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| #1halo42Oct 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 |
| #2griffonheartOct 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. |
| #3halo42Oct 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? |
| #4QubeNov 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. 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) |