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| #1Mist-BoundMar 13, 2011 0:12:22 | Quite some time ago, with the aid of the ever-helpful Shadowguard and Johnathon_Vagabond, I constructed a homebrew Controller class for 4e, my own particular take on the Necromancer. I would kind of like more feedback on it, so I decided to move the finished-thus-far product here for more look-overs. Also, I kind of desperately want ideas for Paragon Paths and Epic Destinies for the class; I don't really have clue for them, beyond simmering thoughts of using the old Mythosian quote "That is not dead which can eternal lie, and with strange aeons even death may die," for the base of an Epic Destiny. So, without further ado, I present my particular take on the Necromancer. The class features, and powers by tier will be seperate posts in order to ensure they are more easily read and edited. |
| #2Mist-BoundMar 13, 2011 0:14:59 | Necromancer: There is power to be had from the dead. It is a dark, sinister power, easily misunderstood, often justly feared, but it is power all the same. Necromancers are unlikely heroes, often being at best averse to human contact and at worst actively hostile towards life and decency, but not all Necromancers are heartless monsters. Some strive to wield their powers for a greater cause... or at least find common purpose with more heroic adventurers, leading to strange alliances of convenience. Class Traits Role: Controller Power Source: Shadow Key Abilities: Intelligence, Charisma, Wisdom Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Simple Melee, Simple Ranged Implements: Rods, Staffs, Tomes Bonus to Defense: +1 Fortitude, +1 Will Hit points at 1st Level: 10 + Constitution Score Hit points per level gained: 4 Healing Surges per Day: 8 + Constitution modifier Trained Skills: Arcana. From the class list below, choose four more trained skills at 1st level. Class skills; Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int). Build Options: Phantasm Necromancer, Corpse Necromancer Class Features: Dread Vitality, Secrets of Binding Life, Secrets of the Dark Arts, Ritual Casting Necromancer Class Features Dread Vitality: You gain Dread Vitality as a class power. Secrets of Binding Life: You add 5 + ½ half your class level as bonus hit points to any creature you summon. Secrets of the Dark Arts: Path of the False Life: You determine the amount of healing surges you have by using your Cha modifier or Con modifier, which ever is higher. Path of Reaping Life: You may add your Wis modifier to damage to any attack power with the conjuration keyword. Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of you choice that you have mastered: Two 1st level rituals. Implements: When you wield a magic rod, magic staff, or magic tome you can add its enhancement bonus to the attack rolls and the damage rolls of the Necromancer powers and Necromancer paragon path powers that have the implement keyword. Without an implement you can still use these powers. Class Feature Powers [sblock=Dread Vitality]Dread Vitality Encounter (Special) Shadow, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three time per encounter. Minor Action Range 10 Target: One creature you have summoned Effect: You can spend one healing surge but do not regain any hit points, instead your summon regains an amount of hit points equal to your healing surge value + your Int modifier. |
| #3Mist-BoundMar 13, 2011 0:39:02 | Heroic Tier Powers At-Wills Agonized Screams A tortured shade momentarily slips into existence at you side, wailing in pain before fading away. At-Will Shadow, Implement, Psychic, Fear Standard Action Close burst 3 Target: All Creatures in Burst Attack: Intelligence vs. Will Effect: 1d8 + Intelligence modifier Level 21: 2d8 + Intelligence modifier Deathly Agent With a click of you fingers, a minor spirit materializes from the Shadowfell to slowly deliver death to your foe At-Will Shadow, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Effect: 1d6 + Intelligence modifier Necrotic damage and creature takes 5 ongoing Necrotic damage (Save ends) Level 21: 2d6 + Intelligence modifier Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Grasping Claw Ghoulish, spectral limbs reach out from the darkness or the very air to rake and tear at a foe with their icy touch, pulling them this way and that. At-Will Shadow, Implement, Cold, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Effect: 1d8 + Intelligence modifier cold damage and you may slide the target 2 squares. Level 21: 2d8 + Intelligence modifier Skeletal Guard You conjure an armored skeleton to strike at nearby foes and ward off incoming attacks. At-Will Shadow, Conjuration, Implement, Necrotic Standard Action Close Burst 1 Target: All creatures in burst Attack: Intelligence vs. AC Effect: 1d6 + Intelligence modifier Necrotic damage and you gain a +2 bonus to AC until the end of your next turn. Level 21: 2d6 + Intelligence modifier Visage of the Fallen You conjure a visage of the fallen to weighs your enemy with memories of past victims. At-Will Shadow, Conjuration, Implement, Psychic, Zone Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will [ b]Effect:[/b] 1d6 + Intelligence modifier Psychic damage, target is slowed until the end of your next turn and the squares adjacent to the target become a zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there is slowed until the end of your next turn. Level 21: 2d6 + Intelligence modifier Rot Zombie You raise a rot zombie to explode, leaving foes on the ground covered in pus and disease At-Will Shadow, Implement, Poison, Summoning Standard Action Range 10 Effect: You summon a Medium Rot Zombie in the unoccupied square within range. The Rot zombie has a speed of 6, 1 hp and lasts until the end of your next turn. You can give the rot zombie the following special commands. Dissmisal or duration ends: Detonates the rot zombie, killing it without taking a healing surge. Close burst 1; targets all creatures in burst; 1d8 + Intelligence modifier poison damage and targets are knocked prone. Death: Detonates the rot zombie, killing it does take a healing surge; Close burst 1; targets all creatures in burst; 1d8 + Intelligence modifier poison damage and targets are knocked prone. Level 21: 2d8 + Intelligence modifier |
