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[spoiler=Races]

  [spoiler=Lycanthrope] 
 









Lycanthrope










Creatures of the wild, Inflicted with a curse turned blessing.



          Racial Traits
Average Height: Same as past life race
Average Weight: Same as past life race

Ability Scores: +2 Constitution,+2 Strength or Dexterity
Size: Medium
Speed: 6

Languages:
Same as your past life race.
Skill Bonuses: +2 Perception, +2 Nature

                 Racial features
Feral Will: You gain a +1 racial bonus to your Will defense.
      In addition, you gain a +5 racial bonus to saving throws against Polymorph effects and may make a save to end these effects at the start of your turn even if the effect does not normally allow a save to end.

Kindred Spirit
: At 1st level Select a animal; you may not change this choice. You may speak with animals of this type and gain +2 to all checks when dealing with this type of animal. Your lycanthrope type is the same as the animal you choose. Your beast form is the same as the chosen animal and your hybrid form is a mix of human and whatever animal you choose. Common types are wolf, Tiger, Lion, Rat, Bear, But you may choose any natural animal.

Past life:
At 1st level Select A Race that does not have the past life racial feature. You are considered a member of that race for the purpose of meeting prerequisites, such as feats and paragon paths. Your humanoid form resemble a normal member of this race in every way. You also gain the same languages as the selected race normaly gets.

Beast form:
You gain the beast form at will power.

Hybrid form:
You gain the Hybrid form encounter power. At 1st level choose either Feral or Primal Hybrid form. You gain the racial feature For that form

(Special) Feral Hybrid:
You may use your claws or bite for any weapon attacks you have. You Claws use the stats for any one handed weapon you were wielding or +3 attack 1d6 damage if you weren’t wielding any one handed weapons. Your bite Uses the stats for any two handed weapon you were wielding or +2 attack 1D8 damage if you had no two handed weapons equipped.

(Special) Primal Hybrid:
You may Use your claws and Bite to deliver ranged/ implement attacks.. Burst/blast powers become close burst/blast and use your claws, Ranged attacks become weapon range and use your bite, the powers do not otherwise change when used in this way.

Feral regeneration:
You gain regeneration of ½ your level while bloodied, This regeneration does not function until the end of your next turn if damaged by a silver weapon. Silver weapons deal ½ your level more damage against you. Regardless of class you only have 4 healing surges. Add constitution modifier to your healing surge value.



 































Beast Form Racial Power
Your form shifts suddenly equipment melting into you leaving only a animal where you once stood.
At will Polymorph, Primal
Minor action - Personal
Target:Self

Effect: You gain +1 speed bonus, +2 perception, + 2 stealth while in this form. You may not make any attacks while in this form.



Effect:  You change from your humanoid form to beast form or vice versa. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements and weapons you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and Anything in a container that is part of your beast form is inaccessible. 


Special: You can use this power once per round. You assume the form of Your kindread spirit.
































Hybrid formRacial Power
 You form begins to contort and shift, your finger nails becoming claws and your hair thickens into fur within moments you assume the form of what most have only heared tales about, you become the beast of lore half humanoid half animal.
EncounterPolymorph, Primal
Minor action - Personal
Target:Self
Effect:  You gain +2 to intimidate, athletics, and perception check you make while in this form. 
Effect: You change from your humanoid form to beast form or vice versa. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements and weapons you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and Anything in a container that is part of your beast form is inaccessible.
Special: This form is a mix of your Past life and Kindread spirit selections.


Description text--

Play Lycanthrope if you want . . .

✦ to
✦ to
✦To
✦ to be a member of a race that favors the classes
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[spoiler=Vampire]










Vampire









You say cursed and dammed as if it was a bad thing.

