Homebrewing some Shadow classes; anyone willing to help?

Post/Author/DateTimePost
#1

Mist-Bound

Jun 08, 2009 17:28:55
For quite some time now, I've had the inspiration for three seperate "Necromantic" classes bubbling around my head. Seeing as how Shadow has been pushed back to the PHB4, at the very least, I was thinking that it's time I actually tried to put my money where my mouth is and see if I have any grounds for thinking that these theoretical classes could actually work in 4th edition.

However, I'm rather a newbie to the art of creating classes, so I was wondering if anyone else would like to help me brainstorm in order to determine whether or not my ideas are valid? I'm not intending to work on all three at once, I fully understand that that way lies madness, but I've included the fluff for all three here in order to determine which one should first be tackled.


Necromancer
The Necromancer is a mage of the Shadow, who studies the dark and forbidden lores of the Shadowfell and how its energy interacts with death and the dead. Necromancers are masters of the undead and the death-born, calling upon dead flesh, bare bones, long-departed spirits and the spectral echoes of destruction and carnage to do their bidding. With these dark allies at their beck and call, Necromancers dominate the battlefield and drive their enemies to destruction. Though an inherently sinister and fearful art, the Necromancer is not inherently evil, though they will never truly walk in the Light.
Likely Role: Controller- like the Summoner Wizard, Necromancers use their powers to intercept enemies and keep them at bay.
Likely Stats: Intelligence as the Primary, as Necromancers study dark lore and forbidden secrets to acquire their power. Charisma and/or Wisdom are the most likely Secondaries.
Theme: Conjuration and Summoning powers, backed with "Invocations" (powers themed as temporarily summoning something from the Shadowfell into the Materium)


Thanatomancer
The Thanatomancer is a cousin to the Necromancer, and the two are often confused. The difference, however, is as distinct as it can be subtle; while Necromancers are masters of the undead, Thanatomancers are masters of death. Through an innate connection to the Shadowfell, Thanatomancers are able to draw upon and unleash the energies of death, decay and corruption, allowing them to afflict foes in all manner of ways. A Thanatomancer has no ability to call shrieking ghosts from beyond, or command the dead to rise from their tombs, but can wither foes with the chill of the grave, ignite the blood in their veins, drain their life with bolts of unearthly darkness, command swarms of vermin to devour their flesh and unleash rains of disease-laden filth.
Likely Role: Controller or Striker- the Thanatomancer is fundamentally a Shadow Sorcerer, compared to the Necromancer's Shadow Wizard.
Likely Stats: Constitution as the Primary, with Charisma as the Secondary.
Likely Damage Types: Necrotic, Cold, Poison
Likely Class Feature: ability to penetrate Necrotic Resistance, like how Sorcerers can ignore specific damage resistances


Baneblade
The final branch of the necromantic tree, Baneblades are Shadow warrior-wizards who mingle dark occultic lore with weapon techniques for offensive and defensive purposes. They learn how to weave webs of Shadow energy about themselves into potent curses to protect themselves from foes, but also learn how to use their weapons as a conduit for this dark power, assaulting enemies physically, mentally and spiritually. The simplest use of this power is to leech the strength, vitality or even the very soul from their prey, but there are other applications as well. A Baneblade can leave a wound festering with disease, or writhing with flesh-eating maggots. They can feed upon the energy they steal, growing stronger as their enemy weakens. Bones become brittle, muscles slacken and blood freezes in the veins of their foe. Some Baneblades even call upon the lingering remnants of past victims to assail their foes.
Likely Role: Defender
Likely Stats: Intelligence and Strength as Primaries, Constitution or Charisma as Secondaries
Likely Weapons: Heavy Blades, Axes, Polearms
Likely Paragon Path: Shadow Legionaire ("My name is Legion. For We are Many.")
#2

jimprofit

Jun 09, 2009 18:51:27
Good luck dude. I myself love the idea of shadow based powers, and if I had the willpower I'd try to make classes.

I'd base'em off 3rd edition shadow-like classes.

Shadowcaster (Too obvious a name, but was a decent class)

Dread Necromancer (Sounds cooler then just plain necromancer)

Deathknight (Yes, it's World of Warcraft. And D&D gets compared to WoW enough. But it could be good like this homebrew 3rd edition class)
http://www.dandwiki.com/wiki/Death_Knight_%28DnD_Class%29

Hexblade (It was an interesting concept but sucked in 3rd edition)

Binder (This was an awesome class)
#3

Mist-Bound

Jun 09, 2009 19:30:43
Thanks for the support. I've got ideas, I just lack experience, and I work better if I've got partners to bounce ideas back and forth and to help polish the finished material into balanced work.
#4

Mist-Bound

Jun 17, 2009 21:22:33
So, is noone interested in giving me a hand with this project?
#5

shadowguard

Jun 17, 2009 21:57:26
Edit: This will be the place for the Reaver class.

Reaver
Class Traits
Role: Striker
Power Source: Shadow.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implements: Any Axe, Hammer, Heavy Blade, or Spear. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.
Bonus to Defense: +1 Fortitude, +1 Will

Hit points at 1st Level: 15 + Constitution Score
Hit points per level gained: 6
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: From the class list below, choose four trained skills at 1st level. Class skills; Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options:
Class Features:Backlash Hex, Curse of Vulnerability, Dark Armory, Way of the Blade.

Reaver Class Features:

Backlash Hex: You gain the Backlash Hex power.

Curse of Vulnerability You gain the Curse of Vulnerability power

Dark Armor:When wearing any type of armor you can add half of its enhancement bonus (rounded up) as an Item bonus to your speed. In addition you can use powers with the Armor keyword.

The Armor keyword is a new keyword for powers. The Armor keyword requires the character to have armor equipped. Some Armor keyword powers require specific types of armor to be equipped, and that would be listed in the powers description. When using a power with the Armor keyword you can add the armors enhancement bonus to the attack rolls and the damage rolls of the attack.


Way of the Blade:
Way of the Baneblade: You make the following changes to these powers.
Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Necrotic damage with the power. You deal additional +3 damage when you use this power. This additional damage increases to +6 at 11th level and to +9 at 21st level.
Curse of Vulnerability:When you expend this power you deal damage equal to you Backlash Hex + your Cha modifier to the target.

Way of the Hexblade: You make the following changes to these powers.
Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Psychic damage with the power. When you use this power the target takes a -2 penalty to a defense of your choice until the end of your next turn.
Curse of Vulnerability:When you expend this power, the target takes a penalty to saving throws equal to half your Cha modifier (rounded down) (save -3 ends). Only one creature may be affected by your expended Curse of Vulnerability at a time

Way of the Bladethief: You make the following changes to these powers.
Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Psychic damage with the power. You can score a critical hit with this power on an 18, 19 or 20
Curse of Vulnerability:When you expend this power the foe takes a 1d6 penalty to attack rolls (save ends).

Way of the Mournblade: You make the following changes to these powers.
Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Poison damage with the power. When you use this power it ignores up to 5 + ½ your level Poison resistance. If a creature is immune to poison damage, treat the creature as having poison resistance 30.
Curse of Vulnerability:When you expend this power the target takes ongoing 5+ Int modifier poison damage (save ends).
#6

Mist-Bound

Jun 17, 2009 22:05:33
Thanks ShadowGuard, I appreciate it. So, is there a particular one of the three classes I suggested in the OP that grabs your attention? I figured that, if this project got off the ground, we'd tackle them one by one before figuring out other classes that might stem from the Shadow source. I've mentioned elsewhere that I think the Illusionist would work as the Shadow Leader, but I've always had more of a soft spot for the "necromantic" aspects of Shadow than the "nyctomantic" (illusion and phantasm) aspects.
#7

shadowguard

Jun 17, 2009 22:35:05
I think that the Necromancer is the corner stone of the shadow power source and it should be the first to be addressed. I like your ideas, and I can agree that the necromantic field is a great place to start off with the Shadow power source. I have a question, do you have Open Grave? If you do that would be great, because all my undead options are really in the MM. I’m sure there are plenty of undead ideas in that book that would make for great “summoning” fodder for the Necromancer. I agree that in first glance that the Necromancer should be a controller. The role is easy enough to establish but there is something I want to talk about first before we get into stats.

The thanatomancer, I like the concept of the class but I have to question on whether or not it can stand alone as a class. You wrote down a lot of good flavor, but it seems more like a Necromancer build option. The divide between the two classes seem to leave the other lacking in options. If you think the Thanatomancer has enough to stand on its own, then I am all for making as many classes as you want to.

Now back to the necromancer, if we do fold them together than the stats would be easy to plan out. Intelligence should be the primary for the class, Con should be the focus of Thanatomancers for controlling death and life forces, while Cha should be for having the will power to sway the dead back to life.

Oh and your Baneblade idea is cool, and I think I could work as a class on its own.
#8

Mist-Bound

Jun 17, 2009 22:57:41
Yes, I have Open Grave- I have all of the non-adventure sourcebooks that have been released so far, though Eberron Player's Guide won't be here until next month (and ECG and Divine Power the month after that, presumably).

Just to go off topic for a second, do you think we could make it work if our Necromancer not only summoned "canon" undead, but could also call "death echoes"? Basically, by reaching into the Shadowfell, the Necromancer can summon a kind of "death memory", a particular resonance/flavor/whatever you want to call it of Shadowfell energy, which can then be sculpted into physical form to create a servitor, a living (so to speak) embodiment of that death? I got the idea from the Suffering; the enemies you fight there are material embodiments of death by various means (slashing weapons, firing squad, drowning/being eaten alive by rats, poison, electrocution, lethal injection).

Similarly, what about Golems? I'm pretty sure there are a few cases where creating "false life" is also attributed to Necromancers... I mean, you have Diablo's Necromancer, who can summon Clay, Metal, Blood and Fire golems, or even D&D's own Flesh and Bone golems.

I'll admit that the Thanatomancer, traditionally, is rolled into the Necromancer, but I think it might just be able to stand on its own. If you consider Thanatomancer to focus on the magic of death and how it interacts with the living world (which actually has an existing 4e incarnation, in the form of the Flesh Cults of Open Grave), and Necromancy on warping the boundaries between life and death, then I think that gives them room enough to stand on their own. I'll admit that they could be joined together, but I feel that would just be a repeat of "Druid Syndrome", where you have a class that feels like it could be split in half... so, really, I'd prefer to try and make them as seperate classes first, then roll them into one if that fails.

Hmm... what about dividing the Necromancer into these two builds? The "Phantasmagorist" focuses on the ephemeral side of necromancy, drawing upon spirits and shades, while the "Corruptor" (I suck at names, just so you know) focuses on the physical side, commanding the bones and flesh of the dead. In this case, Intelligence becomes the Primary- as you and I have said, the Necromancer studies dark lore, so it's fundamentally a Shadow Wizard and thus Int makes sense. The Phantasmagorist focuses on Wisdom; tricking, deceiving and otherwise manipulating thinking entities into doing their will. The Corruptor focuses on Charisma; using their sheer force of will to force the dead to move and kill only as they will it.

And I'm glad you like the Baneblade.
#9

shadowguard

Jun 17, 2009 23:30:13
Just to go off topic for a second, do you think we could make it work if our Necromancer not only summoned "canon" undead, but could also call "death echoes"? Basically, by reaching into the Shadowfell, the Necromancer can summon a kind of "death memory", a particular resonance/flavor/whatever you want to call it of Shadowfell energy, which can then be sculpted into physical form to create a servitor, a living (so to speak) embodiment of that death? I got the idea from the Suffering; the enemies you fight there are material embodiments of death by various means (slashing weapons, firing squad, drowning/being eaten alive by rats, poison, electrocution, lethal injection).

I love the idea, and could see Phantasmagorist pulling these "death memories" spirits into life to spread dread amongst foes. There was a really cool 3.5 undead from the MM3 called the Drowned that would create a Drowning aura to make foes think they were experiance drowning with out there being any water to drown on. So I am so happy with idea.

Similarly, what about Golems? I'm pretty sure there are a few cases where creating "false life" is also attributed to Necromancers... I mean, you have Diablo's Necromancer, who can summon Clay, Metal, Blood and Fire golems, or even D&D's own Flesh and Bone golems.

Yep, Corrupters should definatly get some Golem lovin so I am good with that idea as well.

I'll admit that the Thanatomancer, traditionally, is rolled into the Necromancer, but I think it might just be able to stand on its own. If you consider Thanatomancer to focus on the magic of death and how it interacts with the living world (which actually has an existing 4e incarnation, in the form of the Flesh Cults of Open Grave), and Necromancy on warping the boundaries between life and death, then I think that gives them room enough to stand on their own. I'll admit that they could be joined together, but I feel that would just be a repeat of "Druid Syndrome", where you have a class that feels like it could be split in half... so, really, I'd prefer to try and make them as seperate classes first, then roll them into one if that fails.

Okay two seperate classes it is. So what will be the big draw to the thanatomancer class?

Hmm... what about dividing the Necromancer into these two builds? The "Phantasmagorist" focuses on the ephemeral side of necromancy, drawing upon spirits and shades, while the "Corruptor" (I suck at names, just so you know) focuses on the physical side, commanding the bones and flesh of the dead. In this case, Intelligence becomes the Primary- as you and I have said, the Necromancer studies dark lore, so it's fundamentally a Shadow Wizard and thus Int makes sense. The Phantasmagorist focuses on Wisdom; tricking, deceiving and otherwise manipulating thinking entities into doing their will. The Corruptor focuses on Charisma; using their sheer force of will to force the dead to move and kill only as they will it.

Don't worry about names, I am not that great at them either so your not alone. I like the concepts for the two intial builds for the Necromancer so I am for it.

And I'm glad you like the Baneblade

Well the main reason I like it is because it can fill the Blackguard/Shadowguard type role well.

I have a little off topic idea to bring up as well. I would like one of the builds of any the classes to be a Grafter. It would be a person who would harvest the dead and fuse themselves with their tainted flesh to become death itself. I like the idea of Polymorph and turning into undead to control foes. It would be Con based and I could see it working as a build for any of the three classes presented.
#10

Mist-Bound

Jun 17, 2009 23:51:06
Hmm... with the "Grafter", perhaps that might make a Paragon Path for the Baneblade? I'm not a hundred percent sure it could be a full class... then again, I did once contemplate a "Deathtouched" class that revolved around the user channeling shadow energy into themself in order to mutate themselves in various ways (growing Ghoul's Claws to rake and poison a foe, or unleashing a Gibbering Scream to Push enemies away in fear), so perhaps best to keep it in the logs- could definately be worth investigating.

Hmm... I'm thinking the Thanatomancer's "schtick" would be either pure damage, status afflictions, or a combination of the two. For example, infecting a foe with a fast-acting plague that can spread to other enemies that get near it, or using a swarm of carnivorous locusts to rend at a victim's face, causing them to stagger around wildly as they try to brush them free. Kind of like a combination between the Sorcerer and the Warlock, if that makes sense. Despite that, I can see the builds. Life-in-Death focuses on using shadow energy to manipulate living creatures, so mysteries like Touch of the Plague, Call the Scavengers and Heart Ripper benefit from this build. Death-in-Life focuses on "death energy", so this build is more for the benefit of mysteries like Breath of the Tombs and Cloud of Night.

Alright then, so, where do we begin for the Necromancer?

::EDIT::
I was just thinking of something and I thought I'd bring it up. It is my opinion, though I can be swayed from it, that the Necromancer's powers will all damage foes *indirectly*. The motif of the Necromancer is that they use their powers to make other beings do their bidding, including to kill- it is the Thanatomancer and the Baneblade that directly strike at their foes with Shadow magic. So all of the powers they have should be fluffed as having revolved around some other entity- the Necromancer merely commanded that entity to do its bidding.

For example, if the Necromancer has an At-Will that does fire damage, then the Necromancer *doesn't* shoot flame itself- it calls forth the remnant of some creature who died in a fire, the blazing shade then embracing the Necromancer's target(s) and searing them as it shares its final moments with them.

Also, for reasons that basically tie into this, I'm thinking that the Corruptor will specialise in Summoning powers (which would be the ones that create corporeal undead and golems), while the Phantasmagorist will specialise in Conjuration powers (which would be the ones that summon death echoes and incorporeal undead).
#11

shadowguard

Jun 18, 2009 0:00:01
Hmm... with the "Grafter", perhaps that might make a Paragon Path for the Baneblade? I'm not a hundred percent sure it could be a full class... then again, I did once contemplate a "Deathtouched" class that revolved around the user channeling shadow energy into themself in order to mutate themselves in various ways (growing Ghoul's Claws to rake and poison a foe, or unleashing a Gibbering Scream to Push enemies away in fear), so perhaps best to keep it in the logs- could definately be worth investigating.

Well not a whole class, just a build of one of them. If it doesn’t have enough stuff to fill out a whole build then I would be more than happy to have it as a paragon path for one of the classes.

Hmm... I'm thinking the Thanatomancer's "schtick" would be either pure damage, status afflictions, or a combination of the two. For example, infecting a foe with a fast-acting plague that can spread to other enemies that get near it, or using a swarm of carnivorous locusts to rend at a victim's face, causing them to stagger around wildly as they try to brush them free. Kind of like a combination between the Sorcerer and the Warlock, if that makes sense. Despite that, I can see the builds. Life-in-Death focuses on using shadow energy to manipulate living creatures, so mysteries like Touch of the Plague, Call the Scavengers and Heart Ripper benefit from this build. Death-in-Life focuses on "death energy", so this build is more for the benefit of mysteries like Breath of the Tombs and Cloud of Night.

Okay, now I have a better idea of the direction of the class and I am sold on the two builds.

Alright then, so, where do we begin for the Necromancer? I think I have some ideas for what its powers will be able to do, if you'd like me to detail them.

Sure whenever you want too, post it up I would be more than happy to see what you got. I'll start coming up with stuff as well and see what you think of it.
#12

Mist-Bound

Jun 18, 2009 0:05:17
I actually edited my last post to include my idea before, though I think there was also a "Keywords" bit of data that I missed- namely, that the Necromancer is likely to make use of Ranged Blast spells for its non-"Invocation" spells, as well as Zones, topped with Auras from its minions.
#13

shadowguard

Jun 18, 2009 0:23:51
I actually edited my last post to include my idea before, though I think there was also a "Keywords" bit of data that I missed- namely, that the Necromancer is likely to make use of Ranged Blast spells for its non-"Invocation" spells, as well as Zones, topped with Auras from its minions.

Okay I will defiantly keep those thoughts in mind when thinking up of powers. Also how do you want the skeleton of the Necromancer class to be like? How do you want their proficiencies, save bonuses, implements and other stuff like that?
#14

Mist-Bound

Jun 18, 2009 0:40:08
Hmm... let's see... I'm thinking that Simple Melee weapons would probably be the limit of their initial class proficiency; they are a class that focuses on having others do their dirty work and who are supposed to be well away from the enemy anyway, just like the Wizard and the Invoker. Hmm... in fact, given that the Wizard only has Dagger and Quarterstaff proficiency, perhaps the Necromancer only has the Dagger, Sickle and maybe Club and/or Spear proficiencies?

For Impliments, I'm not really sure what to give them. Of the existing ones, I think Quarterstaves (which, if memory serves, actually served as a metaphorical 'bridge between planes' in real world arcane lore) and Rods (symbols of authority and leadership) work best. Maybe we should make a new implement for Necromancers and/or Thanatomancers?

For defense bonuses... I think Will and Fortitude would be appropriate, don't you? They spend much time delving into crypts, tombs and other places of death, so they naturally get exposed to a lot of the nastier toxins and diseases that build up in such places. And communing with the spirits of the dead without going mad or getting their brain sucked out of their head says something about their willpower, doesn't it?

For other details, I'd recommend looking at the Invoker and the Wizard, the two existing range-focused Controllers. The Druid is a melee-focused Controller, so it's less appropriate.
#15

shadowguard

Jun 18, 2009 13:44:32
After looking at what you said, how does this look?

Necromancer
Necromancer:
“Blah blah blah blah blah”

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.

Necromancer Powers

Class Feature Powers

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.
#16

Mist-Bound

Jun 18, 2009 13:59:02
Nice work! That looks excellent! Now, I believe the next step is to figure out the Class Features, is it not? So... where do we begin? The obvious step is to figure out how the Phantasmagorist and Corruptor features, yes? Hmm... how many Class Features should we give it, anyway?

For reference, the Invoker has Channel Divinity, Divine Covenant (which is divided into Covenants of Preservation and Wrath), and Ritual Caster. The Wizard, meanwhile, has Arcane Implement Mastery, Cantrips, Ritual Caster and Spellbook.

Hmm... Phantasmist/Corruptor would probably be a single "divided" feature (like Divine Covenant or Implement Mastery), now that I think about it...

::Edit::
Now that I think about it, in a general outlook, perhaps Corruptor gives a boon to Summoning keyword powers (more health for the summoned creature, perhaps?), while Phantasmagorist gives a boon to Conjuration keyword powers (though what, precisely, escapes me)?
#17

shadowguard

Jun 18, 2009 14:23:29
Necromancer powers continued

Level 22 Utility Powers

Memory Specters Necromancer Utility 22
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 Utility 22
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 Necromancer Utility 22
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 Necromancer Utility 22
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 an 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.

Powers done by Johnathan Vagabond
#18

Mist-Bound

Jun 18, 2009 14:40:55
With Corruptor, do you think we should go for 1/2 Necromancer's Charisma mod, which can get rather confusing, or make it a simple [amount]/[tier] deal? Like, +2 at Heroic, +3 at Paragon, +4 at Epic?

A damage boost for Phantasmagorist sounds alright to me.

It took a little deciphering to figure out, but yes, a feature to boost the Hit Points of Summons is a must, considering that this class relies so heavily upon them. Hmm... additionally, or instead (I'm not sure which is better), what about a "power feature", ala Cantrips or Divine Challenge? An innate ability of the Necromancer to heal its summoned creatures?

Just to list the features we have so far...
Ritual Caster
Secrets of the Black Arts (Corruption/Phantasms feature)
"Summon Augmentation"
"Heal Summons"(?)

...Yeah, I think we may have all the features that this class will need, what do you think?
#19

shadowguard

Jun 18, 2009 15:02:28
With Corruptor, do you think we should go for 1/2 Necromancer's Charisma mod, which can get rather confusing, or make it a simple [amount]/[tier] deal? Like, +2 at Heroic, +3 at Paragon, +4 at Epic?

The reason I wanted to use ½ Cha modifier as the bonus is to reward Corruptors to have a high Cha stat. You would be correct that just a flat tier bonus is easier to understand and balance out; it’s just what would be the reward for Corruptors who have high Cha?

It took a little deciphering to figure out, but yes, a feature to boost the Hit Points of Summons is a must, considering that this class relies so heavily upon them. Hmm... additionally, or instead (I'm not sure which is better), what about a "power feature", ala Cantrips or Divine Challenge? An innate ability of the Necromancer to heal its summoned creatures?

I like the idea of a power feature, but the big question is how would the power work? The easy answer is that you can spend a healing surge and the target summons regains healing surge hit points. If we do that then a larger issue comes about, healing surges and how little controllers get of them. Summons already take a healing surge away when it dies and now we add a power that also draws on the little resources that we have. Also like our hp, healing surges derive from Con and since we are a controller our stock of healing surges are very slim, not to mention using surges for our own health as well. Even if we phrase the power to not work on healing surges, it doesn’t change the fact that we are a surge loving class that has little surges to love.

"Summon Augmentation"

What would be the Summon Augmentations?
#20

Mist-Bound

Jun 18, 2009 15:14:36
"Summon Augmentations" was my makeshift title for you "Summons have more health than would normally be the case" feature.

To be honest, I hadn't thought about the "healing feature" taking healing surges at all. These were the formats that occured to me:

At Will
Standard Action
One of your Summons gains hit points equal to your Int modifier
Possible special option; the feature can instead key off of the "resonance" ability (Charisma for Corruptors, Wisdom for Phantasmagorists)

Encounter
Minor Action
One of your Summons gains hit points equal to your healing surge amount


Hmm... are you suggesting that the Necromancer should get more healing surges than the average Controller? If you are, then I'd agree with that... come to think of it, the Druid gets 7 + Con mod surges per day, and it's a Controller, so I think we could justify the Necromancer having 7, maybe even 8 + Con surges per day, especially seeing as how it makes just as much use of them as the Druid, but doesn't have Con as a favored stat.
#21

shadowguard

Jun 18, 2009 15:35:05
"Summon Augmentations" was my makeshift title for you "Summons have more health than would normally be the case" feature.

Ah okay.

To be honest, I hadn't thought about the "healing feature" taking healing surges at all. These were the formats that occured to me:

At Will
Standard Action
One of your Summons gains hit points equal to your Int modifier
Possible special option; the feature can instead key off of the "resonance" ability (Charisma for Corruptors, Wisdom for Phantasmagorists)

I feel like its to small of a hit points to regain if you spending a whole standard action to do it. At will may be to much.

Encounter
Minor Action
One of your Summons gains hit points equal to your healing surge amount

Its equal to the 12th level Bonded Summoner spell, which may be a problem.

Hmm... are you suggesting that the Necromancer should get more healing surges than the average Controller? If you are, then I'd agree with that... come to think of it, the Druid gets 7 + Con mod surges per day, and it's a Controller, so I think we could justify the Necromancer having 7, maybe even 8 + Con surges per day, especially seeing as how it makes just as much use of them as the Druid, but doesn't have Con as a favored stat.

I agree on 8 healing surges and will change the skeleton of the class to reflect that.
#22

Mist-Bound

Jun 18, 2009 15:52:22
Hmm... so, do you think a healing feature is a good one at all, or should it be dumped? If it is an idea worth pursuing, what about this?

Encounter
Minor Action
One of your Summons regains Int modifier + Level hit points (or perhaps Int modifier + [Resonance Ability] modifier hitpoints?)
#23

shadowguard

Jun 18, 2009 16:22:42
Let me try this out and see what you think of it.

I personally like the idea of using your own healing surges to fuel the power so I thought maybe:
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.
#24

Mist-Bound

Jun 18, 2009 16:48:54
Those look good, yes, they both look very good. Now, we just need to write up the "Increased Summons Health" feature, and then we have all of the Necromancer's features ready and I believe it's on to the powers?

Speaking of which, would one suitable At-Will be something like "Scream of Pain"? Basically, you invoke a tortured soul that promptly shrieks in agony before slipping back into the Shadowfell, which manifests in game terms as a Close Blast of damage. Though... Thunder? Or Psychic? or even Necrotic? Also, what if this power resonates with the Path of Reaping Life, which allows you to make it a ranged blast (say, Bast 3 within 5 squares? While otherwise it's just Blast 3?), which ties into the theme that the Path of Reaping Life specialises in calling upon the spirits of the dead?

Also, I've been thinking about your proposed "Grafter"; what if we make it into two Paragon Paths? The Necromancer gets a "caster" version, where the Necromancer grafts undead body parts to themselves in order to strengthen their connection to the Shadowfell, while the Baneblade gets a "slayer" version, where they replace and augment bodyparts with undead grafts in order to become more lethal in close combat?
#25

shadowguard

Jun 18, 2009 17:02:30
Those look good, yes, they both look very good. Now, we just need to write up the "Increased Summons Health" feature, and then we have all of the Necromancer's features ready and I believe it's on to the powers?

I don't know a good name for it but I would imagine it would be 5 + half level bonus hit points or something. Oh are you going to edit the second post to include the classes or do you want me to just edit my post with the changes?

Speaking of which, would one suitable At-Will be something like "Scream of Pain"? Basically, you invoke a tortured soul that promptly shrieks in agony before slipping back into the Shadowfell, which manifests in game terms as a Close Blast of damage. Though... Thunder? Or Psychic? or even Necrotic? Also, what if this power resonates with the Path of Reaping Life, which allows you to make it a ranged blast (say, Bast 3 within 5 squares? While otherwise it's just Blast 3?), which ties into the theme that the Path of Reaping Life specialises in calling upon the spirits of the dead?

It would be thunder since thunder more or less equals sonic damage. It would be cool if we did that, but that would go against all the class build structures because only encounter powers get the path like bonuses.

Also, I've been thinking about your proposed "Grafter"; what if we make it into two Paragon Paths? The Necromancer gets a "caster" version, where the Necromancer grafts undead body parts to themselves in order to strengthen their connection to the Shadowfell, while the Baneblade gets a "slayer" version, where they replace and augment bodyparts with undead grafts in order to become more lethal in close combat?

Sounds great to me. I am glad you like the stuff that I am posting, but feel free to change any of the name you don't like or if you think of name that sounds better.
#26

Mist-Bound

Jun 18, 2009 17:15:58
Hmm... for the health boost feature (I like the rules you came up for it, by the way), what about "Secrets of Binding Life"?

Can you edit your post with the Necromancer class details to include the features?

Actually, there are classes where the At-Wills can get "path benefits", but I think that's reserved for Strikers; the Warlock and the Sorcerer, particularly the latter, are the best examples.

Alright, so, are we ready to begin work on the At-Will powers now?
#27

shadowguard

Jun 18, 2009 17:22:05
Hmm... for the health boost feature (I like the rules you came up for it, by the way), what about "Secrets of Binding Life"?

Thanks, and the name sounds good enough to me.

Can you edit your post with the Necromancer class details to include the features?

Sure

Actually, there are classes where the At-Wills can get "path benefits", but I think that's reserved for Strikers; the Warlock and the Sorcerer, particularly the latter, are the best examples.

Ah, well I stand corrected then. Thanks for setting it straight with me and if you want the riders on the at-wills then I will be fine with it.

Alright, so, are we ready to begin work on the At-Will powers now?

Sure, just post your idea for them and I will get to work editing in the class features and such.
#28

Mist-Bound

Jun 18, 2009 17:39:10
Alright then... I'm going to need your help turning any powers I come up with from concept to reality- I'm not very good at statting them.

Agonized Screams
A tortured shade momentarily slips into existence at your side, wailing its pain before fading away.
*Hmm... perhaps this should do Psychic damage or Necrotic damage (it is a Ghost's attack, after all, and I'm pretty sure that Psychic/Necrotic are the usual damages for hauntings in Open Grave)? At the very least, it makes it distinct from Thunderwave.
*Also, should we allow for At-Wills to have path benefits, or not?

Deathly Agent
With a click of your fingers, a minor spirit materializes from the Shadowfell, racing through the air to deliver death's icy touch to your foe.
*I'm thinking this might be the Necromancer's "magic missile"; a single target power, possibly ranged basic attack, and dealing Necrotic damage

Grasping Claws
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.
*Cold damage, single target and Slide, that's what this power says to me.

Hmm... would Conjuration and/or Summoning be allowed at this level? Because one At-Will that occurs to me is something I tenatively call Eye of the Reaper, which creates a zone of... Necrotic damage? Weakness? Not sure, but it it's a Conjuration effect centered around a kind of "death totem" (which is whatever the caster wants it to be; a shrouded figure watching silently, a floating skull that laughs maniacally whenever a blow is struck, you get the idea).
#29

Mist-Bound

Jun 18, 2009 17:47:18
Uh, just to let you know, I'll probably take a while to respond to your next post- I don't know where you are, but I'm in Australia and, as I post this, it's quarter to 9 in the morning and I need to go to an appointment. Go ahead and post; I'll respond when I get back.

Out of curiosity, do you think you can try and think up three more At-Will concepts? I was thinking that, to begin with, we'd settle for 6 At-Wills and 3 powers for each level thereafter as a base for classes- once we have at least that many, we can then focus on expanding the power list.
#30

shadowguard

Jun 18, 2009 18:06:49
Agonized Screams
A tortured shade momentarily slips into existence at you side, wailing in pain before fading away.
At-Will Shadow, Implement, Psychic
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

Do these look okay to you?
#31

shadowguard

Jun 18, 2009 18:12:47
Sure I had some ideas on some at-wills so I would be glad to post them as well. I hope your appointment goes well.
#32

Mist-Bound

Jun 18, 2009 18:13:49
Not bad, but why did you change the fluff? Just out of curiosity? Also, does Deathly Agent deal Necrotic damage as its initial damage, or untyped damage followed by ongoing necrotic damage?

Okay, what do you think of my thoughts concerning powers/level for us? And do you think you can try and think up three more At-Will concepts for us to play around with while I'm gone?
#33

shadowguard

Jun 18, 2009 18:18:25
Not bad, but why did you change the fluff? Just out of curiosity? Also, does Deathly Agent deal Necrotic damage as its initial damage, or untyped damage followed by ongoing necrotic damage?

The second one had its fluff changed to include the idea that it slowly killing the foe. The thirds fluff was just a mistake of my fast typing, same with mistake on the Death Agent because it should deal Necrotic damage as well. I will change it after this post.

Okay, what do you think of my thoughts concerning powers/level for us? And do you think you can try and think up three more At-Will concepts for us to play around with while I'm gone?

Sure, I will get on it right away and maybe we should do 6 at wills and 4 powers per level for a good solid base.
#34

shadowguard

Jun 18, 2009 19:21:43
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
Effect: 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.
Free action 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.
Killed by enemy: 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


Okay here are the 3 I came up with, let me know how they are and I will be back later.
#35

Mist-Bound

Jun 18, 2009 20:09:27
Skeletal Guard and Visage of the Fallen look alright, but what about making Rot Zombie into an actual Summoning? It's a weak thing, but you aren't really intending for it to act like 'real' Summons- when you've got it into the position you want it, you can spend a free action to detonate it in the Poison burst you initially created, and such a 'detonation' doesn't cost you the healing surge the death of a summons normally would. In fact, what if the Rot Zombie dying at enemy hands also results in it exploding as if detonated? Though, this time, you do lose a healing surge?
#36

shadowguard

Jun 18, 2009 20:53:32
Alright I will edit the post with your ideas in mind. If you are not satisfied with the current 3 I posted then I would be more than willing to think up some more to try.
#37

Mist-Bound

Jun 18, 2009 21:18:22
Nice work! I didn't really think it would be possible for my suggestions to work, but thank you for proving me wrong!

So, on to the Level 1 Encounter powers now, eh? Hmm... I think I may have the basics...

Watcher in the Dark
A ghastly, silent figure seeps into the material world. Beneath its unearthly gaze, enemies find the life bleeding from their bodies.

I'm thinking this is a Conjuration with a Zone effect, sustain as a minor action, which causes necrotic damage to all creatures that end their turn in the zone. What do you think?

Ghoul's Garden
Dozens of rotting hands spring forth from the earth, groping and scrabbling blindly at the sky.

I'm not sure if this would also be a Conjuration, but it's definately a sustainable (minor action) Zone. I was thinking that this Zone counts as Difficult Terrain, and any enemy who enters it takes damage equal to... Intelligence modifer, perhaps?
#38

shadowguard

Jun 18, 2009 21:37:22
Watcher in the Dark
A ghastly, silent figure seeps into the material world. Beneath its unearthly gaze, enemies find the life bleeding from their bodies.
Encounter, Shadow, Conjuration, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares
Target: All enemies in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier Necrotic damage.
Effect: The burst creates a zone of dark energy that lasts until the end of your next turn. Each creature that enters the zone gains Necrotic vulnerability 5 until the end of you next turn.
Sustain Minor: The Zone persists

Summon Pyre Golem
Gathering a handful of ashes from a funeral pyre in your hand, you blow them into the air, whereupon they billow and ignite into a blazing humanoid figure of flames, cinders and blackened bone fragments. The air around it is thick with choking ashes and the stench of burning flesh.
Daily, Shadow, Implement, Fire, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Pyre Golem in the unoccupied square within range. The Pyre Golem has a speed of 6. It has a +2 AC bonus and a special aura listed below. You can give the Pyre Golem the following special commands.
Standard Action: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Necrotic and Fire damage.
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Necrotic and Fire damage.
Ash Aura: aura 1; each creature that ends its turn within the aura takes a -2 to attack rolls until the end of your next turn.



