Halo's Necromancer Project (yup, another one!)

Post/Author/DateTimePost
#1

halo42

Oct 30, 2008 23:43:50
I've been thinking about blending the traditional D&D necromancer with a little bit of historical necromancer lore, with a little Diablo influence mixed in for good measure.

I like the idea of necromancers being arcanist of unusual orgin, who deal not only with flesh and souls, but with the animation of constructs using their knowledge of souls etc. Alot of this is very much a work in progress, but I think the first bit has been nailed down nicely. The spells will come late.

Hope it tweaks someones imagination...


Necromancer

Class Traits
Role: You are a hybrid striker and controller, accomplished at both but not to the extent of specialist classes. You can deal decent damage, hinder enemies, and even bolster your own numbers.

Power Source: Arcane. Your diligent studies and delving into dark and potent lore allow you to tap into the arcane energies that flow through every living and unliving creature.
Key Abilities: Intelligence, Constitution, Wisdom
Armour Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Scourge
Implement: Wands, Staves
Bonus to Defence: +2 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana, Dungeoneering, Heal, History, Insight, Intimidate, Religion, Streetwise
Build Options: Master of the Flesh, Master of the Soul
Class Features: Necro Lore (Flesh Mastery, Soul Mastery), Ritual Casting, Codex, Implements


Necromancer Class Features

Necro Lore
You have perused the dark arts and plumed the depths of your sanity to draw upon terrible powers unknown by most and reviled by all. Necromancers may choose one of two paths, that of the Flesh, or that of the Soul (also called High Necromancy). Your path determines one of your at will abilities, as well as some of your class features.

Flesh Mastery: You know the Hail of Bones at will ability. You may use the Risen Minion ability.
Soul Mastery: You know the Evil Eye at will ability. You gain the Vile Hex ability.


Ritual Casting:
You gain the Ritual Casting feat, allowing you to cast your Ritual Spells.

Codex:
You possess a Codex, your most prized possession. Scribed within are all your known spells and rituals. You don’t begin with extra scribed spells, unlike the wizards’ spellbook, and you don’t normally add more than one daily or utility spell at each appropriate level. The Expanded Spellbook feat can be applied to your Codex.

Implements
Necromacers make use of both wands and staves.


Risen Minion Necromancer Feature
Encounter * Arcane, Necrotic
Standard Action Close Blast 5
Target: Any corpses within range
Effect: A number of corpses equal to your Consitution modifier within range become animated. They obey your simple commands. They continue to use whatever weapons they fell with, or they use their claws.

Risen Minion (minion)
Initiative Same as Necromancer Senses Same as Necromancer
HP 1; A minion is never damaged on a missed attack
AC/Fortitude/Reflex/Will: ½ Necromancers Level + Constitution Modifier
Saving Throws: +0
Action Points: 0
Speed: 6
Basic Attack: ½ Necromancers Level + Intelligence Modifier, Mark Target
Basic Damage: Necromancers Intelligence Modifier +5 (+10 at Paragon, +15 at Epic)


Vile Hex Necromancer Feature
At Will * Arcane, Necrotic
Standard Action Range 5
Target: Any one creature
Attack: Wisdom vs Will
Hit: 1d10 + Wisdom Modifier
Effect: You twist the life force of the target against it, weakening it against your attacks. Until the end of your next turn, you gain a +1 bonus to attack and +1d6 points of damage against the target. This benefit increases to +2 and +2d6 at Paragon, and +3 and +3d6 at Epic.
Sustain Minor: You sustain the power.


Level 1 At Will Spells:
Evil Eye – 1d6+Wis mod psychic damage, -2 to all attacks until end of next turn
Withering Grasp – 1d10 + Int mod, touch attack, necrotic
Hail of Bones – 1d6 + Con damage, burst 1, 1 round duration, necrotic
Necromancers Curse – 1d6 + Int mod, weakened until end of next turn

Level 1 Encounter Spells:
Cause Fear, Chill Touch, Ray of Enfeeblement

Level 1 Daily Spells:
Choking Hands – con, ongoing (save ends), force
Baleful Keening – Wis, will def, close burst, psychic
Charnel Fire – Int, burst, ongoing, more against undead, fire
Death Armour – con, ongoing, necrotic

Level 2 Utility Spells:
False Life – temp hp
Spectral Hands – ranged, use as source of touch/burst attacks
Death Knell - immediate on fallen enemy, gain bonuses for encounter
Corpse Light – at will, corpses provide light

Level 3 Encounter Spells:
Shadow Touch – drain strength
Ghoul Touch - immobolize
Bone Blast – ranged, adj. targets
Grave Mist – concealment, necrotic damage

Level 5 Daily Spells:
Contagion – inflicts disease, causes damage etc
Restraining Spirits – deals damage, restrains targets
Enervation – weakens victim, deals ongoing damage, applies attack/save penalties

Level 6 Utility Spells:
Delay Death – on ally, allows them to expend a surge upon being taken to negative hp?
Halt Undead – sustain minor, immobolize undead in area, save ends
Corpse Binding – incorporeal target is turned corporeal for encounter
Flesh Armour – gain bonus to AC?