          Racial TRAITS
Average Height: Same as past life race
Average Weight: Same as past life race

Ability Scores: +2 Dexterity, +2 Charisma or +2 Strength
Size: Same as past life race
Speed: 7
Vision: Darkvision

Languages: Same as past life race
Skill Bonuses: +2 Bluff, +2 Perception

            Racial features:
Past life: At 1st level Select A Race that does not have the past life racial feature. You are considered a member of that race for the purpose of meeting prerequisites, such as feats and paragon paths. Your humanoid form resemble a normal member of this race in every way. You also gain the same languages as the selected race normaly gets.

Blood is life: Once during a short rest , an ally adjacent to you can willingly lose 1 healing surge without gaining any effect to allow you to regain HP equal to your bloodied value. If you end a encounter with more healing surges then your normaly allowed you lose those surges and regain all HP

Enduring soul: When bloodied you gain regeneration equal to your highest ability modifier. If you take radiant damage, your regeneration does not function until the end of your next turn

Child of the Night:
* You are a undead Creature, You are unaffected by anything that effects only living creatures. You don't need to breathe, Which means you are immune to suffication. You also don't age. Unlike most undead, you do need to sleep still
* You have resist Necrotic 5
* You have Vulnerable 5 radiant
* If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability.) from the sunlight, and you are weakened (Save Ends). If you drop to below 1 HP from this damage, you are instantly destroyed.
* You only have 2 healing surges Regardless of your class.

Description text--

Play a Vampire if you want . . .
✦ to
✦ to
✦ to
✦ to


































Blood DrinkerRacial power
When your attack strikes true, you sweep past your foe's defences to consume the essence of it's life.
Encounter Shadow
No action - Personal
Target:The triggering enemy
Trigger: You hit an enemy with a at will attack power.
Effect: The target takes 1D10 extra damage from the triggering attack, and you gain a healing surge.
Level 17: 2D10 extra damage
Level 27: 3D10 extra damage.


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[/sblock]
[spoiler=classes]
   [spoiler=Necromancer]

                          Necromancer
_______________CLASS TRAITS _______________


Role: Striker.
Power Source: Shadow. You channel necrotic and shadow energy to summon and control the dead. To you, necromancy is an art form, a powerful method by which you seek to control the world around you living or not.
Key Abilities: intelligence, Charisma, 
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: staffs, wands
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 4
Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (wis), History (Int), Insight (Wis), Nature (Int), Religion (Int)
Class Features: Aura of Dread, Death Knell, Necrotic Thirst, One foot in the grave, and Ritual Casting.


_______________Class features_______________


Aura of Dread Necromancer Class Feature
Those who dare to get close to you will soon realize it was a bad idea approaching a figure that transmits so much loss and dread. Your enemies will feel weakened by your mere presence. - You gain the Aura of Dread encounter power


Aura of Dread Necromancer Class Feature
Your visage strikes fear into the hearts of your opponents, causing them to attack clumsily and without  conviction.
Encounter ✦ Shadow, Fear, Implement Standard Action Close burst 3
Target: Each enemy in burst
Attack: Iintelligence  vs. Will
Effect: The target receives a penalty to attack rolls equal to your Charisma Modifier


Death Knell Necromancer Class Feature
Whenever a creature within 2 squares is reduced to 0 or fewer hit points, you gain temporary hit points equal to your charisma modifier. This effect increases to 5 + charisma modifier temporary hit points at level 11 and 10 + charisma modifier temporary hit points at level 21.


One Foot in The grave Necromancer Class Feature
As a resoult of all your close contact with necrotic forces your essence has ben tainted.
You are concidered both living and undead and gain necrotic resistence 5.


Necrotic Thirst Necromancer Class Feature 
  Your intensive study of necrotic forces has led you to descuvor the and manipulate the very life force that flows through all things. Those who suffer your rath find themselves wracked with pain as you drain the very life force that sustains them. You gain the Necrotic Thirst encounter power.


Necromantic Thirst
You drain the life essence of a creature
Encounter ✦ Shadow, Necrotic,  Free Action
Trigger: You hit with a necromancer at will power
Primary Target: Same as triggering power
Effect:  Deals 1d8  necrotic damage and you regain a healing surge
Special: Any healing surges above your max are lost at the end of combat

Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.