I will say they both tred on the same ground and are very similar to Grasping Shadows.
#39

Mist-Bound

Jun 18, 2009 21:48:58
I see your point. Which of them do you think can be salvaged into something worthwhile?
#40

shadowguard

Jun 18, 2009 21:59:36
I am not sure; which ever one you feel most tied too is fine with me. I can rework it too fit, but then again I want this class to do more than is a wizard clone so I will try to think up some powers as well. In the end you are the head of this ship and if you feel strongly for the two then we can go with them.
#41

Mist-Bound

Jun 18, 2009 22:05:11
Hmm... how about we stick with Watcher in the Dark? But what else can we do to make it unique... hmm... perhaps enemies in the zone also take more damage from attacks?

I do have a Summoning idea, too, but I'm not sure whether it'd be Encounter or Daily, never mind its actual level. Shall I elaborate?
#42

shadowguard

Jun 18, 2009 22:08:14
Sure post it up. Also for Watcher in the Dark, maybe the zone could give Necrotic vulnerability.
#43

Mist-Bound

Jun 18, 2009 22:18:23
Yes, Necrotic damage vulnerability makes sense. How much though? Just a standard 5 points, perhaps? That is the usual resistance/vulnerability for a heroic tier, after all.

Alright... this is the Summoning idea

Summon Pyre Golem
Gathering a handful of ashes from a funeral pyre in your hand, you blow them into the air, whereupon they billow and ignite into a blazing humanoid figure of flames, cinders and blackened bone fragments. The air around it is thick with choking ashes and the stench of burning flesh.

I'm thinking this would be a Daily, mainly because I don't recall if there are any Encounter grade Summon powers so far. This is a standard "fighting" Summon; it gets in the way and it pounds on enemies. I'm thinking that it's damage is a mixture of Fire and Necrotic, and I was also thinking that it has an Aura of some kind to reflect the cloud of charnel ashes mentioned in the fluff, but I'm not sure what effect it would have.
#44

shadowguard

Jun 18, 2009 22:37:21
Kay edited the post and I did the Pyre golem as a daily and gave the Watcher in the Dark vulnerability. Any other ideas for encounter powers?
#45

Mist-Bound

Jun 18, 2009 22:54:50
Ooh, nice, very nice. Alright, I've given us an Encounter and a Daily... need more Encounters... how do these look?

Invocation of the Fetish
With a mutter of dark words, bones and dead flesh gather into a collection of tiny, ghastly figurines armed with wicked knives. They swarm over your enemies, stabbing frantically and gibbering madly all the while.
I'm thinking this is a Close Blast of either Necrotic or Untyped damage, possibly with a Push or Slide effect. I'll admit, this was inspired by those enemies from Diablo 2's jungle chapter. They were always frickin' annoying, so I figured why not let the player use them?

Zombie
At your dark bidding, a corpse lumbers to its feet to batter and strangle your foes.
This is a very basic Summon; it just gets in the way and slams the enemy around. A part of me considers a kind of "throttle" special attack, but probably best to save that for a more powerful Summon spell.

Blazing Spirit
You drag the still-burning soul of some poor creature that died in fire from its rest. Shrieking madly, it flits from target to target, burning them with ghostly flames.
I figure this would be a "multi target" spell, as opposed to Area- you know, one of those spells that can hit 1 or 2, or 1-3 targets. Fire damage, possibly a Conjuration, or we could simply leave it as an "Invocation" (aka, it summons something thematically, but it doesn't stick around long enough to be a Conjuration or a Summoning).

So, what you think? Think you can make workable spells from these?
#46

shadowguard

Jun 18, 2009 23:23:35
Invocation of the Fetish
With a mutter of dark words, bones and dead flesh gather into a collection of tiny, ghastly figurines armed with wicked knives. They swarm over your enemies, stabbing frantically and gibbering madly all the while.
Encounter, Shadow, Implement, Necrotic
Standard Action Close Blast 3
Target: All enemies in blast
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier Necrotic damage and you push the target 2 squares
Path of Reaping Life: You push the targets a number of squares equal too 1 + your Wis modifier.

Mauling Zombie
At your dark bidding, a corpse lumbers to its feet to batter and strangle your foes.
Encounter, Shadow, Conjuration, Implement, Necrotic
Standard Action Range 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier Necrotic damage and the target are immobilized until the end of your next turn.
Effect: You conjure a Zombie that appears in 1 square adjacent to the targets space. It lasts until the end of your next turn.
If an enemy ends its turn or begins its turn next to the Zombie it takes your Int modifier damage.
Path of False Life: The damage an enemy takes is instead is your Int modifier + your Cha modifier.

Blazing Spirit
you drag the still-burning soul of some poor creature that died in fire from its rest. Shrieking madly, it flits from target to target, burning them with ghostly flames.
Encounter, Shadow, Implement, Fire
Standard Action Range 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier Fire, make a secondary attack
Secondary target: One creature within 5 squares of the target hit by the last attack.
Secondary attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier Fire damage make a third attack
Third target: One creature within 5 squares of the target hit by the last attack.
Third attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier Fire damage

Here ya go, Now just 3 more dailys and then we go on to utility
#47

Mist-Bound

Jun 18, 2009 23:38:57
Alright. Say, once we get these level 1 dailies down, would you mind posting all of the powers for Level 1 into a single post?

Hmm... do you have any ideas for Dailies? I was lucky to come up with this one.

Skeletal Legionaire
A skeleton clad in rusty armor and wielding a spear and a shield clatters to its feet and takes up the position you indicate.
I'm thinking this is another Summon. However, this Summon can Slide, or maybe Push, foes, a way to represent it using its polearm and shield to impale and shove its prey.
#48

shadowguard

Jun 19, 2009 0:01:36
Skeletal Legionnaire
a skeleton clad in rusty armor and wielding a spear and a shield clatters to its feet and takes up the position you indicate.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Skeletal Legionnaire in the unoccupied square within range. The Skeletal Legionnaire has a speed of 6. It has a +2 AC bonus and +2 to Fortitude defense. You can give the Skeletal Legionnaire the following special commands.
Standard Action: Melee 2; target one creature; Intelligence vs. AC; 1d8 + Intelligence modifier Necrotic damage and you slide the target 1 square.
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d8 + Intelligence modifier Necrotic damage and you slide the target 1 square.

Savage Wight
You call a vicious and enraged Wight to your service so that you could eviscerate your foes.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Savage Wight in the unoccupied square within range. The Savage Wight has a speed of 7. It has a +2 AC bonus and +2 to Reflex defense. You can give the Savage Wight the following special commands.
Standard Action: Melee 1; target one creature; two attacks; Intelligence vs. AC; 1d8 + Intelligence modifier Necrotic damage
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d8 + Intelligence modifier Necrotic damage.

Winter Haunt.
You raise an echo of winter’s wrath to chill your foes to the bone.
Daily, Shadow, Implement, Cold, Summoning
Standard Action Range 10
Effect: You summon a Medium Winter Haunt in the unoccupied square within range. The Winter Haunt has a speed of fly 6 (hover). It has a +2 AC bonus and the Winter Haunt is also insubstantial. You can give the Winter Haunt the following special commands.
Standard Action: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Cold damage
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Cold damage.

Take a look at these and tell me what you think.
#49

shadowguard

Jun 19, 2009 0:12:55
Alright I did the edits to the first page class post, it should have all the work in it. Well Im off to bed.
#50

Mist-Bound

Jun 19, 2009 0:28:03
Those all look good, yes indeed they do. We may want to come back and add a Conjuration effect or two later, though; every level should have at least one thing that resonates with a path, after all.

Now, Utilities... how do we set about doing these? They're the weakest of my power generation skills...
#51

shadowguard

Jun 19, 2009 12:07:52
Okay I will change Winter Haunt into a conjuration and maybe add one more conjuration daily after we deal with Utilities. Utility powers come in many different flavors but the one thing we should stress is that the Necromancer never helps anybody; his minions do it for him. So quick summoning a zombie to take a blow is an idea or conjuring a specter to move around and scout could be cool. So let me know if you thought up any ideas and I will post up some of mine.
#52

Mist-Bound

Jun 19, 2009 12:36:48
Alright then... how do these look as conceptuals?

Bone Shield
Stirred by your dark magic, bones fling themselves through the air and lock together into a shield, absorbing a blow meant for you or an ally.
*I'm thinking there are two ways to use this; one is to boost AC by +2 (or Int modifier, or whatever), the other is to have the next attack made against the target have its damage reduced by your Int modifier. Which do you think would work?

Spectral Eyes
A ghostly eye appears at your command, ranging forth and allowing you to see what it sees.
*Hmm... perhaps this conjuration/summon can see through concealment? Or maybe you can cast ranged spells so they originate from the eye's square?

That's all I can think of for this level, but would a valid idea for a higher level utility be a spell that creates a chair of bones and limbs, which can carry the Necromancer over difficult terrain and/or up vertical heights, and on level ground gives it a bonus to speed (or at least charging/running)?
#53

shadowguard

Jun 19, 2009 13:00:34
Bone Shield
Stirred by your dark magic, bones fling them through the air and lock together into a shield, absorbing a blow meant for you or an ally.
Encounter, Shadow
Immediate Interrupt Ranged 5
Target: You or ally within range
Trigger: You or an ally is hit by an attack
Effect: You reduce the damage taken by the attack by an amount equal to one half your level + you Int modifier.

Spectral Eyes
a ghostly eye appears at your command, ranging forth and allowing you to see what it sees.
Encounter, Shadow, Conjuration
Standard Action Range 10
Effect: You conjure a Spectral Eye within a square in range. Any ally adjacent to the Spectral eye gains darkvision 10 and can ignore minor concealment until the end of your next turn.
Sustain Minor: Spectral Eye persists.

Do you think these look okay?

That's all I can think of for this level, but would a valid idea for a higher level utility be a spell that creates a chair of bones and limbs, which can carry the Necromancer over difficult terrain and/or up vertical heights, and on level ground gives it a bonus to speed (or at least charging/running)?

It would be cool if you could summon an giant undead spider that could do that for you. Maybe as a Daily Utility power next level since climbing is not that bad. I will try to think of two more level 2 utilities
#54

Mist-Bound

Jun 19, 2009 13:07:18
Those look pretty good, and I'm glad I gave us a entry on the next level of Utilities. Once we have those two other Utilities, though, perhaps we should stop to assemble all of our powers so far into a single post?
#55

shadowguard

Jun 19, 2009 13:37:31
Well I edited the class post with the two utilities you thought up and one that I did. For some reason my thought well is running dry on a last utility power that is low level. If you could think up of one more, that would be great. Also post any ideas you have for level 3 encounter powers.
#56

Mist-Bound

Jun 19, 2009 13:51:58
Hmm... I think I have one, but I'm not sure at all what it would do. Are you at all familiar with Clive Barker's Undying? A FPS written up by horror author Clive Barker? Well, the Scry spell in that allows you to temporarily 'see the unseen', which can reveal all sorts of spooky effects (an empty room becomes covered in crazy writing, a family portrait reveals the head of the family decapitated and his siblings transformed into monsters, hearing the voices of one brother and his father as the child snaps at him and beats him to death with a pool cue)... perhaps that could be used as an inspiration for a Utility?

Flavorwise, the Necromancer is peering into the "Shadow Echo", the boundry between materium and shadowfell, to see what ghastly deeds may have been committed in the area... but I'm not sure what effect that would have, statwise. A bonus to certain skill checks, maybe? For example, an arcana check to see if the mutilations on the corpse were inflicted as part of a dark ritual, or a history check to learn why a haunt is occuring here?
#57

shadowguard

Jun 19, 2009 14:03:56
Ghastly Truth
You peer into the Shadow fell, catching a glimpse of the truthful horror that has befallen the area.
Encounter Shadow
Minor Action Personal
Effect: You gain a +5 power bonus to your next Insight, Streetwise, or Knowledge check during this encounter

I think this will work out. I gave a general bonus to all Knowledge checks to cover Arcana, History and religion as well as some others. The bonus to Insight might be that you can see the gruesome truth when some lies to you and the Streetwise is that maybe you learn of the unwanted tragedy of the town or something.

If this works for you then I am up for level 3
#58

Mist-Bound

Jun 19, 2009 14:18:47
That looks very good to me, nicely done- I didn't honestly think you could make anything from my deranged dribblings. Alright, level 3, here we come...

Bone Volley
Ghostly archers materialise behind you, firing a barrage of bone arrows before disappearing again.
*I'm thinking this will be "Target: 1 or 2 (or 1 or 2 or 3) Creatures" powers, rather than those "Initial Target: Secondary Attack" powers. Simple necrotic damage should work for this one.

Haunted Blade
A weapon covered in dried blood rises from the earth and hovers in the air, attacking any who draw in reach.
*A Conjuration effect where any enemy who is adjacent to the target square takes an amount of Untyped damage, due to the possessed weapon hitting them. I'm not sure it's possible for Conjurations to make Opportunity Attacks, but if it is, then it'd definately be appropriate for this one.

Cloaked Specter
A terrible spirit, a formless thing of hate and ethereal shrouding, flies at your foe and grapples them, thrusting them in the direction you desire before dissipating.
*Necrotic or Psychic damage with a Slide effect; sound reasonable to you?

Corpse Guardian
A shambling dead thing stumbles to your side, crushing the enemy beneath its flailing fists should they approach.
*A Summoning power that calls an animate corpse to the Necromancer. It can hit people and I'm thinking it can make a free attack on an enemy adjacent to it that makes an attack that doesn't include the Corpse Guardian- if that's balanced at this level, of course.
#59

shadowguard

Jun 19, 2009 14:50:00
Bone Volley
Ghostly archers materialize behind you, firing a barrage of bone arrows before disappearing again.
Encounter, Shadow, Implement, Necrotic
Standard Action Range 10
Target: 1, 2 or 3 creatures in range
Attack: Intelligence vs. AC; one attack per target
Hit: 1d10 + Intelligence modifier Necrotic damage and you push the target 1 square

I converted Bone volley to an Encounter power but I want to address the rest before I convert.

Haunted Blade
A weapon covered in dried blood rises from the earth and hovers in the air, attacking any who draw in reach.
*A Conjuration effect where any enemy who is adjacent to the target square takes an amount of Untyped damage, due to the possessed weapon hitting them. I'm not sure it's possible for Conjurations to make Opportunity Attacks, but if it is, then it'd definately be appropriate for this one.

If anything I would prefer to make this a Daily power. We already have a power that attacks like this with Mauling Zombie but I have an Idea to make this power unique as a daily.

Cloaked Specter
A terrible spirit, a formless thing of hate and ethereal shrouding, flies at your foe and grapples them, thrusting them in the direction you desire before dissipating.
*Necrotic or Psychic damage with a Slide effect; sound reasonable to you?

Its okay but to me it is sort of bland. We have alot of nameless ghosts striking at foes, maybe instead we could use you idea of a "death memory" as an encounter power.

Corpse Guardian
A shambling dead thing stumbles to your side, crushing the enemy beneath its flailing fists should they approach.
*A Summoning power that calls an animate corpse to the Necromancer. It can hit people and I'm thinking it can make a free attack on an enemy adjacent to it that makes an attack that doesn't include the Corpse Guardian- if that's balanced at this level, of course.

If its summoing then I would prefer to keep it as a daily power. If you look at Summon Abyssal Maw it does the same thing that you are talking about.
#60

Mist-Bound

Jun 19, 2009 14:59:43
Okay, we'll bump Haunted Blade and Corpse Guardian to level 5 Daily. And, you're right, we should add a death echo style power to this level. Maybe amp Cloaked Specter's power and make it one of the next level of Encounters?

For a Death Echo power, what about this?

Visions of the Hungry Sea
Your enemies gasp and thrash their arms wildly, trying desperately to break the non-existant surface of the water. At your side, an off-white figure drools copious water from sodden lungs.
*Close Burst power of Psychic Damage. Sound reasonable to you? Higher levels will probably have extra effects, but I'm not sure what effect this sort of Death Echo could have beyonds damage.

If it works, you think you can try and make the other two level 5 Encounter powers?
#61

shadowguard

Jun 19, 2009 15:42:33
Visions of the Hungry Sea
Your enemies gasp and thrash their arms wildly, trying desperately to break the non-existent surface of the water. At your side, an off-white figure drools copious water from sodden lungs.
Encounter, Shadow, Implement, Psychic
Standard Action Close burst 3

Target: All creatures in burst
Attack: Intelligence vs. Will;
Hit: 1d8 + Intelligence modifier Psychic damage and the target is slowed (save ends)
After first failed save: target is Immobilized (save ends)

I will try to come up with the other two Encounter powers and the Dailys. It will be a while before I post them, hopefully this power and ones I post will be okay.
#62

Mist-Bound

Jun 19, 2009 15:47:25
Looks good to me. Alright, I'll let you get on with it. By the way, just so you know, I have to leave again today- got to go to a christening at 10. If you're curious, when I first posted my Utilities suggestions, it was roughly quarter to 4 in the morning.
#63

shadowguard

Jun 19, 2009 18:06:28
Well I did the encounter powers and did 2 daily powers as well as a level one daily power. I am going to take a break to think up some utilities and the rest of dailies.
#64

Mist-Bound

Jun 19, 2009 18:12:01
Alright, I'll see when you post later. I need to leave to get ready for this christening anyway, so I'll see your work when I return.
#65

shadowguard

Jun 19, 2009 21:31:26
Okay big update. I did all the utility powers and finished up the daily powers.

Go ahead and post your ideas on level 7 encounter powers and I will tackle them when I can.
#66

Mist-Bound

Jun 19, 2009 22:32:46
Very, very, very nice! But, while I do appreciate you putting them in the initial class post, would you mind also including them in your "I've put the stats together, how does this look?" posts as well? Works better if I can see what you've done straight away upon rather than having to go back and forth. Anyway, level 7 Encounters? Alright, time to put the old thinking cap on...

The Razor's Kiss
At your invocation, a terrible thing of bloodied flesh and gleaming blades dances from the shadows, skittering to a halt in a shower of sparks. It scrapes blade against blade, eager to shed blood.
*A Conjuration, I believe this would be, seeing as how it's a Death Echo. I admit I may have the Slayers of The Suffering on the brain, but I'm thinking that this Conjuration is simply able to move around very fast and make attacks. In other words, Shift and Attack. Most likely Untyped damage.

Lure of the Dead
A mournful spirit beckons your enemies; enthralled by its dark charms they stumble blindly towards doom.
*I'm thinking this is a ranged Pull effect, but I'm not sure if it should inflict damage as well or if it should just be a power to screw with the enemy advance.

Strangling Shadows
Ghastly figures rise from the darkness, latching umbral fingers around your foes throats and limbs.
*Burst of Immobilization and ongoing Necrotic damage, save ends both effects. Not sure whether it should be Close or Ranged though.

Ghost Lanterns
Small spirits bearing spectral lamps flit about the battlefield. Where their light touches, it freezes into ice.
*I'm not certain if this would be a Burst, a Zone or even a multi-attack power, but I was figuring it would do Cold damage and Slow (save ends).

So, how do these look for level 7?
#67

shadowguard

Jun 20, 2009 14:26:35
The Razor's Kiss
At your invocation, a terrible thing of bloodied flesh and gleaming blades dances from the shadows, skittering to a halt in a shower of sparks. It scrapes blade against blade, eager to shed blood.
Encounter, Shadow, Conjuration, Implement, Necrotic
Standard Action Range 20
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier Necrotic damage
Effect: You conjure a Razor's Kiss that appears in one unoccupied square adjacent to the targets space. It lasts until the end of your next turn. Any creature that starts or ends its turn adjacent of the Razor’s Kiss takes 1d6 + Int modifier damage
Sustain Minor: The Razor Kiss persists. When you sustain this power, you may shift the Razor Kiss 3 squares.
Path of False Life: The number of squares shifted when you sustain this power equals 2 + your Cha modifier.

Strangling Shadows
Ghastly figures rise from the darkness, latching umbral fingers around your foes throats and limbs.
Encounter, Shadow, Implement, Necrotic
Standard Action Burst 2 within range of 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Necrotic damage and the target is immobilized and takes ongoing 5 Necrotic damage (save ends both)

Ghost Lanterns
Small spirits bearing spectral lamps flit about the battlefield. Where their light touches, it freezes into ice.
Encounter, Shadow, Implement, Cold
Standard Action Burst 1 within range of 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier Necrotic damage and the target are slowed and take a -2 penalty to attack rolls (save ends both)
Path of Reaping Life: The penalty to attacks rolls is equal to 1 + your Wis modifier

Bone Rush
You quickly raise a group of skeletons to fend off oncoming foes and drain some life force fore yourself
Encounter, Shadow, Implement, Necrotic
Standard Action Close Burst 3
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier Necrotic damage and the target is pushed 3 squares. You also gain 2 temp hit points for every target hit by this attack.


Lure of the Dead
A mournful spirit beckons your enemies; enthralled by its dark charms they stumble blindly towards doom.
*I'm thinking this is a ranged Pull effect, but I'm not sure if it should inflict damage as well or if it should just be a power to screw with the enemy advance.

Sounds way to much like the Hypnotic Pattern wizard power.

Okay Im a ready to finish Heroic powers when you are
#68

Mist-Bound

Jun 20, 2009 15:51:33
Alright, the level 9s it is. Hmm... should we focus on getting the powers out of the way before we do Paragon Paths for this class?

Grave Soil Golem
Corrupted earth, shards of rotted wood and fragments of bone gather together at your command. This menacing figure can hurl foes aside with ease.
*Summoning spell, possibly Necrotic damage with its attacks, can Push/Slide foes as the Standard Action attack.

Ghast's Talons
A hand erupts from the earth below your victim and rakes at their flesh with its venomous claws, crippling them with paralytic toxins.
*I'm thinking this might be a a single-targeting initial/secondary attack; first attack is vs. Reflex and deals Poison damage, second attack is vs. Fortitude and Immobilizes (save ends)... possibly also does ongoing Poison damage (seperate save ends)?

Spectral Knot
A writhing tangle of ectoplasm and wailing skulls materialises at your command, lashing out with ghostly tendrils and trying to absorb enemies into itself.
*An immobile Conjuration effect; I'm thinking that it strikes out and inflicts Psychic or Necrotic damage (or maybe even both) at any enemy that moves into an adjacent square... perhaps any square within 2 squares of it for the Path of the Phantasmagorist?

Visions of Torment
A swarm of ghostly fragments flies through those who stand before you, overwhelming their minds with shattered memories of unbearable pain and the caress of death.
*Close Blast of Psychic damage. Not sure if any other effects would be appropriate.

So, how do these look? Think you can make something from them?
#69

xi_mao

Jun 20, 2009 16:32:50
I'm vaguely surprised that I never saw this thread before. I must say, that your Baneblade concept is almost exactly like the "Black Shield" class I've been trying to brainstorm over recently. May I take up some of this thread space to assist in fleshing out the Baneblade class? (Though, as a 40k player, when I hear Baneblade, I think of a gigantic lumbering tank of DOOM...hmm...)
#70

Mist-Bound

Jun 20, 2009 16:41:41
Well, well, well; first new face in a while. If you'd like to help us with the Baneblade*, then I'd be happy to have you aboard. We do intend to finish off the Necromancer proper first before moving onto it, just so you know.

*Yeah, I know that the Baneblade is an Imperial Super-Heavy Tank, but it was the best name that I could come up with on the fly. Ruinblade just sounds stupid, Wraithblade is more of a Paragon Path name, and Hexblade brings to mind a class I actually don't know the first thing about.
#71

xi_mao

Jun 20, 2009 17:01:07
I'll start making notes on my general ideas for the class as I envisioned it. I ended up naming my version the Blackshield simply because it evoked the images I wanted for the class. The first thing you notice about a Blackshield is how much armor they're wearing. The second is the black aura that writhes and dances across the metal plates that protect the shadow-embraced knight. The last thing you notice is how much it burns when that cold steel blade pierces your gut.
#72

shadowguard

Jun 20, 2009 17:01:56
Spectral Knot
a writhing tangle of ectoplasm and wailing skulls materializes at your command, lashing out with ghostly tendrils and trying to absorb enemies into it.
Daily, Shadow, Implement, Psychic, Conjuration
Standard Action Range 20
Effect: You conjure a Medium Spectral Knot that occupies one square within range and the Spectral Knot makes the following close burst attack. It lasts until the end of your next turn.
Range: close burst 3
Target: Each enemy in burst
Attack: Intelligence +2 vs. Will
Hit: 2d6 + Int modifier psychic damage and pull the target 3 squares.
Sustain Minor: The Spectral Knot persists. Each time you sustain this power you may repeat the attack.

Grave Soil Golem
Corrupted earth, shards of rotted wood and fragments of bone gather together at your command. This menacing figure can hurl foes aside with ease.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Grave Soil Golem in the unoccupied square within range. The Grave Soil Golem has a speed of 6. It has a +2 AC bonus and +2 to Fortitude defense as well as a special aura listed below. You can give the Grave Soil Golem the following special commands.
Standard Action: Close burst 1; each creature in burst; Intelligence vs. Reflex; 1d10 + Intelligence modifier Necrotic damage and slides the target 1 square
Opportunity Attack: Melee 1; target one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier Necrotic damage and slide the target 1 square
Grave aura; aura 2; any creature that starts or ends its turn in the aura is slowed until the end of you next turn.

Visions of Torment
a swarm of ghostly fragments flies through those who stand before you, overwhelming their minds with shattered memories of unbearable pain and the caress of death.
Daily, Shadow, Implement, Psychic
Standard Action Close blast 3

Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier Psychic damage.
Miss: Half damage
Effect: Until the end of the encounter each creature hit by this power takes your Int modifier psychic damage each time it makes an attack.

Ghast's Talons
A hand erupts from the earth below your victim and rakes at their flesh with its venomous claws, crippling them with paralytic toxins.
Daily, Shadow, Implement, Poison
Standard Action Range 10
Target: One creature in range
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Poison damage and target takes ongoing 10 poison damage (Save ends). Make secondary attack
Miss: Half damage and target takes ongoing poison damage
Secondary Target: Initial target
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier Poison damage and the target is Immobilized (Save ends)
#73

Mist-Bound

Jun 20, 2009 17:07:47
Xi_Mao: we'll see. Like I said, Shadowguard and I want to finish the Necromancer off first. I also envisioned my "Baneblade" as being more like the Swordmage- using its magic to ward off threats rather then relying on heavy armour. Then again, they could be seperate builds, so we'll see what happens when we get to that.

Shadowguard: Nice! I can't believe I actually came up with four valid powers on my own. So, level 10 Utility powers next, or Paragon Paths?
#74

shadowguard

Jun 20, 2009 17:13:11
Woohoo another person with a passion for shadow classes, good to have you on board. Mist-bound if you want to help out Xi mao flesh out his ideas go ahead and go for it. Maybe you could edit one of your first posts to reserve a space for the Baneblade class and put the flavor and fluff for its stuff their so people checking us out could see it. We can still work on the mechanics of the Necromancer first and then once were done with that we would already have the fluff ready to convert the Baneblade into a class.

I am happy to have you with us Xi Mao and I can’t wait to see what great ideas you have for the class.
#75

Mist-Bound

Jun 20, 2009 17:28:35
Alright, I'm down with that.

So, Xi_Mao, how do you want to talk this out? Where shall we begin our dialogue?
#76

shadowguard

Jun 20, 2009 17:36:56
Well I just got my EPG and without knowing it we have a power made that is almost the exact same thing as an Artificer power except that the artificer power is much better executed then my power. It’s a level 5 daily Dancing Weapon and it is much better than our Haunted Blade level 5 daily powers. So when you post up some ideas for level 10 utilities you might want to post up an additional low level daily idea as well.
#77

Mist-Bound

Jun 20, 2009 17:55:22
You got the EPG? Lucky you; I've been told mine won't come in until 21st July. Alright, I'll see what I can do...

Vampiric Mist
A ghostly mist descends upon the battlefield, soaking up the gore and then streaming into your flesh, carrying with it the life that was shed.
*I'm thinking this is a simple "you may spend a healing surge" power, with a boosted amount of hitpoints if someone on the battlefield (friend or foe) was reduced to Bloodied.

Skin Kite
You shape bones and dead skin into a ghastly set of wings, which last long enough to carry you aloft.
*A simple "fly X squares" power. I think it's around this level that such effects can be dished out.

Those are my contributions to Utilities... think you can come up with two more? And for a replacement level 5 daily...

Ghastly Stream
A rotting corpse, swollen with putrid fluids and rot shambles to your side, then disgorges a grotesque cascade of corrosive noxiousness upon your foe.
*Not sure if this would be single target, multi-target or close blast, but it's Acid and Poison damage with no extra effect either way. Think this'll work?
#78

shadowguard

Jun 20, 2009 19:11:05
Skull Mage
three cackling skulls swirl around you as you form a skull mage to rain fire on your foes.
Daily, Shadow, Implement, Necrotic, Fire, Cold, Summoning
Standard Action Range 10
Effect: You summon a Medium Skull mage in the unoccupied square within range. The Skull mage has a speed of 6. It has a +2 AC bonus and +2 to Will defense. You can give the Skull mage the following special commands.
Minor Action: Range 10; one creature in range; Intelligence vs. Will; 1d10 + Intelligence modifier Cold damage and push the target 5 square
Minor Action: Range 10; one creature in range: Intelligence vs. Fortitude; 2d6 + Intelligence modifier Fire damage.
Minor Action: Range 10; one creature in range: Intelligence vs. Reflex; 1d10 + Int modifier damage and the Skull lord gains 1+ Int modifier temp hit points.
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d8 + Intelligence modifier Necrotic damage

Ghastly Stream
a rotting corpse, swollen with putrid fluids and rot shambles to your side, then disgorges a grotesque cascade of corrosive noxiousness upon your foe.
Daily, Shadow, Conjuration, Implement, Acid, Poison
Standard Action Range 10
Effect: You conjure a Bloated Zombie that appears in one unoccupied square within range. It lasts until the end of your next turn. You can make the following attack, using the Bloated Zombie as the origin square.
Free Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier Poison and Acid damage and ongoing 5 acid damage (Save ends)
Miss: Half damage
Special: You can only use this attack once per round, but it can be repeated once more before the duration expires for the Bloated Zombie

One is a New level 9 daily and the other is the level 5 daily.

Shadow switch
the shadows engulf you and your summon, switching your places in the knick of time
Encounter, Shadow, Teleportation
Immediate Interrupt Ranged 10
Trigger: You are hit by an attack.
Target: one creature you have summoned within range
Effect: You and your summoned creature switch places and the summoned creature becomes the target of the attack.
Special: You may use this power as a minor action, without regards to the trigger tag.

Skin Kite
you shape bones and dead skin into a ghastly set of wings, which last long enough to carry you aloft.
Encounter, Shadow
Minor Action Personal
Effect: You gain a fly speed of 6 (Hover) until the end of your next turn.

Spectral Chanter
Using a larger portion of your life force you bring a spectral chanter back from the dead, it murmuring the words of a power you have cast
Daily, Shadow, Implement, Summoning
Minor Action Range 5
Effect: You summon a Medium Spectral Chanter in an unoccupied square within range. The Corpse Guardian has a fly speed of 6 (hover) and it has a +2 AC bonus and is Insubstantial. As long as the Spectral Chanter is alive it can sustain one power you have cast during this encounter. You may command it to stop sustaining one power as a free action. If the spectral chanter is not currently sustaining a power you may as a minor action make it sustain a new power. If the Spectral Chanter dies or is dismissed the current sustainable power stops being sustained and you lose 2 healing surges
Special: at Level 21 the Spectral Chanter may sustain up to two powers at a time.

Vampiric Mist
a ghostly mist descends upon the battlefield, soaking up the gore and then streaming into your flesh, carrying with it the life that was shed.
Encounter, Shadow
Minor Action Personal
Effect: You may spend a healing surge and regain a number of hit points equal to your healing surge value + Your Int modifier hit points for every bloodied creature within 10 squares of you.
#79

Mist-Bound

Jun 20, 2009 19:28:17
Nice, very nice, though Skull Lord may require a rename to avoid being confused with the existing undead of that type. After all, none of the creatures that the Wizard can summon have monster stats for pretty much that reason.

So, next is level 13 Encounter powers, or discuss Paragon Paths? Which is it?
#80

shadowguard

Jun 20, 2009 19:31:30
Well the main reason I did that is so the Player could feel like he is actually fighting with monsters on his side. I can change the name if you really want me to. I am up for discussing paragon paths now
#81

Mist-Bound

Jun 20, 2009 19:58:52
It's not that I hate it or anything, just that I'm pretty sure it's SOP for Summons to not share the same name as real monsters.

Paragon Paths? Okay then. Now, we need four of these; one for the Corruptor, one for the Phantasmagorist, and two that could be used by either one. We have the Corruptor's already, the Controller version of that "Undead Grafter" idea you submitted way back when.

Hmm... for the Phantasmagorist, what about some kind of "phantom master"? Because of how much time you spend communing with ghosts, anima, death echoes and other such disembodied spirits, you build up a small but permanent retinue of ethereal beings, and your powers and abilities thus reflect that fact?

Do you have any concepts for the two "Generalist" Paragon Paths, or should I see if I can think them up?

And I know I'm getting a bit ahead of myself, but just in case; when working out the mechanics for a paragon path, should we work by looking at the concept, creating the fluff, and then deriving the crunch from the fluff, or should we first determine crunch from concept, then reverse-engineer fluff from crunch?
#82

shadowguard

Jun 20, 2009 20:39:23
It's not that I hate it or anything, just that I'm pretty sure it's SOP for Summons to not share the same name as real monsters.

Well I changed it to Skull Mage instead.

Paragon Paths? Okay then. Now, we need four of these; one for the Corruptor, one for the Phantasmagorist, and two that could be used by either one. We have the Corruptor's already, the Controller version of that "Undead Grafter" idea you submitted way back when.

Actually I see the Undead Grafter as a more general paragon path. Corruptors want to make undead and summon them, but Undead Grafters want to actually be undead. I see them gaining the undead keyword, permanent resistances and powers that can be picked by what graft you want. Mohrgs Tongue, Mummy arm, Bodaks Eye. You can give them the option to swap out powers after an extended rest by switching out grafts. So this is one general path.

Hmm... for the Phantasmagorist, what about some kind of "phantom master"? Because of how much time you spend communing with ghosts, anima, death echoes and other such disembodied spirits, you build up a small but permanent retinue of ethereal beings, and your powers and abilities thus reflect that fact?

