4e Necromancer levels 1-3

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This isn't a build, this is more of a place to begin a discussion: there's a sentiment about that a classic necromancer with a swarm of minions wouldn't work well in 4e.  This collection of powers and features is a thought experiment I did to explore the concept in a way I felt was new and different, while maintaining the necromancer's place as a commander of a more sizable number of summons while maintaining 4e balance norms, such as economy of actions.  This is what I came up with, some commentary along the way to help with discussion.

Changes: 3/3/2011
- Added rules for underlings receiving hitpoints and temporary hitpoints (they can't, and wouldn't benefit from them anyway)
- Added rules for underlings taking damage from auras (they don't.  This prevents them and thus necromancers from being useless against certain enemies)
- Added rules for underlings gaining conditions (they don't, but suffer from their master's conditions.  This helps to limit paperwork.)
- Improved underling thresholds slightly with tier.
- Reworded Deathbolt and Deathburst to make the auto-death at 0 HP the player's choice to prevent a dominated necromancer from perma-killing a teammate.
- Added levels 4-7
- Added levels 8-10
- Added feats
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NECROMANCER




"An army of the living must be made loyal, it must be fed, it must sleep, and it must take care not to die.  An army of the dead wants for nothing."

CLASS TRAITS
Role: Controller.  You raise a number of undead servants to control the battlefield, blocking enemy movement, attacking enmasse, and horrifying your opponents.  Depending on your choice of class features and powers, you lean towards striker or defender as a secondary role.
Power Source: Shadow.  You draw upon the dark energies of the Shadowfell to raise the dead and fuel your necrotic magics.
Key Abilities: Intelligence, Constitution, Wisdom

Note:  Key abilities were chosen on what seemed to make sense to me.  Intelligence due to the intense study required to master this form of magic, Constitution for channelers: acting as a medium takes a toll on the body.  This is the more defenderish option.  Wisdom is for skeleton summoners, as that discipline has a more religious slant to it; this is the more strikery option.

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Staves, Tomes, Rods
Bonus to Defense: +1 Fortitude, +1 Will

Hitpoints at 1st Level: 10+ Constitution Score
Hitpoints per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier

Note:  This mostly mirrors wizards, with a few minor changes.  Necromancers can use simple weapons mostly because I don't see why wizards can't, and they get +1 to fortitude as a balance choice: skeletoneers would be left with a very high will but no fort to speak of while channelers would have a better balance with a simple +2 to will.

Trained Skills: Arcana or Religion.  From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (INT), Dungeoneering (WIS), Endurance (CON), Heal (WIS), History (INT), Intimidate (CHA), Nature (WIS), Religion (INT)

Note:  Arcana or Religion is an important change: necromancy is not inherently arcane, as necromancer might be a high-priest of a death cult just as easily as he might be a master of magic.  Other class skill choices were chosen for what I felt best fit the flavor of the class, like intimidation over diplomacy.

Build Options: Skeleton Master Necromancer, Channeling Necromancer

Class Features: Necromantic Focus, Ritual Casting
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New Rules: Underlings




Underlings are a type of creature created by powers which follow different rules from summons and conjurations.  Unless otherwise noted, underlings are destroyed when their creator takes a short or extended rest.

Underlings are creatures, which count as allies of the creature that created them.  They can be attacked and share their creator's defenses, however, they do not have hitpoints.  Instead, they have a damage threshold.  If they take an amount of damage equal to or greater than their damage threshold, they are destroyed.  Underlings have no attacks of their own: instead their master attacks through them, similar to some conjurations and summons except that underlings have a damage dice ("U") which is often referenced by the attack power, and an attack bonus, which is added to the attack roll.  You can have a number of underlings in play equal to your intelligence modifier: you may choose to dismiss an existing underling as a free action when you summon a new one.  When you take a move action, your underlings can each take a move action as well. 

Underlings cannot recieve hitpoints or temporary hitpoints and are not effected by auras.  Underlings cannot get conditions, and so cannot be stunned, slowed, weakened etc.  However, they do suffer from any conditions their master is suffering from.  If their master is slowed their movespeed is 2.  If their master is weakned, they deal half damage with attacks.

When you attack through an Underling, you add the underling's attack bonus to the attack roll, as if it were a proficiency bonus.  "[u]" refers to the damage dealt by an underling.  You add other applicable bonuses, such as the enhancement bonus of your implement, to the attack as if the attack were your own.  If a power or effect refers to underlings, it will always mean "your underlings" unless otherwise noted.  A necromancer can't command or sacrifice another necromancer's underlings.

Note:  These new rules create the base of the Necromancer class, but could be applied to any class that works with a large number of weak summons.  The Threshold system exists to keep paperwork low by removing the need to track hitpoints while keeping underlings more durable than minions.  Because underlings never attack unless they are targeted by a power, they do not interfere with the normal economy of actions and can't make opportinity attacks and the like.  Instead, a necromancer power which makes many underlings attack at once is analogous to other controller's AoE powers.

Also, Underlings work almost like weapons of a sort, adding their own built-in proficiency bonus and damage die while generally targeting AC.

Finally, just having all these minions around can itself be a strong control mechanism, blocking enemy movement and/or tempting enemies to attack the underlings instead of your teammates.

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Necromantic Focus




The differences in the spells needed to conjure different types of undead servants pushes young necromancers towards one area of study, limiting the kind of minions he can create.  Your necromantic focus represents this focus, and determines what kind of underlings you can summon at the early levels.  Choose one of the following areas of focus.

Disciple of Bone
You gain the power Summon Skeletal Drudge.  Once per round, whenever an underling is destroyed by taking damage, the creature that dealt the damage takes an amount of damage equal to your wisdom modifier.

Summon Skeletal Drudge - Necromancer Feature
At-Will * Shadow, Underling
Minor Action  Close burst 10
Effect: You summon a medium Skeleton in an unoccupied square in the burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod+2
-This improves to Wis Mod +4 at 11th level and Wis Mod +6 at 21st level
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 6
Attack Bonus: 3
Damage: 1d6
Range: 1

Note:  The skeletons do more damage than ghosts, with a larger attack bonus, a bigger damage die, and a class feature which acts like a pseudo-striker mechanic.  I picture the extra damage when an enemy kills a skeleton is a bone-explosion type effect, but it could be the skeleton taking one last strike at whoever downed them or whatever.

The bonus effects for these features would be triggered when an enemy kills an underling: they will be fairly fragile, and it gives enemies something of a reason to avoid taking them out, even if they can.