Skeleton Minion

You gain the skeleton minion power usable once per round.

_______________At will powers_______________

Skeleton Minion Necromancer Class feature
You conjure forth a Skeleton Minion that serves you to distract and harm your foes.
At-Will ✦Shadow, Implement, Conjuration Minor Action Ranged 5
Conjuration: The skeleton minion occupies a single square within range.
Target: One creature adjacent to the skeleton
Attack: intelligence vs. AC
Hit: 1d6 
Level 21: 2d6
Sustain Minor: The skeleton persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Skeleton up to 5 squares as a move action. The skeleton uses your AC, initiative, senses and defenses. It otherwise follows all the rules for Minions.
Special: You may only have 1 skeleton minion at a time and sustaining this power prevents you from using skeleton minion class feature until the start of your next round.

Drain Life Necromancer Attack 1
You Fire a ray of necrotic energy that drains the life-force of your enemy.
At-Will ✦Shadow, Necrotic, Impliment, Standard Action Ranged 10
Target: One creature
Attack: intelligence vs. Reflex
Hit: 1D8  + intelligence modifier damage and you gain temporary hit points equal to your charisma modifier.
Level 21: 2d10 + intelligence modifier damage, and you gain temporary hit points equal to 5 + your charisma modifier.
Special: You can use this power as a ranged basic attack.


_______________Encounter power LV 1_______________


Howling Skull Necromancer Attack 1
You create a skull of frigid purple energy around your hand and hurl it at the enemy.
Encounter ✦ Shadow, Implement, Necrotic Standard Action Ranged 10
Primary Target: One creature or object.
Attack: intelligence vs. Reflex
Hit: 2d6 + intelligence modifier necrotic damage.
Special: You spend a healing surge without gaining its benefits; to make the skull burst on contact Power become burst 1 within 10 effecting all enimies in burst.


_______________Daily power LV 1_______________


Summon Zombie Necromancer Attack 1
You conjure forth a strong undead creature ready to attack your enemies.
Daily ✦ Shadow, Conjuration, Implement, Necrotic Standard Action Ranged 10
Conjuration: The zombie occupies a single square within range.
Target: One creature adjacent to the zombie.
Attack: intelligence vs. AC
Hit: 2d6 + intelligence modifier necrotic damage and the target is weakened until the end of your next turn.
Sustain Minor: The Zombie persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Zombie up to 5 squares as a move action. It uses your AC +2, initiative, senses, and defenses. The Zombie's hp is equil to your bloodied value, you may spend a healing surge to heal your zombie instead of having it attack. 

_______________Utility power LV 2_______________


Vampiric Blessing Necromancer Utility 2
You Transfer some of your unholy essence to allies.
Daily ✦ Shadow Standard Action Ranged 10
Target: You or an ally within range
Effect: You spend a healing surge without gaining its benefits; the target gains 20 temporary hit points. As a minor action, the target can transfer any number of temporary hit points to an ally within 5 squares.


_______________Encounter power LV 3 _______________


Dreadful Shock Necromancer Attack 3
You hurl bolts of lightning infused with necrotic energy.
Encounter ✦ Shadow, Implement, Lightning, Necrotic Standard Action Burst 2 within 10 
Target: Each enemy in burst you can see.
Attack: intelligence  vs. Reflex
Hit: 1d6 + intelligence modifier lightning damage, and ongoing 5 necrotic damage (save ends).


_______________Daily power LV 5_______________


Siphon Life Necromancer Attack 5
You draw from the life force of your enemies to fuel your own.
Daily ✦ Shadow, Implement, Necrotic Standard Action Close burst 5
Target: Each enemy in burst
Attack: iintelligence vs. Fortitude
Hit: 1d6 + intelligence modifier necrotic damage. And you gain a healing surge. You can’t exceed your maximum healing surges this way.