Yeah that sounds good. Wraith Lord or some thing. Have powers where you can become insubstantial or phase through walls and stuff like that. Then top it with Summon of a powerful Wraith of some kind and I think it would be a good Phantom paragon path.

I might add another Insubstantial summon at level nine so a person could build a full Phantom character with only Ghost like powers.

And I know I'm getting a bit ahead of myself, but just in case; when working out the mechanics for a paragon path, should we work by looking at the concept, creating the fluff, and then deriving the crunch from the fluff, or should we first determine crunch from concept, then reverse-engineer fluff from crunch?

The first option is the best one.

For a Corpse Necromancer paragon path I would have it focus on summon bonuses and summoning crazy cool creatures. Maybe call it the True Necromancer and give it powers like Unholy Ground which would be a zone that heals undead summons and maybe allow for two summonses at once or something.

Then as a generalist the Dread necromancer. He loves his “death memories” and works a lot with psychic and fear powers.

Let me know what you think of the ideas and my comments and feel free to add in your own ideas. We can have more than 4 paragon paths so the more ideas the better.
#83

Mist-Bound

Jun 20, 2009 20:47:44
I kind of figured that the Grafter would work as a Corruptor path because I figured the basic idea was that, by becoming more like one of the undead, they become better able to control them. However, making it a general path works. I'm not entirely certain that a switchable graft system would work, but we can see.

You like the Wraith Lord idea? Cool.

Your "True Necromancer" and "Dread Necromancer", and the ideas behind them, sound good to me. We might want to rename them, though, just to avoid having hangups from the Prestige and Base Classes of the same names.

So, Concept = Fluff = Crunch for creation? Alright, suits me. So, which concept shall we tackle first?

And I think we'll stick with just 4 PPs for now; once the class is complete, we can come back and give them new Paragon Paths as well.
#84

shadowguard

Jun 20, 2009 21:09:13
Your "True Necromancer" and "Dread Necromancer", and the ideas behind them, sound good to me. We might want to rename them, though, just to avoid having hangups from the Prestige and Base Classes of the same names.

I am glad you like the concepts, the reason I name them those names was to be a tribute to the old 3.5 classes, but I am open to change them to what ever you want.

I am up for doing any of them. Which ever one gets your creative juices flowing is fine with me.
#85

Mist-Bound

Jun 20, 2009 21:39:38
You were thinking homage? Alright, we'll keep the names; I just didn't know that was your intention.

First choice? Alright, let's start with the Grafter... although a better name has got to be first on the list.

Now, the fundamental concept here is that this is a Necromancer who admires the power and resilience of the undead so much that it begins replacing its own living body tissue and bones with bones, thus giving it some access to aforementioned powers and abilities... yes?

If I'm right, then how does this look for Fluff?
Grafters are necromancers who consider their own living bodies to be frail and weak, as opposed to the power and durability of undeath. Motivated by a lust for power, a hatred of their own bodies, or even a desire to become stronger, no matter what effect it has on them, they begin to replace their living body with unliving flesh and bone, piece by ghastly piece. The most experienced grafters are nightmarish patchworks of discoloured flesh, bare bones, cauterization marks and sutures.

Now... the Crunch...
*I'm thinking that the Grafter would get either a +2 Constitution bonus, or an extra amount of Healing Surges; part of the reason why they're chopping and changing is to strengthen their physical form, yes?

*I haven't a clue what the Action Point feature might be... hmm... all that undead flesh stitched into place means they're probably brimming with necrotic energy, yes? What if spending an AP also causes that energy to momentarily surge forth? This could damage all adjacent enemies, or heal a summoned minion for free, maybe even both?

*Does gaining racial Necrotic Resistance make as much sense to you as it does to me?

*With the Grafts, I can see two ways to handle them, not mutually exclusive. Firstly, we could make them into a feature- but, in that case, I'd recommend that the necromancer can only choose one graft and can't change it later- like with the class features (Aegis of Assault/Shielding, Covenant of Preservation/Wrath, etc). At most, give them an Epic Feat that lets them take another Undead Graft each time it's taken. Secondly, use the Grafts as the basis for the Path's powers.

*In fact, I think we'll probably end up using the grafts as "fuel" for the path's powers anyway, it's just a matter of deciding if we want or don't want to use them as a feature as well.
#86

shadowguard

Jun 20, 2009 22:12:30
First choice? Alright, let's start with the Grafter... although a better name has got to be first on the list.

Yeah undead grafter is kind of bland. The word “grafter” is a must but what to add to it is another story.

Grafters are necromancers who consider their own living bodies to be frail and weak, as opposed to the power and durability of undeath. Motivated by a lust for power, a hatred of their own bodies, or even a desire to become stronger, no matter what effect it has on them, they begin to replace their living body with unliving flesh and bone, piece by ghastly piece. The most experienced grafters are nightmarish patchworks of discoloured flesh, bare bones, cauterization marks and sutures.

Great job

Now... the Crunch...
*I'm thinking that the Grafter would get either a +2 Constitution bonus, or an extra amount of Healing Surges; part of the reason why they're chopping and changing is to strengthen their physical form, yes?

*I haven't a clue what the Action Point feature might be... hmm... all that undead flesh stitched into place means they're probably brimming with necrotic energy, yes? What if spending an AP also causes that energy to momentarily surge forth? This could damage all adjacent enemies, or heal a summoned minion for free, maybe even both?

*Does gaining racial Necrotic Resistance make as much sense to you as it does to me?

A level 11 ability that would give your Int mod heaing surges and Resistance Necrotic that scaled sounds good. As for the action healing sounds good. The level 16 ability would probbly be full undead keyword and all the benifts that come with it and maybe a bonus to hp as well.

*With the Grafts, I can see two ways to handle them, not mutually exclusive. Firstly, we could make them into a feature- but, in that case, I'd recommend that the necromancer can only choose one graft and can't change it later- like with the class features (Aegis of Assault/Shielding, Covenant of Preservation/Wrath, etc). At most, give them an Epic Feat that lets them take another Undead Graft each time it's taken. Secondly, use the Grafts as the basis for the Path's powers.

*In fact, I think we'll probably end up using the grafts as "fuel" for the path's powers anyway, it's just a matter of deciding if we want or don't want to use them as a feature as well.

I have some ideas that may work or may be super crazy. One could be that it is a feature and that when you reach the appropriate level you gain a graft for each Encounter, Utility and Daily powers. It would be a lot of work to have several graft powers for each power tier but it would be very flavorfull.

Another Idea is just generic graft powers like you said.

The crazy idea is that Grafts are Items like a warforged component and that the Grafter is a master of using graft items.
#87

Mist-Bound

Jun 20, 2009 22:27:51
Names... hmm... Fleshgrafter? Corpsegrafter? Patchwork? ...Not really a lot of names, is there?

I don't think there are any bonuses that stem from being undead in 4e- certainly not like in 3.5, when it meant Sneak Attack Immunity, Poison Immunity, Disease Immunity, etcetera... hmm... the Archlich (Arcane Power) becomes undead as its central schtick; maybe take a look at how that destiny handles it?

So, you're thinking these for the level 11 features?
Undead Durability (11th level): the Grafter may add its Int modifier to its Con modifier (or Cha modifier for Corruptor Necromancers) to determine its daily amount of healing surges.

Necrotic Affinity (11th level): the Grafter has Necrotic Resistance equal to 5 + 1/2 level.

Necrotic Surge Action (11th level): when the Grafter spends an Action Point, a Necromancer Summons of your choice gains hit points (I'm shaky on the exact amount, so I'll need you to clarify how much).


I'm not certain what you're first option is, so it might be best to leave it on grounds of being too complicated. I think having the Grafts be the source of the Path's Attacks and Utilities might be the best option; it's certainly the simplest.
#88

shadowguard

Jun 20, 2009 22:59:06
Corpsegrafter sounds good for now.

Undead Durability (11th level): the Grafter may add its Int modifier to its Con modifier (or Cha modifier for Corruptor Necromancers) to determine its daily amount of healing surges.

Necrotic Affinity (11th level): the Grafter has Necrotic Resistance equal to 5 + 1/2 level.

Exactly, except the Resist necrotic would be combined with the level 16 power. Okay I looked at the Archlich and for the most part it didn't have much to add. The level 16 power would make you a full undead. Undead keyword, no need to eat or breathe and additional resist poison

Necrotic Surge Action (11th level): when the Grafter spends an Action Point, a Necromancer Summons of your choice gains hit points (I'm shaky on the exact amount, so I'll need you to clarify how much).

After thinking about it we already have a lot of healing powers for the summons, maybe an extra damage adder to you a current summon that’s out. It would be just an extra 1d6 necrotic damage until the end of your next turn.

I'm not certain what you're first option is, so it might be best to leave it on grounds of being too complicated. I think having the Grafts be the source of the Path's Attacks and Utilities might be the best option; it's certainly the simplest.

sounds good to me.
#89

Mist-Bound

Jun 20, 2009 23:04:54
So, you think this for the Corpsegrafter's Path Features?

Undead Durability (11th level): the Corpsegrafter may add its Int modifier to its Con modifier (or Cha modifier for Corruptor Necromancers) to determine its daily amount of healing surges.

Necrotic Surge Action (11th level): when the Corpsegrafter spends an action point, one Necromancer Summon of its choice deals +1D6 Necrotic damage if it makes an attack before the end of the Corpsegrafter's next turn.

From Life to Death (16th level): the Corpsegrafter gains the Undead keyword. It now has Necrotic Resistance and Poison Resistance, both equal to 5 + 1/2 level. If it already has either form of resistance as a racial feature, then it does not gain any increase to that feature.

Alright, if that's that then, we just need to make the level 11 Encounter, 12 Utility and 20 Daily powers. So, any concepts?
#90

shadowguard

Jun 20, 2009 23:18:13
Undead Durability (11th level): the Corpsegrafter may add its Int modifier to its Con modifier (or Cha modifier for Corruptor Necromancers) to determine its daily amount of healing surges.

Necrotic Surge Action (11th level): when the Corpsegrafter spends an action point, one Necromancer Summon of its choice deals +1D6 Necrotic damage if it makes an attack before the end of the Corpsegrafter's next turn.

From Life to Death (16th level): the Corpsegrafter gains the Undead keyword. It now has Necrotic Resistance and Poison Resistance, both equal to 5 + 1/2 level. If it already has either form of resistance as a racial feature, then it does not gain any increase to that feature.

Great job

I was thinking maybe a life draining power for as a close attack. Using a skeletal or zombie arm graft you weaken a foe and gain some temp hp. I don’t know if it’s generic enough to cover all the bases.

The utility would have options to simulate different grafts buy letting the player choose a bonus they get. The things they could get would be like extra AC from thicker skin or extra reach from enhanced arms or even new forms of movement or senses, stuff like that.

I have no idea for a daily power, maybe a Frankenstein like summon?
#91

Mist-Bound

Jun 20, 2009 23:35:28
Hmm... how do these look as concepts?

Vampiric Touch (Level 11 Attack)
You lash out with your hand, the undead claws at its tip digging into your enemy's flesh and draining their life into you.
*Melee range attack, or possibly adjacent square. Necrotic damage, and user is healed for amount of damage inflicted- or may replenish a spent healing surge, whichever you think is more appropriate.

Necroplasmic Fortification (Level 12 Utility)
The ghastly things that you use to perform your experiments in grafting and reanimating tissue are summoned to the battlefield, attaching to you or one of your minions and pumping restorative fluids into them.
*Most likely a Daily spell, this Conjures a device that gives either the caster or one of their Summons Regeneration 5 while it lasts.

Evil Eye (Level 20 Attack)
You have attached and discarded many bodyparts, but that does not mean those bodyparts have discarded you. One of your former eyes materialises at the place you designate, plumes of dark flame engulfing those it falls upon.
*I was initially thinking this would be a Summoning and/or Conjuration spell that lets the Corpsegrafter call one of several former bodyparts to its side. I dropped it because I couldn't figure out what effects to assign to what bodyparts. If you can figure out a way to make it work, then please feel free to do so.
**In its present format, I'm thinking this is a Summons that hovers across the battlefield and unleashes Close Bursts of Necrotic damage.
#92

shadowguard

Jun 21, 2009 12:14:17
Corpsegrafter

Prerequisite: Necromancer

Grafters are necromancers who consider their own living bodies to be frail and weak, as opposed to the power and durability of undeath. Motivated by a lust for power, a hatred of their own bodies, or even a desire to become stronger, no matter what effect it has on them, they begin to replace their living body with unliving flesh and bone, piece by ghastly piece. The most experienced grafters are nightmarish patchworks of discolored flesh, bare bones, cauterization marks and sutures.

Undead Durability (11th level): the Corpsegrafter may add its Int modifier to its Con modifier (or Cha modifier for Corruptor Necromancers) to determine its daily amount of healing surges.

Necrotic Surge Action (11th level): when the Corpsegrafter spends an action point, one Necromancer Summon of its choice deals +1D6 Necrotic damage if it makes an attack before the end of the Corpsegrafter's next turn.

From Life to Death (16th level): the Corpsegrafter gains the undead keyword. It now has Necrotic Resistance and Poison Resistance, both equal to 5 + 1/2 level. If it already has either form of resistance as a racial feature, then it does not gain any increase to that feature.

Corpsegrafter Powers

Vampiric Touch (Level 11 Attack)
you lash out with your hand, the undead claws at its tip digging into your enemy's flesh and draining their life into you.
Encounter, Shadow, Implement, Necrotic, Healing
Standard Action Close burst 1
Target: One creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier Necrotic damage and the target is Weakened (save ends)
Effect: You regain an amount of hit points equal to the damage you dealt. Any extra healing that goes over Max hit points is converted into temporary hit points.

Necroplasmic Fortification (Level 12 Utility)
The ghastly things that you use to perform your experiments in grafting and reanimating tissue are summoned to the battlefield, attaching to you or one of your minions and pumping restorative fluids into them.
Daily, Shadow, Healing
Minor Action Ranged 10
Target: You or one creature you have summoned within range
Effect: Until the end of the encounter the target has Regeneration 10.

Evil Eye (Level 20 Attack)
You have attached and discarded many body parts, but that does not mean those body parts have discarded you. One of your former eyes materializes at the place you designate, plumes of dark flame engulfing those it falls upon.
Daily, Shadow, Implement, Necrotic, Psychic, Fire, Summoning
Standard Action Range 10
Effect: You summon a Small Evil Eye in the unoccupied square within range. The Evil Eye has a fly speed of 6 (hover). It has a +4 AC bonus and +4 to Will defense and is Insubstantial. You can give the Evil Eye the following special commands.
Standard Action: Close Burst 3; each creature in burst; Intelligence vs. Fortitude; 2d6 + Intelligence modifier Necrotic and Fire damage and the target is dazed (save ends)
Minor Action: Range 20; one creature in range: Intelligence vs. Will; 2d6 + Intelligence modifier Psychic damage and target is Immobilized (save ends)
Minor Action: Range 20; one creature in range: Intelligence vs. Reflex; 2d6 + Int modifier Necrotic and Fire damage and the target is Blinded (save ends).
Opportunity Attack: Melee 1; target one creature; Intelligence vs. Fortitude; 2d6 + Intelligence modifier Necrotic damage and the target is Dazed (save ends)
#93

Mist-Bound

Jun 21, 2009 13:44:46
Nice work! Alright, so, which Paragon Path shall we tackle now? True Necromancer? Dread Necromancer? Or Wraithlord?
#94

shadowguard

Jun 21, 2009 14:00:57
True Necromancer please

All the power and abilities should focus on making your undead minions absolute terrors on the battlefield. The could be an encounter called Zone of Desecration that does 5+ Int modifier damage to any living creature within the zone and heals your undead summons by the same amount. Sustain Minor and it grows for every turn you sustain to a maximum of 5 + Your Int mod. The thing that balances this is that the Necromancer has a lot of Sustainable powers and the player will have to choose wisely on which actions he takes.

The daily might allow you to summon one extra of another undead summon, except that both of them are fueled by the same actions. For example you could summon two Grave soil golems and when you spend a standard action to make one perform its ability the other does so as well. The power would scale because as you go up in level the more powerful Undead summons become available to double summon. Or the Daily could be a crazy powerful summon the wrecks havoc on everybody.

Just some ideas to think about.
#95

Mist-Bound

Jun 21, 2009 14:25:50
Alright, let's see what I can do.

True Necromancer
Prerequisite: Necromancer, Path of False Life, 11th level
The iconic necromancer, in the eyes of many, is one who raises the bodies of the dead to do his bidding. Those necromancers who concentrate on mastering the useage of such corpse puppets are often known as "true" necromancers. These grisly Shadow mages command the strongest and most powerful undead, and lead them like a warlord leading its troops.

*I'm a little blah on the fluff, but will it do for now?*

Now, the Path Features... hmm...
*For the Action Point, perhaps spending an action point also allows the True Necromancer's summon to pull off an action for free?

*For the 11th level, what about a feature that boosts the AC or HP of the True Necromancer's summons?

*16th level... um... what about a feature where, when a Summon is slain, the TN is allowed to roll a D20? On a 10+, they don't lose a Healing Surge as a result of their summon being slain?

For the powers, I think you have the Encounter and Daily wrapped up nicely- I think the "double summon" version works best for the TN's Daily power, both in terms of rules and in terms of flavor. That just leaves the Utility... hmm... what about a spell, likely daily, that allows the TN to instantly resummon a slain summon? You still lose the healing surge for its death, but as a free action it reappears either exactly where it was or at any spot within the normal casting range?
#96

shadowguard

Jun 21, 2009 15:31:27
I just want to say this before I put up the class; I want to have a line of Necromancer feats that function much like the Corpse Crafter feats in Libris Mortis and that a True Necromancer benefits by having a lot of Corpse crafter feats.

True Necromancer

Prerequisite: Necromancer, Path of False Life

The iconic necromancer, in the eyes of many, is one who raises the bodies of the dead to do his bidding. Those necromancers who concentrate on mastering the useage of such corpse puppets are often known as "true" necromancers. These grisly Shadow mages command the strongest and most powerful undead, and lead them like a warlord leading its troops.

Corpse Master (11th level): The True Necromancer may add its Cha modifier to the amount of Hit points that a creature summoned by you gets. In addition you may add 3 extra hit points to the creature you summon for every Corpse Crafter feat you have.

Minions Action (11th level): When you spend an action point to take and extra action, you also gain two minor actions or one standard action, which you can use only to command your summoned creatures.

Truth in the Path of False Life (16th level): You get to count your Cha modifier twice when it comes to determining healing surges. In addition whenever a summoned creature of a true necromancer dies, roll a d20. If the roll is 10 or above the death of the summoned creature does not take a healing surge.

True Necromancer Powers

Zone of Desecration (Level 11 Attack)
you channel dark energy into the earth letting it eat away at its natural life force and turning it into a ghastly graveyard.
Encounter, Shadow, Implement, Necrotic, Healing, Zone
Standard Action Close burst 5
Effect: The burst creates a zone of necrotic energized earth. The zone lasts until the end of you next turn. Any creature that starts or ends its turn within the zone takes 5 + your Cha modifier damage. Any creatures you summon with the Necromancer or True Necromancer powers are healed 5 + your Cha modifier hp and gain a +2 power bonus to attacks while within the zone.
Sustain Minor: The Zone of Desecration persists. In addition when ever you sustain this power the zone expands by 1 square to a maximum of 5 + you Cha modifier.

Re-raise (Level 12 Utility)
Things that die under the control of a True Necromancer don’t stay dead for long and when brought back from the shadowfell are stronger for it.
Daily, Shadow, Healing
Immediate Reaction Ranged 10
Trigger: a creature you have summoned within range dies
Effect: After paying a healing surge for the death of the summon, you re-summon the summoned creature that died in the same square. Until the end of the encounter the summoned creature that died gains a +2 to defenses and damages rolls

Mastery of Undeath (Level 20 Attack)
you have truly mastered the art of undeath and through the rigorous study of the path of false life you have learned to make more undead minions to put under your control.
Daily, Shadow, Implement, Summoning
Standard Action Range 10
Special: Choose one daily summoning power you currently know to use for the purpose of this power. The use of this power does not count against the use of the daily summoning power that you chose and may be used even if the power chosen has already been expended.
Effect: You summon the creature you have chosen in an unoccupied square within range as well as a duplicate of that creature in another unoccupied square within range. The two summonses are identical to each other and have their own separate hit points. When you spend you action to make one of the duplicated creatures do a special action, the other duplicate does the same special action. When you spend a minor action to move one of the duplicates the other moves as well but it does not have to be the same amount of movement or the same direction. Using a power to affect one duplicate does not affect the other and an attack that targets one of the duplicates does not hurt the other. Both duplicated summoned creatures take a healing surge when they drop to 0 hit points.
#97

Mist-Bound

Jun 21, 2009 15:51:09
I've no arguments against the Corpse Crafter feats, though I doubt I can help you with them (not having Libris Mortis, for a start). And the path looks good. Alright, Dread Necromancer or Wraithlord next?
#98

shadowguard

Jun 21, 2009 15:58:42
Lets go with the Wraithlord next. I don't have many ideas for it except that it would be a paragon path that loves phasing and being ghost like. One crazy idea is that the daily power would summon a Ghost that could posses a target. As long as the ghost lives you can dominate one target creature. I dunno, it’s just an idea.

Also I am going to go back and fix all the psychic powers with the appropriate Fear keywords, that way when we do the benefits for the Dread Necromancer he will have powers that are not from his paragon path that would benefit from his skills.

Yeah I figure we can do the feats when we are done with the class on one big post with all the other Shadow power source feats.
#99

Mist-Bound

Jun 21, 2009 16:10:43
Hmm... I can't actually think of what the Wraithlord's fluff would be; think you can take a crack at it?

As for its features... what do you think of these three?
*Action Point Feature: become Insubstantial and gain Phasing until the end of your next turn
*Level 11: something that boosts the effectiveness of Conjuration effects
*Level 16: Psychic resistance- all of the disembodied spirits floating around the Wraithlord interfere with attacks against its mind

For powers...
Level 11: what about an Encounter power that causes a flurry of spirits to erupt from the Wraithlord's body, assailing all enemies nearby? A Close Burst of Psychic damage, possibly with a Push effect, in other words?

Level 12: an Encounter utility that turns the Wraithlord insubstantial for a time.

Level 20: how about a "Wailing Wall" Conjuration? This is a Wall power that inflicts Psychic and Necrotic damage on any foe that is even in a square adjacent to the Wall, and which causes a much greater amount of damage if they actually pass through it?
#100

shadowguard

Jun 21, 2009 16:57:01
Wraith Lord

Prerequisite: Necromancer, Path of Reaping Life

The mortal coil is weak and unfit for a Wraith lord, as you much prefer the spectral form. A master of undead spirits and specters that haunt the night, you learn of the secrets of the ethereal. Wraith lords spend as much time in their corporeal body as they do in their spiritual ones, using the protection of intangibility to its fullest potential. It’s best not to cross a Wraith Lords path or wind up as a spirit under its control.

Boon of the Wraith (11th level): You gain a +2 attack bonus to any power with the Conjuration keyword.

Ghostly Action (11th level): When you spend an action point to take and extra action, you may become Insubstantial or gain phasing until the end of your next turn.

Spirit Conjurer (16th level): You gain Psychic resistance of 5 + ½ your level. In addition whenever you are sustaining a power with the Conjuration keyword you have a +2 bonus to your defenses

Flurry of Wraiths (Level 11 Attack)
you conjure a flurry of wraiths that strike at your foes and drive them away.
Encounter, Shadow, Implement, Psychic, Conjuration
Standard Action Close burst 3
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d10 + Int modifier Psychic damage and push the target 3 + your Wis modifier
Effect: You conjure wraiths that attach themselves to each hit target. Each individual wraith stays on the hit target until {save ends} As a minor action you can slide any creature that still has a wraith attached, by a number of square equal to your Wis modifier.

Infuse Spirits (Level 12 Utility)
you call a spirit to infuse with an ally to temporarily grant them the properties of a ghost.
Encounter, Shadow
Minor action Ranged 10
Target: You or one Ally within range.
Effect: The target gains the Phasing and Insubstantial property for a number of turns equal to your wisdom modifier

Wailing Wall (Level 20 Attack)
You conjur a swirling wall of wailing spirts to fend off oncoming foes. Any foe that tries to cross this barrier will soon find themselves add thier spirit to wall.
Daily, Shadow, Implement, Psychic, Necrotic, Conjuration
Standard Action Area wall 14 within 20 squares
Effect: You conjure a wall that consists of contiguous squares filled with undead spirits. It can be up to 14 squares long and 8 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier Necrotic and Psychic damage and slides 1 square. If a creature moves into the wall’s space or starts its turn there, the creature takes 4d6 + Intelligence modifier damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
#101

Mist-Bound

Jun 21, 2009 17:05:07
Looks good to me. So, that leaves the Dread Necromancer... now, I don't actually know anything about the class that inspired this path, so why don't you clue me in on what you're aiming for?
#102

shadowguard

Jun 21, 2009 17:20:27
For the most part it was a spontaneous necromancer. It has a Fear aura that would penalize foes. The big cap stone is turning into a lich for free at 20. To be honest I just like the name Dread Necromancer for a Paragon path that would focus on fear and “death memories”. If it would be better to change the name to better fit the fear theme then I am okay with it.

As for what the paragon path could do would be fear bonuses, conjuring and summoning creatures that have psychic and fear based attacks. Slide and domination stuff would fit well.
#103

Mist-Bound

Jun 21, 2009 17:55:09
Ah, I see. Alright, let's see what I can come up with...

Dread Necromancer
Prerequisite: Necromancer, 11th level
Necromancers are sources of fear to others, and the Dread Necromancer relishes that fact. To them, fear is power, and mastering fear gives one mastery over those who do fear. They cultivate an air of dread, deliberately intertwining their reputation with the morbid and macabre, and from this find their power.

I'm drawing a blank on features, but how do these look for powers?

Face of Fear (Attack 11)
A ghostly visage swims in front of your own, morphing rapidly from one gruesome image to another, driving your enemies away in fear.
*This would be a Psychic damage Close Burst or Close Blast that Pushes the targets. Fear keyword, naturally.

Mantle of Dread (Utility 12)
Blurry images swirl around you or one of your creations, making them far more intimidating.
*Not too certain what effect this would have in combat, but I'm thinking it's a pretty good Intimidate boost outside of combat.

Call the Fihyr
At your unearthly screech, a creature from the darkest parts of the Shadowfell materializes, a living nightmare come to plague your foes.
*Okay, I'll admit it; beyond this being a Fear keyword Summoning spell, I don't know what it would do in combat. The Fihyr is an old creature from D&D, literally a living nightmare or phobia come to life- I would recommend examining the 11th issue of Quoth the Raven from the Fraternity of Shadows website (it's a free download, so don't worry); it's 3.5 information, but it may inspire you on how to handle this summons.
**I just recalled that the Chain of the Living Nightmare from Infernum had a link where the character could basically ignore damage resistances, due to being able to shift into something that invoked the victim's worst nightmare... maybe that's something to look into?
#104

xi_mao

Jun 21, 2009 18:09:40
Baneblade and Wraithlord...Ohh...my 40k senses are tingling.:D

I'm holding off on posting baneblade related material untill you guys are done with the class you're working on now...
#105

Mist-Bound

Jun 21, 2009 18:27:26
Ah, so you're still here, Xi_Mao? And, yes, I am a 40K fan... but the names weren't intentional. Really.
#106

shadowguard

Jun 21, 2009 18:52:36
Dread Necromancer

Prerequisite: Necromancer

Necromancers are sources of fear to others, and the Dread Necromancer relishes that fact. To them, fear is power, and mastering fear gives one mastery over those who do fear. They cultivate an air of dread, deliberately intertwining their reputation with the morbid and macabre, and from this find their power.

Mastering ones own fear (11th level): The dread necromancer gains +5 to checks against with the fear keyword. In addition they gain psychic resistance equal to 5 +1/2 you level

Fearsome Action (11th level): when the Dread Necromancer spends an action point any power with the fear keyword can slide any hit target 3 squares. This effect lasts until the end of you next turn.

Primal fear (16th level): Any power you use that have the Fear keyword can affect creatures immune to fear. In addition you gain a +2 to attack rolls with powers with the Fear keyword.

Dread Necromancer Powers

Face of Fear (Attack 11)
a ghostly visage swims in front of your own, morphing rapidly from one gruesome image to another, driving your enemies away in fear.
Encounter, Shadow, Implement, Psychic, Fear
Standard Action Close burst 3
Target: One creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier Psychic damage and push the targets 3 + your Int modifier squares.
Effect: After you push the target they become immobilized (save ends)

Mantle of Dread (Utility 12)
Blurry images swirl around you or one of your creations, making them far more intimidating.
Encounter, Shadow, Fear
Minor Action Ranged 10
Target: You or one creature you have summoned within range
Effect: Until the end of your next turn any creature that starts or ends its turn adjacent to the target of this power takes a -2 penalty to attack rolls and vulnerability 5 psychic (save ends both). In addition you gain a power bonus equal to your 5 + your Intelligence modifier to Intimidate checks until the end of your next turn.

Call the Fihyr
At your unearthly screech, a creature from the darkest parts of the Shadowfell materializes, a living nightmare come to plague your foes.
Daily, Shadow, Implement, Psychic, Fear, Summoning
Standard Action Range 10
Effect: You summon a Medium Fihyr in the unoccupied square within range. The Fihyr has a fly speed of 8 (hover). It has a +4 AC bonus and +4 to Will defense. Any attack a Fihyr makes ignores any Psychic resistance. You can give the Fihyr the following special commands.
Standard Action: Close Burst 3; each creature in burst; Intelligence vs. Will; 2d6 + Intelligence modifier Psychic damage and the target is pushed 3 square
Minor Action: Range 20; one creature in range: Intelligence vs. Will; 2d6 + Intelligence modifier Psychic damage and target is Immobilized (save ends)
Standard Action: Melee 1; one creature in range: Intelligence vs. Will; 2d6 + Int modifier Psychic damage and target gains psychic vulnerability 10 (save ends).
Opportunity Attack: Melee 1; target one creature; Intelligence vs. Will; 2d6 + Intelligence modifier Psychic damage


Whew PP are done
#107

Mist-Bound

Jun 21, 2009 19:25:26
Alright, reave on! Sorry, had Starcraft on the brain. Anyway, that's great news... hmm... maybe, with the next classes, we should do all of the powers first and then do Paragon Paths?

Anyhoo, that means it's on the Encounter powers of level 13. Let me see what I can concoct...

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.
*Not sure if this would be Close Blast or Single Target, but is simple effect; good amount of untyped damage and Pushes the target a fair way.

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.
*This could conceivably be a Conjuration, but I was thinking more of a sequential target spell. Leaps from foe to nearby foe, hitting each for untyped damage.

Spectal Assailant
A shadowy ghost engulfs your enemy, who hurts one of his own in their mad flailings to attack it.
*Don't really know how the rules handle this, but this is one of those "targeted enemy attacks another enemy within range" spells. Might need some twists to make it unique.

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.
*A death echo theme Conjuration. I'm thinking this creates a Zone of Slowing and Cold Damage, perhaps one that can be moved as a Standard Action.
#108

shadowguard

Jun 21, 2009 19:42:55
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.
*This could conceivably be a Conjuration, but I was thinking more of a sequential target spell. Leaps from foe to nearby foe, hitting each for untyped damage.

This power seems very similar to an earlier power Razor Kiss.

Spectal Assailant
A shadowy ghost engulfs your enemy, who hurts one of his own in their mad flailings to attack it.
*Don't really know how the rules handle this, but this is one of those "targeted enemy attacks another enemy within range" spells. Might need some twists to make it unique.

Seems more like an Illusion power than a Necromatic power.
#109

Mist-Bound

Jun 21, 2009 19:50:05
There are some similarities, I'll admit, but Razor's Kiss makes an area taboo to approach without getting hurt. The Bone Dancer can skip from enemy to enemy, hurting them all once, and then vanishes. In fact, I was thinking that it technically has unlimited attacks- so long as there's an enemy within 2 or 3 squares of its latest target, it can make the jump. As soon as there's no longer a fresh target in range, it disappears. Doesn't that make it fairly different?

I'll give you that Spectral Assailant is more of an Illusion power than anything. So, it looks like I'll need you to make power #4 for this leve.

...Am I actually contributing anything of worth to this topic? Because I have this sinking feeling that I'm dead weight.
#110

kieferz

Jun 21, 2009 19:50:45
I seem to be somewhat late to the party, but I tried making a necromancer class about a year ago. It was a controller, but leaned towards defender or leader depending on build. The big feature it had was the ability to summon a minion, similar to the ranger's companion, but which could be changed. Between fights, the necromancer could choose which of three (at the time) types to summon: Zombies were tough and good at attracting the attentions of the enemy; skeletons were fast and had sneak attack, although they were quite fragile, and spirits were disruptive, imparting penalties with their attacks and being resistant to several forms of attack.

The necromancer could upgrade his minions through feats to either be tougher and better defenders, or to grant bonuses to allies around them. (Powers also helped; level 1 encounter powers included one that made the minion protect those around it, granting an AC bonus, and another that made it charge, marking an enemy and knocking it prone.) A third path was for the necromancer to focus more on his own spells, many of which granted bonuses when they struck the final blow on a creature.

Anyhow, just thought I'd give my 2 cents.
#111

shadowguard

Jun 21, 2009 20:11:16
There are some similarities, I'll admit, but Razor's Kiss makes an area taboo to approach without getting hurt. The Bone Dancer can skip from enemy to enemy, hurting them all once, and then vanishes. In fact, I was thinking that it technically has unlimited attacks- so long as there's an enemy within 2 or 3 squares of its latest target, it can make the jump. As soon as there's no longer a fresh target in range, it disappears. Doesn't that make it fairly different?

yeah that sounds really good to set apart from the Razor's kiss.

I'll give you that Spectral Assailant is more of an Illusion power than anything. So, it looks like I'll need you to make power #4 for this leve.

Don't worry about it. When I first read the power I accidentally only read part of it and it sounded like a Shadow Pac Man ate and guy and swirled him around. I am sure whatever you come up with will be fine.

...Am I actually contributing anything of worth to this topic? Because I have this sinking feeling that I'm dead weight.

You need to give yourself more credit. A majority of the powers are your ideas and you give great fluff. All I really do is the mechanical aspect but its formulaic and not that hard. You give the foundation and I just work up from there, but the building that is our class wont stand without good foundation, so I a very glad to have you on board. If any of my comments seemed cold or made you doubt your project, just put those thoughts out of you mind because they aren’t true.
#112

shadowguard

Jun 21, 2009 20:19:00
kieferz, it's nice to see another face in the group

I seem to be somewhat late to the party, but I tried making a necromancer class about a year ago. It was a controller, but leaned towards defender or leader depending on build. The big feature it had was the ability to summon a minion, similar to the ranger's companion, but which could be changed. Between fights, the necromancer could choose which of three (at the time) types to summon: Zombies were tough and good at attracting the attentions of the enemy; skeletons were fast and had sneak attack, although they were quite fragile, and spirits were disruptive, imparting penalties with their attacks and being resistant to several forms of attack.