Finally, the addition of canonical immunities, resistances, and vulnerabilities is for lore reasons.  At any rate, it does encourage a necromancer to have a wider range of underlings as they grow in levels, so cover a greater range of damage resistances.


Disciple of Spirit
You gain the power Summon Ghostly Vestige.  Once per round, whenever an underling is destroyed by taking damage, you gain temporary hitpoints equal to your constitution modifier.

Summon Ghostly Vestige - Necromancer Feature
At-Will * Shadow, Underling, Necrotic
Minor Action  Close burst 10
Effect: You summon a medium Ghost in an unoccupied square in the burst.
Keywords: undead, ghost
Threshold: Your Con Mod
-This improves to Con Mod +1 at 11th level and Con Mod +2 at 21st level
Immune: poison  Resist: Insubstantial
Speed: 6, fly 6 (hover); phasing
Attack Bonus: 2
Damage: 1d4.  all damage dealt by this underling is necrotic (in addition to any other types).
Range: 1

Note:  The ghosts technically have a lower threshold than skeletons, but their insubstantiality makes them more durable, though they have less damage and are less accurate.  The fact that they deal typed damage can also be limiting to them.  Phasing and flight give them excellent mobility.

Their bonus feature is the necromancer reabsorbing the channeled spirit, using it to strengthen himself, and emphasized this build's identity as a secondary defender.


In a later book, the Disciple of Flesh and the Disciple of Blood will be introduced, for zombie and vampire themed necromancers.


Ritual Caster 




You posses a ritual book, which contains the Corpse Light ritual or Last Sight Vision ritual and one first level ritual of your choice, which you have mastered.
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At-Will Attack Powers




Shambling Horde - Necromancer At-Will 1
At-Will * Shadow, Implement
standard Action  Area burst 1 in 10
Primary Targets: Each Underling in burst
Effect: Each primary target shifts one square and makes the following attack against an enemy in range.  Each underling must attack a different target.
Attack: Intelligence vs AC
Hit: [u]+Intelligence damage

Note:  A pretty basic area damage power.  A necromancer trades off the necessity of maintaining a force of underlings on the field and in the right positions with some added underling-mobility in his powers.  He can hit enemies spread out more, and without harming allies, than most other controllers, but the actual number is limited by his ability to summon underlings and keep them standing.

Deathly Grip - Necromancer At-Will 1
At-Will * Shadow, Implement
Standard Action  Ranged 10
Primary Target: One Underling
Effect: The primary target makes the following attack against a creature in range.
Attack: Intelligence vs Reflex
Hit: Intelligence damage, and the target is grabbed.  The grab automatically ends at the end of your next turn.

Note: A very accurate power, targeting reflex instead of AC, and providing nice control in the form of a grab from your underling.  The damage is low and lacks a dice, it only targets one enemy and a grab leaves an enemy with more options than a simple immobilize.

Deathbolt - Necromancer At-Will 1
At-Will * Shadow, Implement
Standard Action  Ranged 10
Target: One Creature
Attack: Intelligence vs Will
Hit: 1d10+Intelligence Modifier necrotic damage.  If the target drops to or below 0 hitpoints before the end of your next turn, you can choose to kill it as a free action.  If you do, it cannot return to life.
Special: You can use this power as a ranged basic attack.

Note: All controllers have a basic attack available to them, and this is the necromancer's.  It's a rare non-underling attack, and it's unique feature allows the necromancer to prevent things like trolls from resurrecting, for a unique kind of control.

Soulbinding Strike - Necromancer At-Will 1
At-Will * Shadow, Implement
Standard Action  Area burst 1 in 10
Primary Targets: Each Underling in burst
Effect: Each primary target makes the following attack against an enemy in range.  Each underling must attack a different target.
Attack: Intelligence vs AC
Hit: [u] damage.  If the target is dead at the beginning of your next turn, you may use an Underling power you know as a free action, targeting the target's last square.

Note: Good for a necromancer who looses alot of underlings, this allows ghosts to pull souls from enemies as they die or zombies to spread their vile contagion.

Advance of Undeath - Necromancer At-Will 1
At-Will * Shadow, Implement
Standard Action  Close Burst 2
Primary Targets: One or two Underlings in burst
Effect: Each primary target charges a different enemy, making the following attack in place of a melee basic attack.
Attack: Intelligence vs AC
Hit: [u]+Intelligence Damage and the target is pushed 1 square.

Note: For when your minions just aren't where they need to be.

Ghastly Challenge - Necromancer At-Will 1
At-Will * Shadow, Implement
Standard Action  Ranged 10
Target: One Underling
Effect: The Primary Target makes the following attack against a creature in range.
Attack: Intelligence vs AC
Hit: [u]+Intelligence damage, and the target is marked until the end of your next turn.  While the mark persists, it takes 1d6 necrotic damage the first time it makes an attack that does not include the primary target.

Note: Marking is a form of control typically used by defenders, but since the "lives" of the necromancer's minions is a cheap commodity, this allows a controller to get in on the fun.


1st Level Encounter Attack Powers




Dark Sacrifice - Necromancer Encounter 1
Encounter * Shadow, Implement
Standard Action  Ranged 10
Primary Target: One Underling
Effect: the primary target makes the following attack against all creatures in a close burst 1 and is then destroyed.  
Attack: Intelligence vs Reflex
Hit: 2d8+Intelligence Damage
Disciple of Bone: All squares in the burst are difficult terrain until the end of your next turn.

Note: a blast of bone or ectoplasm or... whatever.  A skeleton sacrificed this way leaves sharp bone shards everywhere, adding control to the power.  Great if you find yourself at max underlings and eager to summon more. 

Surrounded - Necromancer Encounter 1
Encounter * Shadow, Implement
Standard Action  Ranged 10
Primary Target: Two Underlings adjacent to a single enemy
Effect: Each primary target makes the following attack against a single enemy.
Attack: Intelligence vs AC
Hit: [u]+Intelligence Damage.  If both attacks hit, the target is dazed until the end of your next turn.

Note: You may notice the control is somewhat soft here: alot of that is due to the fact that, as noted before, the necromancer's ability to field all these underlings is itself an excellent control mechanism, as it hinders enemy movement.  i can't think of another controller with that kind of control inherent in class features.  As levels climb, your starter underlings will begin to lose value as control devices as their thresholds fall behind enemy damage, and enemies become more maneuverable.  When this occurs, necromancers should see an increase in the control found in their powers.