_______________ utility power LV 6_______________


Bone Structure Necromancer Utility 6
You create a structure made of bones that you arrange at will.
Daily ✦ Shadow, Corrupt, Conjuration Standard Action Ranged 10
Effect: You conjure a bridge, a staircase, or a ladder (see below) that appears in a space within range on the ground. The effect lasts until the end of your next turn.
Bridge: The bridge is 2 squares wide and a number of squares long equal to twice your Intelligence modifier.
Spiral Staircase: The staircase occupies a space of 2 squares on a side and is a number of squares tall equal to twice your Intelligence modifier. The stairs are 1 square wide.
Straight Staircase: The staircase’s base occupies 1 square, and the staircase raises 1 square vertically for each square it has in length. It is a number of squares long equal to twice your Intelligence modifier.
Ladder: The ladder occupies 1 square and is a number of squares tall equal to twice your Intelligence modifier.
Sustain Minor: The structure or object persists until the start of your next turn.


_______________Encounter  power LV 7_______________


Improved Necrotic thirst
Gain a second use of Necrotic Thirst encounter power may still only use it once per turn.


_______________ Daily power LV 9 _______________


Darkcinder Blast Necromancer Attack 9
You release a blast of fire and dark energy that sears the bodies of your unworthy foes.
Daily ✦ Shadow, Implement, Fire, Necrotic Standard Action Close burst 3
Target: Each enemy in burst
Attack: iintelligence vs. Reflex
Hit:  4d6 + intelligence modifier fire and necrotic damage.
Miss: Half damage
Special: You spend a healing surge without gaining its benefits; You deal 2d6 extra damage and the power is not expanded on a miss


_______________ Utility power LV 10 _______________


Transfer Life Necromancer Utility 10
You take part of your life force and transfer it to a needed ally nearby.
Daily ✦ Shadow Minor Action Ranged 10
Target: One ally
Effect: You spend a healing surge without gaining its benefits; the target gains temporary hit points equal to your charisma modifier and gains one healing surge. The target cannot exceed their maximum number of healing surges this way.


_______________ Encounter power LV 13_______________


Blazing Skeleton Necromancer Attack 13
A Skeleton rises from the earth engulfed in flames at your command, striking viciously at adjacent foes.
Encounter ✦ Shadow, Conjuration, Corrupt, Fire, Implement Standard Action Ranged 5
Conjuration: The blazing skeleton occupies a single square within range.
Target: One creature adjacent to the skeleton
Attack: intelligence vs. AC
Hit: 3d6 + intelligence modifier fire damage and ongoing 5 fire (save ends).
Sustain Minor: The skeleton persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move it up to 5 squares as a move action. It uses your AC, initiative, senses, and defenses. It has 1 HP and is concidered a minion.
 
_______________Daily power LV15 _______________


Aura of Blight Necromancer Attack 15
A menacing aura surrounds you harming those who dare to attack you.
Daily ✦ Shadow, Zone Standard Action Close burst 1
Effect: You spend a healing surge without gaining its benefits; the burst creates a zone that moves with you that lasts until the end of the encounter. Any creature hitting you with an attack within the zone takes 3d6 necrotic damage. When you are bloodied, creatures striking you with a melee attack take 4d6 necrotic damage instead. You can end this effect as a minor action.


_______________Utility power LV 16_______________


Shielding Skeleton Necromancer Utility 16
You conjure a skeleton that gets in-between the attacks of your foes against you or your allies
Encounter ✦ Shadow, Conjuration, Immediate Interrupt Ranged 5
Trigger: you or an ally within range is hit by an attack
Effect: You summon a skeleton that interposes the attacker, it prevents up to 20 + charisma modifier of damage to the target, the rest is dealt to the target normally. Ongoing damage cannot be prevented this way. The skeleton vanishes after the attack is made.