The necromancer could upgrade his minions through feats to either be tougher and better defenders, or to grant bonuses to allies around them. (Powers also helped; level 1 encounter powers included one that made the minion protect those around it, granting an AC bonus, and another that made it charge, marking an enemy and knocking it prone.) A third path was for the necromancer to focus more on his own spells, many of which granted bonuses when they struck the final blow on a creature.

Anyhow, just thought I'd give my 2 cents.

I think that idea would make a great optional build to the main necromancer much the Beast master ranger is an optional build for the ranger. The build would give the Necromancer a more personalized feel to it. While other necromancers focus on having minions and using them as fodder for attacks, this style of Necromancers focuses on a single type of minion masters everything about it. I think it could be a cool idea and the Paragon Path ideas write themselves, Skelton master, Zombie Lord, Wight Specialist and stuff like that.

I am just happy you threw your 2 cents in and show that there are people interested in the shadow power source.
#113

Mist-Bound

Jun 21, 2009 20:20:12
I get these occasional bursts of esteem issues, so don't worry, it wasn't your fault. I'm happy to hear that I am contributing to this project, not simply leeching off the work of others.

We haven't reached that far yet, but I was wondering; would a "zombie horde" be a valid 29th level Summoning Power? In game terms, I figure it'd probably be a Summoned Zone that can be moved around and which counts as Dififficult Terrain as well as being able to rip your enemies apart. Just out of curiosity.

Now, a new level 13 power... ahm... how about this?
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.
*...This might be more of a Thanatomancer power now that I look about it, but I was figuring it'd be a Teleport the targeted enemy type spell, with a nice healthy dose of acid damage to accompany the forced movement.


And I agree with Shadowguard; thank you very much for throwing your donation into the pot, keiferz. Like Shadowguard already said, that sounds like an ideal alternative build for the Necromancer, rather like the Beast Master- and a great way to handle a more "personable" necromancer too. We very well might start working on that as an alternative build, a third "Path of _" option perhaps, but probably not until after we've got the other classes out of the way first, I think.
#114

shadowguard

Jun 21, 2009 20:29:58
We haven't reached that far yet, but I was wondering; would a "zombie horde" be a valid 29th level Summoning Power? In game terms, I figure it'd probably be a Summoned Zone that can be moved around and which counts as Dififficult Terrain as well as being able to rip your enemies apart. Just out of curiosity.

Oooo sounds like fun. I think it could be earlier in epic tier and still be reasonable.

Now, a new level 13 power... ahm... how about this?
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.
*...This might be more of a Thanatomancer power now that I look about it, but I was figuring it'd be a Teleport the targeted enemy type spell, with a nice healthy dose of acid damage to accompany the forced movement.

Sounds good: I have an appointment tomorrow so I am going to head to bed early but tomorrow I will have the level 13 powers done and be ready for more.
#115

Mist-Bound

Jun 21, 2009 20:41:32
Alright, see you tomorrow. It's barely past 20 to Noon here, but I'm grateful for all the time you can put in.
#116

Johnathan_Vagabond

Jun 22, 2009 16:10:00

Blackguard



Role: Defender. You tap into the powers of the afterlife to protect your allies and punish those that deign to harm them.
Power Source: Shadow
Key Abilities: Constitution and Charisma, Wisdom, or Dexterity

Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Light Shield, Heavy Shield.
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution Modifier.

Trained Skills: At 1st level the Blackguard is trained in Intimidate and any 3 skills from the list below.
[indent]Class Skills: Athletics (Str), Arcana (Int), Dungeoneering (Wis?), Endurance (Con), Insight (Wis), Streetwise (Cha).[/indent]

Builds:
[indent]Shadow Guard: You live in the shadowy parts of reality, where morals are subjective and black and white turn gray. Through this hazy perspective your purpose is frightfully clear, and you will do what is necessary to fulfill it. Without moral restraint you defend those that will face dangers for the greater designs.
Death Guard: The endless night of the next world uses you as a conduit by which it may exhert it's influence on the world. Rather than a harvester of those whose time passed, you are a sheperd of those whose time remains, protecting them and guiding them so that they may die at their properly appointed time and place.
Night Guard: Ideals are for those that can't handle reality. And reality is ugly. You tap into the power of the next world to keep your charges safe and secure in an ugly brutal reality. It's ironic to you that tapping into the realm of the dead is what keeps your cohorts alive, but you know well enough to take an advantage you can get, even if it means your just as bad as the ones you're fighting.
Grave Guard: Time spent standing watch over those dearly departed has given you unlimited access to the dead. You are something of a friend or kin to them. When you travel you revere those places where the dead are lain to rest. Even your foes deserve proper burial and passage into the nether realm. You tap into the powers beyond with the utmost respect and sense of propriety.[/indent]

Class Features: Guardianship, Ambassador of Death, The Culling, Implements

Guardianship: Select one of the following guardianships for your Blackguard.
[indent] Shadow Guard: You gain the Shadow Haze Power. In addition, whenever you mark a target their Line of Sight is reduced to 5.

Death Guard: You gain the Death's Call Power. In addition, whenever you mark a target their move speed is reduced by 2. This increases to 3 at 21st level.

Night Guard: You gain the Dark Night Power. In addition, whenever you mark a target they take a -2 penalty to damage rolls against targets other than yourself. This penalty increases to -3 at 11th level, and -4 at 21st level.

Grave Guard: You gain the Ghostly Intervention Power. In addition, whenever you mark a target you may slide them 1 square at the beginning of your next turn.[/indent]

Ambassador of Death: You gain Resist 5 Necrotic. This increases to Resist 10 at 11th level and Resist 15 at 21st level.

The Culling: Whenever you deal damage to an enemy, they become marked until the end of your next turn.

Implement: You may use Light or Heavy Shields as Implements.

#117

Mist-Bound

Jun 22, 2009 16:15:58
Intriguing piece of work. I really don't know what else to say.
#118

shadowguard

Jun 22, 2009 19:08:59
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
Attack: 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.
#119

shadowguard

Jun 22, 2009 19:33:56
Nice to see you Johnathan Vagabond

Blackguard


Role: Defender. You tap into the powers of the afterlife to protect your allies and punish those that deign to harm them.
Power Source: Shadow
Key Abilities: Constitution, Charisma, Wisdom

Looks great. At first I was suprised to see no Stregth as a key stats but thinking back all the Key stats there make perfect sense.

Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale.
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution Modifier.

Looks like a good fit with all the other defender stats. Odd that they don't have any shield proficiencies.

Trained Skills: At 1st level the Blackguard is trained in Intimidate and any 3 skills from the list below.
Class Skills: Athletics (Str), Arcana (Int), Dungeoneering (Wis?), Endurance (Con), Insight (Wis), Streetwise (Cha).

I think Dungeoneering is a good fit. Also Bluff would be a good one to add as well.

Guardianship: Select one of the following guardianships for your Blackguard.
Shadow Guard: You live in the shadowy parts of reality, where morals are subjective and black and white turn gray. Through this hazy perspective your purpose is frightfully clear, and you will do what is necessary to fulfill it. Without moral restraint you defend those that will face dangers for the greater designs. You gain the Shadow Haze Power.

Death Guard: The endless night of the next world uses you as a conduit by which it may exhert it's influence on the world. Rather than a harvester of those whose time passed, you are a sheperd of those whose time remains, protecting them and guiding them so that they may die at their properly appointed time and place. You gain the Death's Call Power. In addition, whenever you mark a target, their move speed is reduced by 1. This increases to 2 at 11th level and 3 at 21st level.

Ambassador of Death: You gain Resist 5 Necrotic. This increases to Resist 10 at 11th level and Resist 15 at 21st level.

The Culling: Whenever you deal damage to an enemy, they become marked until the end of your next turn.

The class features look wondefull and full of flavor. Is the Shadow guard only supposed to have the Haze and thats it? Maybe as its power you could up the Mark pentaly from -2 to -3. Its just an idea.

Implement: You may use _______ implements.

I think weapon Implements are the best idea, but I would rather not limit them like the Swordmages. Maybe Any two-hander could be an implement. Also if it was okay to add in shields, maybe they could be used as implements as well. Just some ideas to mull around

The class powers look good. Maybe you should clarify on the deaths call power that the increase in squares is for the pull. Also are they supposed to be limitless in range? I can see maybe at max a 10 range but I don’t see a range bar. Beyond that the powers look fine.

Overall the class skeleton looks great and we would love to have you join us with the Shadow power source project.
#120

Mist-Bound

Jun 22, 2009 19:44:26
Nice work! Nice to see you back on, too, Shadowguard- or is it sometime in the evening where you are? I don't really have a clue.

So, that means it's time for the level 15 Dailies, eh? Almost there. Hmm... out of curiosity, would a power to create a Maggot Golem (that is, a golem made from hundreds of thousands swarming together under magical compulsion into a humanoid figure- and that's actually a traditional D&D monster, by the way) be a Necromantic power or a Thanatomantic power? I think it'd be the latter, giving that it's control over animals with a connection to death.

Soul Puppet
A long-dead warrior, ectoplasmic strings reaching up from its limbs and vanishing into the sky, materialises where you demand. As you flex your fingers, it dances to your whim.
*Summoning spell... not sure of the exact stats, but I'm thinking this would basically be a ghostly warrior, so a Shift ability (representing, essentially, you yanking the strings and pulling over to a new spot) and a psuedo-Defender power or two.

Spectral Golem
Ectoplasm and fragmented spirits slither and writhe, merging together in a thrashing tangle that, under your commands, becomes a hulking humanoid figure, at once intangible and destructively solid.
*Another Summoning power. Don't really know what this one would have besides the Insubstantial quality... perhaps inflicting Psychic damage with its blows? Maybe a Close Burst attack option, representing it partially dissolving into a writhing cluster of ethereal limbs?

The Burning
Ethereal flame explodes amidst your enemies as the still-burning souls of those who perished in fire materialise at your command. As the flames devour new victims, they grow ever stronger.
*Conjured Zone of Fire damage, to put it simply. If possible, I was thinking a kind of "kill fuel" aspect would be good here- that is, if creatures are reduced to zero hitpoints in the zone, then the zone inflicts more damage. Not sure if that's balanced and/or an option, though.

...Can't think of a fourth one off the top of my head. Think you can try and come up with one?

And I agree with you; the Blackguard looks quite well-designed and I, too, would be honored to have you amongst us. After all, it's not like we can't have, say, two Defenders, because it looks like your idea is pretty different to my vision of the Baneblade- the Blackguard seems more like a Shadow Paladin or Shadow Fighter to the Baneblade's Shadow Swordmage.
#121

shadowguard

Jun 22, 2009 19:56:53
Nice work! Nice to see you back on, too, Shadowguard- or is it sometime in the evening where you are? I don't really have a clue.

It's like close to 9 pm as I post this

So, that means it's time for the level 15 Dailies, eh? Almost there. Hmm... out of curiosity, would a power to create a Maggot Golem (that is, a golem made from hundreds of thousands swarming together under magical compulsion into a humanoid figure- and that's actually a traditional D&D monster, by the way) be a Necromantic power or a Thanatomantic power? I think it'd be the latter, giving that it's control over animals with a connection to death.

Thanatomantic most defiantly

Soul Puppet
A long-dead warrior, ectoplasmic strings reaching up from its limbs and vanishing into the sky, materialises where you demand. As you flex your fingers, it dances to your whim.
*Summoning spell... not sure of the exact stats, but I'm thinking this would basically be a ghostly warrior, so a Shift ability (representing, essentially, you yanking the strings and pulling over to a new spot) and a psuedo-Defender power or two.

Spectral Golem
Ectoplasm and fragmented spirits slither and writhe, merging together in a thrashing tangle that, under your commands, becomes a hulking humanoid figure, at once intangible and destructively solid.
*Another Summoning power. Don't really know what this one would have besides the Insubstantial quality... perhaps inflicting Psychic damage with its blows? Maybe a Close Burst attack option, representing it partially dissolving into a writhing cluster of ethereal limbs?

The Burning
Ethereal flame explodes amidst your enemies as the still-burning souls of those who perished in fire materialise at your command. As the flames devour new victims, they grow ever stronger.
*Conjured Zone of Fire damage, to put it simply. If possible, I was thinking a kind of "kill fuel" aspect would be good here- that is, if creatures are reduced to zero hitpoints in the zone, then the zone inflicts more damage. Not sure if that's balanced and/or an option, though.

...Can't think of a fourth one off the top of my head. Think you can try and come up with one?

Ill get working on them right away.

And I agree with you; the Blackguard looks quite well-designed and I, too, would be honored to have you amongst us. After all, it's not like we can't have, say, two Defenders, because it looks like your idea is pretty different to my vision of the Baneblade- the Blackguard seems more like a Shadow Paladin or Shadow Fighter to the Baneblade's Shadow Swordmage.

I could easily see the Baneblade as a build of the Blackguard. The Baneblade sounds like an aggressive Assault like swordmage while the Shadow Guard and Death Guard are Shielding and Ensnarement.
#122

shadowguard

Jun 22, 2009 21:03:55
Soul Puppet
a long-dead warrior, ectoplasm strings reaching up from its limbs and vanishing into the sky, materializes where you demand. As you flex your fingers, it dances to your whim.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Soul Puppet in the unoccupied square within range. The Soul Puppet has a speed of 6. It has a +2 AC bonus. Any enemy that starts its turn adjacent to the Soul puppet is marked by the Soul puppet until the end of your next turn. You can give the Soul Puppet the following special commands. In addition a Soul puppet does an extra Necrotic damage equal to your Cha modifier against foes it has marked.
Standard Action: Melee 1; target one creature; Intelligence vs. AC; 2d8 + Intelligence modifier Necrotic damage and the Target is marked by the Soul Puppet
Minor Action: You and the Soul Puppet swap positions
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 2d8 + Intelligence modifier Necrotic damage and the target is marked by the Soul Puppet until the end of your next turn.

Spectral Golem
Ectoplasm and fragmented spirits slither and writhe, merging together in a thrashing tangle that, under your commands, becomes a hulking humanoid figure, at once intangible and destructively solid.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Large Spectral Golem in an unoccupied 2-square-by-2 square within range. The Spectral Golem has a reach of 2 and a fly speed of 6(hover). It has a +4 AC bonus and is Insubstantial. You can give the Spectral Golem the following special commands.
Standard Action: Melee 2; target one creature; Intelligence vs. Fortitude; 2d6 + Intelligence modifier Necrotic damage and the target is knocked prone
Opportunity Attack: Melee 2; target one creature; Intelligence vs. Fortitude; 2d6 + Intelligence modifier Necrotic damage and the target is knocked prone
Move Action: The Spectral gains Phasing until the end of your next turn.

The Burning
Ethereal flame explodes amidst your enemies as the still-burning souls of those who perished in fire materialize at your command. As the flames devour new victims, they grow ever stronger.
Encounter, Shadow, Implement, Fire, Zone
Standard Action Close burst 5
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier fire damage
Miss: Half damage
Effect: The burst creates a zone of soul burning fire. Any creature that starts or ends its turn in the zone takes 1d6 + Int modifier damage. Any time a creature is reduced to 0 hit points within the zone it increases the damage done by the zone to 2d6 + Int modifier damage until the end of your next turn.
Sustain Minor: The zone persists.

Brain in a Jar
you summon an abomination of intelligence and necromancy. The brain in the jar floats around working as a mental bastion for allies and a destroyer of minds for enemies.
Daily, Shadow, Implement, Necrotic, Psychic, Summoning
Standard Action Range 10
Effect: You summon a Small Brain in a jar an unoccupied square within range. The Brain in a Jar has a fly speed of 8(hover). It has a +2 AC bonus and is Insubstantial. You can give the Brain in a Jar the following special commands. Any ally within 10 squares of the Brain in the jar can communicate telepathically to any other ally within 10 squares of the Brain in the jar. In addition any ally within 5 squares of the Brain in the jar gains a +2 bonus to will save.
Standard Action: Range 20; target one creature; Intelligence vs. Will; 2d10 + Intelligence modifier Necrotic and Psychic damage and the target slides 4 squares
Opportunity Attack: Melee 1; target one creature; Intelligence vs. Will; 2d10 + Intelligence modifier Necrotic and Psychic damage and the target slides 4 squares
#123

Mist-Bound

Jun 22, 2009 21:17:38
Nice work. Alright, that makes it level 16 Utility that's due next. Uhm... can I ask you to do these? I've probably mentioned this before, but I'm not real good at Utilities.

Just to keep us both on the same track, these are the levels left for the Necromancer powers, not including level 16
Level 17 (Encounter)
Level 19 (Daily)
Level 22 (Utility)
Level 23 (Encounter)
Level 25 (Daily)
Level 27 (Encounter)
Level 29 (Daily)
#124

shadowguard

Jun 22, 2009 21:29:17
Nice work. Alright, that makes it level 16 Utility that's due next. Uhm... can I ask you to do these? I've probably mentioned this before, but I'm not real good at Utilities.

Sure I can tackle them. It might take a while so I think I will post them tommorow. So be ready to have Ideas for level 17 Encounter and level 19 daily powers and maybe some level 22 utility. Before I log I will add the New powers to the class on the first post.

As a side note I would like to tackle EDs after all the Necromancer stuff is done.
#125

Mist-Bound

Jun 22, 2009 21:36:10
Alright, I'll see you on the morrow. But... wouldn't it be best to leave Epic Destinies until after we have several Shadow classes?
#126

Johnathan_Vagabond

Jun 23, 2009 8:08:58
Looks like a good fit with all the other defender stats. Odd that they don't have any shield proficiencies.

That was a brain fart.

The class features look wondefull and full of flavor. Is the Shadow guard only supposed to have the Haze and thats it?

That's also a brain fart.

The class powers look good. Maybe you should clarify on the deaths call power that the increase in squares is for the pull. Also are they supposed to be limitless in range? I can see maybe at max a 10 range but I don’t see a range bar. Beyond that the powers look fine.

Hah, three brain farts in a row. I must have been eating Baked Brains that day.
#127

shadowguard

Jun 23, 2009 12:04:20
Hah, three brain farts in a row. I must have been eating Baked Brains that day.

Don't worry about it. I eat alot of Baked Brains as well but that might just be because I'm a Zombie. Anyway the class looks great and once again it would be great to have you on board with us. Maybe you could take a look at the powers we have made for the Necromancer and see if they are balanced. I know how to make powers but making balanced powers is a much different story.:D
#128

shadowguard

Jun 23, 2009 13:59:28
Necromancy Conduit
you summon a shambling mound of corpses and bones that radiate Necrotic energy and allow you to channel your powers to even farther foes.
Daily, Shadow, Implement, Summoning
Minor Action Range 10
Effect: You summon a Medium Necromancy Conduit in an unoccupied square within range. The Necromancy Conduit has a speed of 6. It has a +4 AC bonus and you can give the Spectral raven the following special commands.
Minor Action: Until the end of your next turn you can cast powers with the Shadow keyword through the Necromancy Conduit using it as the origin square for powers and for gaining line of sight to a target. Any attack that goes through the Necromancy Conduit to cast gain a +2 bonus to the attack rolls.

Spectral Raven
a mass of spectral energy forms into a raven to scout ahead and peer into the secrets around you.
Daily, Shadow, Implement, Summoning
Minor Action Range 5
Effect: You summon a Small Spectral Raven in an unoccupied square within range. The Spectral Raven has a fly speed of 10 (hover) and it has a +4 AC bonus and is Insubstantial. The Spectral raven has a +5 bonus to Stealth checks and takes no penalty to Stealth checks for moving more than 5 squares. In addition the Spectral raven has a +5 bonus to Perception and the bonus applies when to you when you peer through the Spectral raven sight. You can give the Spectral raven the following special commands.
Minor Action: Until the end of your next turn you can see through the Spectral Ravens. You cannot gain line of sight or line of effect for you powers from the Spectral Ravens square, but you can make Perceptions checks from it to spot hidden objects or creatures.
Move Action: The Spectral Raven gains Phasing until the end of your next turn.

Sin Bearer
you summon a hooded creature that moans in agony upon arrival. It seems feed of the sins of your allies and heal their wounds.
Daily, Shadow, Implement, Summoning, Healing
Minor Action Range 5
Effect: You summon a Medium Sin Bearer in an unoccupied square within range. The Sin Bearer has a speed of 6. It has a +4 AC bonus and is Insubstantial. You can give the Sin Bearer the following special commands. The Sin Bearer has regeneration 5.
Minor Action: Any ally within 5 squares of the Sin Bearer can make a save against an ongoing effect as a free action.
Minor Action: Any ally within 5 squares of the Sin Bearer can regain an amount of hit points equal to ½ you level + you Int modifier. The amount of damage healed by the ally by this action is dealt to the Sin Bearer as damage; the damage dealt to the Sin Bearer is not reduced by it being Insubstantial.

Unholy rejuvenation
you channel the might of the undead to feed off the darkness.
Encounter, Shadow, Healing
Minor Action Personal

Effect: Until the end of your next turn any Necrotic damage dealt to you is turned into healing hit points. Any healing done by this power that goes over max hit points is converted into Temp hit points.
#129

Mist-Bound

Jun 23, 2009 14:45:01
Nice work on the utilities, Shadowguard. Here are the last of the paragon tier power concepts.
Level 17 (Encounter)
Spectral Chains
Blurry figures wearing shrouds of chains flit from the shadows, entangling your enemies in all-too-real bindings. The more they struggle, the tighter the chains become.
*This would be a multi-target spell that Immobilizes targets that are successfully struck and inflicts ongoing damage. Hmm… save ends both effects, or two saves required?

Voidflame Explosion
A skeletal figure, engulfed in purple-black flames, races to the spot you designate and then detonates in a burst of life-withering energy.
*A ranged blast (ranged burst?) of Necrotic damage, and possibly with a Damage or Attack Roll penalty for extra kick. Save ends, of course.

Call Guthurler
A nightmarish, deformed figure lumbers to the spot you choose. Reaching into its open body cavity, it slings globs of its own putrefying organs at your enemies.
*Conjuration or possibly Summoning spell; the Guthurler is a ranged attacker, rather than a melee, who does either Poison or Acid damage- not too sure which. Anyway, as you can figure, the Guthurler is either immobile or only moves at a very small pace, but can reach out and hurt somebody from some distance.
**Yes, I admit, I stole the Abomination from Sacrifice for this guy,

Festering Torment
A figure locked in excruciating pain, the collective echo of a thousand tormented deaths, materializes upon the battlefield. Those who draw near it feel its pain.
*A Conjuration that inflicts Psychic Damage and lowers defense (not sure which one, though) on those who get within range.

Level 19 (Daily)
Shambling Horde
Groans and whines fill the air as dozens of zombies claw their way from the earth, lumbering in search of fresh meat.
*This is the ‘zombie horde’ power I mentioned some time ago. Do I need to refresh your memory, or can you remember my suggestions for its effects?

Call Necryl
A monstrous flying thing made of rotting flesh and bare bones drops down from the sky. It grabs one of your enemies and bears them aloft to begin the feast.
This is one of those "enemy is temporarily removed from the battlefield" powers. Basically, the model is removed from the board and takes damage each round until they either die or succeed at a saving throw, whereupon they are returned to the spot they were taken from.

Skeletal Legion
A number of armoured skeletons march into position around you, barricading you against your enemies.
*I'm thinking this would be a Summoned Zone centered on the Necromancer, or at least a Summoning that needs to always stay adjacent to the Necromancer, which specialises in Pushing and Sliding foes that get too close to the Necromancer away. On the tips of their spears.

Feast of the Scythe
A twisted undead figure screams with insane glee as it charges your enemies. With every life it takes, it only grows stronger.
*Straight forward Summoning, this is, but I was thinking it has a "vampiric healing" aspect, giving it health whenever it successfully reduces an enemy to zero hit points. Not sure how much health it should gain, though.
#130

shadowguard

Jun 23, 2009 15:09:30
Voidflame Explosion
A skeletal figure, engulfed in purple-black flames, races to the spot you designate and then detonates in a burst of life-withering energy.
*A ranged blast (ranged burst?) of Necrotic damage, and possibly with a Damage or Attack Roll penalty for extra kick. Save ends, of course.

Call Guthurler
A nightmarish, deformed figure lumbers to the spot you choose. Reaching into its open body cavity, it slings globs of its own putrefying organs at your enemies.
*Conjuration or possibly Summoning spell; the Guthurler is a ranged attacker, rather than a melee, who does either Poison or Acid damage- not too sure which. Anyway, as you can figure, the Guthurler is either immobile or only moves at a very small pace, but can reach out and hurt somebody from some distance.
**Yes, I admit, I stole the Abomination from Sacrifice for this guy,

Sound good.

Spectral Chains
Blurry figures wearing shrouds of chains flit from the shadows, entangling your enemies in all-too-real bindings. The more they struggle, the tighter the chains become.
*This would be a multi-target spell that Immobilizes targets that are successfully struck and inflicts ongoing damage. Hmm… save ends both effects, or two saves required?

Sounds like Spectral Knot

Festering Torment
A figure locked in excruciating pain, the collective echo of a thousand tormented deaths, materializes upon the battlefield. Those who draw near it feel its pain.
*A Conjuration that inflicts Psychic Damage and lowers defense (not sure which one, though) on those who get within range.

Sounds like Visions of Torment

Feast of the Scythe
A twisted undead figure screams with insane glee as it charges your enemies. With every life it takes, it only grows stronger.
*Straight forward Summoning, this is, but I was thinking it has a "vampiric healing" aspect, giving it health whenever it successfully reduces an enemy to zero hit points. Not sure how much health it should gain, though.

Sounds like the level 5 daily Dread Reaper.

Other dailys look okay

Call Necryl
A monstrous flying thing made of rotting flesh and bare bones drops down from the sky. It grabs one of your enemies and bears them aloft to begin the feast.
This is one of those "enemy is temporarily removed from the battlefield" powers. Basically, the model is removed from the board and takes damage each round until they either die or succeed at a saving throw, whereupon they are returned to the spot they were taken from.

If its just to the sky its not really removing from the battle field just the ground. Maybe if it drags it to the Shadowfell then it would work better.

:Edit: wow I say "sounds" alot
Double edit: Call of Necryl question.
#131

Mist-Bound

Jun 23, 2009 15:39:14
Alright then, I'll see what I can do. Again, I'll need you to do up the level 22 Utility spells.

Level 17
Vortex of Bone
At your command, bones begin to whip themselves violently into a spinning vortex, slashing and battering those caught within. It moves quickly across the battlefield, tearing your enemies to shreds.
*A Conjuration that affects either one square or a small patch of squares, damaging those that share the square, and which can be moved.

Wailing Spirit
An dark spirit filled with unending pain and hatred materializes where you command, its terrible shrieks splitting flesh and rending souls.
*Conjured Zone of Thunder and Psychic damage.

Level 19
Innocence Abused
To the target of this spell, the world becomes engulfed in darkness as they find themselves cowering before a looming spectre, an embodiment of brutality and depredation against the helpless.
*I made it a little PC, but I think you can get the gist of what this spell is doing. Psychic Damage and a Slide effect, that's what I'm thinking are its material effects.
#132

Johnathan_Vagabond

Jun 23, 2009 15:40:04
Don't forget that it's important to have 'upgrade' abilities. Because someone might find a power they really love at level 3, but be sad when they can't replace it with something similar when it's time to trade up. So if it sounds like something else, that can be a very good thing.
#133

Mist-Bound

Jun 23, 2009 15:52:47
Good point, I never thought about that. Thanks for mentioning that. By the way, what's your opinion of the powers that we have put together for this class so far?
#134

shadowguard

Jun 23, 2009 15:53:29
Don't forget that it's important to have 'upgrade' abilities. Because someone might find a power they really love at level 3, but be sad when they can't replace it with something similar when it's time to trade up. So if it sounds like something else, that can be a very good thing.

Johnathan Vagabond has a point, so Mist-bound just let me know which of the 2 other Encounter powers you want me to do and which daily power you want me to do.

Also to Johnathan Vagabond: I saw that you updated the Blackguard class and will definatly take a look at the new features and powers. Also maybe, with your permission, Mist-bound could edit an earlier post on the first page so people can see your Blackguard instead of digging in the mass of posts.

Another idea is that maybe we should include some pictures of classes to liven up the posts.
#135

shadowguard

Jun 23, 2009 16:11:57
Key Abilities: Constitution, Charisma, Wisdom

Well the Key abilities were okay before but now that you have the Night Guard build that has Dex riders maybe you should add it to the group.

At-will powers look good except I feel that the last 2 favor the Night guard while none of the at wills fit with the Grave Guard. Also the Shadow Guard dosen't get an at-will that fits with it as well. In addition each at will should scale properly by gain a damage boost at 21st level.
#136

Mist-Bound

Jun 23, 2009 16:22:00
Perhaps we should make an entirely seperate topic to house the assembled Shadow classes? Simply because it would easier then trying to rearranged the first post to fit the new classes in?

As for the powers for 17 and 19... I don't really have any preferences, so you stat the ones you think would work best. And good point about the Necryl; but simply refluffing that should work, shouldn't it?

Pictures sound a good idea, but I don't have any. And wouldn't know how to put them into these posts anyway.
#137

shadowguard

Jun 23, 2009 16:33:12
Perhaps we should make an entirely seperate topic to house the assembled Shadow classes? Simply because it would easier then trying to rearranged the first post to fit the new classes in?

Okay that makes sense. This thread will be the workshop while the new one will be the showcase.

As for the powers for 17 and 19... I don't really have any preferences, so you stat the ones you think would work best. And good point about the Necryl; but simply refluffing that should work, shouldn't it?

Okay, and yes the fluff fix will be easy.

Pictures sound a good idea, but I don't have any. And wouldn't know how to put them into these posts anyway.

Well the dnd gallery does have pictures and there is an image tag option on on the toolbar when you do a post. I think pictures would be better on the New post than this one
#138

Mist-Bound

Jun 23, 2009 16:45:34
Alright then... who shall post the Showcase topic?

And I'm not really good with art, so it might be best if you and Johnathan_Vagabond were the ones to supply the pictures. I can never really tell what's good and what's not.
#139

shadowguard

Jun 23, 2009 17:04:28
Here are the Encounter powers. The Daily powers are taking longer to do cause the Hordes are going to take some brain power to think up how they function.

Voidflame Explosion
a skeletal figure, engulfed in purple-black flames, races to the spot you designate and then detonates in a burst of life-withering energy.
Encounter, Shadow, Implement, Necrotic, Fire
Standard Action Burst 3 within range of 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier Necrotic and Fire damage and the target takes a penalty to damage rolls equal to you Intelligence modifier (save ends)
Path of False Life: The penalty equals you Intelligence modifier + you Charisma modifier

Call Gut hurler
a nightmarish, deformed figure lumbers to the spot you choose. Reaching into its open body cavity, it slings globs of its own putrefying organs at your enemies.
Encounter, Shadow, Conjuration, Implement, Necrotic, Poison
Standard Action Range 20
Effect: You conjure a Gut hurler that appears in one unoccupied square within range. It lasts until the end of your next turn. The Gut hurler can make the following the attack once per round as long as it is conjured.
Free Action Burst 2 within Range 10
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier Necrotic and Poison damage and the target takes 5 ongoing Poison damage (save ends)
First failed save: the ongoing damage increases to ongoing 10 Poison damage.
Sustain Minor: The Gut hurler persists.

Vortex of Bone
at your command, bones begin to whip themselves violently into a spinning vortex, slashing and battering those caught within. It moves quickly across the battlefield, tearing your enemies to shreds.
Encounter, Shadow, Conjuration, Implement, Necrotic
Standard Action Range 20
Effect: You can conjure two Vortex of Bones that appears in two unoccupied squares within range. They last until the end of your next turn. The Vortex of Bone can make the following the attack once per round as long as it is conjured.
Free Action Close burst 2
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Necrotic damage
Sustain Minor: Both Vortex of Bone persists. Each time this power is sustained you can move each Vortex of Bone a number of squares equal to your Int modifier.

Festering Torment
a figure locked in excruciating pain, the collective echo of a thousand tormented deaths, materializes upon the battlefield. Those who draw near it feel its pain.
Encounter, Shadow, Conjuration, Implement, Necrotic
Standard Action Range 20
Effect: You conjure a Festering Torment that appears in one unoccupied square within range. It lasts until the end of your next turn. The Festering Torment can make the following the attack once per round as long as it is conjured.
Free Action Close burst 2
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier Psychic damage and the target take a -2 penalty to a defense of your choice. (Save ends)
Sustain Minor: The Festering Torment persists
The Path of Reaping Life: The penalty to the defense equals to 1 + Wis modifier.
#140

shadowguard

Jun 23, 2009 17:08:07
Alright then... who shall post the Showcase topic?

And I'm not really good with art, so it might be best if you and Johnathan_Vagabond were the ones to supply the pictures. I can never really tell what's good and what's not.

I might be able to do it. We should wait on it till after the 3 and feats and EDs are done. It should be one big Shadow source post.
#141

shadowguard

Jun 23, 2009 18:08:05
Call Necryl
A monstrous flying thing made of rotting flesh and bare bones drops down from the sky. It grabs one of your enemies to the Shadowfell to begin the feast.
Daily, Shadow, Implement, Teleportation, Necrotic
Standard Action Range 10
Target: One creature within range
Attack: Intelligence vs. Fortitude
Hit: The target is banished to the shadowfell (save ends) the target disappears, cannot take actions, and cannot be targeted. On a save the target reappears in the space it last occupied. If that space is occupied the target returns to the nearest unoccupied space of its choice. You can call the target from the shadowfell as a free action, in which case it appears as described above. Every turn the target stays in the shadowfell the creature takes 1d6 + Int modifier Necrotic damage.

Skeletal Legion
a number of armored skeletons march into position around you, barricading you against your enemies.
Daily, Shadow, Implement, Summoning, Necrotic, Zone
Standard Action Close burst 3
Effect: The close burst creates a summon of a Skeletal Legion which functions as a zone and as a summon. Creatures can enter the zone but each square of the zone is part of the summoned creature and can be attacked as such. If targeted by an area attack it only gets attacked once. The zone ends when the Skeletal Legion dies. Any creature that starts its turn in the zone takes 1d6 + Int modifier damage and is slid 2 squares. The caster of this power is not affected by the zone. When the summoned Skeletal Legion moves the whole zone moves. The Skeletal Legion can perform the following special actions.
Standard action: Each creature within zone; Intelligence vs. AC; 2d8 Necrotic + Int modifier Necrotic damage and target slides 4 squares
Standard action: Each creature within zone; Intelligence vs. AC; 2d8 Necrotic + Int modifier Necrotic damage and target gains Necrotic vulnerability 5 (save ends)

Shambling Horde
Groans and whines fill the air as dozens of zombies claw their way from the earth, lumbering in search of fresh meat.
Daily, Shadow, Implement, Summoning, Necrotic, Zone
Standard Action Burst 3 within Range 20
Effect: The burst creates a summon of a Shambling Horde which functions as a zone and as a summon. Creatures can enter the zone but each square of the zone is part of the summoned creature and can be attacked as such. If targeted by an area attack it only gets attacked once. The zone ends when the Shambling Horde dies. The zone is treated as difficult terrain and any creature that starts its turn in the zone is slowed (save ends). The caster of this power is not affected by the zone. When the summoned Shambling Horde moves the whole zone moves. The Shambling Horde can perform the following special actions.
Standard action: Each creature within zone; Intelligence vs. Fortitude; 2d6 + Int modifier Necrotic damage and target takes ongoing 5 Necrotic damage (Save ends)
Standard action: Each creature within zone; Intelligence vs. Fortitude; 2d6 + Int modifier Necrotic damage and target is knocked prone.