Banshee Wail - Necromancer Encounter 1
Encounter * Shadow, Implement, Thunder
Standard Action  Ranged 10
Primary Target: One Underling
Effect: The primary target makes the following attack against all creatures in a close blast 5.
Attack: Intelligence vs Fortitude
Hit: 1d10+Intelligence thunder damage and the target is deafened and takes a -2 penalty to attack rolls until the end of your next turn.
Disciple of Spirit: The penalty to attack rolls is equal to your constitution modifier.

Note: A bit more solid of a control power, with a bit hit to enemy attacks, at least for channelers.

Undead Guardian - Necromancer Encounter 1
Encounter * Shadow, Implement
Immediate Interrupt  Ranged 10
Trigger: You or an ally in range is the target of a melee attack.
Effect: Slide the triggering target 1 square and use an Underling power you know as a free action on a space he or she vacated.  The summoned underling becomes the target of the triggering attack and makes the following attack once the triggering attack is resolved.
Target: the attacking creature.
Attack: Intelligence vs AC
Hit: [u]+Intelligence damage, and the target is marked until the summoned underling is destroyed.

Note: A strong defensive power, with a hard-to-shake mark.  Excellent for ghosts because they're so hard to take down.

1st Level Daily Attack Powers




Grave Marshal - Necromancer Daily 1
Daily * Shadow
Minor Action   Personal
Effect: Until the end of the counter, you can have additional underlings in play equal to your Constitution or Wisdom modifier, and your underlings' attacks gain a damage bonus equal to the number of your underlings adjacent to the target of the attack.  Whenever one of your underlings is destroyed by taking damage, you can use an underling power you know as an immediate reaction.

Note: A major buff to your ability to rally a huge force.  Best suited when you are greatly outnumbered, it can also be very handy against a smaller number of stronger foes, with a damage buff based on the number of underlings adjacent to the target.

Summon Skeletal Abomination - Necromancer Daily 1
Daily * Shadow, Underling, Skeleton
Minor Action  Close burst 10
Effect: You summon a large abomination in 4 unoccupied squares in burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod+2 (See Below)
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 6
Attack Bonus: 3
Damage: 1d12 (See Below)
Range: 1
Special: When you summon the Skeletal Abomination, you can choose to destroy any number of your skeleton underlings.  Add the number of skeletal underlings destroyed in this way as a bonus to the abomination's threshold and damage.

Note: The first "big underling" available, the abomination is a nice addition to your force, but the fact that you can make it even bigger and badder by sacrificing your other soldiers to it is the best part.  Don't worry, you can summon them again, and they'll have a hell of a big brother on the field.

Spirit Vortex - Necromancer Daily 1
Daily * Shadow, Necrotic, Implement, Zone
Standard Action  Area Burst 0 (See Below)
Targets: all creatures in Burst
Special: When you use this power, you may choose to destroy any number of ghost underlings.  Add the number of ghost underlings destroyed in this way to the burst size and distance pulled by this power.
Effect: The burst creates a zone of difficult terrain until the end of your next turn.
Attack: Intelligence vs Fortitude
Hit: 1d6+Intelligence Necrotic Damage, and the target is pulled 0 squares (See Above) towards the center of the zone.  
Sustain Minor: Repeat the attack against all creatures in the zone.  The zone persists.

Note: The skeletons merge into a big skeleton, but the ghosts don't think that's creative enough.  They turn into a big necrotic whirlpool of doom.  It's a killer control power, and like the abomination it only creates a temporary lull in your army size.

Wrath of the Damned - Necromancer Daily 1
Daily * Shadow, Implement, Fear
Standard Action  Area Burst 2 within 10
Primary Targets: Each Underling in Burst
Effect: Each primary target can shift it's speed and makes the following attack against an enemy in range.  Each underling must attack a different target.
Attack: Intelligence vs AC
Hit: 2[u]+Intelligence damage, and the target cannot willingly move closer to any underling (save ends).

Note: a massive mobilization of your forces, a decent amount of damage, but the kicker is the control effect, which prevents enemies from even trying to move closer to your undead horde.

Level 2 Utility Powers




Wall of Bone - Necromancer Utility 2
Encounter * Shadow, Wall, Conjuration
Minor Action  Wall 4 within 5
Effect: You create a wall of bone in 4 contiguous squares in range that lasts until the end of the encounter or until destroyed.  This wall is blocking terrain.  The wall can be attacked, and has a threshold equal to your wisdom modifier+4.  If destroyed, the squares the wall occupied become difficult terrain until the end of your next turn.  The wall is 1 square tall.

Note: A simple roadblock, very useful combined with your horde.  For skeleton masters, this creates a roadblock tougher than your minions.  Channelers will not get much out of the power.

Sacrificial Shield - Necromancer Utility 2
Encounter * Shadow
Immediate Interrupt  Close burst 5
Trigger: You are hit by an attack
Target: One underling in burst
Effect: the target is destroyed, and you gain a +4 bonus to all defenses until the end of your next turn.

Note: This is the necromancer's version of shield, with the sacrificial flavor necromancers add to many of their powers.  The benefit of the sacrifice is that all defenses are boosted.

Lifeless Proxy - Necromancer Utility 2
Encounter * Shadow
Minor Action   Close burst 5
Target: One underling in burst
Effect: The target is destroyed, and you or and you or one ally within 5 squares of the target gains temporary hitpoints equal to the target's threshold.
Disciple of Souls: The chosen ally, or you if you chose yourself, is also insubstantial until the end of your next turn.

Note: Almost more of a leader power, granting a small amount of temporary hitpoints to yourself or an ally.  Channelers are compensated for their lower threshold by gaining the insubstantial quality for a turn.

Morbid Instinct - Necromancer Utility 2
Daily * Shadow
No Action  Personal
Trigger: You roll initiative
Effect: Use an at-will underling power you know a number of times equal to your intelligence modifier as free actions.

Note: This helps to close one of the major weaknesses of the class, which is a a slow build up to full power.  When you just have to have your full force ready to go, this is the power for you.


Level 3 Encounter Powers




Summon Skeletal Warriors - Necromancer Encounter 3
Encounter * Shadow, Underling
Minor Action  Close burst 10
Effect: You summon two medium Skeleton in two unoccupied squares in the burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod+2
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 6
Attack Bonus: 3
Damage: 1d8
Range: 1
Disciple of Bone: +2 shield bonus to AC and Reflex.

Note: A limited number of stronger minions, the warriors deal a bit more damage than their lesser counterparts, and you summon two of them at once.  For skeleton masters, they are also tougher, with a built-in heavy shield.  Channelers might grab these guys for their extra damage, or for use against a necrotic-damage dealing foe. 