_______________Encounter power LV 17_______________


Enervation Necromancer Attack 17
A dark purple bead streaks from your finger to the spot you indicate, where it bursts into a great ball of necrotic energy.
Encounter ✦ Shadow, Implement, Necrotic Standard Action Burst 2 within 10
Target: Each creature in burst.
Attack: intelligence vs. Reflex
Hit: 5d6 + intelligence modifier necrotic damage.


_______________Daily power LV 19_______________


Summon Chilborn Zombie Necromancer Attack 19
You conjure forth an undead creature of cold energy which upon attacking freezes your enemies.
Daily ✦ Shadow, cold, Conjuration, Implement Standard Action Ranged 5
Conjuration: The zombie occupies a single square within range.
Target: One creature adjacent to the zombie.
Attack: intelligence vs. AC
Hit: 4d6 + intelligence modifier cold damage and the target is immobilized until the end of your next turn and takes ongoing 5 cold damage (save ends). 
Sustain Minor: The skeleton persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Zombie up to 5 squares as a move action. It uses your AC +2, initiative, senses, and defenses. The Zombie's hp is equil to your bloodied value, you may spend a healing surge to heal your zombie instead of having it attack.
 
_______________Utility power LV 22_______________


Grave Pact Necromancer Utility 22
You sacrifice one of your undead creatures to revitalize yourself
Encounter ✦ Shadow, Conjuration, Standard Action Personal
Effect: You regain one healing surge and gain regeneration 10 for the duration of the encounter. You cannot exceed the number of maximum healing surges this way.


_______________Encounter  power LV 23_______________


Summon Spirit Devourer  Necromancer Attack 23
You summon a large cadaverous creature that captures the spirit of living creatures.
Encounter ✦ Shadow, Conjuration, Corrupt, Implement, Necrotic Standard Action Ranged 5
Conjuration: The large spirit devourer occupies a single square within range.
Target: One creature adjacent to the skeleton
Attack: intelligence vs. AC
Hit: 3d6 + charisma modifier necrotic damage and the target is trapped (save ends). The trapped creature is removed from play and can take no actions. If it succeeds on a saving throw, it escapes and appears in an unoccupied space of its choice adjacent to the spirit devourer. A trapped creature escapes automatically when the spirit devourer is destroyed. Only one creature can be trapped at a time. The spirit devourer can only trap large or smaller creatures.
Sustain Minor: The Spirit Devourer persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Spirit Devourer up to 6 squares as a move action. It uses your AC , initiative, senses, and defenses. The Spirit Devourer has 1 HP and counts as a minion.
 
_______________Daily power LV 25_______________


Necropotence Necromancer Attack 25
You bring forth the might of necromancers, fueling your body and enhancing the attack of allies.
Daily ✦ Shadow, Implement, Necrotic Standard Action Ranged 10
Target: One or two creatures
Attack: intelligence vs. Fortitude
Hit: The target takes 3d10 + intelligence modifier necrotic damage. You gain temporary hit points equal to your charisma modifier + ½ your character level, Furthermore, allies adjacent to you deal 1d6 + charisma modifier necrotic damage on their next successful attack during this encounter.


_______________Encounter power LV 27_______________


Dark Burst Necromancer Attack 27
You invoke an ancient spirit; a dark burst of shadow explodes in front of you, healing your allies and searing your enemies.
Encounter ✦ Shadow, Fire, Implement, Necrotic Standard Action Burst 2 within 20
Target: Each enemy in burst.
Attack: intelligence vs. Reflex
Hit: 3d8 + intelligence modifier fire and necrotic damage.
Effect: You and each ally in the burst gains temporary hit points equal to your charisma modifier.