| #4Mist-BoundMar 13, 2011 1:03:17 | Paragon Tier Powers Level 13 Encounter Powers Charnel Charge Bones or dead flesh assemble themselves into a hulking beast, which paws the ground and then thunders into the ranks of your foes, sending them flying. Encounter, Shadow, Conjuration, Implement, Necrotic Standard Action Range 20 Effect: You conjure a Charnel Charger that appears in one unoccupied square within range. It lasts until the end of your next turn. The Charnel Charger shifts 10 squares and at any time during this movement it may make this attack. This attack can be repeated as many times during this movement equal to 1 + Int modifier, but the target of the attack must be new for each attack. Free Action Melee 1 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier Necrotic damage and the target is pushed 4 squares and after the forced movement it is knocked prone. Path of the False Life: The number of squares shifted equals 9 + your Cha modifier Call the Gravedigger At your conjuration, a monstrous worm-thing erupts from the ground beneath your enemy's feet, swallowing them whole before vanishing back into the earth. It resurfaces elsewhere to disgorge its victim, but the damage is already done. Encounter, Shadow, Implement, Acid Standard Action Range 20 Target: One creature within range Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier Acid damage. Effect: You teleport the target 5 + Int modifier squares and the creature grants combat advantage until the end of your next turn. Bone Dancer You summon forth a whirling, madly laughing, skeletal figure who leaps and bounds from target to target, slicing into their flesh as it passes by. Encounter, Shadow, Implement, Necrotic Standard Action Range 20 Target: One creature [ b]Attack:[/b] Intelligence vs. AC Hit: 2d6 + Intelligence modifier Necrotic damage. If there is a target within 3 squares of this initial attack that has not been attacked by the use of this power then you may repeat this attack against that creature. This attack may be repeated until there is no target within the 3 squares of the last attacked creature that has not been attacked by this power already. The power also ends if at any time you miss a target. Chillborn The figure of a child, glistening with rimefrost and pale as snow, creaks its way across the battlefield. Its very presence drains the heat from the living, leaving nothing but a frozen corpse. Encounter, Shadow, Conjuration, Implement, Cold, Zone Standard Action Range 20 Effect: You conjure a Chillborn that appears in one unoccupied square within range. It lasts until the end of your next turn. The Chillborn executes this attack using its square as the origin square. Free Action Close burst 3 Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier Cold damage and the is gains cold vulnerability 10 and is slowed (Save ends both) Special: The burst creates a zone that lasts as long as the Chillborn does. Any creature that starts or ends its turn in the zone takes 5 Cold damage. Sustain Minor: The Chillborn persists. You may, as a standard action, move the Chillborn 5 squares Path of the Reaping Life: The amount of damage dealt by the zone equals 3 + your Wis modifier. |
| #5Mist-BoundMar 13, 2011 1:14:54 | Epic Tier Powers Level 22 Utility Powers Memory Specters Dredging up ghosts from the past, you and your allies are imparted with ancient wisdom. Encounter: Shadow, Conjuration Minor Action Close Burst 10 Targets: All allies in burst Effect: For 5 minutes or until the end of the encounter, you and your allies can make knowledge checks as though you were trained in that skill. Information gleaned from these checks is immediately disemminated to those allies within the Burst. Path of False Life: You and your allies gain a +3 to these checks. Gravewalk Necromancer By command, a spirit that died where you stand carries you through the spirit world and out to another unmarked grave. Encounter: Shadow, Teleport Move Action Personal Effect: You may teleport up to 10 squares, but must finish this movement on solid ground. Black Dog The baleful howl of the black dog intimates an approaching death, giving you time to prepare. Encounter: Shadow Minor Action Personal Effect: You absorb the soul the next creature that is reduced to 0 hit points within a Close Burst 10, allowing you to regain hit points as though you'd spent a healing surge. Path of Reaping Life: You also gain a +2 to all defenses until the end of your next turn. Otherworld Filter A slip in worlds opens twixt a creature and it's target, passing the energy through the otherworld. That which goes in, comes out changed. Encounter: Shadow, Necrotic Immediate Interrupt Trigger: An attack with a Fire, Ice, Lightning, Poison, Thunder, Psychic, or Radiant keyword is made. Effect: The damage type of the attack changes from its original energy type to Necrotic. Special: Casting this on a Radiant attack cancels out the attack. |