Innocence Abused
To the target of this spell, the world becomes engulfed in darkness as they find themselves cowering before a looming specter, an embodiment of brutality and depredation against the helpless.
Encounter, Shadow, Conjuration, Implement, Psychic
Standard Action Range 20
Effect: You conjure a Innocence Abused that appears in one unoccupied square within range. It lasts until the end of your next turn. Innocence Abused can make the following the attack once per round as long as it is conjured.
Free Action Close burst 1
Target: Each creature in burst.
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier Psychic damage and the target are blinded. (Save ends)
Sustain Minor: The Innocence Abused persists.

Wow my brain hurts.
#142

shadowguard

Jun 23, 2009 18:45:15
I am really stuck on Ideas for level 22 utility powers. I will go update the post with the Encounter and Daily powers.
#143

Mist-Bound

Jun 23, 2009 18:53:06
Alright, I understand. I'll see what I can do about the epic tier powers.
#144

Johnathan_Vagabond

Jun 24, 2009 10:03:20
I am really stuck on Ideas for level 22 utility powers. I will go update the post with the Encounter and Daily powers.

Memory Specters Necromancer Utility 22
Dredging up ghosts from the past, you and your allies are imparted with ancient wisdom.
Encounter: 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 Utility 22
By command, a spirit that died where you stand carries you through the spirit world and out to another unmarked grave.
Encounter: Teleport
Move Action Personal
Effect: You may teleport up to 10 squares, but must finish this movement on solid ground.

Black Dog Necromancer Utility 22
The baleful howl of the black dog intimates an approaching death, giving you time to prepare.
Encounter
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 Necromancer Utility 22
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, Necrotic
Immediate Interrupt
Trigger: An attack with an 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.

Well the Key abilities were okay before but now that you have the Night Guard build that has Dex riders maybe you should add it to the group.

At-will powers look good except I feel that the last 2 favor the Night guard while none of the at wills fit with the Grave Guard. Also the Shadow Guard dosen't get an at-will that fits with it as well. In addition each at will should scale properly by gain a damage boost at 21st level.

Indeed, the last two do favor the Night Guard. I haven't yet finished the at-wills, but have come to a bit of a stumbling block in writing the rest.
#145

Mist-Bound

Jun 24, 2009 15:57:17
Hmm... some interesting ideas, and we appreciate the help, but two things:

*Firstly, we decided for the Necromancer's "theme" that all of the powers would be fluffed as being the result of some minion or the other. Gravewalk, for example, would need to be refluffed as the Necromancer being escorted from grave to grave by one of the spirits buried there to truly fit in with the other powers.

*Secondly, Thanatomancy is the art of an entirely different class. The Path Options for the Necromancer are the Paths of Reaping Life and False Life. The Thanatomancer is essentially our take on the "Shadow Sorcerer", someone who commands the raw forces of death and darkness rather than controlling the undead, which is the motif of the Necromancer, our "Shadow Wizard".

That said, I'm pretty sure Shadowguard will appreciate the help. Speaking of which, I suppose I should post up the level 23 Encounter spell concepts...

Herald of Decay
A gruesome corpse-thing, worried from within by the parasitic foetor of its sunken grave, stumbles onto the battlefield, slopping fluid with each pain-ridden step. In its presence, flesh withers and metal corrodes.
*Yet another Conjuration. I was thinking that this one would do Acid damage instead of Necrotic, though, for variety's sake. A penalty to Attack Rolls should help represent the fact its victims equipment is decaying just like their flesh.

Banshee's Wail
A twisted soul appears where you designate, the force of its hateful scream sending your enemies flying even as it rips the life from their bodies.
*A ranged Conjuration that unleashes a Close Blast of Thunder & Necrotic damage, then vanishes... though perhaps it can be sustained and unleash a new blast each turn by the Path of Reaping Life? In either case, even enemies that succeed in a save take half damage, and all hit are Pushed.

Black Ice Lancer
A gout of blood geysers from the earth, twisting into a strange humanoid shape of spikes and blades before freezing solid. This ghastly thing can send spikes hurling through the air with a flick of its wrist.
*A Summoning that attacks 1, 2, or 3 targets within range. Its spears inflict Cold and Necrotic damage, but I'm not sure what the secondary effect should be... Immobilization, or take both Cold ongoing damage *and* Necrotic ongoing damage. Hmm... if the latter, then perhaps bump this up to level 25?

Hungry Spirits
Pale forms drift from the darkness, embracing the living and leeching away their vital warmth in a desperate attempt to feel alive again.
*Ranged Burst of Necrotic damage, possibly Immobilize (save ends) as an extra effect. Or we could just give it a nice, juicy amount of damage and leave as that. Simplicity is not neccessarily evil.

And just in case Black Ice Lancer needs to be bumped to the Dailies, another option:
Toxic Burner
A wasted form, with long needles in place of fingers, chitters and screams to itself as it pounces on one of your enemies, pumping their veins with poison in order to feed on their death.
*A ranged Conjuration that hits one enemy for Poison damage and ongoing Poison damage (save ends).
#146

shadowguard

Jun 24, 2009 18:08:11
Herald of Decay
a gruesome corpse-thing, worried from within by the parasitic fetor of its sunken grave, stumbles onto the battlefield, slopping fluid with each pain-ridden step. In its presence, flesh withers and metal corrodes.
Encounter, Shadow, Conjuration, Implement, Necrotic, Acid
Standard Action Range 20
Effect: You conjure a Herald of Decay that appears in one unoccupied square within range. It lasts until the end of your next turn. The Herald of Decay can make the following the attack once per round as long as it is conjured.
Free Action Close burst 2
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Necrotic and Acid damage and the target take a -2 penalty to attack rolls or AC defense, your choice. (Save ends)
Sustain Minor: The Festering Torment persists
Path of False Life: The penalty equals 1 + your Charisma modifier

Banshee's Wail
a twisted soul appears where you designate, the force of its hateful scream sending your enemies flying even as it rips the life from their bodies.
Encounter, Shadow, Conjuration, Implement, Necrotic, Thunder
Standard Action Range 20
Effect: You conjure a Banshee's Wail that appears in one unoccupied square within range. It lasts until the end of your next turn. The Banshee's Wail can make the following the attack once unless specified otherwise.
Free Action Close burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier Thunder and Necrotic damage and the target is pushed 5 squares.
Miss: Half damage
The Path of Reaping Life: You may repeat this attack the following round before the power expires.

Hungry Spirits
Pale forms drift from the darkness, embracing the living and leeching away their vital warmth in a desperate attempt to feel alive again.
Encounter, Shadow, Implement, Necrotic
Standard Action Burst 2 within range of 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier Necrotic and the target is Immobilized (save ends)

Toxic Burner
A wasted form, with long needles in place of fingers, chatters and screams to itself as it pounces on one of your enemies, pumping their veins with poison in order to feed on their death.
Encounter, Shadow, Implement, Poison
Standard Action Range of 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier Necrotic and Poison damage and the target takes ongoing 15 Poison damage (save ends)
Effect: If this creature dies by this power or while still taking ongoing damage, restore an amount of hit points equal too ½ your level + Your Int modifier.
#147

shadowguard

Jun 24, 2009 18:47:41
Memory Specters Necromancer Utility 22
Dredging up ghosts from the past, you and your allies are imparted with ancient wisdom.
Encounter: 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.
Necromancer: You and your allies gain a +3 to these checks.

Like Mist bound said we have the Paths of Reaping Life and False Life so I think you could just give the bonus to the power. Great fluff and matching with the Necromancer feel.

Gravewalk Necromancer Utility 22
Slipping through the ground of one of a million unmarked graves, you reappear in a more advantageous position.
Encounter: Teleport
Move Action Personal
Effect: You may teleport up to 10 squares, but must finish this movement on solid ground.

Just change the fluff of this and it would fit in perfectly

Black Dog Necromancer Utility 22
The baleful howl of the black dog intimates an approaching death, giving you time to prepare.
Encounter
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.
Thanatomancy: You also gain a +2 to all defenses until the end of your next turn.

Like the first power just giving them the bonus should be fine. It is level 22 so powerfull things are expected. Also I like the idea for the power.

Otherworld Filter Necromancer Utility 22
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, Necrotic
Immediate Interrupt
Trigger: An attack with an energy keyword is made.
Effect: The damage type of the attack changes to it's original energy and Necrotic.
Special: Casting this on a Radiant attack cancels out the attack.

Did you mean to say that the damage type of the attack chagets From its original energy To Necroitc?

Overall the powers look great and I thank you for taking the time to help us out. If you would allow us to use these powers we would give full credit, and when I enter them in the class I will put you name right with them. I like the work you have done and would love to help you with you Blackguard class.
#148

Mist-Bound

Jun 24, 2009 18:55:38
...Are you alright? The Banshee's Wail power has the Necrotic and Thunder keywords, yet you've got it saying that it does Psychic damage.

So, Black Ice Lancer is to be saved for level 25? Alright, I'll see what I can do for the other three powers for that level.

Toll the Bell
A shrouded figure emerges from the gloom, a huge bell of bronze at its side. With each toll that booms from it, one of your enemies finds their life cut short.
*I'm thinking that this is an immobile Conjuration, or maybe a Summoning, that lasts until the end of the encounter. As a standard action, the necromancer can deal a hefty amount of Necrotic damage to any enemy that the Necromancer can draw line of sight to- even if that enemy is not in normal line of effect to the conjuration. That means that the Belltoller can doom enemies anywhere on the board.

Dance of Death's Butterflies
The flitting swarm of black and white butterflies may look beautiful, at first, but awe changes to fear when they realise that those embraced by the swarm disappear.
*This might be more of a Thanatomancy spell now that I look at it.. it's basically a corruption of the belief in certain cultures that associates butterflies with death and rebirth. In this power's case, it's not exactly the way people might expect- basically, those enveloped by the butterflies suffer Necrotic damage, and if this kills them, they dissolve into more butterflies. Perhaps this is a Conjuration that affects the targeted square and inflicts Necrotic damage on whoever steps into that square? If this kills someone, then the swarm spreads to envelop another square, so if it keeps killing things, it just keeps getting bigger?

Corpse Behemoth
A monstrous thing, a conglomeration of corpses stitched and sutured and cauterized into one blasphemous whole, begins tearing through the ranks of your enemies.
*A basic Summoning power, with the added effect that its attacks Push or Slide enemies around.
#149

shadowguard

Jun 24, 2009 19:01:44
...Are you alright? The Banshee's Wail power has the Necrotic and Thunder keywords, yet you've got it saying that it does Psychic damage.

I am glad you are checking my powers.... whew that was close. After 8 hours, a medical clinic can get to you

So, Black Ice Lancer is to be saved for level 25? Alright, I'll see what I can do for the other three powers for that level.

Toll the Bell
A shrouded figure emerges from the gloom, a huge bell of bronze at its side. With each toll that booms from it, one of your enemies finds their life cut short.
*I'm thinking that this is an immobile Conjuration, or maybe a Summoning, that lasts until the end of the encounter. As a standard action, the necromancer can deal a hefty amount of Necrotic damage to any enemy that the Necromancer can draw line of sight to- even if that enemy is not in normal line of effect to the conjuration. That means that the Belltoller can doom enemies anywhere on the board.

Dance of Death's Butterflies
The flitting swarm of black and white butterflies may look beautiful, at first, but awe changes to fear when they realise that those embraced by the swarm disappear.
*This might be more of a Thanatomancy spell now that I look at it.. it's basically a corruption of the belief in certain cultures that associates butterflies with death and rebirth. In this power's case, it's not exactly the way people might expect- basically, those enveloped by the butterflies suffer Necrotic damage, and if this kills them, they dissolve into more butterflies. Perhaps this is a Conjuration that affects the targeted square and inflicts Necrotic damage on whoever steps into that square? If this kills someone, then the swarm spreads to envelop another square, so if it keeps killing things, it just keeps getting bigger?

Corpse Behemoth
A monstrous thing, a conglomeration of corpses stitched and sutured and cauterized into one blasphemous whole, begins tearing through the ranks of your enemies.
*A basic Summoning power, with the added effect that its attacks Push or Slide enemies around.

They sound good so I will get started right away.
#150

shadowguard

Jun 24, 2009 19:47:20
Toll the Bell
a shrouded figure emerges from the gloom, a huge bell of bronze at its side. With each toll that booms from it, one of your enemies finds their life cut short.
Daily, Shadow, Conjuration, Implement, Necrotic
Standard Action Range 20
Effect: You conjure a Bell Specter that appears in one unoccupied square within range. It lasts until the end of your next turn. The Bell Specter can make the following the attack once per round as long as it is conjured.
Free Action Range 20
Target: One creature in range
Attack: Intelligence vs. Will
Hit: 6d6 + Intelligence modifier Necrotic damage.
Miss: Half damage
Special: The line of sight for the target of this attack can be drawn from both the Bell Specter and the conjurer of this power.

Dance of Death's Butterflies
the flitting swarm of black and white butterflies may look beautiful, at first, but awe changes to fear when they realize that those embraced by the swarm disappear.
Daily, Shadow, Implement, Necrotic, Zone
Standard Action Burst 3 in range of 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier Necrotic damage
Miss: Half damage
Effect: The burst creates a zone of pitch black butterflies. Creatures inside the burst do not have line of sight to outside the burst. Any creature that starts or ends its turn in the zone takes 2d6 + Int modifier damage. Any time a creature is reduced to 0 hit points within the zone it increases the zone area by 1 square to a maximum of 3 + Int modifier squares large.
Sustain Minor: The zone persists.

Corpse Behemoth
A monstrous thing, a conglomeration of corpses stitched and sutured and cauterized into one blasphemous whole, begins tearing through the ranks of your enemies.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 20
Effect: You summon a Large Corpse Behemoth in an unoccupied 2-square-by-2 square within range. The Corpse Behemoth has a reach of 2 and a speed of 6. It has a +4 AC bonus and +4 to Fortitude. You can give the Corpse Behemoth the following special commands. The Corpse Behemoth has threatening reach, allowing it to make opportunity attacks against targets within its reach of 2.
Standard Action: Melee 2; target one creature; Intelligence vs. AC; 3d6 + Intelligence modifier Necrotic damage and the target slides your Int modifier squares and is marked by the Corpse Behemoth until the end of your next turn.
Opportunity Attack: Melee 2; target one creature; Intelligence vs. AC; 3d6 + Intelligence modifier Necrotic damage and the target slides your Int modifier squares and is marked by the Corpse Behemoth until the end of your next turn.

Black Ice Lancer
gout of blood geysers from the earth, twisting into a strange humanoid shape of spikes and blades before freezing solid. This ghastly thing can send spikes hurling through the air with a flick of its wrist.
Daily, Shadow, Implement, Necrotic, Cold, Summoning
Standard Action Range 10
Effect: You summon a Medium Black Ice Lancer in the unoccupied square within range. The Black Ice Lancer has a speed of 6. It has a +4 AC bonus and +4 to Reflex save. You can give the Black Ice Lancer the following special commands.
Standard Action: Close burst 1; each creature in burst; Intelligence vs. Fortitude; 2d10 + Intelligence modifier Cold and Necrotic damage and the Target is immobilized (Save ends)
Standard Action: Ranged 10; 1,2,3 creatures within range 1 attack against each target; Intelligence vs. Reflex; 2d6 + Intelligence modifier Necrotic and Cold and the target gains Vulnerability 5 to both Cold and Necrotic (Save ends both)
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 2d10 + Intelligence modifier Necrotic and Cold damage and the target is knocked prone.
#151

Mist-Bound

Jun 24, 2009 20:05:24
Alright, that just leaves the last two levels -27 Encounter, 29 Daily- I can't believe we've gotten this far! Hmm... think you and Vagabond can try and come up with four powers for level 27? I have some powers, but they're for level 29...
#152

shadowguard

Jun 24, 2009 20:10:36
Alright, that just leaves the last two levels -27 Encounter, 29 Daily- I can't believe we've gotten this far! Hmm... think you and Vagabond can try and come up with four powers for level 27? I have some powers, but they're for level 29...

Okay I will tackle some 27 encounter powers. It should be much easier to do than Utility powers.
#153

Mist-Bound

Jun 24, 2009 20:24:57
Okay then. Here are my creations, just so they're here for when you've come up with yours. How'd I do with them, anyway? Not too powerful, I hope?

Level 29 (Daily)
Call the Reaper
A towering figure with scythe-blades for arms materializes from the darkness. None can stand against its power.
*A Summoning spell. Not really sure what effect this would have, but I'm thinking it's a Huge Summons that deals Necrotic damage with its attacks.
**Yes, this is another beastie borrowed from Sacrifice, specifically, the penultimate Charnel spell.

Storm of Souls
A great swathe of howling ghosts and specters sweeps across the land, gathering up the souls of the living to join them.
*A very large Close Burst of either Necrotic, Psychic or both, damage, that’s what I see of this. Possibly could Push enemies as well.

Raise The Blood Moon
A gibbous orb rises as darkness falls across the battlefield. Beneath its bloody light, the bodies of those who die rise again at your command.
*Not sure if this can work, even as an ultimate power, but I’m basically thinking that this is a Stance or otherwise a Sustainable power. While active, whenever an enemy dies, you may place a basic Summoned Zombie in the square they occupied. The normal rules for moving them apply, so you can really only use two of them per round (one moves, one attacks), but you can spend Free Actions to let them make Opportunity Attacks.

Corpse Titan
Bones and dead flesh gather together, rising up… and up… and up… until a towering behemoth stands before you, ready to crush your enemies beneath its mighty fists.
*I don’t think the obvious effect would work here… so what about the unobvious effect? Basically, this is a Conjuration that allows you to create Ranged Bursts of untyped damage- these represent your Corpse Titan reaching over and smashing down their hand or foot, crushing whatever’s there.
#154

shadowguard

Jun 24, 2009 21:06:59
Alright tomorrow I will update the powers and have the Encounter and Daily powers done. So tomorrow we can decide to Work full force on the Shadow defenders or get started on the Thanatomancer
#155

Johnathan_Vagabond

Jun 25, 2009 9:00:54
I wouldn't be posting them if I didn't want you to use them. Please use them. You can put my name wherever you want, in whatever size font you like.

Of course you can help with the Blackguard. I've already built an entire class by my lonesome and it is an outrageously draining expenditure of energy. Fortunately it was a martial controller, so there were dozens of people willing to pick out every single flaw and explain indepth why that flaw invalidated the concept (which made fixing those flaws infinitely easier).

It doesn't appear that you'll benefit from such focused nitpickery here.
#156

shadowguard

Jun 26, 2009 15:15:03
It was rough with all the stuff I had to do but I have the powers.

The Hanged Haunt
a nightmarish conjuration of a hanged ghoul terrorizes your foes. Making them feel the suffering it was put through.
Encounter, Shadow, Conjuration, Implement, Psychic
Standard Action Range 20
Effect: You conjure a Hanged Haunt that appears in one unoccupied square within range. It lasts until the end of your next turn. The Hanged Haunt can make the following the attack once per round as long as it is conjured.
Free Action Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier Psychic damage and you slide the target 1 square vertically. The target remains aloft as long as the Hanged Haunt exists. While aloft, it is dazed and immobilized, and it grants combat advantage to you and your allies. When the Hanged Haunt ends the target lands on its feet in the space it formerly occupied or in the nearest unoccupied space of its choice
Special: You may move the Hanged Haunt as a minor action a number of squares equal to you 1 + you Int modifier.

Ghost of Possession
You send a ghost to posses and manipulate a foe. As it leaves the body it takes the life force of the creature with it.
Encounter, Shadow, Implement, Psychic, Charm
Standard Action Range 20
Target: One creature in range
Attack: Intelligence vs. Will
Hit: The Target is dominated until the end of your next turn.
After effect: The target takes 4d6 Psychic damage.
Path of Reaping Life: The target takes an additional 10 + Wis modifier Psychic damage.

Hands of the Grave
You call upon the grave to drag your foes to their deaths. The harder they struggle the more tangled they get in the mass of hands.
Encounter, Shadow, Implement, Necrotic
Standard Action Burst 2 in Range 20
Target: Each creature in Burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Int modifier Necrotic damage and the target is Immobilized (save ends)
First Failed Save: The target is restrained (Save ends)

The Black Spire
a Tower of bones and undead parts mingle spirals out of the ground to lead foes into the dark abyss and boost the undead.
Encounter, Shadow, Conjuration, Implement, Necrotic, Healing
Standard Action Range 20
Effect: You conjure a Black Spire that appears in one unoccupied square within range. It lasts until the end of your next turn. The Black Spire can make the following the attack once per round as long as it is conjured. Any Creature summoned by the Necromancer powers that starts its turn within 5 squares gains +4 to damage rolls until end of you next turn.
Free Action Close burst 2
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier Necrotic damage and one summoned creature of your choice within 5 squares of the Black Spire gains a temporary hit points equal to your Int modifier
Sustain Minor: The Black Spire Persists
The Path of False Life: The amount of Temporary hit points equals your Int modifier + your Cha modifier


Here are the daily powers.

Call the Reaper
a towering figure with scythe-blades for arms materializes from the darkness. None can stand against its power.
Daily, Shadow, Implement, Necrotic, Summoning
Standard Action Range 20
Effect: You summon a Large Reaper in an unoccupied 2-square-by-2 square within range. The Reaper has a reach of 2 and a fly speed of 8 (hover). It has a +4 AC bonus and +4 to Reflex. You can give the Reaper the following special commands. The Reaper has threatening reach, allowing it to make opportunity attacks against targets within its reach of 2. Any creature that dies by a Reapers attack allows the reaper to regain a number of Hit points equal to your Healing surge value.
Standard Action: Melee 2; target one creature; Intelligence vs. Reflex; 4d8 + Intelligence modifier Necrotic damage and if the target dies by this attack the Reaper does an additional 5 + Cha modifier damage with attacks until the end of your next turn.
Opportunity Attack: Melee 2; target one creature; Intelligence vs. Reflex; 4d8 + Intelligence modifier Necrotic

Corpse Titan
bones and dead flesh gather together, rising up… and up… and up… until a towering behemoth stands before you, ready to crush your enemies beneath its mighty fists.
Encounter, Shadow, Conjuration, Implement, Necrotic
Standard Action Personal
Effect: You conjure a Corpse Titan that lasts until the end of your next turn. The Corpse Titan uses you as the origin square for the attacks its makes. It can make the following the attack once per round as long as it is conjured.
Free Action Burst 3 within Range 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 5d6 + Intelligence modifier Psychic damage and target is knocked prone.
Miss: Half damage.
Sustain Minor: The Corpse Titan persists.

Storm of Souls
a great swathe of howling ghosts and specters sweeps across the land, gathering up the souls of the living to join them.
Daily, Shadow, Implement, Necrotic, Psychic, Zone
Standard Action Close burst 8
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 5d8 + Intelligence modifier Necrotic and Psychic damage
Miss: Half damage
Effect: You make a zone of tortured souls and specters. The Zone lasts until the end of your next turn. Any enemy that starts or ends its turn in the zone takes 2d8 + Int modifier damage and the target slides your Int modifier squares.
Sustain Minor: The zone persists.

Raise The Blood Moon
a gibbous orb raises as darkness falls across the battlefield. Beneath its bloody light, the bodies of those who die rise again at your command.
Daily, Shadow, Implement, Stance, Summoning
Minor Action, Personal
Effect: Any creature that is reduced to 0 hit points within 10 squares the allows the caster as a Immediate Reaction to raise a Blood Zombie on the square that triggered this power. Each Blood Zombie is treated as its own summon and do not take a Healing surge when it dies.
You summon a Medium Blood Zombie. The Blood Zombie has a speed of 6. It has a +4 AC bonus and +4 to Fortitude save. You can give the Blood Zombie the following special commands.
Standard Action: Melee 1; target one creature; Intelligence vs. AC; 3d10 + Intelligence modifier Necrotic damage and target is knocked prone.
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 3d10 + Intelligence modifier Necrotic and the target is knocked prone.


Whew I am glad that is done
#157

Mist-Bound

Jun 26, 2009 15:39:17
Indeed. But, at long last, the Necromancer is complete. Once you have recovered your strength, which class would you like us to focus on? The Thanatomancer? The Baneblade? Or Vagabond's Blackguard?
#158

shadowguard

Jun 26, 2009 15:40:35
I wouldn't be posting them if I didn't want you to use them. Please use them. You can put my name wherever you want, in whatever size font you like.

Thanks so much man. I took a look at how you edited the powers and they would fit great. :D
#159

shadowguard

Jun 26, 2009 15:46:15
Indeed. But, at long last, the Necromancer is complete. Once you have recovered your strength, which class would you like us to focus on? The Thanatomancer? The Baneblade? Or Vagabond's Blackguard?

The Defenders seem like a good place to start. To be honest I think the Baneblade might be a better Striker than a defender. They would be strikers in the same way a Barbarian is, big bulky and powerful. If it is going to be a Defender than we really need to find a Niche to make it have its own place or vote on maybe making it a build for a the Blackguard?

Also I will update the post with all the powers soon
#160

Mist-Bound

Jun 26, 2009 15:53:27
Great minds think alike. I was just rusing to myself that the Baneblade is really more of a Striker then a Defender- at most, it's a Striker able to sub in Defender. While, flavorwise, it's a Shadow Swordmage, in terms of gameplay it's really more of a Shadow Avenger or Shadow Barbarian. The idea about its usage of curses and other black magics just really points it in that direction.

So, Baneblade or Blackguard? Of course, for the latter, we need the Vagabond's help, as they are the one who created it. Hmm... I wonder if renaming it would be prudent? To avoid it being confused with the Anti-Paladin PrC of 3rd edition?
#161

shadowguard

Jun 26, 2009 16:04:34
Well poo on the character limit on a single post. I tried to get the powers on but it only had space to fit the level 19 powers on it. So I will edit another post I have on the first page to have the rest of the powers.
#162

Mist-Bound

Jun 26, 2009 16:07:07
Yeah, that is something of a problem. I probably should have warned you about it before.
#163

shadowguard

Jun 26, 2009 16:22:31
Its okay, the edits have been made and now to address your questions.

Great minds think alike. I was just rusing to myself that the Baneblade is really more of a Striker then a Defender- at most, it's a Striker able to sub in Defender. While, flavorwise, it's a Shadow Swordmage, in terms of gameplay it's really more of a Shadow Avenger or Shadow Barbarian. The idea about its usage of curses and other black magics just really points it in that direction.

I have an idea and it may be hit or miss. I am a enjoy 3.5 and 4e and one of the classes I loved in 3.5 that would fit the Shadow Power source is the Hexblade. It had the hp and combat skills of an upfront fighter like character but played like a sneaky thug. De-buffs and buff spells + a good skill set and good combat abilities allowed it to be flexible and flavorful. The class relied on curses to focus on one foe and reduce it to a state where it was a sitting duck. In 3.5 it was a little underpowered as written but it defiantly made a mark.

Both the Hexblade and the Baneblade feel like they could be brothers, both being upfront, damage dealing, curse spreading, plague spewing, and sneaky. If anything my idea would be to combine the two a mixture of both the Necromantic and Nyctomatic. The builds would be the separation into the two categories. One would manipulate poison and necromantic powers to plague foes while the other would manipulate luck and the shadows to de-buff foes.

Eh its just an idea to toy around with.

So, Baneblade or Blackguard? Of course, for the latter, we need the Vagabond's help, as they are the one who created it. Hmm... I wonder if renaming it would be prudent? To avoid it being confused with the Anti-Paladin PrC of 3rd edition?

Well I think the name should stand. Really its up to Vagabond but I like the throwback to the 3rd edition.
#164

Mist-Bound

Jun 26, 2009 16:37:45
I don't actually know much about the Hexblade, beyond it being a warrior-wizard who uses curses channeled through its weapon to fight, but it was one of the elements that inspired the Baneblade. I do agree that it's schtick is more "black magic" then straight up necromancy or illusions, so builds that orientate it towards a specific "flavor" do sound up its alley.

I'm not saying that the name is bad or anything, I'm just pointing out that it could draw problematic responses from others, if you follow my thought patterns.
#165

shadowguard

Jun 26, 2009 16:48:09
I'm not saying that the name is bad or anything, I'm just pointing out that it could draw problematic responses from others, if you follow my thought patterns.

A person could see the name and think they are going to get the anti-pally esque class and instead get some thing diffrent might put them off. I would still like Vagabonds input on it but I can see your point.
#166

Mist-Bound

Jun 26, 2009 16:55:24
Uh huh. So, are we going to wait for Vagabond to chip in, or just move on to the Baneblade?
#167

shadowguard

Jun 26, 2009 17:02:40
We should get some of the Baneblade going, like class skeleton and stuff. I think working on both wouldn't be that bad. You have the Ideas for the Baneblade and He has the ideas for the Blackguard and I am kinda the inbetween guy with some Hexblad ideas. Also didn't Xi Mao say he might want to chip in?
#168

Mist-Bound

Jun 26, 2009 17:26:29
I think he did, not sure.

Alright then, how do we set about making the class skeleton for the Baneblade? The Avenger or maybe the Barbarian might be a good class to 'borrow' healing surges, hit points, etc from... now, what about the class stats? Hmm... as a melee orientated class, Strength is obvious for a primary stat, yes? What about the others though... mmm... what about Intelligence and either Charisma or Wisdom? Like the Swordmage or Necromancer, the Baneblade does actually study to acquire its powers, but its force of will that helps power its curses and hexes.

As I mentioned, way at the start, I'm thinking that the Heavy Blade, Axe and Spear groups would work best as the Baneblade's "implement weapons". All of these have strong associations with death, you see; the Spear was the first true weapon ever made by humanity (to say nothing of its association with a certain Son of the Dragon in Romania...), Heavy Blades were often used for executions (mainly nobility- it was a general fact that it hurt less to be decapitated with a sword then an axe, as the former was better balanced and more likely to be sharp), and Axes share the same 'resonance' as both Spears and Heavy Blades.
#169

shadowguard

Jun 26, 2009 17:41:25
Alright then, how do we set about making the class skeleton for the Baneblade? The Avenger or maybe the Barbarian might be a good class to 'borrow' healing surges, hit points, etc from... now, what about the class stats? Hmm... as a melee orientated class, Strength is obvious for a primary stat, yes? What about the others though... mmm... what about Intelligence and either Charisma or Wisdom? Like the Swordmage or Necromancer, the Baneblade does actually study to acquire its powers, but its force of will that helps power its curses and hexes.

I will agree that Strength would be the Primary. Intelligence would be the dark art study and necromatic powers. While Charisma would be the force of will, black magic, and Nyctomatic powers.

As I mentioned, way at the start, I'm thinking that the Heavy Blade, Axe and Spear groups would work best as the Baneblade's "implement weapons". All of these have strong associations with death, you see; the Spear was the first true weapon ever made by humanity (to say nothing of its association with a certain Son of the Dragon in Romania...), Heavy Blades were often used for executions (mainly nobility- it was a general fact that it hurt less to be decapitated with a sword then an axe, as the former was better balanced and more likely to be sharp), and Axes share the same 'resonance' as both Spears and Heavy Blades.

Okay so I get what you’re going for. How heavily armored do you want this class to be?

Also maybe we could consider a new name for the class. Something that captures the cursing and plague spreading nature of this class in a nice dread inspiering name. There have been alot of "Blade" named classes and maybe to really set it apart we could come up with something elses. I am not saying that its a bad name, but I think the class could hold alot more umpf with a new one.
#170

Mist-Bound

Jun 26, 2009 17:52:55
Truth be told, I was thinking this class wouldn't be very armoured at all. The main inspiration, like I mentioned, was the Swordmage, so I kind of figured this would be another "my magics protect me" style class. With maybe a little of the Avenger's "You can't hurt me" and/or "You can't hit me" thrown in for good measure. However, while the Swordmage basically uses mystical forcefields to intercept enemy blows, I was thinking that the Baneblade would use its curses to bewitch enemies so they can't hit it. Sort of a "don't touch me; I'm poison!" motif, if that makes any sense.

I'm down with that, but what to call it instead?
#171

shadowguard

Jun 26, 2009 17:59:23
Truth be told, I was thinking this class wouldn't be very armoured at all. The main inspiration, like I mentioned, was the Swordmage, so I kind of figured this would be another "my magics protect me" style class. With maybe a little of the Avenger's "You can't hurt me" and/or "You can't hit me" thrown in for good measure. However, while the Swordmage basically uses mystical forcefields to intercept enemy blows, I was thinking that the Baneblade would use its curses to bewitch enemies so they can't hit it. Sort of a "don't touch me; I'm poison!" motif, if that makes any sense.

Okay, I would still like it more armored than the Necromancer so maybe just up to Chaimail and then thats it?

I'm down with that, but what to call it instead?

I have no idea. I just had a feeling that it could be so much more so I will probbly spend tonight trying to think up a kick-butt name. The Baneblade is a good stand in for now to do the class stuff.

So what features would you like to see with this class, and what would be its extra damage feature?
#172

Mist-Bound

Jun 26, 2009 18:13:32
I've got no problems with Chainmail as a default proficiency.

Features... let's see... well, an obvious one would be a defense boost, to make up for the fact that, thematically, it's not really that armoured. The Avenger gets +3 AC if not's not wearing Heavy Armour or using a Shield. The Swordmage gets +1 AC if it's wielding a Light/Heavy Blade, +3 if it is only a one-handed weapon and they aren't holding a Shield (though they only got Cloth and Leather Armour proficiency to begin with). Not a clue how that would actually happen.

We'll need the "path" feature, but we'll also need to figure out what, precisely, the benefit for each path would be first.

For the extra damage feature, we might want to look at the Warlock, a fellow curse-themed Striker.

As this is a class that is thematically associated with specific weapons, then perhaps a feature that gives the player a reward for using those weapons would be in order? Like how the Battlerager Fighter, for example, benefits most from Axes, Picks and Hammers?
#173

shadowguard

Jun 26, 2009 18:32:01
Features... let's see... well, an obvious one would be a defense boost, to make up for the fact that, thematically, it's not really that armoured. The Avenger gets +3 AC if not's not wearing Heavy Armour or using a Shield. The Swordmage gets +1 AC if it's wielding a Light/Heavy Blade, +3 if it is only a one-handed weapon and they aren't holding a Shield (though they only got Cloth and Leather Armour proficiency to begin with). Not a clue how that would actually happen.

Okay I agree with a defesive feature. I just don't want it to be a bland +1 or +2 to AC, I would hope that it stands out more. Maybe a power that manipulates attacks with luck or dark energy. Or mabye a power that makes a creature regret hitting the Baneblade.

For the extra damage feature, we might want to look at the Warlock, a fellow curse-themed Striker.

I agree with a curse. I just don't want it to be a straight Warlock ripoff. Maybe the curse makes the target gain a Vulnerability that scales.