Summon Poltergeists - Necromancer Encounter 3
Encounter * Shadow, Underling, Necrotic
Minor Action  Close burst 10
Effect: You summon two medium Ghosts in an two unoccupied squares in the burst.
Keywords: undead, ghost
Threshold: Your Con Mod
Immune: poison  Resist: Insubstantial
Speed: 6, fly 6 (hover); phasing
Attack Bonus: 2
Damage: 1d6.  all damage dealt by this underling is necrotic (in addition to any other types).
Range: 5.
Disciple of Spirit: When this underling hits a creature and deals damage, you may slide the creature 1 square.

Note: Flavor text should note their ghostly chains.  These are a rare couple of underlings, as they attack with significant reach.  A necromancer already skilled with ghosts can use these guys for extra control, while a skeleton master might invest in them just for their durability.

Sudden Reformation - Necromancer Encounter 3
Encounter * Shadow, Implement
Standard Action  Close Burst 10
Primary Targets: Each Underling in burst which was destroyed by damage since the end of your last turn.
Effect: The primary targets are restored to life, stand, shift 1 square, and make the following attack against an enemy in range.  Each underling must attack a different creature.
Attack: Intelligence vs AC
Hit: 2[u]+Intelligence damage and the target is knocked prone.

Note: for a necromancer, it would be a huge letdown to have the better part of your force wiped off the map.  This power turns that around 180 degrees, making it an AWESOME ADVANTAGE.  Practically all of your minions get back up and attack again with 2[u] damage and knockdown for control.  The DM will have to think twice about wiping your minions.

Deathburst - Necromancer Encounter 3
Encounter * Shadow, Implement
Standard Action  Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs Will
Hit: 2d10 necrotic damage.  If the target drops to or below 0 hitpoints before the end of your next turn, you can choose to kill it as a free action.  If you do, it cannot return to life.

Note: Sometimes you can't rely on your minions, and so there's an Area version of Deathbolt ready for you, dealing 1 extra die of damage to boot.  DM's got a leader-type that likes to resurrect other enemies, tell him bringing back the dead is YOUR JOB.


5th Level Daily Attack Powers




Trinity Torment - Necromancer Daily 5
Daily * Shadow, Implement, Necrotic, Psychic
Standard Action   Ranged 10
Target: One creature in range
Effect: Destroy up to three underlings adjacent to the target.  Each underling destroyed in this way allows the power to target one defense.
Attack: Intelligence vs Reflex, Fortitude, and Will (1 roll)
Hit (Reflex): Intelligence modifier damage and the target is slowed (save ends)
Hit (Fortitude): Wisdom modifier necrotic damage and the target is weakened (save ends)
Hit (Will): Constitution modifier psychic damage and the target takes a -2 penalty to attacks (save ends)
Effect: 2d8 necrotic and psychic damage

Note: Basically an undead dogpile, assaulting body, mind, and soul.  The power imposes (up to) three separate save ends conditions, requiring a separate save for each.  This is excellent against many solo monsters which have the ability to roll a single save at the start of their turns. 

Summon Skeleton Warlord - Necromancer Daily 5
Daily * Shadow, Underling, Skeleton
Minor Action  Close burst 10
Effect: You summon a medium skeleton in an unoccupied square in burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod+the number of your underlings in play
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 6
Attack Bonus: 3
Damage: 1d10
Range: 2
Special: Your underlings within 2 squares of the Skeleton Warlord can make the following Opportunity Attack
-Attack: Intelligence vs AC
-Hit: [u]+Intelligence Modifier damage

Note: This skeleton minion turns your army from a pathing nuisance into a tactical nightmare. He wields a greatspear, and so can attack from two squares away.

Summon Sorcerous Spirit - Necromancer Daily 5
Daily * Shadow, Underling, Ghost
Minor Action  Close burst 10
Effect: You summon a medium ghost in an unoccupied square in burst.
Keywords: undead, ghost
Threshold: Your Con Mod+2
Immune poison; Resist Insubstantial
Speed: Fly 6 (hover); phasing
Attack Bonus: 2
Damage: 1d6
Range: 5
Special: When the sorcerous spirit makes an attack, roll 1d6.  Targets hit by the attack take an additional effect based on the roll (and the attack gains any appropriate damage keywords)
1- 2d6 extra fire damage
2- 1d6 extra cold damage, and the target is slowed until the end of your next turn
3- 1d6 extra lightning damage, and the target is weakened until the end of your next turn
4- 1d6 extra force damage, and the target is pushed 5 squares
5- 1d6 extra acid damage, and the target takes a -2 penalty to all defenses until the end of your next turn
6- 1d6 extra radiant damage, and the target takes a -2 penalty to all attacks until the end of your next turn

Awaken - Necromancer Daily 5
Daily * Shadow, Implement
Standard Action  Personal
Effect: Until the end of your next turn, you may ignore your limit of underlings. (At the end of your next turn, detroy any underlings in excess of your normal limit.)  Use an at-will underling power you know a number of times equal to your intelligence modifier as a free action, and make the following attack. 
Target: Underlings summoned by this power
Effect: Each primary target makes the following attack against a different target
Attack: Intelligence vs AC
Hit: 3[u] + Intelligence Modifier damage
Miss: Half Damage

Note: Added control only in the temporary boost in blocking underlings, this is mostly a damage-dealing power, though it's another power the necromancer can use to pull out a bunch of underlings at a moment's notice.


Level 6 Utility Powers



Summon Skeletal Servant - Necromancer Utility 6
At-Will * Shadow, Underling
Minor Action  Close burst 10
Effect: You summon a medium Skeleton in an unoccupied square in the burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod +1
-This improves to Wis Mod +2 at 11th level and Wis Mod +3 at 21st level
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 6
Special: Skeletal Servant cannot attack.  The skeletal servant can be used to provide simple physical labor, such as erecting a campsite or digging a trench, without your direct attention.  When the skeletal servant makes a strength, athletics, or endurance check, you can make a arcana or religion check istead.  Skeletal Servants can last for up to 24 hours and will dligently perform their appointed task during this time, but they do not respond well to complex commands or changing situations.

Summon Spectral Sentry - Necromancer Utility 6
At-Will * Shadow, Underling
Minor Action  Close burst 10
Effect: You summon a medium Ghost in an unoccupied square in the burst.
Keywords: undead, ghost
Threshold: Your Con Mod
-This improves to Con Mod +1 at 11th level and Con Mod +2 at 21st level
Immune: poison  Resist: Insubstantial
Speed: 6, fly 6 (hover); phasing
Special: Specral Sentry cannot attack.  The spectral sentry is invisible, but cannot interact with physical objects in any way.  The sentry can be commanded to patrol an area, stand watch, or scout a location.  When the sentry makes a perception check, you can make an arcana or religion check instead.  Sentrys cannot speak, but can relay messages by implanting images directly into your mind, as long as you are within 10 squares of it.  Sentrys can last for up to 24 hours, and can evaluate dangers well, returning to you and informing you with due haste.