_______________Daily power LV 29_______________


Summon Zombie Hulk  Necromancer Attack 29
You conjure forth an undead creature of cold energy which upon attacking freezes your enemies.
Daily ✦ Shadow, Conjuration, Fire, Implement Standard Action Ranged 10
Conjuration: The zombie occupies a single square within range.
Target: One creature adjacent to the zombie.
Attack: intelligence vs. AC
Hit: 4d6 + intelligence modifier fire damage and the target is Blinded until the end of your next turn and takes ongoing 5 Fire damage (save ends).
Special: When the zombie hulk drops to 0 hit points for the first time, on your next turn, the zombie hulk rises (as a move action with hit points equal to your bloodied value.
Sustain Minor: The Zombie persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Zombie up to 5 squares as a move action. It uses your AC +2, initiative, senses, and defenses. The Zombie's hp is equil to your bloodied value, you may spend a healing surge to heal your zombie instead of having it attack.
_________________________________________________________________________________


PARAGON PATH: TRUE NECROMANCER
“All that separates life from death is loneliness, suffering, and my undead minions.”
Prerequisites: Necromancer class, 
Power corrupts. Power over life and death corrupts absolutely. The power to raise an undying servant from the husk of the formerly living is darkly tempting-and certainly evil. Those who seek such unyielding obedience from the dead willingly fallow the path of the true necromancer, a master in summoning and raising the dead.


True Necromancer Path Features


Craving Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack with an undead minion, the undead minion gains a bonus to its attack roll equal to your charisma modifier.


Vampiric Attack (11th level): For each successful attack done by your undead minions, they regain hit points equal to your charisma modifier.


Contract from Below (16th level): Whenever you use a power to summon an undead creature you may spend a healing surge without gaining its benefits, If you do, your summoned undead minion gains temporary hit points equal to your charisma modifier + ½ of your character level.


True Necromancer Invocations


Summon Sword Wraith Necromancer Attack 11
You summon a restless apparition that lurks in the shadow, thirsting for souls.
Encounter ✦ Shadow, Conjuration, Corrupt, Implement, Necrotic Standard Action Ranged 5
Conjuration: The spirit devourer occupies a single square within range.
Target: One creature adjacent to the wraith
Attack: intelligence vs. Fortitude
Hit: 3d6 + intelligence modifier necrotic damage and the target is weakened (save ends). If the target is reduced to 0 hit points this way the sword wraith gains 15 temporary hit points.
Special: The wraith flies (hovers) and has phasing. When reduced to 0 hit points or more the sword wraith shifts 4 squares and makes a melee attack (intelligence vs. Fortitude), dealing an extra 1d6 necrotic damage on a hit.
Sustain Minor: The Sword Wraith persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Sword Wraith up to 6 squares as a move action. It uses your AC +2, initiative, senses, and defenses. The sword Wraith is concidered a minion and has 1 HP.

Animate Dead Necromancer Utility 12
You infuse a dead body with necrotic energy, raising the creature to become your servant for a small period of time.
Daily ✦ Shadow, Charm, Necrotic Standard Action Ranged 10
Special: You can use this power twice per day, but only once per encounter.
Target: One or two undead minions you control
Effect: You spend a healing surge without gaining its benefits; you can raise any large or smaller creature of same level or lower than you that have not been dead for more than an hour, the creature rises as an undead creature and is dominated. The creature remains under your control until the duration of the encounter or for 5 minutes, after this time it drops to the ground, unable to be reanimated again.


Summon Fireborn ZombieNecromancer Attack 20
 You conjure forth an undead creature of cold energy which upon attacking freezes your enemies.
Daily ✦ Shadow, Conjuration, Fire, Implement Standard Action Ranged 10
Conjuration: The zombie occupies a single square within range.
Target: One creature adjacent to the zombie.
Attack: intelligence vs. AC
Hit: 4d6 + intelligence modifier fire damage and the target is Blinded until the end of your next turn and takes ongoing 5 Fire damage (save ends).
Sustain Minor: The Zombie persist untill your next turn and may make a attack as a free action up to once per round.
Special: You can move the Zombie up to 5 squares as a move action. It uses your AC +2, initiative, senses, and defenses. The Zombie's hp is equal to your bloodied value, you may spend a healing surge to heal your zombie instead of having it attack.
 