As this is a class that is thematically associated with specific weapons, then perhaps a feature that gives the player a reward for using those weapons would be in order? Like how the Battlerager Fighter, for example, benefits most from Axes, Picks and Hammers?

I agree and that is the reason they get those weapons as implements but the class itself is more about wading into battle with dark magic than what weapons they use.
#174

Mist-Bound

Jun 26, 2009 18:46:02
I agree that a plain AC boost is boring, but we also need to make sure that it's not too complicated. So, what might we have? Hmm... I wonder if having a creature that attacks the Baneblade is itself targeted by a specific attack, which has either increased damage or a better chance if the attack is under the Baneblade's Curse effect, would be appropriate or too complex...

And, yes, the Curse should have its own unique effect, I was just recommending we look at the Warlock for inspiration and, more importantly, the base rules for how it actually works. Hmm... the Warlock's Curse changes depending on its pact, so maybe the Baneblade's Curse changes depending on its path? So, for example, with one path it inflicts a steady stream of ongoing damage until 'detonated' (expended for damage boost), while the other lowers attack rolls.

Point conceeded. So, what features do you think might be appropriate to the Baneblade?
#175

shadowguard

Jun 26, 2009 19:07:35
I agree that a plain AC boost is boring, but we also need to make sure that it's not too complicated. So, what might we have? Hmm... I wonder if having a creature that attacks the Baneblade is itself targeted by a specific attack, which has either increased damage or a better chance if the attack is under the Baneblade's Curse effect, would be appropriate or too complex...

Eh I think its a good start for the thinking process. There is alot of ways we could take this. Rerolls and then add pentalies as an encounter. Immediate reaction to use an at-will with beefed up damage. I just don't know for sure.

And, yes, the Curse should have its own unique effect, I was just recommending we look at the Warlock for inspiration and, more importantly, the base rules for how it actually works. Hmm... the Warlock's Curse changes depending on its pact, so maybe the Baneblade's Curse changes depending on its path? So, for example, with one path it inflicts a steady stream of ongoing damage until 'detonated' (expended for damage boost), while the other lowers attack rolls.

Or maybe each path could curse a guy with a vulenrability that favors their style, Psychic for Hexblade style and Necrotic for Baneblade style. Then as a minor action they can expend the curse to do what their path dictates. A penalty for Hexblades and some ongoing damage for Baneblades. Its like your idea but has a diverging type theme.

I worry about the ongoing damage as straight curse damage because of how it would stack with other ongoing damage that the class is bound to do.

Point conceeded. So, what features do you think might be appropriate to the Baneblade?

Maybe the features could affect the other class features. Each feature would have a starting point and then the Path could dictate how it diverges from one another.
#176

Mist-Bound

Jun 26, 2009 19:22:28
Hmm... a kind of 'feature power' which is an At-Will that can be used once per turn as an Immediate Reaction if the Baneblade is hit in melee... that might just do it.

So, basically, you're thinking that a "path determines features" nature, ala the Warlock and its quintet of Pacts, would be best for the Baneblade? I can get behind that, but we still need to figure out what, precisely, the specific paths are. Hm... all that's coming to mind is that it might be better not to make them, specifically, necromantic vs. nyctomantic- the Baneblade uses "black magic" in general, so the path is a specific orientation of its applications. A "Curseweaver" focuses on blighting a foe, spinning webs of debilitation that cripple and destroy a foe slowly. A "Soulflayer" simply crushes and destroys with dark powers and baleful incantations.
#177

shadowguard

Jun 26, 2009 19:47:50
I don't want strict paths like the Warlock. I like the braching thing the warlock does with Pact boons, a common feature that changes with the path. I just worry that we will tred to close to the Warlocks toes.
#178

Mist-Bound

Jun 26, 2009 19:55:01
I understand your sentiment, and now I understand what you were leaning towards. And yes, that sounds agreeable to me.

So, what do you think of my suggestion for the "Retributive Curse" feature, and my thoughts on how, precisely, the Baneblade's Path Feature would diverge?
#179

shadowguard

Jun 26, 2009 20:21:06
Yeah I think the Immediate Reaction idea is good. Its not a direct boost to defense but It will make the enemy think twice for hitting em so I think I would fit it well.

I guess how each feature would branch out is determined by the Paths. I guess from what you said and what I am thinking is One path that focuses on Big blast smack path, ongoing making many foes suffer path, sneaky lucky crit thug path, and de-buff single target hex path. Each has their own style of play and has individual branches of each of the 3 to 4 features.

We could even incorporate weapons into this idea. I could see Axes with the Crit thug. Heavy blade for accuracy for the Single de-buff Hex path. Spear for the controlling ongoing making foes suffer path. Maybe adding Maces and Hammers for the big damage blast path.
#180

Mist-Bound

Jun 26, 2009 20:33:13
I'm sorry, but the second and third paragraphs of your post are illegible to me. Can you please clarify what you're saying?
#181

shadowguard

Jun 26, 2009 20:46:01
I'm sorry, but the second and third paragraphs of your post are illegible to me. Can you please clarify what you're saying?

It’s okay. At times I think to fast for my fingers to type. The main issue to determine what the branching extra will be, is how we make each path. You talked about a big damage type of path and a slow but deadly type of path. I was also thinking of a single target de-buff path and a sneaky crit focused path. So each of the class features that we have would change according to the type of path you choose

As for the third paragraph, if we go for those ideas for Paths, then I could see a specific weapon type that fit each path. The Big damage path would favor Maces and hammers and have a path feature that could make them more deadly. Spears would fit the multi-targeting, ongoing damage type of path. Heavy blades have extra attack and would fit De-buff path who like to focus on being more accurate. Finally the sneaky crit focused path would like axes.

Sorry about my English skills. I do have issues with the language so anytime I type something that looks that bad just ask me to clarify.
#182

Mist-Bound

Jun 26, 2009 21:21:27
Ah, now I see what you mean; I was confused by your references to other paths. The idea sounds solid, but how would we put it into practice?
#183

shadowguard

Jun 27, 2009 16:47:00
Well here is the basic skeleton. We still have to do Skills, Features, Feature powers, names of build options and class name.

Baneblade
Class Traits
Role: Striker
Power Source: Shadow.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chainmail
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implements: Any Axe, Hammer, Heavy Blade, or Spear. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement.
Bonus to Defense: +1 Fortitude, +1 Will

Hit points at 1st Level: 15 + Constitution Score
Hit points per level gained: 6
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: From the class list below, choose four trained skills at 1st level. Class skills; Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options:
Class Features:Backlash Hex, Baneblade Curse, Grim Weapon, Way of the Blade.

Baneblade Class Features:
#184

shadowguard

Jun 28, 2009 18:35:46
I did skills and at least the names of the Class features.

Having some issues with powers. Debating wether to put the braching ability in the power directly or list them in the "path" features.
#185

Mist-Bound

Jun 28, 2009 19:15:48
Hmm... I think the differences in powers due to path under each seperate feature might be the best way to handle it. And nice work on the skills and 'neutral' feature names.
#186

shadowguard

Jun 28, 2009 19:53:12
I think that the Grim Weapon feature would be a minor bonuses that changes the weapon into something deadlier. In the hands of a normal fighter it is merely a weapon, but in the hands of a Baneblade it is truly fearsome. Also it should be not tied to a specific build. I don’t want to limit a player’s choice when mix and matching picks.

Also “path” names are a big thing to come up with. I thought maybe the “blade” names could be the paths and something else would be the Name of the class. So Baneblade might be the damage dealer build. Hexblade could be the single target de-buff guy. Bladethief may be the name for the crit focused build. I am not sure on the name of the ongoing damage build. So your input would be great.

For the curse I am thinking of a power write up instead of just a text description like the warlock. Also to make it branch out I would like to use your idea of “exploding” the curse as a minor action to do damage or a penalty.

As for the Backlash Hex I am stuck between how powerful it should be vs. how many times you can use it. Maybe it should be only an Encounter with multiple uses to compensate for the extra stuff it will get from the Path powers. Or it could stay at-will if we only allow it to happen once or twice a round. Also a question is what is the power going to do normally that will be changed by the path powers?
#187

Mist-Bound

Jun 28, 2009 21:44:24
That sounds like the way to handle Grim Weapon.

For the final path name, what about Baleblade or Mournblade?

I was thinking Retributive Hex would be at-will, but only so many times per round/encounter. As for its 'base' I was thinking it would be an Immediate Reaction attack vs. (not sure what; maybe path determines what it attacks) and which inflicts Necrotic damage as a base, with the path either altering damage type or adding on a status effect (or both). How does that sound to you?
#188

shadowguard

Jun 28, 2009 22:21:15
For the final path name, what about Baleblade or Mournblade?

Mournblade is a good name.

I was thinking Retributive Hex would be at-will, but only so many times per round/encounter. As for its 'base' I was thinking it would be an Immediate Reaction attack vs. (not sure what; maybe path determines what it attacks) and which inflicts Necrotic damage as a base, with the path either altering damage type or adding on a status effect (or both). How does that sound to you?

Okay so like this?














#189

Mist-Bound

Jun 28, 2009 23:09:51
Yes, that outline looks pretty much perfect for the base.
#190

Johnathan_Vagabond

Jun 29, 2009 9:24:08
I was thinking about the shadow striker off and on this weekend, comparing strikers to each other etc etc.

Most strikers are strikers because they deal extra damage. Warlock Curse, Ranger Quarry, Rogue Sneak Attack, Sorcerer +Mod to Damage, and Barbarian Rage-something (Rage Strike?).

I thought it was really novel however that the Avenger rolled twice against it's... oath-foe-thingy. Not only does he hit more often, but is more likely to crit.

I think to really make the class stand out, it would be handy for us to come up with some indirect way of making the striker a striker.

My main thoughtline was to apply a particular situational Vulnerability type to the target. Since we're rocking the shadow power source I think we ought to stick to either Poison, Necrotic, Normal, or Pyschic (possibly with three different paths).

Now, my assumption based on the name was that the striker would be largely a melee striker, so:

Numbing Hex Baneblade Feature
A special numbness to your presence seeps over your foe, culling you from his senses.
At-Will Shadow
Minor Action Close Burst 5
Target: One creature within the burst
Effect: The target gains vulnerability 5 against your necrotic attacks in any round where they take damage from one of your allies. As a minor action, you can change this vulnerability to poison or psychic. Against foes with resistance, reduce the resistance by this amount. This has no effect on foes immune to that damage type.
Special: This increases to vulnerability 10 at 11th level and vulnerability 15 at 21st level.

A separate thought was this, only a little leap from the Avenger.

Starcrossed Hex Baneblade Feature
Bad luck and ill-tempered fate float about your foe freely, faintly whispering doom in his ear.
At-Will Shadow
Minor Action Close Burst 5
Target: One creature within the burst.
Effect: Until the end of the encounter you roll your damage against the target twice, taking the higher roll. Damage rolls that involve multiple dice are rolled as two separate groups, not as individual dice.

I also considered a number of other ideas, that I didn't want to write full out into powers without discussion.
  • + to save DC of on-going damage, and feature save ends damage in all encounter and daily powers.
  • On-going damage on a crit and an increased chance to crit (crit range 18-20) under conditions.
  • Turning vs. AC attacks into vs. Reflex attacks (or Will or Fort).
  • Turning Target "One Creature" powers into Target "Two Creatures" power.
  • Always having a strong miss effect.
#191

Mist-Bound

Jun 29, 2009 18:24:26
I can't speak for Shadowguard, but those look pretty good to me. Might make them Path-related "Striker Marks" (or whatever the generic term is for the damage-boosting feature all Strikers have).
#192

shadowguard

Jun 29, 2009 18:43:54
Well the original idea was very similar to your Numbing Hex. It would be a scalable vulnerability that lasted for the encounter. I would probably increase range to 10 to go along with the Backlash Hex and the damage keyword should mutable without a minor action. Then as a special it could be expended as a minor action to do a path effect. The cost of the expending the curse is that you could no longer curse that creature for the encounter. Other Baneblades could still curse the target.

Mist-bound if you prefer to have multiple striker “Marks” then that’s fine with me. The ideas Johnathan Vagabond has post have stirred up some creative juices so I am fine with it. Thanks again Johnathan for bring some great ideas to help us when were stuck.
#193

Mist-Bound

Jun 29, 2009 19:46:53
If you think you can use the ideas his suggestion has stirred up, then my opinion is to go right ahead.
#194

shadowguard

Jun 29, 2009 20:17:07








#195

Mist-Bound

Jun 29, 2009 20:44:38
Looks pretty good. Alright, now, what do we need to do for the other Baneblade class features, and which one should we start trying to figure out the details of first? The basic "path feature", I presume?
#196

shadowguard

Jun 29, 2009 20:52:55
Yep the Way of the Blade feature is up next. To be honest it should just be the four paths that we have come up with and each path would list the changes to the class feature powers.
#197

shadowguard

Jun 29, 2009 21:18:10
Way of the Blade:
Way of the Baneblade: You make the following changes to these powers.
Backlash Hex:This power can only deal Necrotic damage. You deal additional +3 damage when you use this power. This additional damage increases to +6 at 11th level and to +9 at 21st level.
Curse of Vulnerability:When you expend this power you deal damage equal to you Backlash Hex + your Cha modifier to the target. The damage dealt by expending this power uses the targets current vulnerability and after the damage is dealt, then vulnerability of this power expires.
Way of the Hexblade: You make the following changes to these powers.
Backlash Hex:
Curse of Vulnerability:
Way of the Bladethief: You make the following changes to these powers.
Backlash Hex:
Curse of Vulnerability:
Way of the Mournblade: You make the following changes to these powers.
Backlash Hex:The power can only deal poison damage but you gain a +1 to attacks rolls with it. When you use this power it ignores up to 5 + ½ your level Poison resistance. If a creature is immune to poison damage, treat the creature as having poison resistance 30.
Curse of Vulnerability:When you expend this power the target takes ongoing 5 poison damage. This increases to ongoing 10 poison damage at 11th level and to ongoing 15 poison damage at 21st level. In addition each enemy adjacent to the target takes your Int modifier poison damage.

This is the basic skeleton for the path. For each “way” we can enter flavor text and then the “you make the following changes to these powers.” Is the divider for the class feature changes.
#198

Mist-Bound

Jun 29, 2009 21:27:03
Alright, which of the Ways do you want us to focus on first? If we have the basic rules for the Backlash Hex and Curse of Vulnerability, all we need is to figure out how each Way alters those two features.

Also, off-topic, can anyone tell me how to have Topic Review open as the default? I accidentally closed it once before posting and it's been sealed up whenever I post a new topic ever since.
#199

shadowguard

Jun 29, 2009 21:34:40
Alright, which of the Ways do you want us to focus on first? If we have the basic rules for the Backlash Hex and Curse of Vulnerability, all we need is to figure out how each Way alters those two features.

Well the Baneblade was your idea so lets start with the it then.

Also, off-topic, can anyone tell me how to have Topic Review open as the default? I accidentally closed it once before posting and it's been sealed up whenever I post a new topic ever since.

I wish I could help but I have no idea.
#200

Mist-Bound

Jun 29, 2009 21:50:20
Alright then. Now, the Baneblade Path is the "damage dealer" path, correct? Its focus is on dealing out damage, plain and simple. So, with that in mind, perhaps the change to the Backlash Hex is that it does more damage? Or maybe the damage it inflicts is of the same type that the Baneblade suffered from the triggering enemy? In the latter case, if the Baneblade uses Backlash Hex in response to an enemy who inflicted Fire damage, then the Backlash Hex itself does Fire damage to that attacker.

For the Curse of Vulnerability, perhaps instead of just inflicting a Vulnerability, it also inflicts an amount of damage of the same type as you rendered the target vulnerable to? So, if you inflict Vulnerability: Poison, the target then takes Poison damage.
#201

shadowguard

Jun 29, 2009 22:02:56
well the main question is then how much damage? I don't want the powers to deal to much or too little. I agree with the Curse of Vulnerability dealing the same type of damage you curse the foe with.
#202

Mist-Bound

Jun 29, 2009 22:06:06
How much damage should the Baneblade's Curse of Vulnerability do? Well, given the fact that the target is already sporting a Vulnerability to the damage inflicted... perhaps an amount equal to [Ability] modifier, with [Ability] being whatever the appropriate secondary ability score for the Baneblade path is?
#203

shadowguard

Jun 29, 2009 22:13:28
I guess I should have phrased it better in the Curse of vulnerability power. When you expend the curse the Vulnerability ends on the creature to do the effect. So when you expend the curse the Baneblade does this extra damage, I see it as a great way to quickly off a foe that is weakened.

Also how much damage should the backlash hex do? It already does a scalable 1d6 so how much more?
#204

Mist-Bound

Jun 29, 2009 22:20:38
Let me see if I got this right: you think the idea of the Baneblade dealing [Vulnerability] damage when it "detonates" the Curse of Vulnerability is a good idea, and you were asking how much extra damage the Baneblade should do with the Backlash Hex?

If this is, indeed, the case, then what about +3 damage per tier? So +3 damage at levels 1-10, +6 at 11-20, and +9 at 21-30?
#205

shadowguard

Jun 29, 2009 22:29:59
Let me see if I got this right: you think the idea of the Baneblade dealing [Vulnerability] damage when it "detonates" the Curse of Vulnerability is a good idea, and you were asking how much extra damage the Baneblade should do with the Backlash Hex?

If this is, indeed, the case, then what about +3 damage per tier? So +3 damage at levels 1-10, +6 at 11-20, and +9 at 21-30?

Yes that is what I was asking. The damage you proposed for the Backlash hex looks good.

How much damage should the detonation of the Curse of Vulnerability do?
#206

Mist-Bound

Jun 29, 2009 22:31:43
Damage for detonation? Hmm... maybe equal to the Backlash Hex? That would be the simplest version, wouldn't it?
#207

shadowguard

Jun 29, 2009 22:39:31
This could be a nice way to incorporate a secondary stat as some extra damage. So maybe damage equal to your backlash hex + Cha or Int? So which stat do you see a Baneblade favoring?
#208

Mist-Bound

Jun 29, 2009 22:42:13
That sounds like a good formula. As for the Baneblade's favored... hmm... Charisma seems to be the most likely off the top of my head; they favor on overwhelming a foe with raw shadow energies, so that means they need to be able to invoke greater amounts of magic, which translates to Charisma.
#209

shadowguard

Jun 29, 2009 22:49:54
Okay I will edit in the changes to the post with the Way of the blade feature.

So now on too the other idea you had, the Mournblade.
#210

Mist-Bound

Jun 29, 2009 22:54:23
Alright. Uh, could you list the gists of what the 'motif' for each of the remaining three Paths are? Just so it's easier for me to come up with suggestions for their effects on the Backlash Hex and Curse of Vulnerability?
#211

shadowguard

Jun 29, 2009 23:09:07
Well the Hexblade is a path devoted to taking one foe down at a time with massive de-buffs. It fights with a mixture of black magic and fate to bring foes down. Enemy attacks miss, defenses crumble, and foes become nothing but hollow shells ready for slaughter. So he would fight with a mixture of Necrotic and Psychic damage.

A Mournblade, spreads plague and poison to its foes. Each attack a slowly drains the life from its foes, leaving them dieing a painful death. The path would focus on hitting multiple creatures and just spreading death from one enemy to the next. So it would deal with Necrotic and Poison damage.

The Bladethief is master of being in the right place at the right time. Fighting with a mixture of illusions and luck, the Bladethief brings foes to their fate. Re-rolls and crits are what a Bladethief would look for in battle. They would deal with Psychic and Poison damage.
#212

Mist-Bound

Jun 29, 2009 23:29:26
Thank you for providing those details. Now then, Curse of Vulnerability (Mournblade) and Backlash Hex (Mournblade)...

Hmm... "spreading" damage is probably best reserved for actual attacks, rather then feature-powers. Nevertheless, perhaps a Curse of Vulnerability (Necrotic/Poison) also causes the subject to take 5/tier Ongoing Damage of the appropriate type while they are cursed? Additionally, or alternatively, when the Curse is detonated, the cursed subject becomes the epicenter of a Burst 1 + 1/tier squares, with all enemies in the burst taking either Poison or Necrotic damage (Mournblade's choice when they detonate) equal to... say, the amount of damage the Baneblade deals when they detonate their curse?

Just to clarify, to keep the Mournblade distinct from the Baneblade, when the Mournblade's Curse detonates, only the enemies in the Burst take damage- the initial victim takes no damage. In contrast, the Baneblade hurts only the curse victim when the Baneblade's Curse is detonated.

Now, the Mournblade's Backlash Hex... what if the damage type is "locked" into either Necrotic or Poison at first level (unlike other paths, who can choose to use Necrotic, Poison or Psychic whenever they use it), but in return the Mournblade ignores 5/tier damage resistance when using the Backlash Hex? For example, a level 15 Mournblade would ignore 10 points of Necrotic Resistance when it uses its Backlash Hex on an opponent?
#213

shadowguard

Jun 29, 2009 23:41:05
Hmm... "spreading" damage is probably best reserved for actual attacks, rather then feature-powers. Nevertheless, perhaps a Curse of Vulnerability (Necrotic/Poison) also causes the subject to take 5/tier Ongoing Damage of the appropriate type while they are cursed? Additionally, or alternatively, when the Curse is detonated, the cursed subject becomes the epicenter of a Burst 1 + 1/tier squares, with all enemies in the burst taking either Poison or Necrotic damage (Mournblade's choice when they detonate) equal to... say, the amount of damage the Baneblade deals when they detonate their curse?

Just to clarify, to keep the Mournblade distinct from the Baneblade, when the Mournblade's Curse detonates, only the enemies in the Burst take damage- the initial victim takes no damage. In contrast, the Baneblade hurts only the curse victim when the Baneblade's Curse is detonated.

Well I want to make sure that the Baneblade deals the biggest burst damage when expending the curse. So I would agree that when you expend the curse the target gets a scalable ongoing poison damage. Then every enemy adjacent to the target could take Poison damage equal to either your Int or Cha modfier. So is the Mournblade more Int or Cha focused?

Now, the Mournblade's Backlash Hex... what if the damage type is "locked" into either Necrotic or Poison at first level (unlike other paths, who can choose to use Necrotic, Poison or Psychic whenever they use it), but in return the Mournblade ignores 5/tier damage resistance when using the Backlash Hex? For example, a level 15 Mournblade would ignore 10 points of Necrotic Resistance when it uses its Backlash Hex on an opponent?

Okay I guess looking back at it I would say the Mournblade is more Poison focused so the attack could cut through the poison resistance. I would make it scale 5 + 1/2 level.
#214

Mist-Bound

Jun 29, 2009 23:48:26
So, Mournblade detonates Curse to deal ongoing Poison damage, and while the target is taking that damage, all adjacent enemies also suffer Poison damage? Sounds good to me.

As for the stat to use... hmm... Intelligence seems likely; the Mournblade needs to know how its Curses and Hexes work, must study how they are invoked in order to know how to change them.

So, the Mournblade's Backlash Hex only deals Poison damage, but at the same time cuts through Poison Resistance like a hot knife through butter? Very well, that sounds good.
#215

shadowguard

Jun 30, 2009 0:08:30
Alright I changed some stuff up. I limited the Baneblade to just Necrotic damage with the Backlash Hex. In addition when you expend the curse the damage you deal includes the current vulnerability on it before it loses the curses vulnerability.

The Mournblade also gets a +1 to attack rolls to the Backlash Hex. I don’t want the feature to be a waste if the creature doesn’t have any Poison resist on it.

So now onto the Hexblade and Bladethief
#216

Mist-Bound

Jun 30, 2009 0:22:08
Alright then, Hexblade... well, perhaps the simplest option is that when the target is under the Curse of Vulnerability, it not only gains a damage vulnerability but also suffers a penalty to saving throws- say, -2 per character tier? This reflects how the Hexblade specialises in turning a victim's luck sour and causing them misery.

For the Backlash Hex... what if the Hexblade can cause the target to suffer an effect that is also being suffered by another creature, friend or foe, within a certain amount of squares? For example, if the Hexblade has already inflicted ongoing damage on a target within the appropriate distance, it can cause the target of its Backlash Hex to suffer the same amount/type of ongoing damage? Or if an ally has been Slowed, then the Hexblade can also Slow the target. This makes the Hexblade a bit more of a team player, and keeps to its theme of mastering curses and hexes... what do you think?
#217

shadowguard

Jun 30, 2009 0:36:28
Alright then, Hexblade... well, perhaps the simplest option is that when the target is under the Curse of Vulnerability, it not only gains a damage vulnerability but also suffers a penalty to saving throws- say, -2 per character tier? This reflects how the Hexblade specialises in turning a victim's luck sour and causing them misery.

So that would be added to the curse itself? What about when you expend the curse?

For the Backlash Hex... what if the Hexblade can cause the target to suffer an effect that is also being suffered by another creature, friend or foe, within a certain amount of squares? For example, if the Hexblade has already inflicted ongoing damage on a target within the appropriate distance, it can cause the target of its Backlash Hex to suffer the same amount/type of ongoing damage? Or if an ally has been Slowed, then the Hexblade can also Slow the target. This makes the Hexblade a bit more of a team player, and keeps to its theme of mastering curses and hexes... what do you think?

I like the idea, but it could be very complicated. One is the duration of the effect. Some powers work fine with a (Save end) tag on it but stronger effects like daze and restrained could be a problem with it. If we go down to (until the end of your next turn) to balance that out, then it becomes awkward for ongoing damage. Also transferring powerful effects like dazed, blinded and restrained as an at-will may be to powerful.

I like you’re thought train but I worry about how balanced it could be.
#218

Mist-Bound

Jun 30, 2009 0:42:21
Oh, sorry, forgot. How about the penalty lasts until a save ends, requires a seperate saving throw to other effects (so, if you've got it, and ongoing damage, you need to make two modified saving throws to shake both effects) and is what happens when you detonate the curse?

I see your point... well, nothing occurs to me on how to fix it; you have any ideas?
#219

shadowguard

Jun 30, 2009 0:54:44
Oh, sorry, forgot. How about the penalty lasts until a save ends, requires a seperate saving throw to other effects (so, if you've got it, and ongoing damage, you need to make two modified saving throws to shake both effects) and is what happens when you detonate the curse?

Well I think that is a good idea. Maybe for extra umpf the penalty equals the Secondary stat that the Hexblade is good with.

I see your point... well, nothing occurs to me on how to fix it; you have any ideas?

Another idea is that you can give a -2 penalty to a defense of your choice that is (save ends). This way you can still be a team player by helping allies land in attacks and the power works with you expended curse power.
#220

Mist-Bound

Jun 30, 2009 1:03:49
You mean the Charisma modifier, don't you? Not the Charisma score? Because the latter would be far too powerful. But, otherwise, sounds good. Hmm... and a -2 penalty to a defense of your choice sounds like an ideal path specific bit of nastiness. Well done. Alright, that just leaves the Bladethief...

Hmm... perhaps their Backlash Hex is locked into doing Psychic damage, but has a greater chance of inflicting a critical hit? Sort of a power version of the old "critical _" weapon quality?

As for their Curse... perhaps, when detonated, the target thusly gains a Psychic Malaise? Basically, until they succeed at a Saving Throw, either the Bladethief can reroll failed attack rolls against that target, or the target is forced to reroll successful attack rolls against the Bladethief?
#221

shadowguard

Jun 30, 2009 1:34:49
You mean the Charisma modifier, don't you? Not the Charisma score? Because the latter would be far too powerful. But, otherwise, sounds good. Hmm... and a -2 penalty to a defense of your choice sounds like an ideal path specific bit of nastiness. Well done.

You are correct, I meant to say Charisma modifier.

Hmm... perhaps their Backlash Hex is locked into doing Psychic damage, but has a greater chance of inflicting a critical hit? Sort of a power version of the old "critical _" weapon quality?

As for their Curse... perhaps, when detonated, the target thusly gains a Psychic Malaise? Basically, until they succeed at a Saving Throw, either the Bladethief can reroll failed attack rolls against that target, or the target is forced to reroll successful attack rolls against the Bladethief?

The idea for the Backlah Hex sounds good. Probbly allow it to crit on a 18 to 20.

I like the sound that you can expend the curse to gain an effect like Johnathan vagabond posted up. So it would function like an Avengers oath, but I haven't decided if the rerolls should be for Attack or Damage.
#222

Johnathan_Vagabond

Jun 30, 2009 7:49:28
Backlash Hex:This power can only deal Necrotic damage. You deal additional +3 damage when you use this power. This additional damage increases to +6 at 11th level and to +9 at 21st level.
Curse of Vulnerability:When you expend this power you deal damage equal to you Backlash Hex + your Cha modifier to the target. The damage dealt by expending this power uses the targets current vulnerability and after the damage is dealt, then vulnerability of this power expires.

We should probably add a rider to this. As it currently stands, neither the Curse nor the Expendeture requires an attack roll. Turning it into a free 1d6+Cha+5 damage for essentially a Minor and a Move action, still giving you a standard action to swing away.

Perhaps changing the "Expend" power to: "You may choose to expend the Curse of Vulnerability when you use an Encounter attack power. Doing so grants you a +5 to the Vulnerability against that attack." Much more and I think it'd be overpowered.

Way of the Mournblade: You make the following changes to these powers.
Backlash Hex:The power can only deal poison damage but you gain a +1 to attacks rolls with it. When you use this power it ignores up to 5 + ½ your level Poison resistance. If a creature is immune to poison damage, treat the creature as having poison resistance 30.
Curse of Vulnerability:When you expend this power the target takes ongoing 5 poison damage. This increases to ongoing 10 poison damage at 11th level and to ongoing 15 poison damage at 21st level. In addition each enemy adjacent to the target takes your Int modifier poison damage.

I'd suggest dropping the adjacent enemy clause, as being able to apply On-going 5/tier (save ends) damage without an attack roll is strong enough.
#223

Johnathan_Vagabond

Jun 30, 2009 7:55:02
Another thought I was thinking.

Ranger - Light Armor
Rogue - Light Armor
Barbarian - Light Armor
Sorcerer - Light Armor
Warlock - Light Armor
Avenger - Light Armor

There are no 'default' heavy armored strikers. Now, the baneblade might not make sense as one (if you're going for an evil swordmage vibe). On the other hand, the "Black Knight vibe" could fit the Shadow Power source. A sort of reaver that stalks the battlefield, clad in a plate of midnight black, striking out with the powers of the Horsemen. Not a defender, because foes avoid him, but a striker, because he lays into his foe with black magic and cursed weapons.

Just a thought.
#224

Mist-Bound

Jun 30, 2009 11:21:36
Thank you for that input, Vagabond. Hmm... do you think we could maybe make a "Fifth Horseman" Paragon Path or Epic Destiny for this class?
#225

shadowguard

Jun 30, 2009 17:21:02
We should probably add a rider to this. As it currently stands, neither the Curse nor the Expendeture requires an attack roll. Turning it into a free 1d6+Cha+5 damage for essentially a Minor and a Move action, still giving you a standard action to swing away.

Perhaps changing the "Expend" power to: "You may choose to expend the Curse of Vulnerability when you use an Encounter attack power. Doing so grants you a +5 to the Vulnerability against that attack." Much more and I think it'd be overpowered.

I'd suggest dropping the adjacent enemy clause, as being able to apply On-going 5/tier (save ends) damage without an attack roll is strong enough.

I have a question. How would the balance change if it took a Standard action to Expend the curse? Now the player has to choose what he is going to do that turn. You are correct that a non hit damage and on-going is powerful, but will it be worth it to the player when they compare it with there attack powers. Also the vulnerability goes away when you expend the curse so a player has to weigh how much that standard action is worth.
#226

shadowguard

Jun 30, 2009 17:28:07
Another thought I was thinking.

Ranger - Light Armor
Rogue - Light Armor
Barbarian - Light Armor
Sorcerer - Light Armor
Warlock - Light Armor
Avenger - Light Armor

There are no 'default' heavy armored strikers. Now, the baneblade might not make sense as one (if you're going for an evil swordmage vibe). On the other hand, the "Black Knight vibe" could fit the Shadow Power source. A sort of reaver that stalks the battlefield, clad in a plate of midnight black, striking out with the powers of the Horsemen. Not a defender, because foes avoid him, but a striker, because he lays into his foe with black magic and cursed weapons.

Yeah, that does say something about strikers in general. Maybe instead of Grim Weapon class feature, we could have a Dark Armory class feature. It would still be pick and choose for weapons, but it could also have features that benefit Heavy armor users. Int focused players will automaticaly want light armor, but I could see Cha users as a Heavy armor people.

As for paragon paths, I think it would be cool to have paths inspired by the four horsemen, Conquest, War, Famine, and Death.
#227

Mist-Bound

Jun 30, 2009 17:50:48
I always read that the Four Horsemen were Death, Famine, Pestilence and War; never heard of Conquest. Still, glad you liked the idea- and maybe we can also make a "Herald of Apocalypse" Epic Destiny as either a Baneblade or general Shadow Epic Destiny?

I can't comment on your query about expending the curse, but that new armour feature to replace Grim Weapon sounds like it would be better.
#228

shadowguard

Jun 30, 2009 18:06:51
Well for now I am going the reorganize the information of the Baneblade into one location on the front page. Right now the class info is scattered about and it would be harder to read. I am going to go with a standard action to expend the curse. If it still not balanced then we can work from there.
#229

shadowguard

Jun 30, 2009 18:23:44
Okay the edits are done. So we need to figure out what we will do with the Dark Armory
#230

Mist-Bound

Jun 30, 2009 18:28:33
Hmm... what exactly do you want of it, precisely? Knowing what your intentions/ideas are will enable us to transform it into solid reality.
#231

shadowguard

Jun 30, 2009 18:35:36
Well I want to make sure it’s not just an AC bonus. We made the Backlash Hex as an indirect way of making sure foes will think twice before hitting a Baneblade, so I don’t want the Dark Armory to step on its toes. I would like it to encourage the use of Heavy armor in a new way. Maybe it could even have a bonus to ones who have Light armor but I am not sure about that. Also I would like the weapon options for the Heavy Blades, Hammers, Spears and Axes to still be around. What those bonuses are is something we also have to discuss.
#232

Mist-Bound

Jun 30, 2009 18:42:15
I agree we don't want to make it a plain AC boost, but how can we make it unique? Hmm... maybe a small, but scalable, amount of Damage Resistance is a Baneblade's reward for wearing Heavy Armour? Not really sure what else it could gain from bearing heavy armours.
#233

Johnathan_Vagabond

Jun 30, 2009 18:58:20
Here's an offhand thought. Fighters have powers that key off what type of weapon they're using, be it a light/heavy blade, polearm, axe, or hammer.

Why not have Armor Keyed powers? Some fluff along the lines of trapping souls within their armor and using them to lash out at the world. Chainmail could make use of 'chains' that flail around a bit like Spawn. Scalemail could flex into pointy spikes or something like that. Plate could gloss reflections of horror and death, since it's smooth enough to function as a 'mirror'.