Note: These are basic bitch-work underlings, good at doing labor and scouting, respectively
.

Simulacrum - Necromancer Utility 6
Daily * Shadow, Conjuration, Illusion
Minor Action  Personal
Effect: You summon a replica of yourself from flesh and bone or ectoplasm in a square adjacent to you, which lasts until the end of your next turn.  Make an arcana or religion check at the time of creation: use this check in place of any bluff check required to pass off the illusion as real.  You can mentally command the illusion to move about, speak, and interact with objects as long as you are within 20 squares of you.  The Simulatcrum can lift no more than 20 pounds.
The simulacrum can be attacked: in combat, if you are the target of a melee or ranged attack that could, but does not, target the simulacrum, roll a saving throw.  If you make the save, the simulacrum is the target of the attack instead of you.  If the attacking enemy has passed an insight check against the simulacrum, ignore this effect.
Sustain Minor: The simulacrum persists

Note: a general illusion-type story-driven power, you can send a duplicate of yourself.  It has some relevance in combat as well, diverting enemy attacks that would have targeted you.

Death Denied - Necromancer Utility 6
Encounter * Shadow
Minor Action   Close burst 5
Target: You or one ally in burst
Effect: Until the end of your next turn, the target gains resistance to necrotic and cold damage equal to your intelligence modifier, and does not become unconscious due to the dying condition (but must still make death throws as normal).  If the target is already dying, he regains consciousness. (But is still dying, as normal)

Note: Something to help you or your allies stave off death for a moment, and grants some resistance to a few damage types.



Level 7 Encounter Powers




Summon Skeletal Assassin - Necromancer Encounter 7
Encounter * Shadow, Underling
Minor Action  Close burst 10
Effect: You summon a medium Skeleton in an unoccupied squares in the burst.
Keywords: undead, skeleton
Threshold: Your Wis Mod+2
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 8
Attack Bonus: 4
Damage: 1d6
Range: 1
Disciple of Bone: When the skeletal assassin hits a target that is granting it combat advantage, it deals 2d6 extra damage to that target.

Note: A very dangerous minion, the skeletal assassin reinforces the skeleton master's role as a secondary striker, with extraordinary accuracy and impressive damage.  Expect this underling to be targeted quickly. 

Summon Chilling Wraith - Necromancer Encounter 7
Encounter * Shadow, Underling, Cold
Minor Action  Close burst 10
Effect: You summon a medium Ghost in an unoccupied square in the burst.
Keywords: undead, ghost
Threshold: Your Con Mod
Immune: poison, cold  Resist: Insubstantial
Speed: 6, fly 6 (hover); phasing
Attack Bonus: 2
Damage: 1d8.  All damage dealt by this underling is cold (in addition to any other types).
Range: 1.
Disciple of Spirit: When this underling hits a creature and deals damage, the target takes a -2 penalty to attacks until the end of your next turn.

Note: A reliable means for a channeler to deal a different damage type, while adding a soft control element to every attack.  Add to that the fact that the wraith deals very good damage for a ghost, and you've got a good underling for most any occasion. 

Soul Sunder - Necromancer Encounter 7
Encounter * Shadow, Implement, Necrotic
Standard Action  Ranged 10
Targets: One Creature.
Attack: Intelligence vs Reflex
Hit: 4d6 necrotic damage, and the target takes a -2 penalty to saving throws until the end of your next turn.

Inspire Fear - Necromancer Encounter 7
Encounter * Shadow, Implement, Fear
Standard Action  Area burst 2 within 10
Target: Each underling in burst
Effect: Each primary target makes the following attack against a different target
-Attack: Intelligence vs AC
-Hit: 2[u] + Intelligence Modifier damage.  At the end of its next turn, the target takes psychic damage equal to the number of underlings adjacent to it.


Level 9 Daily Powers




Wall of Death - Necromancer Daily 9
Daily * Shadow, Conjuration, Necrotic, Implement
Standard Action  Area Wall 4+X Within 10 Squares
Effect: You may destroy X number of underlings, and you must destroy at least one.  You conjure a wall of necrotic energy and undead remnants.  It can be up to 4+X squares long and up to 4 squares high.  The wall lasts until the end of your next turn.  The wall blocks line of sight
Disciple of Bone: An Enemy that starts its turn adjacent to the wall takes 1d8+Intelligence Modifier damage.  If an enemy enters the wall's space or starts its turn there, it takes 3d8+Intelligence Modifier damage.  Entering a square occupied by the wall costs 3 extra squares of movement.
Disciple of Spirit: An Enemy that starts its turn adjacent to the wall takes 1d4 necrotic damage and is slowed (save ends).  If an enemy enters the wall's space or starts its turn there, it takes 3d4 necrotic damage and is slowed and dazed (save ends both).
Sustain Minor: The Wall Persists

Raise Dead - Necromancer Daily 9
Daily * Shadow
Standard Action  Ranged 10
Target: One, Two, Three, or Four dead minions
Effect: The targets regain full hitpoints, and are under your command.  They are now undead, and are now longer considered living creatures.  They take their turn on the initiative following yours.  They are mindless: you can force them to take whatever actions you wish, but they cannot speak and remember nothing of their former lives.  The targets remain alive until killed, until you dismiss them as a free action, or until you use this spell again.

Deathgrip - Necromancer Daily 9
Daily * Shadow, Implement
Standard Action  Ranged 10
Target: One, Two, Three, or Four underlings
Effect: The primary targets shift one square and make the following attack against the same or different creatures in range.
Attack: Intellignce vs AC
Hit: 1[u]+Intelligence Modifier Damage and the target is slowed (save ends)
Miss: Half Damage
Effect: If two attacks hit the same target, the target is immobilized (save ends) instead of slowed.  If three attacks hit the same target, the target is restrained (save ends) instead of immobilized.  If four attacks hit the same target, the target is helpless (save ends) instead of restrained.

Soul Feast - Necromancer Daily 9
Daily * Shadow, Necrotic, Implement
Standard Action  Area Burst 2 within 10
Target: Living Creatures in Burst
Attack: Intelligence vs Will
Hit: 2d8+Intelligence Modfier Necrotic damage, and you or an ally adjacent to you, regains one healing surge.
Miss: Half Damage



Level 10 Utility Powers



Summon Skeletal Steed - Necromancer Utility 10
Encounter * Shadow, Underling
Minor Action   Close burst 5
Effect: You summon a large skeleton in 4 unoccupied squares in burst.
Keywords: undead, skeleton, mount
Threshold: Your Wis Mod+6
-This improves to Wis Mod +8 at 21st level
Immune poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed: 8
Attack Bonus: 2
Damage: 1d6
Range: 1
Special: This underling can last until you take an extended rest if not destroyed.