___________________________Feats___________________________


Heroic Feats

Augment Summoning

Prerequisites: Trained in Arcana
Benefit: Effects created by powers with the Conjuration keyword gain a +1 feat bonus on damage rolls.


Corpsecrafter
Prerequisites: Necromancer
Benefit: Undead creatures that you command gain a +1 bonus to damage rolls.


Ghost Scarred
Prerequisites: Necromancer
Benefit: You gain a+1 bonus on attacks, damage, and all defenses against insubstantial foes.


Skeleton Archer
Prerequisites:  Necromancer. 
Benefit: You may summon a Skeleton Archer with your skeleton minion class feature. The Skeleton Archer has all the same stats except the ones noted below.
Target: One creature within 20 squares from the skeleton

Skeleton Hound

Prerequisites: Necromancer
Benefit: You may summon a Skeleton Hound with your skeleton minion class feature. The skeleton hound has all the same stats except the ones noted below.
Hit: 1d8  If the target is bloodied it’s knocked prone as well.
Special: as a move action you may move the skeleton hound up to 7 spaces

Paragon Feats


Necromantic Might
Prerequisites: Necromancer, necromantic presence
Benefit: All undead minions you control that are within 10 squares from you gain a +1 bonus to attack rolls against living foes.


Necromantic Presence
Prerequisites: Necromancer
Benefit: All undead minions you control that are within 10 squares from you gain necrotic resistance equal to your charisma modifier.


Necrotic Lock
Prerequisites: Necromancer
Benefit: Any target you hit with a power that has the necrotic keyword takes a –2 penalty to its next attack roll.
[/sblock]

   [spoiler=Infernal Bahemoth]



_______________________________________
Infernal Behemoth


_______________CLASS TRAITS_______________         

Power Source: Shadow.
Role: Striker. You use powerful two-handed weapons to deal serious damage to your enemies. Your physical power and daunting presence can cause foes to cower before you, and you can temporarily increase your abilities by harnessing Dark infernal power. you lean toward either defender as a secondary role.
Key Abilities: Constitution, Strength
Impliment: Two handed malee weapons - You may add the enhancement bonus of your malee two handed weapon to attack and damage for powers witht he impliment keyword. You do not add proficiencey bonus when using your weapon in this way.
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee.
Bonus to Defense: +2 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 skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis).
Class Features: Infernal Vigor,  Infernal Essence, Infernal Strike 



_______________Class features_______________


Infernal Vigor
Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.
If you use an invigorating attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.
If the target is bloodied, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, or a mace,
 Infernal Essence
Whenever you Hit with a Class power You may spand a healing surge without gaining it's benifit to add your strength mod to damage. The infernal powers that infuse use cause those around you to become unsettled. You gain -2 penelty to diplomacy checkes and a +2 bonus intimidate checks made against targets within 5 spaces of you.     
 

Infernal Strike
You gain the Infernal strike encounter power.



_______________At will powers_______________
 
Blood Charge
You feal a deap need to spill your oponents blood driving you even further as you try to cleave your foe in two.
At-Will
Shadow, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + 1d6 + Constitution modifier damage.

Level 11:
1[W] + 2d6 + Constitution modifier damage.

Level 21:
2[W] + 3d6 + Constitution modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you are bloodied you can move 2 extra squares as part of the charge.

Recuperating Strike
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.
At-Will
Invigorating, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you gain temporary hit points equal to your Strength modifier . If you are bloodied, the number of temporary hit points you gain equals 5 + your Strength modifier.
Level 11: 1[W] + 1d6 + Constitution modifier damage.
Level 21: 2[W] + 2d6 + Constitution modifier damage.

