a Necromancer.. but its nothing taking a proficency feat in leather armor can't fix. |
| #5ShedeoOct 10, 2008 2:14:28 | Most wizards end up taking leather armor proficiency as-is anyway, or at least that's what I hear. Its not the greatest version of the necromancer, but its certainly the most simple. A lot easier than creating your own class for it, that's for sure. Other classes to think about- Prettymuch any warlock pact can be made into a warlock using this method, and the cleric, while odd, can also do it. Paladins can make interesting necromancers along the lines of the "death knight" concept (divine challenge becomes a haunting spectre, etc.) |
| #6twilightbourneOct 10, 2008 15:44:44 | Yeah, I was initially thinking about reflavoring a pact warlock (or coming up with a 'special' pact) instead, but Necromancers are a bit more wizardy. They seem to me to occupy some weird area between cleric, wizard, and warlock. Necromancers in my mind should get (at least) leather armor, uses of daggers (in place of wands) staves and orbs as implements, and have a large mix of available power types. Ability wise, the more permanent summons/undead creations need to be rituals. Powers would include a healthy mix of single target necrotic damage, AoE soft control powers (things that hinder more than damage) and temporary combat summons, with the occasional health recovery power. Not counting fun Utility powers and dailies, like 'bone armor.' |
| #7pyromancer999Oct 10, 2008 15:53:42 | Just use the Necris pact. all there is to it. |
| #8twilightbourneOct 10, 2008 15:56:09 | What necris pact? All I see is Fey, Star, Infernal, and Dark. |
| #9Lord_VentnorOct 10, 2008 16:35:55 | I believe he homebrewed it. I'm currently working on a Wizard who will flavor-wise be a Necromancer. Link's in my sig if you want to see it. |
| #10pyromancer999Oct 10, 2008 16:42:27 | The necris pact is hombebrewed, but I didn't make it. anyways, Necris pact warlock, multi-class into wizard, BAM! Necromancer. |
| #11ShedeoOct 10, 2008 18:27:46 | Well, you could take leather armor proficiency, then multiclass either Cleric or Warlock. It might be something to think about. Another idea would be to start warlock and multiclass wizard. For quasi-healing, I recommend Infernal Pact, as they get temp HP, then you could take Simbarch of Algaron as your PP for more quasi healing and even more damage. Might be worth looking into. Another thing to consider is a Wizard multiclassed into Cleric. |
| #12tiwaztyrsfistOct 10, 2008 19:49:31 | So, I've been kicking around some Necromancer ideas for a while. Start by reflavoing a number of Wizard powers, by changing the damage type to Necrotic or Poison. The next step (which I haven't gotten to) is to create a number of templates for Minion grade Undead. Zombies - strong attack (knockdown at higher levels) Skeletons - General Ghouls - Reflex attacks Ghousts - Will attack. Have a number of Minion raising powers, perhaps as utilities. Limit on minions, 1 per tier. So, a 1-10 necro can have 1 minion at a time. a 21+ necro can have 3. Minions are minion creatures, obviously, and also have limited action. Give necro a number of Undead buffs to support their minions. The Sage has confirmed that Minions can gain Temporary HP, so that's a good buff for them. |
| #13pyromancer999Oct 11, 2008 9:09:52 | Also, you might want to look into the Death Knight. It has a lot of old-school necro-summoning in 4e |
| #14greatfritoOct 11, 2008 13:12:12 | I would go Wizard / Cleric, and reflavor from there. Some of the Cleric powers already feature "conjuration" of a sort, and may give you some more of the desired effect than just reflavoring Wizard powers alone. Off the cuff here Guardian of Faith (Daily 1) Spiritual Weapon (Daily 5) Astral Defenders (Daily 9) Blade Barrier (Daily 9; Change to Wall of Undead, or Bone, or Zombies, or whatever) Knights of Unyielding Valor (Utility 10) Astral Shield (Utility 16) Knight of Glory (Daily 19) Angel of the Eleven Winds (Utility 22) Spirit of Health (Utility 22) |
| #15demontongueOct 11, 2008 21:37:57 | Necromancer implements are Eyes (head slot items) or hands of Glory which are usually held in a hand by the wrist. (Vecnasty) All Necomancers can use the Ghost hand power (a mage hand that illuminates out to 2 squares) At wills are: Necroplasm: A splash of necrotic filth that deals 1d8+Int mod necrotic to target and Constitution mod to each adjacent creature. Gloomwave: Close Blast 3 that deals 1d4+Int necrotic to each target and they take -2 to attacks until the beginning of your next turn. Deadman's Hand: Implement, melee range Con+2 vs AC. 1d6+Con and they are immobilized until the beginning of their next turn. Encounters vary between Necrotic big primary and minor splash Damage with a lot of Fear forced movement. Many of those fear powers will say they affect undead regardless of the undead fear immunity. Each level where there's an encounter power 1/3/7 will have a Sustain Standard - Dominate "X" power starting with Zombie then Skeleton, then moving up to ghoul maybe (the feral types), Vamps and wights are reserved for paragon. Dailies and daily utilities can summon undead servitors that last for the encounter or have a sustain minor that will operate like the conjuration style effects of a Cleric. Other AOE terrain hazrd style effects "Wall if souls", "Ring of Skeletal hands" (ala Army of Darkenss) etc also fall in here. Ritual Caster is a bonus feat with "Raise Zombie" as known. You can only Raise an Undead of your level or lower, elite and solo templates are lost. Your own Ritually created Undead are docile and shamble around behind you but don't follow orders other than "stay" (and even then let allies and enemies through their squares). They are however viable targets for your encounter Dominate powers allowing you to use them as hammers or fodder. The rituals also let you tie them to a place so you can give them a standing order like "defend" or "sweep". Epic tier will have some kind of Horde power that targets 3 undead and lets you command each as a minor action. Anyone want to try this out? Crap, I do! but I only have 3 hours till my game tonight...maybe I can have it ready to go for H3 when we start it... at least my truenamer is a go for now. |
| #16ace_of_timeOct 16, 2008 17:22:42 | I'm trying to puzzle out how to go about building a 4E Necromancer.. and I've come down to either a homebrew class.. or a variant of warlock or wizard. There is a ritual described in Keep of shadow fell advanture. Wouldn't be that hard to piece it into a real one. Also I would go with cleric instead of wizard or warlock. You could make some minor changes to class features and change most powers into necrotic damage and healing undead. |