Spirit Portal - Necromancer Utility 10
Daily * Shadow, Conjuration, Teleportation
Standard Action  Close Burst 1
Special: You can use this power twice per day.
Effect: You create a portal through the shadowfell in one square in range.  This portal only visible to shadow creatures or to creatures with training in either arcana or religion.  You can only have two of these portals at once, but you may dismiss one at any time as a free action.  As a move action, you can teleport one creature you can see from the location of one portal to the location of the other.  These portals last until you take an extended rest or until you dismiss them.

Awakener's Rage - Necromancer Utility 10
Encounter * Shadow
Free Action   Personal
Trigger: Your Disciple of Bone or Disciple of Spirit class feature is triggered
Effect: Add your intelligence modifier to the damage dealt or temporary hitpoints gained by the class feature.  You can use an at-will underling power you know as a free action.

Ghost Step - Necromancer Utility 10
Encounter * Shadow
Minor Action   Close Burst 5
Target: you or one ally in burst
Effect: the target gains phasing and insubstantial until the end of his next turn.









_________________________________________________________

Necromancer and Related Feats


Expanded Focus
Prerequisite: Necromancer, Necromantic Focus Class Feature.
Benefit: Choose a necromantic focus option you do not have: you gain the at-will underling power from that Focus.

Tome Expertise
Benefit: You gain a +1 feat bonus to implement attack rolls you make with a tome.  This bonus increases to +2 at 11th level and +3 at 21st leve.  In addition, your underlings, summons, and conjurations gain a +1 bonus to all defenses while you are wielding a tome.

Dark Master
Prerequisite: Necromancer
Benefit: You gain a +1 feat bonus to damage rolls when you use a power with the necrotic keyword.  This bonus increases to +2 at 11th level and +3 at 21st level.  In addition, when you use a power with the necrotic keyword, you can choose to take an amount of damage equal to half your level.  If you do, that power ignores necrotic resistance and immunity.

Arcane Necromancer
Prerequisite: Necromancer, Trained in Arcana
Benefit: Your power source is considered both shadow and arcane, and your necromancer powers gain the arcane keyword.

Divine Necromancer
Prerequisite: Necromancer, Trained in Religion
Benefit: Your power source is considered both shadow and divine, and your necromancer powers gain the divine keyword.

Conduit of Lost Souls
Prerequisite: Necromancer, Disciple of Spirit
Benefit: While you have temporary hitpoints on your turn, you can choose to loose all temporary hitpoints to use Ghostly Visage as a free action.

Grave Caller
Prerequisite: Necromancer, Disciple of Bone
Benefit: When your Disciple of Bone class feature deals damage to an enemy and reduces it to 0 hitpoints or fewer, you can use Summon Skeletal Drudge as a free action during your next turn.

Necrotic Prodigy (Multiclass Necromancer)
Prerequisites: Intelligence 13
Benefit: You gain training in Arcana or Religion. 
Choose a necromantic focus: you gain the at-will underling power for that focus, but you can only use it a number of times per encounter equal to your intelligence modifier.
In addition, you can wield necromancer implements.


_________________________________________________________

Advanced Levels, Other Builds, Multiclassing, and more Pondering




As the levels go on, encounter powers will introduce moderate improvements to the basic underlings, while daily powers will introduce the occasional big-bad-scary-guy underling.  A feat should exist which allows access to the other builds' basic underlings (but not their special bonus feature) and Necromancer Paragon Paths could introduce new and more advanced at-will underlings as well. 

As noted before, the underlings available to a necromancer begin the game as a serious impediment to enemy movement, but as levels progress they become further marginalized.  At some point, many enemies will practically auto-succeed at an athletics check to simply jump over them, since they have no opportunity attacks.  What this means is that necromancer powers will have some stronger control moving into the higher levels, though it's somewhat weaker at levels 1-3.


Multiclass and Hybrid Necromancers

The introductory necromancer Multiclass Feat would need to be carefully crafted: after all, underlings are very important to a necromancer's powers, so the power-swap features would be fairly worthless if you couldn't summon underlings... but as noted, the underlings are themselves powerful control tools.  I'd word it like so:

Necrotic Prodigy (Multiclass Necromancer)
Prerequisites: Intelligence 13
Benefit: You gain training in Arcana or Religion. 
Choose a necromantic focus: you gain the at-will underling power for that focus, but you can only use it a number of times per encounter equal to your intelligence modifier.
In addition, you can wield necromancer implements.

Closest to the shaman multiclass feat, but while the shaman needs only one spirit companion to cast any of his evocations, many necromancer powers are only strong with many underlings.  This feat limits you to one full squad of droogies, but you can't replace them.  Strong enough to get use out of any necromancer power, but not enough to really swamp anyone.

The Necromancer hybrid half-class would give you the power with unlimited uses per encounter, but only one use per round (while a full necro could go summon, summon, standard, a hybrid would not be able to forgo his movement for an extra summon)


Other Builds

For the future "power book" builds, the Vampire Lord Necromancer (Disciple of Blood) and the ZombieBuildName Necromancer (Disciple of Flesh). 

The Vampire Necromancer would be more leader-like, with a charisma secondary and abilities which drain life from enemies are transfer it to you and your allies.  Bonus feature would be when damage destroys your summon an adjacent ally recovers Char Mod HP (1X per round).

The zombie necromancer would be feature stronger control and more underlings available.  The build would also be Con Mod secondary, and the special feature is simply that instead of having a limit on underlings equal to your Int mod, you'd have a limit equal to your Int Mod+Con Mod.  zombies would have no resistances to speak of, and a basic Con Mod Threshold, so you'd lose them fast.
The Underlings would be very easy to AOE down at higher levels...I'd recommend letting them scale with tier or level, perhaps like the shaman.