Heck, could work for cloth, leather, and hide if we want to make the Dark Armory class wide. Hide could call up the powers of dead animal souls trapped within. Leather is kind of a classic sneak armor, so it could call up an inky blackness. And cloth, cloth is kind of ritual and frequently embroidered, so it could dance and flash with otherworldly writings that drive the viewer mad. Essentially it could restitch itself.

I only really have trouble coming up with something for scale. Aside from scales shooting off like bits. Perhaps it could literally become scaly skin, that shudders and shakes and causes creatures to bleed uncontrollably.

Or, we could make Dark Armory the implement, although it runs the risk of being to convient, just choose all Implement powers and you only need to worry about one piece of equipment.
#234

shadowguard

Jun 30, 2009 18:58:28
Hmmm, maybe a bonus to speed to help it keep up with light armored Baneblades. The damage resistance could be good. It might not even need to scale, just let one of the secondary abilities equal the DR.

Let’s also discuss what each weapon type could do. You had an idea before making those weapons do something extra.
#235

shadowguard

Jun 30, 2009 19:02:24
Why not have Armor Keyed powers? Some fluff along the lines of trapping souls within their armor and using them to lash out at the world. Chainmail could make use of 'chains' that flail around a bit like Spawn. Scalemail could flex into pointy spikes or something like that. Plate could gloss reflections of horror and death, since it's smooth enough to function as a 'mirror'.

Heck, could work for cloth, leather, and hide if we want to make the Dark Armory class wide. Hide could call up the powers of dead animal souls trapped within. Leather is kind of a classic sneak armor, so it could call up an inky blackness. And cloth, cloth is kind of ritual and frequently embroidered, so it could dance and flash with otherworldly writings that drive the viewer mad. Essentially it could restitch itself.

I only really have trouble coming up with something for scale. Aside from scales shooting off like bits. Perhaps it could literally become scaly skin, that shudders and shakes and causes creatures to bleed uncontrollably.

Well that is just plain cool. I really don't know what to add to that. So making the armor act like a weapon is new and exciting.

Also Johnathan, How would the Curse of Vulnerability stuff look like if it takes a standard action to expend it.
#236

Mist-Bound

Jun 30, 2009 19:03:00
Hmm... Vagabond's idea has some merit to it, don't you think Shadowguard? If not, though, your idea that Baneblades can simply move faster in heavy armour then they normally would is an easy idea to go with.

...I don't recall ever having any ideas that specific weapon groups had bonuses. And besides which, do they really need anything, what with the Baneblade already using them as implements/having powers with the Weapon keyword?
#237

shadowguard

Jun 30, 2009 19:14:17
Hmm... Vagabond's idea has some merit to it, don't you think Shadowguard? If not, though, your idea that Baneblades can simply move faster in heavy armour then they normally would is an easy idea to go with.

Hmm how about we go with the best of both worlds. The Dark Armor allows you to the Enchantment bonus to speed while wearing it and introduces the “Armor” Keyword for attack powers.

...I don't recall ever having any ideas that specific weapon groups had bonuses. And besides which, do they really need anything, what with the Baneblade already using them as implements/having powers with the Weapon keyword?

Okay
#238

Mist-Bound

Jun 30, 2009 19:22:35
That sounds alright to me.

Oh, I noticed that the Bladethief path still needs its Backlash Hex and Curse of Vulnerability... but didn't I already discuss those with you?
#239

shadowguard

Jun 30, 2009 19:29:07
Well I wanted to figure out if it would be better to have the rerolls for Attack or for the Damage dice for the Curse of Vulnerability effect
#240

Mist-Bound

Jun 30, 2009 19:37:14
Would having it be for both be too powerful? If yes, then I think Attack Rolls would probably be more in character- the Bladethief puts their aim off slightly, or causes them to see such horrors that the victim just cannot bear to fully view their target.
#241

shadowguard

Jun 30, 2009 19:45:03
So do these two sound right?

When you use this power you can only deal Psychic damage, but you can score a critical hit with this power on an 18, 19 or 20

When you expend this power the foe gains a curse of ill luck. Until the end of the encounter whenever the target makes an attack, the target makes two attack rolls and takes the worse of the two rolls.
#242

Mist-Bound

Jun 30, 2009 19:57:35
Yep, that sounds right to me. So, what other features do we need to figure out? Or is it time to move on to powers?
#243

shadowguard

Jun 30, 2009 20:06:59
I think that is it for now. I just have to figure out what the Armor keyword will do and then make the Dark Armor class feature so now its time for at-wills
#244

Mist-Bound

Jun 30, 2009 20:12:02
Alright, I'll let you get on with that.
#245

shadowguard

Jun 30, 2009 20:38:07
okay now its time for at wills.
#246

Johnathan_Vagabond

Jul 01, 2009 8:46:38
Hmm how about we go with the best of both worlds. The Dark Armor allows you to the Enchantment bonus to speed while wearing it and introduces the “Armor” Keyword for attack powers.



Okay

I'm not so sure about the full bonus, maybe just half the bonus. That Scale Specialization feat drops it's move penalty, so a Baneblade in flat +6 scale (around 24th level I think) would have a 12 square move. That seems a little too much, but a 9 square move for a 1/2 bonus (rounded up) wouldn't be so bad (10 and 8 for elves and dwarves, respectively).

As for Dark Armory powers, I'd suggest we format them thusly.

Power Name Baneblade # Attack/Utility Power
Flavor Text
Usage, Source - Keywords
Action, Attack Type Range
Target
Attack
Hit:
Special: If you are wearing Chainmail, the target is...

Also, if we're going to have Dark Armory powers that key all the way up to Plate, shouldn't we offer at least Scale Proficiency? Offering Plate is unprecedented, but it might serve our purpose. It would be cruel to offer the fighter Spear powers without proficiency in Spears.
#247

Johnathan_Vagabond

Jul 01, 2009 9:13:31
Way of the Baneblade: You make the following changes to these powers.
Backlash Hex:This power can only deal Necrotic damage. You deal additional +3 damage when you use this power. This additional damage increases to +6 at 11th level and to +9 at 21st level.
Curse of Vulnerability:When you expend this power you deal damage equal to you Backlash Hex + your Cha modifier to the target. The damage dealt by expending this power uses the targets current vulnerability and after the damage is dealt, then vulnerability of this power expires.

Backlash looks fine. A standard action for a no attack 1d6+Cha+8 (remember, the baneblade's backlash hex does +3) might still be a little strong. It might be better to make it a flat out 1d6+Cha, instead of giving it Backlash Hex damage, then give it it's leveling strength. Or 1d8+Cha, to make it competitive. Also, to make it easier to read, I'd suggest the following word change. "When you expend this power, you deal 1d8 necrotic damage before the Vulnerability expires".

Also, if the whole class is called the Baneblade, I don't think it's one of its sub-builds should share the same name. Maybe "Blackblade, Deathblade, Ghostblade, Soulblade, Nightblade, Shadowblade, Bloodblade, Netherblade, or Graveblade."

Way of the Hexblade: You make the following changes to these powers.
Backlash Hex:When you use this power the target takes a -2 penalty to a defense of your choice (Save ends)
Curse of Vulnerability:When you expend this power the target takes a penalty to saving throws equal to you Cha modifier (Save ends). This penalty requires a separate saving throw and the penalty is included when making the saving throw to end it.

Backlash Hex: We need to add either Until the Beginning of your next turn or Until the End of your next turn.

Curse of Vulnerability: "When you expend this power, the target takes a penalty to saving throws against ongoing damage equal to half your Cha modifier (save -3 ends). Only one creature may be affected by your expended Curse of Vulnerability at a time."

These are the reasons behind the CoV changes. First, giving it to any saving throw is to reminicsent of the Orbizard, which is a controller. Second, the full Cha mod penalty to saves could be silly, like the orbizard, but half ought to do the trick. I think a -3 to save is better than a -Cha to save ends, which could very well make it impossible to save against either the CoV or the Ongoing damage (making it a two-hit whammy). Finally, I don't think the Baneblade ought to try and curse the whole battlefield, one minor-standard action at a time.

Way of the Bladethief: You make the following changes to these powers.
Backlash Hex:When you use this power you can only deal Psychic damage, but you can score a critical hit with this power on an 18, 19 or 20
Curse of Vulnerability:When you expend this power the foe gains a curse of ill luck. Until the end of the encounter whenever the target makes an attack, the target makes two attack rolls and takes the worse of the two rolls.

Backlash Hex looks fine. But the CoV is far too strong. I'd suggest, even at the cost of a standard action, it last until the end of your next turn. This is also very controllerish. Perhaps, being as the bladethief is sneaky (right?) it could read "The first time the target deals damage before the end of your next turn, it takes 5/10/15 psychic damage." That'll give you a big hit, but not too big. To narrow it down even more, it could take the damage if it strikes at you.

Way of the Mournblade: You make the following changes to these powers.
Backlash Hex:The power can only deal poison damage but you gain a +1 to attacks rolls with it. When you use this power it ignores up to 5 + ½ your level Poison resistance. If a creature is immune to poison damage, treat the creature as having poison resistance 30.
Curse of Vulnerability:When you expend this power the target takes ongoing 5 poison damage. This increases to ongoing 10 poison damage at 11th level and to ongoing 15 poison damage at 21st level. In addition each enemy adjacent to the target takes your Int modifier poison damage.

The Backlash Hex looks pretty good. For the CoV I'd suggest this:

"When you expend this power, the target takes on-going 5 poison damage (save ends)."


An overarching suggestion is this. Instead of limiting the Backlash Hex to one type of damage, why not instead give them bonuses to that specific type of damage? Change "This power can only deal X damage" to "When this power deals X damage". That way they're still going to use that type exclusively, but they're not hogtied when they meet a creature with that resistance.
#248

Johnathan_Vagabond

Jul 02, 2009 13:50:12
At Will Powers: Thoughts (just thoughts)

Baneblade is a Necrotic damage dealer
Bladethief is a Psychic damage dealer
Mournblade is a poison damage dealer
Hexblade is a curser and debuffer

Each class should have 'its at will', and there should be maybe 2 or 3 non-specific at-wills.

Baneblade At-Will
1[w]+Str+Int Necrotic Damage.

Hexblade At-Will
1d6+Int damage and another 1d6+int if they end their turn adjacent to the Hexblade.

Bladethief At-Will
1d6+Cha Psychic damage and concealement against the target until the beginning of your next turn.

Mournblade At-Will
1[w]+Str Poison damage and On-Going 5 poison damage on a crit.

Just some thoughts without any other stuff.
#249

Mist-Bound

Jul 05, 2009 19:50:57
Some very insightful posts, Vagabond, thank you. Now, where is Shadowguard? It's not like him to be absent for so long...
#250

shadowguard

Jul 06, 2009 7:57:13
Some very insightful posts, Vagabond, thank you. Now, where is Shadowguard? It's not like him to be absent for so long...

I apologize for not forewarning that I would be gone for a while for a 4th of July thing. From now on I will warn when I will not be able to post for a while. I am back and will start working on the responses that have been left while I have been gone.
#251

shadowguard

Jul 06, 2009 8:05:57
I'm not so sure about the full bonus, maybe just half the bonus. That Scale Specialization feat drops it's move penalty, so a Baneblade in flat +6 scale (around 24th level I think) would have a 12 square move. That seems a little too much, but a 9 square move for a 1/2 bonus (rounded up) wouldn't be so bad (10 and 8 for elves and dwarves, respectively).

As for Dark Armory powers, I'd suggest we format them thusly.

Power Name Baneblade # Attack/Utility Power
Flavor Text
Usage, Source - Keywords
Action, Attack Type Range
Target
Attack
Hit:
Special: If you are wearing Chainmail, the target is...

Also, if we're going to have Dark Armory powers that key all the way up to Plate, shouldn't we offer at least Scale Proficiency? Offering Plate is unprecedented, but it might serve our purpose. It would be cruel to offer the fighter Spear powers without proficiency in Spears.

Well let me say first is that I am glad to have you on board Johnathan to help tone down my sometimes outlandish ideas. I agree with both the formatting of Armor powers and reducing the bonus to speed to half its enchantment level.
#252

shadowguard

Jul 06, 2009 8:35:24
Wow this is a lot to go over so I will go piece by piece.

Backlash looks fine. A standard action for a no attack 1d6+Cha+8 (remember, the baneblade's backlash hex does +3) might still be a little strong. It might be better to make it a flat out 1d6+Cha, instead of giving it Backlash Hex damage, then give it it's leveling strength. Or 1d8+Cha, to make it competitive. Also, to make it easier to read, I'd suggest the following word change. "When you expend this power, you deal 1d8 necrotic damage before the Vulnerability expires".

Also, if the whole class is called the Baneblade, I don't think it's one of its sub-builds should share the same name. Maybe "Blackblade, Deathblade, Ghostblade, Soulblade, Nightblade, Shadowblade, Bloodblade, Netherblade, or Graveblade."

I think that it would be okay to keep the damage as is, but disallow the part where it deals damage with the vulnerability included.

As for the name ordeal, I was thinking that the Baneblade is the name of the path and a better name would be the name for the class, but I have unfortunately not thought up a name worthy enough to encapsulate all that this class could be. So for now the Baneblade is just a place holder for the future class name.

Backlash Hex: We need to add either Until the Beginning of your next turn or Until the End of your next turn.

Curse of Vulnerability: "When you expend this power, the target takes a penalty to saving throws against ongoing damage equal to half your Cha modifier (save -3 ends). Only one creature may be affected by your expended Curse of Vulnerability at a time."

These are the reasons behind the CoV changes. First, giving it to any saving throw is to reminicsent of the Orbizard, which is a controller. Second, the full Cha mod penalty to saves could be silly, like the orbizard, but half ought to do the trick. I think a -3 to save is better than a -Cha to save ends, which could very well make it impossible to save against either the CoV or the Ongoing damage (making it a two-hit whammy). Finally, I don't think the Baneblade ought to try and curse the whole battlefield, one minor-standard action at a time.

I agree with the Backlash Hex fix but I would like to discuss the CoV thing. I would agree with the fix except for the first part. If anything I see the Hexblade as the build with the strongest Controller undertones. The Hexblades job is to pick one foe and control them until it dies and then moves on to a new foe. So in that line I would agree it should be one target at a time, and reducing it to half be the best decision. I think that with a reduced penalty, single target and standard action to expend it, balances out enough to allow for the penalty to be on all saving throws.

Backlash Hex looks fine. But the CoV is far too strong. I'd suggest, even at the cost of a standard action, it last until the end of your next turn. This is also very controllerish. Perhaps, being as the bladethief is sneaky (right?) it could read "The first time the target deals damage before the end of your next turn, it takes 5/10/15 psychic damage." That'll give you a big hit, but not too big. To narrow it down even more, it could take the damage if it strikes at you.

I agree that with toning it down to what you suggested. I agree with the fact that this power is very controllerish. I think that I like this because it’s about dice rolls and luck. I see the Bladethief as a gambler of a path mixing in ample amounts of luck and fate into its shadowy, sneaky style of fighting. If the power is really that bad then I would not mind changing it to something like you suggested. Edit: Another idea could be a penalty to Attack rolls equal to half your Int mod until the end of your next turn.

The Backlash Hex looks pretty good. For the CoV I'd suggest this:

"When you expend this power, the target takes on-going 5 poison damage (save ends)."


An overarching suggestion is this. Instead of limiting the Backlash Hex to one type of damage, why not instead give them bonuses to that specific type of damage? Change "This power can only deal X damage" to "When this power deals X damage". That way they're still going to use that type exclusively, but they're not hogtied when they meet a creature with that resistance.

For the Mournblade CoV issue: Is the on-going 5 poison damage enough? To clarify does this change include the Int damage to adjacent creatures? If it’s just the on going damage by itself I worry that it would be to low of damage and also it doesn’t have any secondary stat bonus to reward players with a high Int. If the change is both on-going and Int damage then I would agree with it.

For the overarching suggestion I would put in a plus +1 to attack rolls with the damage we see that path using. Having damage bonuses is really the Baneblade shtick, so a bonus to attack seems okay to me.

Kay I have put in the all the edits for this post in for now.
#253

shadowguard

Jul 06, 2009 9:13:57
At Will Powers: Thoughts (just thoughts)

Baneblade is a Necrotic damage dealer
Bladethief is a Psychic damage dealer
Mournblade is a poison damage dealer
Hexblade is a curser and debuffer

Each class should have 'its at will', and there should be maybe 2 or 3 non-specific at-wills.

Baneblade At-Will
1[w]+Str+Int Necrotic Damage.

Hexblade At-Will
1d6+Int damage and another 1d6+int if they end their turn adjacent to the Hexblade.

Bladethief At-Will
1d6+Cha Psychic damage and concealement against the target until the beginning of your next turn.

Mournblade At-Will
1[w]+Str Poison damage and On-Going 5 poison damage on a crit.

Just some thoughts without any other stuff.

Defiantly some good thoughts and will keep them in mind when making the at-will powers. I agree on doing 4 “path” powers, and I will make two Armor powers and one general power. One armor power would focus on Heavy and one on Light and later levels could have specific armor riders.

I made the edits to the main Class.
#254

Johnathan_Vagabond

Jul 06, 2009 9:52:26
I had a thought for the Baneblade, just offhand.

What if everytime the rolled maximum damage (weapon or power) against their 'special target', they could treat it as a crit?
#255

shadowguard

Jul 06, 2009 10:02:54
I had a thought for the Baneblade, just offhand.

What if everytime the rolled maximum damage (weapon or power) against their 'special target', they could treat it as a crit?

I have some questions. Are you referring to the Baneblade Path or the Class in general? What would making it count as a crit give to the player beyond the extra damage. Also if this is referring to the Baneblade Path would that be for and CoV, and if so would that be the only thing the CoV expended would grant?

Also do the changes I have made look alright?
#256

Johnathan_Vagabond

Jul 06, 2009 11:05:38
I have some questions. Are you referring to the Baneblade Path or the Class in general? What would making it count as a crit give to the player beyond the extra damage. Also if this is referring to the Baneblade Path would that be for and CoV, and if so would that be the only thing the CoV expended would grant?

Also do the changes I have made look alright?

My thought is this, there are dozens of weapon properties and Paragon Path features that key off of you critting. (I've given this more thought since I posted). What if it read "Whenever you roll the maximum amount on one of your damage dice after a hit, you treat that attack as a critical hit for the purpose of non-damage dice bonuses." So, one sorcerer paragon path (if I recall) deals on-going 10 lightning damage on a crit (save ends). So, if a multiclassed Baneblade rolls 3d6 and gets 6, 4, 1 they also deal the extra 10 on-going damage, but they don't get the bonus damage dice from their implement's enhancement (nor do they deal "max damage").

Also, I'm talking about the class. I hadn't meant for it to be used with the CoV, but I suppose it could, I don't think it would hurt anything.

When I was thinking up the Blackguard, I thought of a couple strikery names for a Striker with a 'Shadow/death' power source. Harvester and Reaper where my two thoughts off the bat.

Also, you accidentaly put the Scale proficiency in the 'important stats' section. I think the changes look pretty good. As for the Mournblade, how about this. They take on-going 5+Int poison damage with a -Int penalty to save. And or either-or.

To give the bladethief some dice rolling power, how about allowing them to roll 1d6, and applying that penalty to the target's attack (save-ends). It's not necessarily rewarding high Int, but at least one path has to allow for non-secondary heavy users.
#257

shadowguard

Jul 06, 2009 11:32:39
My thought is this, there are dozens of weapon properties and Paragon Path features that key off of you critting. (I've given this more thought since I posted). What if it read "Whenever you roll the maximum amount on one of your damage dice after a hit, you treat that attack as a critical hit for the purpose of non-damage dice bonuses." So, one sorcerer paragon path (if I recall) deals on-going 10 lightning damage on a crit (save ends). So, if a multiclassed Baneblade rolls 3d6 and gets 6, 4, 1 they also deal the extra 10 on-going damage, but they don't get the bonus damage dice from their implement's enhancement (nor do they deal "max damage").

Also, I'm talking about the class. I hadn't meant for it to be used with the CoV, but I suppose it could, I don't think it would hurt anything.

When I was thinking up the Blackguard, I thought of a couple strikery names for a Striker with a 'Shadow/death' power source. Harvester and Reaper where my two thoughts off the bat.

I like this idea for as a class features in general, but the question what makes the Class deserve this feature. We already have four features right now, and I am not sure if it warrants another one.

Yes I agree that the class could use a new temporary name for the time being to avoid confusion. I think the class name Reaver will work for now.

Also, you accidentaly put the Scale proficiency in the 'important stats' section. I think the changes look pretty good. As for the Mournblade, how about this. They take on-going 5+Int poison damage with a -Int penalty to save. And or either-or.

Oops thanks for catching the Scale goof up. I could work with the ongoing to be 5 +Int and that would be it.

To give the bladethief some dice rolling power, how about allowing them to roll 1d6, and applying that penalty to the target's attack (save-ends). It's not necessarily rewarding high Int, but at least one path has to allow for non-secondary heavy users

Okay. To be honest I would agree with having the Bladethief not totally dependent on secondary score like the others, if anything that would leave them open to put points into Dex to make sneakier characters.

Edit: Okay things have been edited.
#258

shadowguard

Jul 06, 2009 13:08:52
Before I stat up some of the at-wills do you have any ideas for at-wills Mist bound?
#259

Mist-Bound

Jul 06, 2009 13:36:28
Well, Vagabond already covered the Path At-Wills, and I can't really think of any fluff for them. So, you wanted a Light Armour, Heavy Armour, and General At-Will, eh? Alright, any of these plausible? An attack that's come to mind almost since this class popped into my head is one that leaves a wound festering with disease or writhing with hungry maggots, but I think that's basically Vagabond's suggested Mournblade power.

Biting Curses
Baneful hexes woven into your armour spring to life, a thousand tiny mouths snapping and rending at flesh.
*I have no real reason, but I figure this would be the Heavy Armour power. Either Melee, Close Burst or Close Blast, but definately dealing either Poison, Necrotic or Untyped damage.

Shadow Slash
Darkness veils your enemy's eyes and dulls their senses, clearing only when the pain of your strike registers. When they can see again, you have moved elsewhere.
*Definately the Light Armour power. I'm thinking that this would be a Weapon damage attack, with the added effect you can Shift after resolving the attack.

Thirsty Blade
As you plunge your blade into living flesh, it sucks the vital fluids that flow forth from the death blow, enfusing you with fresh strength.
*This might be too powerful for an At-Will. I was basically thinking that it's a Weapon damage attack, and if this attack drops a foe, you gain either a small amount of hit points or a slightly larger (but still small) amount of temporary hit points. Say, 3 of the former, 5 of the latter?
#260

shadowguard

Jul 06, 2009 13:55:13
Well, Vagabond already covered the Path At-Wills, and I can't really think of any fluff for them. So, you wanted a Light Armour, Heavy Armour, and General At-Will, eh? Alright, any of these plausible? An attack that's come to mind almost since this class popped into my head is one that leaves a wound festering with disease or writhing with hungry maggots, but I think that's basically Vagabond's suggested Mournblade power.

Biting Curses
Baneful hexes woven into your armour spring to life, a thousand tiny mouths snapping and rending at flesh.
*I have no real reason, but I figure this would be the Heavy Armour power. Either Melee, Close Burst or Close Blast, but definately dealing either Poison, Necrotic or Untyped damage.

Shadow Slash
Darkness veils your enemy's eyes and dulls their senses, clearing only when the pain of your strike registers. When they can see again, you have moved elsewhere.
*Definately the Light Armour power. I'm thinking that this would be a Weapon damage attack, with the added effect you can Shift after resolving the attack.

Thirsty Blade
As you plunge your blade into living flesh, it sucks the vital fluids that flow forth from the death blow, enfusing you with fresh strength.
*This might be too powerful for an At-Will. I was basically thinking that it's a Weapon damage attack, and if this attack drops a foe, you gain either a small amount of hit points or a slightly larger (but still small) amount of temporary hit points. Say, 3 of the former, 5 of the latter?

I like the Thirsty Blade as a Baneblade At-will actually. The warden has an at-will that grants temp hp, so I don’t think balance will be an issue.

Also I would like to switch Shadow slash with the Blade thief power that Johnathan came up with. I see the armor producing a shadow to make concealment while the Bladethief can cast an illusion to be in one place and then another.

For the most part Armor powers should be like implement power since armors don’t have a set base damage that they can deal out, so the dice has to written in the powers.

Edit: Now that I think about it the Hexblade at-will looks like a good way to make the Biting Curses power.
#261

ekio

Jul 06, 2009 13:58:03
Is it possible to have one of you guys compile all this into a tentative document (like a .doc or something)? I don't have the time to go through and read it all, but I'm kind of interested to see this and maybe contribute.
#262

Johnathan_Vagabond

Jul 06, 2009 14:10:43
I like this idea for as a class features in general, but the question what makes the Class deserve this feature. We already have four features right now, and I am not sure if it warrants another one.

I was considering it as a replacement for one current feature, although I hadn't considered what. It would become the 'new' strikey element, in place of an old one. CoV was my first though, since Backlash is a sort of defensive power, but I'm not sure.
#263

Mist-Bound

Jul 06, 2009 14:11:51
If you like Thirsty Blade and think you can make it work, then go right ahead.

So, you think the effect of Shadow Slash and Vagabond's Bladethief Power should be switched? Alright, if that's what you think.

So, what, you think Biting Curses is redundent?

Hello to you, Ekio. I don't know if it's possible to make what you're after, but I'm pretty sure that the first page has the completed work so far on it somewhere.
#264

shadowguard

Jul 06, 2009 14:23:04
If you like Thirsty Blade and think you can make it work, then go right ahead.

So, you think the effect of Shadow Slash and Vagabond's Bladethief Power should be switched? Alright, if that's what you think.

So, what, you think Biting Curses is redundent?

Hello to you, Ekio. I don't know if it's possible to make what you're after, but I'm pretty sure that the first page has the completed work so far on it somewhere.

With Biting Curses, I would just use the basic idea of Johnathans power but it would be for the Armor, while I would think up a new Hexblade at-will.

As to Ekio: I wish I knew how to do doc. stuff, but my knowledge of computers is limited. If you know anyone who might be interested in helping the group collaborate into one pdf or doc. file then that would be great. Also at anytime post your thoughts and we would be more than happy to see your work.
#265

ekio

Jul 06, 2009 14:37:19
As to Ekio: I wish I knew how to do doc. stuff, but my knowledge of computers is limited. If you know anyone who might be interested in helping the group collaborate into one pdf or doc. file then that would be great. Also at anytime post your thoughts and we would be more than happy to see your work.

Finish the classes then talk to me about a PDF. I'll be glad to oblige.
#266

Mist-Bound

Jul 06, 2009 14:46:54
Well, the Necromancer is complete, does that count?
#267

ekio

Jul 06, 2009 14:50:30
Well, the Necromancer is complete, does that count?

If you're absolutely positively happy with it and consider it the most-closed book ever made. ;) I hate going back and editing them.
#268

shadowguard

Jul 06, 2009 14:57:12
Finish the classes then talk to me about a PDF. I'll be glad to oblige.

That would be great Ekio. Also feel free to drop by and critique and add your own ideas.

Well here are the at-wills

#269

Mist-Bound

Jul 06, 2009 15:06:55
Well, when you put it like that, never mind then.

::Edit::
Nice work, Shadowguard! I thought you would only want those three general Reaver At-Wills, seeing as how there's already one for each of the four paths as well. I presume we'll aim for 5 spells per level afterwards? One for each path, one general?
#270

ekio

Jul 06, 2009 15:14:24
Well, when you put it like that, never mind then.

Haha. Just offering. Just send me a PM when you're ready.
#271

shadowguard

Jul 06, 2009 15:51:07
Well I am up for Encounter powers now so shoot away.

::Edit::
Nice work, Shadowguard! I thought you would only want those three general Reaver At-Wills, seeing as how there's already one for each of the four paths as well. I presume we'll aim for 5 spells per level afterwards? One for each path, one general?

Yeah 5 sounds fine.

As for the Necromancer, I am sure with my horrible English skills that there are many grammatical errors, and other sentences that could use a rework. Also formatting and inserting fluff should take place as well to really flesh out the classes. I would say the basics are done for the Necromancer, but there is always room for improvements. Also other builds could be introduced and feats would need to be done as well. So it might be a while before putting it all together in a nice, tight package.
#272

Johnathan_Vagabond

Jul 06, 2009 15:52:49
Biting Curses is far too strong. A Close Burst 1 1d8+Cha that deals another 1d6+Cha on a condition is dreadfully powerful.

To keep this a close Burst 1, I'd suggest toning it down to 1d8 damage, with 1d6 to enemies that remain within range. Or Cha damage, with 1d6+Cha for those that stay close. OR 1d8+Cha, with Cha for those that stay close.

Any way it goes, that's got to get toned down.

Perhaps instead:

Biting Curses
Baneful hexes woven into your armor spring to life, a thousand tiny mouths snapping and rending at flesh.
At-will, Shadow, Armor, Necrotic
Standard Action, Close Burst 1
Target: One or Two creatures within the Burst
Attack: Str vs. Reflex
Hit: 1d6+Cha necrotic damage
Effect: Targets hit by this power that end their turn adjacent to the caster takes Cha necrotic damage.
Special: Increase to 2d8+Cha at 21st level.

The Warlock Non-EB powers deal 1d6+Stat to 1 creature, with 1d6+Stat on a condition (either a hit or an approach). Granted, they're ranged, but the Warlock is a ranged class and the Reaver is a melee class (so far).
#273

shadowguard

Jul 06, 2009 15:59:12
Biting Curses is far too strong. A Close Burst 1 1d8+Cha that deals another 1d6+Cha on a condition is dreadfully powerful.

To keep this a close Burst 1, I'd suggest toning it down to 1d8 damage, with 1d6 to enemies that remain within range. Or Cha damage, with 1d6+Cha for those that stay close. OR 1d8+Cha, with Cha for those that stay close.

Any way it goes, that's got to get toned down.

Perhaps instead:

Biting Curses
Baneful hexes woven into your armor spring to life, a thousand tiny mouths snapping and rending at flesh.
At-will, Shadow, Armor, Necrotic
Standard Action, Close Burst 1
Target: One or Two creatures within the Burst
Attack: Str vs. Reflex
Hit: 1d6+Cha necrotic damage
Effect: Targets hit by this power that end their turn adjacent to the caster takes Cha necrotic damage.
Special: Increase to 2d8+Cha at 21st level.

The Warlock Non-EB powers deal 1d6+Stat to 1 creature, with 1d6+Stat on a condition (either a hit or an approach). Granted, they're ranged, but the Warlock is a ranged class and the Reaver is a melee class (so far).

Okay I will make the changes.
#274

Mist-Bound

Jul 06, 2009 16:17:30
Okay, if we're going to aim for 5 powers per level, Im really going to need your and Vagabond's help reaching the goal. I'm not certain I have that much imagination... but I'll give it my best. Alright, level 1 encounters...

Writhing Blade
Where your weapon inflicts damage, ravenous maggots gestate within the wound, gnawing hungrily.
*This could be a General or Mournblade power. [W] Poison damage, attack vs. Fortitude, and extra penalty of -2 to Fortitude (save ends).

Word of Pain
You spit a curse that wracks a foe in torment.
*Hexblade power. A Ranged attack, likely within 5 squares, Necrotic or Psychic damage, and a -2 penalty to attack rolls (save ends).

Darkblade
Your weapon wreathes itself in dark fire that consumes enemies bodies and soul.
*Baneblade power. A simple [W] Necrotic damage attack.

Shadowweb
You ensnare a foe with strands of silken darkness, then pull them into reach of your weapon.
*Bladethief Power. Pull and/or Shift target in addition to striking them for [W] untyped damage.

Serpent's Tooth
Your weapon takes on the sheen of polished bone, bilous fluid seeping from its surface. A touch burns like fire.
*Mournblade power. Definately a [W] attack, but could deal either untyped or Poison damage. Definately inflicts ongoing poison damage (save ends) as a secondary effect.
#275

shadowguard

Jul 06, 2009 16:38:13
Okay, if we're going to aim for 5 powers per level, Im really going to need your and Vagabond's help reaching the goal. I'm not certain I have that much imagination... but I'll give it my best. Alright, level 1 encounters...

Writhing Blade
Where your weapon inflicts damage, ravenous maggots gestate within the wound, gnawing hungrily.
*This could be a General or Mournblade power. [W] Poison damage, attack vs. Fortitude, and extra penalty of -2 to Fortitude (save ends).

Word of Pain
You spit a curse that wracks a foe in torment.
*Hexblade power. A Ranged attack, likely within 5 squares, Necrotic or Psychic damage, and a -2 penalty to attack rolls (save ends).

Darkblade
Your weapon wreathes itself in dark fire that consumes enemies bodies and soul.
*Baneblade power. A simple [W] Necrotic damage attack.

Shadowweb
You ensnare a foe with strands of silken darkness, then pull them into reach of your weapon.
*Bladethief Power. Pull and/or Shift target in addition to striking them for [W] untyped damage.

Serpent's Tooth
Your weapon takes on the sheen of polished bone, bilous fluid seeping from its surface. A touch burns like fire.
*Mournblade power. Definately a [W] attack, but could deal either untyped or Poison damage. Definately inflicts ongoing poison damage (save ends) as a secondary effect.

The first two and Shadow Web sound good. Serpents Tooth feels to much like the at-will and Darkblade needs some umpf. Maybe we should bump it up to 6 powers a level. 4 Path powers, 2 or 1 General powers, and an Armor power. Also keep in mind that a Path power could be an armor power as well. I do feel like this is more of a group class so I will contribute more with ideas for powers. If any rub you the wrong way let me know. Shadow Web sounds like a good general power.

Which reminds me I need to put in the Special tag to the two at-will powers.
#276

Mist-Bound

Jul 06, 2009 16:53:58
No offense is taken, but just to point out, the Baneblade path is more of a damage dealer then the others, and Strikers are somewhat orientated towards straight up damage output compared to the other classes. Extra effects aren't bad, but they're not their speciality; that's more of a Controller or Defender schtick.
#277

shadowguard

Jul 06, 2009 17:07:59
No offense is taken, but just to point out, the Baneblade path is more of a damage dealer then the others, and Strikers are somewhat orientated towards straight up damage output compared to the other classes. Extra effects aren't bad, but they're not their speciality; that's more of a Controller or Defender schtick.

True, but there is always a way to spice it up. So maybe instead of just Necrotic damage, we could add some fire and have it that you can deal extra fire damage with attacks unil the end of your next turn. Just an idea.
#278

Mist-Bound

Jul 06, 2009 17:16:17
Makes sense to me- in fact, that sounds like a good way to spice it up.
#279

shadowguard

Jul 06, 2009 17:49:09
#280

Mist-Bound

Jul 06, 2009 18:15:53
Not bad, not bad at all. Do you want to go ahead and make the level 1 dailies, or should we wait for Vagabond to chime in on whether or not the level 1 encounters are balanced?
#281

Johnathan_Vagabond

Jul 07, 2009 9:04:37
I think those look fine, save that I'd change both effects on Writhing Wound and Word of Pain to "Until the end of your next round" effects.