_______________Encounter power LV 1_______________

Infernal Strike
Summoning forth demonis powers you enhance your attack.
Encounter
Shadow, Martial, No Action
Trigger:You hit an enemy with a melee attack using a weapon. 
Target: The enemy you hit 
Effect: The target takes 1[W] extra Fire and Necrotic damage from the triggering attack.
Special: You regain a healing surge if you roll max damage with this power. You may not excead your max healing surges in this way.
Level 17: 2[W] extra Fire and Necrotic damage.
Level 27: 3[W] extra Fire and Necrotic damage

_______________Daily power LV 1_______________

Soul fire
Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long  after the streams of magic fire fade away.
Daily 
Shadow, Fire, Implement
Standard Action Ranged Close burst 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage.
Effect: The target takes ongoing 5 fire damage (save ends).
Special: if this power Kills the target you regain a healing surge, You may not go above your max healing surges in this way.

_______________Utility power LV 2_______________
Hellish rebuke
You summon forth hellish powers that envelope you in shadows allowing you to step forth next to your foe and satiate lust for there blood.
Encounter
Shadow, Teleportation Free Action Personal
Effect: When attacked by someone out of your range, you may teleport to a space adjacent to the attacker.

_______________Encounter power LV 3 _______________

Imrpoved infernal strike
You gain a aditional use of your infernal strike encounter power; but may still use it only once per turn.



_______________Daily power LV 5_______________


Balefull Ray
A sickly grean beam lances out to strike your foe burning and shrivling it as it furns there life force away..
Daily
Arcane, Implement, Radiant
Standard Action Ranged close burst 10
Target: One creature
Attack: Constitution vs. Will
Hit: 6d6 + Constitution modifier necrotic and fire damage.
Miss: Half damage.
Special: If this power Kills the target you regain a healing surge, You may not go above your max healing surges in this way.

_______________ utility power LV 6_______________

Dark Will
Refusing the result that fate has decreed for you, you invoke your otherworldly will to try and force a new outcome
Daily 
Arcane Free Action Personal
Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.

_______________Encounter power LV 7_______________

Shadow Step
As you strike one foe, you step into the shadows teleporting next to another.
Encounter
Shadow, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you teleport up to 10 squares to a space that must be adjacent to an enemy.

_______________ Daily power LV 9 _______________

Dark Rage
You channel your infernal rage into a devastating attack.
Daily (Special)
Shadow, Weapon Standard Action Melee weapon
Requirement: You must be bloodied
Target: One creature
Attack: Constitution vs. AC. To make this attack, you expend an unused barbarian rage power.
Hit: 5[W] + Strength modifier

An' ye harm none, do what ye will
Finaly got the prodjects up, stupid forums earased the classes without me relising it and I posted which undid all my fixes but I got it all working now.


Anyhows  I would realy likesome feadback on the 2 classes I think the necromancer may need some rebalenceing mainly with it's upper lvl powers. The other I think is mostly ok but could definatly use some feadback on it.

I whent through and edited all the powers to show red name for encounters and grean for at will, need to add a new at will power the the necromancer since I changed it's other at will to minor action reduced the damage and set it as class feature to represent the damage most striker classes get in a difrent special way that should maintain balence still.

anyhows will post more later but for now would love some feadback
An' ye harm none, do what ye will
Let me share some Forum-fu with you. You can set the text for a spoiler block by doing this: [*spoiler=Your Title Here]. Just remember to remove the star. I've found that it makes spoiler blocks cleaner.
Think the Ossassin sucks? Think again! Check out my attempt at a fix!
thanks was wondering about that seams about 50% of the html and bb coding I try to use on these forums just don't work, hell can't even copy past junk half the time without tons of trouble. for that  matter some the the stuff I type then edit gets all messed up.

Ben concidering checking into PDF files and making all my creations into a PDF book but not tried to figure out how to go about it yet
An' ye harm none, do what ye will
Added 2 races to the lists, changed the spoiler tags, and cleaned up the 6 zillion new errors coused by the forums. I realy need to take the time to learn PDF files and just make them and post stuff in them becouse these freaking forums are horrid the simplist word pad has less mistakes and couses less problems then these forums anyhows
An' ye harm none, do what ye will