"Can't return" is a very very interesting mechanic...on trolls and the like it means the fight it potentially much shorter, and I'm not sure that it's a balanced benefit (i.e., it seems like a lot of ressurecting monsters assume that they'll get back up and have hit points placed accordingly, though for many this is a conditional effect and adding another condition shouldn't cause problems). Also, how are you thinking this will interact with players? For example, if your necromancer gets dominated and uses it on a PC, what happens?
I think this is a very interesting start for a creature-focused controller. I wonder if it might be possible to take a lesson from the Druid and wild shape though. Wild shape can be a defining feature of the druid, but it doesn't have to be. Could you also build a viable Necromancer who doesn't focus on the underling, or uses the underling minimally? A possible fifth build might change the nature of the underling as well, summoning a general unhallowed or  cursed ground that might function like an underling, but isn't modeled after a type of undead per se.
I think this is a very nice start to a class.  I'd suggest some feats that would improve your summons.

Skeletal Warrior
Your skeletons unlive by the sword.
Requirements: Skeletal Necromancer
Benefits: Your skeletons a deal 1d8 damage (instead of 1d6) and their threshold increases by 3/tier.

Skeletal Rabble
Your skeletons arrise as a horde of peasants.
Requirements: Skeletal Necromancer
Benefits: Your skeletons ignore the first attack that would destroy them and have a +1 to hit with burst attacks.

Poltergeist Spirit
Your ghosts are shy and hide from the world.
Requirements: Ghostly Necromancer
Benefits: While phasing, your ghost is invisible.

Possesion Spirit
When your ghosts die, they take over their killer's body.
Requirements: Ghostly Necromancer
Benefits: When your ghost is destroyed, the creature that destroyed it gains the Underling keyword until the beginning of your next turn.  They deal damage as a ghost.  You do not dominate the creature, but you may use Underling powers through them.
Resident Shakespeare
The Underlings would be very easy to AOE down at higher levels...I'd recommend letting them scale with tier or level, perhaps like the shaman.



The shaman is justified in having a stronger spell-focus-companion-thing, because they only get one, and they take damage when it's destroyed.  By contrast, a necromancer gets 4-10 underlings (more in some circumstances) and can actually benefit from their demise.  The spirit companion has a "threshold" of ~25 at level 30, while the skeletons would have a threshold of maybe 10-11, while ghosts would have an effective threshold of 16-18.  Much weaker, yes, but dealing with AoE attacks is something the necromancer will have to learn to deal with.

Also, the necromancer (and thus his underlings) will have a good reflex score to due high intelligence, and a respectable con or will.  Very few blasts or bursts target AC, and also many necromancer powers will be built around quickly re-summoning or replacing lost underlings.

In other words, while AoE attacks are indeed a weakness of the class, they are not a crippling one.  I don't feel it's an issue; their thresholds would need playtesting to get exactly right, IMO.

"Can't return" is a very very interesting mechanic...on trolls and the like it means the fight it potentially much shorter, and I'm not sure that it's a balanced benefit (i.e., it seems like a lot of ressurecting monsters assume that they'll get back up and have hit points placed accordingly, though for many this is a conditional effect and adding another condition shouldn't cause problems). Also, how are you thinking this will interact with players? For example, if your necromancer gets dominated and uses it on a PC, what happens?



Vs trolls, it's no more powerful than a fire or acid attack, and other ressurecters have simmilar weakneses.  It's a strong benefit, but not overly so in my opinion.

Vs other players... well, that would be a bad thing.  Perhaps an added "exept by you" so on the off chance the necro gets dominated then drops an ally with deathbolt, at least he can later cast Raise Dead on him.
I think this is a very interesting start for a creature-focused controller. I wonder if it might be possible to take a lesson from the Druid and wild shape though. Wild shape can be a defining feature of the druid, but it doesn't have to be. Could you also build a viable Necromancer who doesn't focus on the underling, or uses the underling minimally? A possible fifth build might change the nature of the underling as well, summoning a general unhallowed or  cursed ground that might function like an underling, but isn't modeled after a type of undead per se.



As it is, there are a few powers that only command one underling to attack, and the necromancer does have a few powers (Deathbolt, Deathburst) that do not require underlings at all.

I'm not terribly opposed to the idea of a minionless or minion-lite necromancer build, but I don't really see how it would be signifigantly different from a dark, death-themed wizard.  You could easily multiclass or hybrid with a wizard or warlock to get your desired results.
I think this is a very nice start to a class.  I'd suggest some feats that would improve your summons.

Skeletal Warrior
Your skeletons unlive by the sword.
Requirements: Skeletal Necromancer
Benefits: Your skeletons a deal 1d8 damage (instead of 1d6) and their threshold increases by 3/tier.



Skeletal Warriors are a level 3 encounter attack power, and they have bonus defenses as well.  That said, I'm not opposed, in general, to feats which make the various underlings more powerful.  I will note, though, that the threshold increase of this power would make the skeletons more durable than the ghosts, which is undesireable to me.

Skeletal Rabble
Your skeletons arrise as a horde of peasants.
Requirements: Skeletal Necromancer
Benefits: Your skeletons ignore the first attack that would destroy them and have a +1 to hit with burst attacks.



Interesting, but ignoring the first attack would add paperwork, in that you'd need to track which underlings had avoided 1 destructive attack.  At late levels you might have 9 or 10 identical skeleton minis on the map, it would be annoying to have to remember which is which.

Poltergeist Spirit
Your ghosts are shy and hide from the world.
Requirements: Ghostly Necromancer
Benefits: While phasing, your ghost is invisible.



Making a way for the ghosts to become invisible makes sense, but technically they are always "phasing"  tracking which ghosts are invisible and which aren't would also be a pain.

Possesion Spirit
When your ghosts die, they take over their killer's body.
Requirements: Ghostly Necromancer
Benefits: When your ghost is destroyed, the creature that destroyed it gains the Underling keyword until the beginning of your next turn.  They deal damage as a ghost.  You do not dominate the creature, but you may use Underling powers through them.




I was planning a ghost-posession domination power for later necromancer levels, but this is an interesting perk as well.  I'll have to think on that.
The Underlings would be very easy to AOE down at higher levels...I'd recommend letting them scale with tier or level, perhaps like the shaman.



On further thought, this seems wise: I updated the power with this change in place.  It's not as big a threshold, for obvious reasons, but they should be able to stand up to a little more enemy fire, at least.
This is a very interesting idea for a class, it looks pretty cool but needs feats and more levels. I really like the underling powers, they are unique. One problem with Deathbolt and Deathburst is that regeneration does not function under 1 hp. Due to this fact, very few monsters will be effected by the power. You could make it so that if the creature cannot regain hitpoints until the start of your next turn, then it would be less situational.
The best homebrew Necromancer I have ever seen, may I suggest however that if you ever do make Paragon Paths you design them around a certain type of undead such as mummy's, flesh golem's, ghoul's e.t.c. Each paragon path would include a single summon of said undead then a few themed powers around it. Just my two cents.