Level 1 Dailies

Barbed Hide Reaver 1 Daily Attack Power
Boney protrusions fire out from your skin, spilling blood on the ground that you readily pull into yourself.
Daily, Shadow - Armor, Implement
Standard Action, Close Burst 1
Target: All creatures in burst.
Attack: Str vs Ref
Hit: 2d6+Str damage and you gain 5+Int temporary hit points.
Miss: Half damage and you gain Int temporary hit points.
Special: If you are wearing Scalemail, the target takes on-going 3 damage (save ends).

Deathly Coils Reaver 1 Daily Attack Power
Serpentine coils slither out from you, chewing at your foe and tying them down.
Daily, Shadow - Necrotic, Armor, Implement
Standard Action, Ranged 10
Target: One creature.
Attack: Str vs Will
Hit: 2d8+Cha Necrotic Damage and Immobilised (save ends).
Miss: Half damage and slowed until the beginning of your next turn.
Special: If you are wearing Chainmail, you may slide the target one square at the beginning of each turn (save ends both).

Cerberus's Bite Reaver 1 Daily Attack Power
The great three-headed dog lashes out through your ties to the afterlife.
Daily, Shadow - Armor, Weapon
Standard Action, Melee Weapon
Target: Up to Three Creatures.
Attack: Str vs. AC
Special: You make three attacks, dividing them amongst your targets as desired.
Hit: 1[W]+Str damage.
Special: If you are wearing Hide and you miss with all attacks, the attack is not expended.

Beshadow Reaver 1 Daily Attack Power
An inky haze spills from your enemy's wound, roiling back over you with inky darkness.
Daily, Shadow - Poison, Armor, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs. AC
Hit: 2[W]+Str damage and you gain concealement against the target (save ends)
Miss: Half damage and you gain concealement against the target until the end of your next turn.
Special: If you are wearing Leather, the target grants you combat advantage (save ends both)

Visions of Nightmare Reaver 1 Daily Attack Power
Eerily descriptive words roil across your armor, burning torments of the afterlife on a foe's mind.
Daily, Shadow - Psychic, Armor, Implement, Charm
Standard Action, Close Burst 5
Target: One Creature within the Burst.
Attack: Str vs. Will
Hit: 2d6+Cha damage and Dazed until the beginning of your next round.
Miss: Half damage.
Special: If you are wearing Cloth or Plate, until the end of the encounter, any enemy that moves adjacent to you takes Cha mod Psychic Damage.

#282

shadowguard

Jul 07, 2009 10:47:02
I think you need a hug, or a cookie or both. I will make the changes you suggested, but could talk about some of yours? As an overarching thing, the class name is Reaver, because I feel that Reaper might bring in some feelings of the manga Bleach and thats the last thing I want.


I think those look fine, save that I'd change both effects on Writhing Wound and Word of Pain to "Until the end of your next round" effects.

Level 1 Dailies

Barbed Hide Reaper 1 Daily Attack Power
Boney protrusions fire out from your skin, spilling blood on the ground that you readily pull into yourself.
Daily, Shadow - Armor, Implement
Standard Action, Close Burst 1
Target: All creatures in burst.
Attack: Str vs Ref
Hit: 1d6+Str damage and you gain 5+Int temporary hit points.
Miss: Half damage and you gain Int temporary hit points.
Special: If you are wearing Scalemail, the target takes on-going 3 damage (save ends).

The power looks good except that the damage seems kinda low for a daily power. Mabye 2d6 might be better.

Deathly Coils Reaper 1 Daily Attack Power
Serpentine coils slither out from you, chewing at your foe and tying them down.
Daily, Shadow - Necrotic, Armor, Implement
Standard Action, Ranged 10
Target: One creature.
Attack: Str vs Will
Hit: 2d6+Cha Necrotic Damage and Immobilised (save ends).
Miss: Half damage and slowed until the beginning of your next turn.
Special: If you are wearing Chainmail, you may slide the target one square at the beginning of each turn (save ends both).

It has great controller power but the damage seems low for a single target. Just a bump to 2d8 and I would be happy with it.

Cerberus's Bite Reaper 1 Daily Attack Power
Serpentine coils slither out from you, chewing at your foe and tying them down.
Daily, Shadow - Armor, Weapon
Standard Action, Melee Weapon
Target: One, Two, or Three Creatures.
Attack: Str vs. AC
Hit: 1[W]+Str damage.
Special: If you are wearing Hide and you miss with this attack, it is not expended.

The flavor text is the same as the one above so that should change. Once again it seems to low on damage. Maybe 2[W] and then its fine.

Beshadow Reaper 1 Daily Attack Power
An inky haze spills from your enemy's wound, roiling back over you with inky darkness.
Daily, Shadow - Poison, Armor, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs. AC
Hit: 1[W]+Str damage and you gain concealement against the target (save ends)
Miss: Half damage and you gain concealement against the target until the end of your next turn.
Special: If you are wearing Leather, the target grants you combat advantage (save ends both)

Just a little bump to 2[W] and I am happy.

Visions of Nightmare Reaper 1 Daily Attack Power
Eerily descriptive words roil across your armor, burning torments of the afterlife on a foe's mind.
Daily, Shadow - Psychic, Armor, Implement, Charm
Standard Action, Close Burst 5
Target: One Creature within the Burst.
Attack: Str vs. Will
Hit: 2d6+Cha damage and Dazed until the beginning of your next round.
Miss: Half damage.
Special: If you are wearing Cloth or Plate, until the end of the encounter, any enemy that moves adjacent to you takes Cha mod Psychic Damage.

I like this one as is. Its single target so at first the damage seems a little low, but Dazed is powerful enough so it balances out in my eyes.

Most of my things were turning up the damage for the class. It is a striker so I want to make sure it deals out the damage.

I will say that I thank you so much for doing the powers. Also for doing the noparse thing is great and now I know how to do it for Mist-bound so maybe we could get all the classes on the first page.
#283

Johnathan_Vagabond

Jul 07, 2009 10:54:33
I think you need a hug, or a cookie or both. I will make the changes you suggested, but could talk about some of yours? As an overarching thing, the class name is Reaver, because I feel that Reaper might bring in some feelings of the manga Bleach and thats the last thing I want.

That was purely a typo. A typo that got copied and pasted into all 5 powers.

The power looks good except that the damage seems kinda low for a daily power. Mabye 2d6 might be better.

Are you sure? It's a close burst 1 power, which allows him to hit any creature adjacent to him. I could see 2d6 being ok with this one though.

It has great controller power but the damage seems low for a single target. Just a bump to 2d8 and I would be happy with it.

I based it (mostly) off a similar rogue power. 2d8 sounds fine.

The flavor text is the same as the one above so that should change. Once again it seems to low on damage. Maybe 2[W] and then its fine.

Hawhoops! This I'm pretty sure needs to remain 1[W]+Str. 3 attacks at 1[W]+Str is like being granted 3 melee basics in a round (in addition to the armor benefit of not being expended on a miss. Ooh, which needs to be changed to "If you miss all targets with this attack, the power is not expended."

Just a little bump to 2[W] and I am happy.

Ok, I can roll with that.

I like this one as is. Its single target so at first the damage seems a little low, but Dazed is powerful enough so it balances out in my eyes.

Most of my things were turning up the damage for the class. It is a striker so I want to make sure it deals out the damage.

I will say that I thank you so much for doing the powers. Also for doing the noparse thing is great and now I know how to do it for Mist-bound so maybe we could get all the classes on the first page.

#284

shadowguard

Jul 07, 2009 11:07:23
That was purely a typo. A typo that got copied and pasted into all 5 powers.

Don’t worry about it. I probably make many more typos than you.

Are you sure? It's a close burst 1 power, which allows him to hit any creature adjacent to him. I could see 2d6 being ok with this one though.

Yeah if it were burst 2 then I would be fine with 1d6 but burst 1 seems better with 2d6


I based it (mostly) off a similar rogue power. 2d8 sounds fine.

Glad we agree

Hawhoops! This I'm pretty sure needs to remain 1[W]+Str. 3 attacks at 1[W]+Str is like being granted 3 melee basics in a round (in addition to the armor benefit of not being expended on a miss. Ooh, which needs to be changed to "If you miss all targets with this attack, the power is not expended."

Okay I see your point, and I will keep the damage the same but make the correction to the miss part.

Ok, I can roll with that.

Great
#285

Johnathan_Vagabond

Jul 07, 2009 13:24:21
...

I went back and put the edits into the old post, to save time.
#286

shadowguard

Jul 08, 2009 9:17:33
Well I think I will take a stab at some level 2 utilities.

#287

shadowguard

Jul 09, 2009 21:03:51
Well to keep this thread alive here are the level 3 powers

#288

Mist-Bound

Jul 09, 2009 21:08:05
I really don't know what to say. You guys have been going great without me so far. Do you even need me around for this anymore, or should I hang back and let you do the powers and save my suggestions for Paragon Paths?
#289

shadowguard

Jul 09, 2009 21:20:57
I really don't know what to say. You guys have been going great without me so far. Do you even need me around for this anymore, or should I hang back and let you do the powers and save my suggestions for Paragon Paths?

Didn’t we have this conversation before? You are defiantly a worth while part of this project. Do you not like this current situation? I would hate to have you have any doubts in this project. If I have done something to offend you, let me know. Please let me know whats wrong so we can work it out.
#290

Mist-Bound

Jul 09, 2009 21:46:12
I'm not offended; I'm impressed! You've put together two whole levels worth of powers without even the slightest comment from me: I was just wondering if you had enough inspiration that you could finish this class on your own without needing any further comments from me.

If you do still want my concepts for powers, shall I try and conceive of the level 5 Dailies?
#291

shadowguard

Jul 09, 2009 21:55:57
I'm not offended; I'm impressed! You've put together two whole levels worth of powers without even the slightest comment from me: I was just wondering if you had enough inspiration that you could finish this class on your own without needing any further comments from me.

If you do still want my concepts for powers, shall I try and conceive of the level 5 Dailies?

Well if you don't want to you don't have to, but I would still like to have help with this class. Your input is valued and this class is a joint effort.
#292

Mist-Bound

Jul 09, 2009 22:50:02
Oh, I still want to help out, I just wasn't sure that you still needed my help.

Now that's settled, any of these concepts workable for level 5 Daily powers for the Ravager?

Lashing Blade
Your weapon extends, flailing like some demonic tongue desperate for the quenching flow of blood.
*Simple melee attack, but at a greater ranger then normal- say, hit a target from 5 squares away? Don't think that there would be any Path affinity, or extra damage type.

Verminous Veil
Your curse makes an enemy believe they are covered in biting, stinging, poisonous invertebrates. As your curse sinks its toxin into their flesh, your blade sinks into their back.
*This might be a bit too illusionist, but if you think it could work. I'm not sure whether it could allow the Ravager to Shift, but I was thinking it would do an initial bout of Psychic damage, and perhaps some Poison damage at the end of your turn. Additionally, or instead, the target is covered with the Verminous Veil until it makes a saving throw, which causes it to take an extra 5 points of Poison damage whenever it suffers damage.

Wailing Shroud
Vestigal faces, the shattered remnants of your many victims, begin to swim across your armor, howling, screaming, crying, begging. The hideous cacophony drives away those who would dare to oppose you.
*Armor power. I'm thinking this would be a Close Burst of Thunder or Psychic damage, with the added effect of being a Stance power that lets you reduce damage taken while in the stance.

Teeth Below
Hidden jaws latch onto your foe from beneath the earth, holding them fast.
*This would be a simple power, but I'm thinking it might be a bit too strong for level 5. Hits the target for damage, Immobilizes them either until they make a saving throw or so long as it's sustained by a minor action.

Blinding Curse
Your words take on shadowy forms, all wings and barbs, and envelop your victim's face. Clawing at the gouging, tearing mass, they stagger blindly into your ambush.
*I don't think there are actual Blindness mechanics any more; even if there is, I was thinking this would do damage (Necrotic, maybe) and Shift the target. Helps make the Ravager a team player without being too Controllery.
#293

shadowguard

Jul 10, 2009 11:38:46
Oh, I still want to help out, I just wasn't sure that you still needed my help.

Now that's settled, any of these concepts workable for level 5 Daily powers for the Ravager?

Lashing Blade
Your weapon extends, flailing like some demonic tongue desperate for the quenching flow of blood.
*Simple melee attack, but at a greater ranger then normal- say, hit a target from 5 squares away? Don't think that there would be any Path affinity, or extra damage type.

Hmm maybe it could be a stance that grants extra reach as well since this level we could introduce some stances.

Verminous Veil
Your curse makes an enemy believe they are covered in biting, stinging, poisonous invertebrates. As your curse sinks its toxin into their flesh, your blade sinks into their back.
*This might be a bit too illusionist, but if you think it could work. I'm not sure whether it could allow the Ravager to Shift, but I was thinking it would do an initial bout of Psychic damage, and perhaps some Poison damage at the end of your turn. Additionally, or instead, the target is covered with the Verminous Veil until it makes a saving throw, which causes it to take an extra 5 points of Poison damage whenever it suffers damage

I agree that this power might be better for a Beguiler or Illusionist class. I would see the Reaver touching the some basics of illusion to enhance its battle powers, but this power seems like the illusion is the focus.

Wailing Shroud
Vestigal faces, the shattered remnants of your many victims, begin to swim across your armor, howling, screaming, crying, begging. The hideous cacophony drives away those who would dare to oppose you.
*Armor power. I'm thinking this would be a Close Burst of Thunder or Psychic damage, with the added effect of being a Stance power that lets you reduce damage taken while in the stance.

From the fluff it makes it seem that foes would be frigtened away, I don't know why it would reduce damage.

Teeth Below
Hidden jaws latch onto your foe from beneath the earth, holding them fast.
*This would be a simple power, but I'm thinking it might be a bit too strong for level 5. Hits the target for damage, Immobilizes them either until they make a saving throw or so long as it's sustained by a minor action.

Hmmm can you see a Reaver manipulating earth?

Blinding Curse
Your words take on shadowy forms, all wings and barbs, and envelop your victim's face. Clawing at the gouging, tearing mass, they stagger blindly into your ambush.
*I don't think there are actual Blindness mechanics any more; even if there is, I was thinking this would do damage (Necrotic, maybe) and Shift the target. Helps make the Ravager a team player without being too Controllery.

Blinding is used in 4e and is a powerful effect, so just blinding might be best.

Another question is should we do all armor powers for Daily or alternate it?
#294

Mist-Bound

Jul 10, 2009 13:53:30
I think alternating the powers between armor and not might be best for dailies.

Hmm... making Lashing Blade into a reach-extending stance makes sense to me.

Didn't think Verminous Veil would make the cut. Oh well.

Yeah, I think I may have gotten misdirected with the ideas for the crunch of Wailing Shroud. Not sure what its stance effect would be in that case.

I see Teeth Below as less being about manipulating the earth and more about some kind of shadow-entity forming below the target and then sinking its jaws into their legs.

So, you think that Blinding Curse should just blind the target, or damage the target first and then blind them?
#295

shadowguard

Jul 10, 2009 14:30:24
I think alternating the powers between armor and not might be best for dailies.

Hmm... making Lashing Blade into a reach-extending stance makes sense to me.

Yeah just a a long range attack and then from then on you have an increased reach of 1.

Didn't think Verminous Veil would make the cut. Oh well.

I like the concept of the power, just not for this class.

Yeah, I think I may have gotten misdirected with the ideas for the crunch of Wailing Shroud. Not sure what its stance effect would be in that case.

Maybe some damage and a slide if you start adjacent to the caster

I see Teeth Below as less being about manipulating the earth and more about some kind of shadow-entity forming below the target and then sinking its jaws into their legs.

Oh okay, so like it could be like the foes shadow turns into a giagantic mouth and chomps them.

So, you think that Blinding Curse should just blind the target, or damage the target first and then blind them?

Single target, moderate damage, and blind. Big question is Save ends vs. Next turn.
#296

Mist-Bound

Jul 10, 2009 15:20:18
Hmm... yeah, I think that could work for the benefits of Wailing Shroud Stance.

For Blinding Curse, what if the default is end of next turn, but it's a resonance power, and that particular Path can sustain it as a minor action?

To replace Verminous Veil, a new suggestion.
Wraith Thorns
Ethereal barbs sprout from your weapon, each one the tooth of a soul-fragment bound to your will. Should you strike your foe hard enough, a fang will break off in the wound, that vestigal soul assailing your enemy's very mind.
*For its initial attack, this is a [W] power, though I don't know if it would do untyped damage or Psychic damage. After it hits, though, it can make a secondary attack vs. Will to inflict Psychic damage.
#297

shadowguard

Jul 10, 2009 17:44:28
Well here they are.

#298

Mist-Bound

Jul 10, 2009 18:05:59
No, I'm fine with leaving the level 6 Utilities to you and Vagabond. I don't know why, but I can never seem to come up with anything that isn't useful for slaughter- attacks come to me, but utilities don't, so I'm content to let you and Vagabond put those together.

By the way? What level would an attack that lets you hit an enemy for Weapon damage and regain an amount of lost hit points equal to the damage you inflicted (so, if you inflict 12 damage, you regain 12 hit points) be?
#299

shadowguard

Jul 10, 2009 18:19:12
By the way? What level would an attack that lets you hit an enemy for Weapon damage and regain an amount of lost hit points equal to the damage you inflicted (so, if you inflict 12 damage, you regain 12 hit points) be?

To answer your question, it depends. You could do the power at a lower level if it is a Daily, and a higher level if it is an Encounter. Also damage is a factor, the more you do with the attack the higher it will need to be in the class. I would probably wait to have a power like that until Paragon tier, but I could see it as a level 9 daily if need be.
#300

Mist-Bound

Jul 10, 2009 18:37:26
I was just wondering, so thank's for the info. I'll leave you to figure out the level 6s now.
#301

shadowguard

Jul 12, 2009 17:58:28
Well here are the Level 6 utility powers. I have some other projects going on right now so I might not be able to post as frequently as I normally do. I am sure Mist-Bound can handle Encounter and Daily stuff with Johnathans help. I will now edit in the new powers to the first post.

#302

Mist-Bound

Jul 12, 2009 19:14:51
Thanks for that, and for letting me know about your absence. Alright, 5 level 7 Encounter powers... hmm... I've got three, so far.

Veil of Serpents
Ghostly snakes slither and crawl across your body. Should some fool step close enough, they strike.
*I'm thinking this would be an armour power, either a Sustain Minor or a Stance. I can see two possible uses, not neccessarily mutually exclusive, for this power. Option one is that any enemy that ends its turn adjacent to you takes Poison damage. Option two is that any enemy that makes an opportunity attack against you, whether they hit or miss, provokes a free action attack from you that inflicts Poison damage (this version would naturally inflict more damage).

Dark Clutch
A darkling hand lashes out from a shadowy portal, seizing onto your foe's limb, hindering their power to fight even as their flesh withers.
*A short ranged (5 squares) Necrotic power. Target suffers a -2 penalty to attack rolls and takes ongoing Necrotic damage; a single Save ends both effects at once.

Burning Blood
Your blood boils and seethes in your own veins. Those who harm you find themselves consumed by the dark flames within you.
*Again, this could be a Sustain Minor or a stance. If you take damage from an adjacent enemy, that enemy suffers Fire damage. Or, if you want it to be more powerful, if you take damage from *any* source, an adjacent enemy (or all of them) takes Fire damage.
#303

Johnathan_Vagabond

Jul 13, 2009 9:02:49
Thanks for that, and for letting me know about your absence. Alright, 5 level 7 Encounter powers... hmm... I've got three, so far.

Veil of Serpents
Ghostly snakes slither and crawl across your body. Should some fool step close enough, they strike.
*I'm thinking this would be an armour power, either a Sustain Minor or a Stance. I can see two possible uses, not neccessarily mutually exclusive, for this power. Option one is that any enemy that ends its turn adjacent to you takes Poison damage. Option two is that any enemy that makes an opportunity attack against you, whether they hit or miss, provokes a free action attack from you that inflicts Poison damage (this version would naturally inflict more damage).

I like the first option. I'm not sure the amount of damage, since you also get to hit them with Backlash Hex (but only once in a round). It is a level 7 power. How about 1d6+Str. Or, how about on-going 5? That means there are bigger implications to hitting you than one hit.

This could also be a good "Heavy Armor" power.

Dark Clutch
A darkling hand lashes out from a shadowy portal, seizing onto your foe's limb, hindering their power to fight even as their flesh withers.
*A short ranged (5 squares) Necrotic power. Target suffers a -2 penalty to attack rolls and takes ongoing Necrotic damage; a single Save ends both effects at once.

The flavor text makes it sound like they'd be slowed or immobilised. Perhaps it could be a summon power. You summon the cold hand of death to restrain and injure your foes. As a minor you can tell it to grab. It deals 2d6 Cold damage and restrains anyone it successfully grabs. Which by the way, I think we're ignoring cold damage.

Burning Blood
Your blood boils and seethes in your own veins. Those who harm you find themselves consumed by the dark flames within you.
*Again, this could be a Sustain Minor or a stance. If you take damage from an adjacent enemy, that enemy suffers Fire damage. Or, if you want it to be more powerful, if you take damage from *any* source, an adjacent enemy (or all of them) takes Fire damage.

This would make a good "Light Armor" power. It seems to me to be a little too similar to Veil of Serpents though. They essentially do the same thing with different damage types.

Why not make it one of those 'Adjacent enemies take damage' powers. Like, "Any enemy that moves adjacent to you or begins/ends its turn adjacent to you takes x fire damage (maybe caustic blood, fire + acid). I'd make it a sustain minor, that maintains the damage and allows you to have your melee basic attacks to Fire (and Acid) damage.
#304

Mist-Bound

Jul 13, 2009 15:58:47
Hmm... for Veil of Serpents, I have no problems with it resonating with heavy armour, and ongoing 5 poison damage does make sense to me.

For Dark Clutch, I was envisioning that it grabs an arm or striking appendage, hence the attack roll penalty, but turning it into a Summon that Slows and inflicts Cold damage suits me fine.

Hmm... turning Burning Blood into an 'hurts any adjacent foe for fire damage and your melee attacks do fire damage' sustain minor power sounds good to me. As does changing the damage to Fire + Acid. Alright, how does this look fior a new name and fluffbite?

Tears of Gore
Many shadowy eyes form all over your body, weeping corrosive, burning blood that pours across your armor and your blade. Those who approach you cannot escape being touched by these tainted tears.


Okay, two more powers for level 7... thanks for pointing out that I've been neglecting Cold as a damage type.

Curse of Blades
Your victim screams as, to their eyes, dozens of swords suddenly appear from nowhere and strike without warning, engulfing them in a slashing cloud of death. So fixated are they on these ethereal blades that your allies can strike far more telling blows.
*Psychic damage ranged attack. I don't know if it would also have an ongoing damage effect, but I was thinking it would have a save-ends effect where your allies inflict higher damage on that target while it's cursed.

Frostrazor
You coat your blade in hexes bitterest chill. When it strikes true, these hexes not only sting your foe, but lash out and strike one of its allies as well.
*Melee Cold damage attack, with a secondary attack that inflicts Cold damage on a second enemy within, say, 5 squares of the original?
#305

Johnathan_Vagabond

Jul 14, 2009 7:42:58
Curse of Blades
Your victim screams as, to their eyes, dozens of swords suddenly appear from nowhere and strike without warning, engulfing them in a slashing cloud of death. So fixated are they on these ethereal blades that your allies can strike far more telling blows.
*Psychic damage ranged attack. I don't know if it would also have an ongoing damage effect, but I was thinking it would have a save-ends effect where your allies inflict higher damage on that target while it's cursed.

Granting combat advantage would make sense right there, because whatever direction you attack from, he thinks he's flanked.

Frostrazor
You coat your blade in hexes bitterest chill. When it strikes true, these hexes not only sting your foe, but lash out and strike one of its allies as well.
*Melee Cold damage attack, with a secondary attack that inflicts Cold damage on a second enemy within, say, 5 squares of the original?

Might this be better with necrotic (we've got a cold power) damage? I think it would make sense though. Perhaps with the name Doppleganger Blade, and a fluff that calls up a mirror image of the blade from the nether.
#306

Mist-Bound

Jul 14, 2009 15:59:48
Curse of Blades being a save ends "grants combat advantage against all" effect sounds fine to me.

Just because there's a cold damage power already for this level doesn't mean Frostrazor as-is is unsuitable, does it? Then again, perhaps I'll save that and make some changes for a higher level. How does this Doppelganger Blade look?

Doppelganger Blade
Your weapon becomes coated in flickering shadow-reflections, becoming many and one and all between. A foe cannot truly guard against it, and when one blade tastes blood, another quickly lashes out.
*I don't know if this would do Necrotic or Untyped damage. However, I'm thinking that this power receives a bonus to the To Hit Roll- say, +2? Additionally, if a successful attack is landed, then the Reaver can then make a secondary attack against the same target, and then a tertiary attack if the second hits. Only damage is inflicted, but potentially three attacks (say, 3D6, 2D6, 1D6) out to make it a valid choice for a Striker, whose focus is on downing single enemies quickly and violently, yes?

Okay, if I have the level 7 powers plotted out for Shadowguard to convert into stats, should I make suggestions for the next level, or wait for him to convert these ones first?
#307

Mist-Bound

Sep 15, 2009 3:26:08

Just giving this topic a bump.

#308

Mist-Bound

Jan 23, 2011 15:33:34
I can't believe this has gone unnoticed for over a year... while it's a shame that the Baneblade has gone unfinished, the Necromancer lacks only paragon paths and at least one epic destiny, but is otherwise fully functional. Does nobody have any comments on how it turned out, or suggestions for Necromancer PPs or EDs?
#309

Swordior

Jan 24, 2011 19:13:39

I'll try to help, but you guys have made a lot to go through. I ment to help earlier when I first found it, but I was busy with school and when I looked for it again I couldn't find it. Just skimmed through all the posts, so I'll see if I can't get the necromancer into word or something to hellp me go through it all. Plus, I made a shadow-defender as well here: community.wizards.com/go/thread/view/758...

Not sure if it will help with anything, but it  has all levels as well. Good as far as heroic tier, beyond that gets a bit iffy. Anyways, I'll try to post soon with some stuff.

#310

Swordior

Jan 25, 2011 14:46:33
All right, lets go through a few levels here:

Armor Proficiencies: I recommend having them only trained in cloth armor. Controllers rarely have higher armor proficiency, especially with INT (which affects AC) as their primary statistic.

For the skills I recommend just 1 free and then choose 3 (same as the wizard). Both study most of their time to gain their powers so why would the necromancer be more versed than the wizard would?

Secrets of Binding Life: Unsure of this one as there hasn't been a mechanic like it. Summons typically add extra HP to a field of play, and granting them more may be a bit much... Of course I'm no expert on summonings, so I say this one is up to you.

Path of the False Life: Don't recommend as it is powerful. You already have given extra surges just as a free thing. Plus, if the necromancer has more surges (or about that many) than the paladin then it isn't really balanced. Especially since controllers are suppose to be a bit more vulnerable. Maybe something like, When one of your summonings dies and takes a healing surge, you gain temp. hit points equal to half the surge value. These last until the end of the encounter.

Ritual casting: At the moment it doesn't really advance, not sure if you wanted it to or not. Though it's fine as is.

Dread Vitality: Don't really recommend this, as the party leaders already have the choice to use their heal on the summoned creature using your surges anyways.

Agonized Screams: I think you want a blast 3 here, as a burst 3 not only is large, but also would probably hurt allies more than enemies. Other than that is seems kind of like a blah power for a controller. Maybe add an effect or something and reduce the damage to 1d6? Needs a damage type as well. I'm assuming its psychic (though it probably should be thunder)

Deathly Agent: Ongoing damage is a stretch for at-wills. No other power besides a single ranger power (that I know of) can do this. Additionally, if you must have it 1d6 + Int is a stretch as is the use of it as a RBA (Warlords and classes like that would LOVE their allies to have this power). The ranger power deals wis ongoing damage and requires a feat that lets you sacrifice the wis damage to make it ongoing (and it's the beast master ranger). So I recommend something else. Maybe lower their attack rolls or damage as they are getting weaker, or slow?

Grasping Claw: I believe you should have it say "slide the target 1 square" to keep it on par with similar powers. (I think they only deal a d6 too, but meh).




#311

Swordior

Jan 25, 2011 15:07:04
Moving on: Skeletal Guard: I'd say have it only target enemies. Plus, this seems to get the necromancer way to close to the fray, maybe something besides close burst 1? Also, it should lose the conjuration keyword as nothing is being "conjured" really. It also needs to be a +2 power bonus to AC.

Visage of the Fallen: This is especially complex, maybe make it more simple. If you really want this to be a conjuration, I'd look at the Shaper Psion. One that seems to fit is their Static Mote power. So you could have it be:
You conjure a Visage of the Fallen in an unoccupied square within range. The visage lasts until the start of your next turn. Any creature that starts its turn adjacent to the visage is slowed until the end of its turn. After the visage ends, you use the Visage of the Fallen Attack power.

Visage of the Fallen Attack
At-Will* Keywords
No Action Close burst 3 centered on the square the visage occupied.
Target: Each creature in burst
Attack: Int vs. Will
Requirement: Ypu can take this free action only as the first action of your turn.
Hit: 1d6 + Int modifier psychic damage.

Or something like that, or make the wording simple (dropping the conjuration keyword) Like: 1d6 + Int modifier psychic damage and the target and all creatures adjacent to it are slowed until the end of your next turn. Or: Area burst 1 within 10, target: all creatures in burst, hit: Int modifier psychic damage and the target is slowed until the end of your next turn.

Rot Zombie: Really complex, I recommend dropping the summoning keyword (especially since with it and your one feature it would technically have about 7 HP at first level) and making it instead. "You raise a rot zombie and it charges into your foes and explodes, covering them in pus and disease" (or drop charges and put amongst your foes). Then make it an area burst 1 within 10, targets all creatures in burst, attack: Int vs. Reflex, hit: 1d6 + Int modifier damage and the target is pushed 1 square from the attack's origin. Or something. And be careful of prone as an effect for at-wills as (especially for a burst attack) it begs for headsman's chop spamming.

More later.
#312

Swordior

Jan 25, 2011 16:00:33
Alright:

Watcher in the Dark: Drop the sustain, no encounter powers are sustainable. Also, drop the conjuration keword (your not conjuring anything). maybe 1d8 damage instead?

Invocation of the Fetish: Really long fluff text and not sure how it's pushing, but not really a big deal.

Mauling Zombie: Recommend a differnt effect for the path the path doesn't seem like a damge focused (As it's the reaping life path that has the conjuration focus as well). I would change what triggers the effect to: any enemy that enters or starts its turn adjacent to the zombie... something like that.

Blazing Spirit:Not sure about this one being a triple attack. Though, at the moment it has to hit in order to bounce from enemy to enemy, so it loses the accuracy boon. I'd also have the damage go 2d6 + Int,  1d6 + Mod, Int mod.  Still unsure if this is truly a good idea though.

Pyre Golem: Um, I think you should drop the aura. And probably no bonus AC either. The fact it does 2 damage types is good, thoug h an effect seems like it could be a lot more useful. You could plug in the aura into the attack instead, burst 1, each creature in burst, Int vs. Fort, 1d6 + Int modifier fire damage and the target takes a -2 penalty to attack rolls (as the moster spreads the ash). I'd also say get rid of the opportunity attack.

Skeletal Legionaire: Basically I take it this is the standard little help minion. It should be +2 AC +2 Reflex for its shield. Get rid of reach as well as the slide. and its just like the Mage's fire warrior. (It's special was the defense boost and the opportunity attack. Oh, and maybe just damage rather than necrotic damage, the skelton is using a spear after all.

Savage Wight: So a much better Skeletal Legionaire? I'd totally change this up. Drop the bonus to defenses. Standard action can be two attacks, but drop the opportunity attack. Have it read, Standard action; melee 1; targets one or two creatures; Intelligence vs. Fort (or reflex); and either 1d8 + Int and the target takes a -2 penalty to fortitude defense until the end of your next turn (wights drain right), or 2d6 + Int modifier necrotic damage.

Winter Haunt: You could make this a whole lot simpler if this was not a conjuration, and maybe a different effect may help it. If it must be a conjuration have the effect be: You conjure a Winter Haunt within the target's space. All squares in a close burst 2 count as difficult terrain. Or something like that.

Soul Stealer: Change the hit line to say: You gain temporary hit points equal to 10 + Int modifier or something static and set. The way it stands your daily will either suck or be really really good, and that's not what they should be.

Note for summonings: You are using implement powers, and as such the summons must target a NAD (Fort, Reflex, or Will) as they will otherwise fall behind. Implements don't get a proficiency bonus and because of that they target NAD's for they are usually lower than AC.


So Far: many of the Necromancer's powers seem to lack a control function, so why is the class qualified as a controller?


#313

Mist-Bound

Mar 12, 2011 1:02:57
To answer your final question last, because I've never really made classes before and a lot of the statting was Johnathon_Vagabond's diligent word, because summoning is pretty much the forte of the Controller. The Invoker and the Wizard are the only classes in official 4e that summon creatures with their powers, and the ability to use these summons to block off or otherwise keep enemies pinned down is what makes them controller powers.
#314

Swordior

Mar 23, 2011 13:58:07
Not a big deal. Most of what I say are mostly suggestions, as it is your project.


Anyway:

Bone Shield: I believe most leader classes get this type of power at 6th level rather than 2nd. And theres is like 5 + Wisdom modifier (thats the bard's anyways). So this may be a bit early and powerful. You could make it just Int modifier damage protection as a fix though I'm not sure how helpful that would be in a battefield sense.


 Spectral Eyes: Drop the sustain. This power is basically like a similar Assassin power though more powerful. The game puts a lot of importance into darkvision and darkvision for all allies for a turn is really good. So, maybe just keep that at forget the ignore concealment thing? Still unsure how I feel about it though.


Sacrifice Undead:  I'm a bit unsure on this one. As it is useless unless you are using a daily power, but then it becomes really powerful in that you can use it on a near dead summoning and gain even more out of the power. Gaining not only more hit points added to the field, but also don't lose a healing surge. So, I'd think maybe something else would be better.

Ghastly Truth: Kind of a strange power in what it affects. Knowledge is broad (As in arcana, relegion, history, nature, ect.) so maybe take that part out.


Well got to go to class.  
#315

LightWarden

Mar 23, 2011 16:50:18
You might want to hook up with the other Shadow Classes thread and coordinate things.  Strength in numbers, after all (also, complete disarray).
#316

ekio

Mar 24, 2011 9:53:48
Yay.

shadow4e.wikidot.com
#317

Swordior

Apr 12, 2011 18:23:23
Moving on:

Bone Volley: I think this would make for a great area burst attack (all the skeletons shooting the arrows up into the air to bombard your foes). And the push (you could do slide 1 square) would be the enemies trying to flee. So I'd make it an area burst 1 within 10 instead.


Visions of the Hungry Sea: You shouldn't do save ends for enecounter powers or after effects. You could do ongoing damage for this (save ends) as the wizard has something similar. I think it's a burst 2 though, though not positive right now. Oh, and make it target only enemies for the ongoing damage thing.

Shade Specter: Don't give a a sustain and it will probably be fine. though may want to change dazed with something else.

Hulking Zombie: Just drop the special line.


Hope I'm actually being helpful.