Level 7 Encounter Spells:
Wrack – damage, penalties to attack, slowed?
Golems Grasp - immobilize
Unliving Weapon – cause corpses to explode
Vampiric Touch – deal damage, heal damage or gain temp hp

Level 9 Daily Spells:
Shrivelling – massive damage
Bone Blade – sust. Minor, bone sword summoned to attack enemies (mark them)
Wave of Pain – debilitating blast
Wall of Bones – wall made of bones, damage anyone close enough (living wall later?)

Level 10 Utility Spells:
Command Undead – Will attack, take control of encountered undead for a short while
Black Mantle – Protect against necrotic damage
Consume Likeness – kill victim and take on visage on victim (illusionary)

Level 13 Encounter Spells:
Terror – psychic, cause to flee
Bone Swarm – sust. Minor, move swarm
Circle of Death – close blast necrotic damage, opponents killed can’t be raised as normal

Level 15 Daily Spells:
Summon Guardian Golem – summon guardian golem
Hovering Skull – ongoing spell, attacks target until dismissed. Standard action to move
Energy Drain - reduce effective level, gain hp, bonuses, inflict negative status

Level 16 Utility Spells:
Control Undead – control undead, sust. minor
Zombie Double – create unthinking zombie double that takes damage for you

Level 17 Encounter Spells:
Symbol of Pain – damage, penalties
Bone Splinter- area effect damage
Revenant Spirits – area effect damage
Finger of Death – single, opponents killed can’t be raised by normal means.

Level 19 Daily Spells:
Blight – damage, debilitating condition
Mummy Rot – damage, debilitating condition
Wail of the Banshee – large burst damage, killed enemies can’t be raised as normal

Level 22 Utility Spells:
Soul Bind – prevent slain enemy from being raised for 1 year
Soul Shackle – prevent incorporeal creature from fleeing/trap it.

Level 23 Encounter Spells:
Magic Jar – staged, psychic, render target helpless (sust. Minor)

Level 25 Daily Spells:
Domination – dominate victim, -2 attacks
Flay – high single damage, debilitating condition
Horrid Wilting – high area damage

Level 27 Encounter Spells:
Soul Burn – wisdom attack, cause massive single damage to victim, psychic, debilitating condition

Level 29 Daily Spells:
Destruction – high damage, utterly destroy victim. No remains, can’t be raised.

Rituals: Soothe Sayer (read entrails), Animate Dead (create permanent minions), Create Undead (create true undead, based on level), craft Animate Construct (golems, flesh/earth/stone/iron, based on level), Clone
#2

griffonheart

Oct 31, 2008 15:18:18
The Risen Minion ability already seems crazy overpowered to me. You need to include something in there to limit the number of actions that the minions can take. Really any Necro worth the name will be starting with an 18 Con if he takes the flesh path. That means that he can pull up 4 minions immedietly in any encounter. Unless you are counting on the number of available corpses to be your limiting factor in which case you put it all on the DM to determine whether your class is useful in any given encounter.

Take a look at the way some of the other minion/summoning powers have been done on these boards or even just take a look at something like Flaming Sphere. In order for it to move or attack the wizard is just standing still. Something like that worked into the minions would be good. And I personally would not have so many summoned at once. Especially not at 1st level.
#3

halo42

Oct 31, 2008 23:11:52
hmmm...I'll take that into consideration. I was toying around with the idea of either making it a daily ability, or crafting an at will that allows you to summon/raise a creature for a few rounds etc.

Contolling them perhaps as a move action, or an standard action to direct them in some method?
#4

Qube

Nov 01, 2008 12:40:17
hmmm...I'll take that into consideration. I was toying around with the idea of either making it a daily ability, or crafting an at will that allows you to summon/raise a creature for a few rounds etc.

Contolling them perhaps as a move action, or an standard action to direct them in some method?

Lvl 1 cleric daily (creating a 'ghost') and lvl 1 daily from the wizard (summoning a ball of fire) ... perhaps those can be used?


Now that I think of it ... you could give the necro a at-will class feature that creates a minion (occupies 1 square, has some statistics like a minion - but no attacks) ... and then the necro has attack powers that are of the minion (basically, the necro doesn't make ranged attacks, but makes mellee attacks through the minion)