Maybe I didn't see it but I don't see anywhere what happens to your underlings after an encounter. I mean if they stick around then Morbid Instinct becomes the best utility for any necromancer to take. I mean starting off an encounter with 4 underlings premade and theoretically keeping that many or more alive till the end means that they'll be their for the next also.

I propose that you fluff that when an encounter ends, your underlings collapse into dust or evaporate as the necromancer had drained the corpses of all life energy.

It would also symbolize the effort the necromancer has to spend in order to control his underlings both mentality, or even physically if an epic destiny for this class would be becoming a lich or other powerful undead.

Resident Quitter Those that say, "It cannot be done!" should not interupt those doing it-Somebody The guy in the middle. Night Janitor in the House of Trolls.
The summons last 1 encounter, or ~5 minutes just like any other summon.

With the announcement of the official necromancer clas coming soon, I've stopped working on this homebrew class.  I'm glad you guys enjoy it so far through.
So you gave up or did you hope it would be a "real" necromancer like the one you have here.

I'd suggest encounter powers that react when you lose all your underlings.

Something like when you lose 2 or more underlings and have no underlings left your AC increases by 1 per underling lost until the end of your next turn.

I'd also like to see a reversal of the save mechanic. "You grant an ally regeneration 2. They make a save as if they had a (save ends) effect on them each round until they fail the save"
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1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
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The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
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So you gave up or did you hope it would be a "real" necromancer like the one you have here.



Well, after seeing the "necromancer" preview (and learning it's just mage school) I have started work on it again, yes.

I'd suggest encounter powers that react when you lose all your underlings.

Something like when you lose 2 or more underlings and have no underlings left your AC increases by 1 per underling lost until the end of your next turn.



There are a few that are used when all or many of the summons have been taken out, but here's my concern: an encounter power that can't reliably be used every encounter is wasted.  Often it would be very foolish for a DM to focus on eliminating the underlings because they're such a cheap commodity.  Mostly, the underlings will stay up and running unless you've got a few enemies that can really lay down the bursts and blasts, so an encounter power that requires that trigger wouldn't happen much.

I'd also like to see a reversal of the save mechanic. "You grant an ally regeneration 2. They make a save as if they had a (save ends) effect on them each round until they fail the save"



Cool idea.  A "Save Sustains" effect.  I like it.



I was thinking of the Zombie Focused Necromancer and this is what I came up with. I hope you don't mind me putting it here because I really want to see what you think of it. I know this isn't a
collaborative work but maybe you would want to use them.



Anyway, here we go....



Disciple of Flesh
You gain the Summon Zombie Rotter power. You may have a number of Zombies on the board equal to your Con + Int modifier.



Summon Zombie Rotter
At-Will *Shadow, Zombie
Minor Action Close burst 10
Effect: You summon a medium zombie rotter in an unoccupied square in the burst.
Keywords: Undead, Zombie
Threshold: Constitution Modifier
Speed: 4
Attack Bonus: 3
Damage: 1d4 and the target is weakened until the start of your next turn.
Range: 1

Note: I tried to stay true to your suggestions so I gave them no immunities. I was thinking of giving them Vulnerable 5 fire and I could for flavor reasons.

I personally have an affinity for the slow moving zombies of the movies and so I gave them a speed of 4 but I could lower it to 3 if I was able give them Immune: Poison Resistance: 10 necrotic and the aforementioned Vulnerable 5 fire.

I also thought of giving them a rider to the Dark Sacrifice power of...

Disciple of Flesh:
The damage becomes poison and physical and the burst creates a poison cloud zone that lasts till the end of your next turn. Creatures that enter the zone or start their turn there are weakened and slowed till the end of your next turn.

Note: This might be too powerful but I don't think so because it targets your allies as well as enemies and you mentioned that Zombie Focused Necromancers should have more control type abilities.

For a level one daily I was thinking...

Summon Zombie Infector
Daily * Shadow, Zombie
Minor Action Close Burst 10
Effect:  You summon a large Zombie Infector in two unoccupied spaces within the burst.
Threshold: Constitution modifier -2.
Speed: 8
Damage: 2d6 poison and physical
Range: 2
Special: When the Zombie Infector is destroyed it explodes in burst 2 that deals 2d6 poison and physical damage. The bursts creates a poison cloud that lasts until the end of your next turn. Creatures that enter the cloud or start their turn there are weakened and slowed (save ends each separately)

Note: I gave this zombie a speed of 8 in homage to the fast zombies of today. I gave it a built in Dark Sacrifice and a lower threshold to ensure that it is easy to destroy. I was thinking of giving its regular damage the riders of weakened and slowed till the end of your next turn so that enemies would prefer to destroy it than let it continually attack them round after round but I thought that might be too powerful. I don't know if it is or isn't.

So what do you think? Too much? Not enough? Stupid? Brilliant? Enquiring minds want to know.  


Edit: I tried to put this up earlier put the boards were messing up and so parts of it weren't posted and I had to delete it. Twice. Thankfully, it worked this time.   

Resident Quitter Those that say, "It cannot be done!" should not interupt those doing it-Somebody The guy in the middle. Night Janitor in the House of Trolls.

I suppose Necromancy is appropriate for this thread. 

 

I've got a game coming up where a solid two of the players want to play Shadow or Necromancy-type classes; since the only Shadow ones that are functional classes are Executioner or, possibly, Nethermancer, I was wondering (read:hoping) someone had finished this to level 30.

 

Any luck? I'm not versed enough to make custom content for 4e yet, as I just started DMing it a few weeks ago.

Inchoroi wrote:

I suppose Necromancy is appropriate for this thread. 

 

I've got a game coming up where a solid two of the players want to play Shadow or Necromancy-type classes; since the only Shadow ones that are functional classes are Executioner or, possibly, Nethermancer, I was wondering (read:hoping) someone had finished this to level 30.

 

Any luck? I'm not versed enough to make custom content for 4e yet, as I just started DMing it a few weeks ago.

 

Honestly, they're probably better off refluffing existing classes.  Play a Wizard, just scratch it out on the sheet and write Necromancer instead.  Describe the powers shadowy and necromantically.  A summon can be a hulking zombie or frankenstein, Bigby's Icy Grasp can be shadows grasping at an enemy.  Fireball can be a big black fireball that doesn't so much burn, as cause insta-rot.

 

This way the PCs can be effective in combat, so you don't have to pull any punches, and they get to play what they want.  Don't get super hung up on the fluff.  If someone wants a gun, call a crossbow a gun and be done with it, etc.

 

Cry Havoc!  And let slip the hogs of war!