Yet another Necromancer class concept

23 posts / 0 new
Last post
Yes, I know that there is both an official Necromancer "path" for the Mage class in Heroes of Shadow, and that there are other attempts at doing Necromancers as classes scattered across these boards, but... Well, though I don't think the Necromancer Mage is a bad kit perse, it's not really that appealing to me (feels too much like "wizard with necromancy tacked on"), and similarly I have my own visions and ideas for the Necromancer that, as far as I know, nobody else has tapped into.

I just wanted to see if my concepts were valid... and, if they get positive attention, maybe start trying to flesh it out into an actual class.

Thematic Motif: The Necromancer is a character who wields the powers of death. They imbue corpses with a mockery of life to do their bidding, and snuff out the essence of life where they find it. Dark and sinister, they can serve the forces of good by turning their unholy powers against forces of evil that threaten the living - and their affinity with the undead actually makes them uniquely suited to snuffing out their perverse existence. Bitter cold and all-consuming void, disease and decay, poison and vermin, these bolster the Necromancer's ability to conjure spirits and command animate corpses.

Role: Controller. Necromancers summon minions and use them to blockade and harrass enemies, as well as using powers that weaken, cripple or otherwise debilitate their foes, impairing their abilities to fight or effectively counter the efforts of a PC party.

Secondary Role: Striker or Leader. Some Necromancy hexes are especially nasty; while they aren't guaranteed to kill a victim outright, they are able to leave an enemy severely weakened and ready to be picked off. Similarly, some Necromancy hexes are able to not only cripple a foe, but bolster an ally.

Primary Damage Type: Necrotic - this is the energy most associated with necromancy and the undead.

Secondary Damage Types:
Poison/Acid - Both of these are damage types associated with corrosion, the slow death, the crippling effects of entropy, a life force being slowly eaten away.
Cold - There's a reason we speak of the "chill of the grave"; cold is the element most thematically associated with entropy and oblivion.

Barred Damage Types:
Radiant - Radiance is the power of light, the force of life incarnate. Necromancers draw their power from the deepest darkness of the soul; Radiance is their fundamental antithesis, the very opposite of the power that fuels them.
Fire - Radiance's mundane relative, Fire is an element of life and transmutation, of change and energy. Necromancy deals with death and stasis.
Lightning - Kin to Fire and Radiance both, Lightning is a dynamic force, a brilliant energy beyond the grasp of shadow magic.

Class Features:
Necrotic Soul - A necromancer is adept at wielding necrotic energy above all else. This allows him to bolster himself from harm by necrotic energy - but it can also shield him from radiant energy; by enveloping himself in a cloak of purest Shadow, elemental Light is swallowed harmlessly. It also means that he can pierce and unravel the shadowy defenses of the Undead. This functions as per the various "Arcane Souls" of the Sorcerer class, except it provides a Necromancer with resistance to Necrotic and Radiant damage and lets him pierce Necrotic Resistance.

Lord of the Dead - Necromancer magic revolves heavily around the power to create and control the undead. Consequently, they learn how to require a lessened expenditure of life-force in their creations, and to mitigate the backlash of unexpected destruction. The Necromancer reduces the normal amount of hit points lost for having Summons destroyed by the enemy.

Paragon Paths:
Deathslayer - This is a necromancer who took to studying the black arts for one reason; know thy enemy. This is a necromancer whose speciality is destroying the undead. Class features include a bonus to defenses and attack rolls against enemies with the Undead keyword, and a strengthened form of Necrotic Soul that means they treat Necrotic Resistance as Vulnerability: Necrotic instead. Powers are an encounter attack hex that cripples an undead to make it easier to kill, an encounter utility that makes allies more resistant to undead attacks, and a daily attack that causes heavy ongoing necrotic damage - and if the initial target is undead, this damage can spread to other targets.

Pale Master - This is the classical necromancer who specialises in controlling multiple undead at once. Features make his summons better, while powers revolve around particularly nasty summons - this is the Necromancer equivalent of the Master Summoner (Bonded Summoner?) paragon path for Wizards.

Crypt King - This is a necromancer who invests the effort to create a permanent undead minion, stronger and more powerful than is usual. Features revolve around this necromantic "pet", as do its powers. This is the Necromancer equivalent of the Thrallherd paragon path for Psions.

Plague Master - Necromancers whose interests lie in the slow, creeping power of poison, plague, decay and rot take up this mantle, which gives them unparalleled mastery over venom and disease. Features include greater resistance to diseases and Poison Resistance, while powers revolve around Poison and Acid damage, typically slowing or weakening foes as well.

Sanguine Witch - Necromancy is not so much about death as it is about life; most turn to necromancy as a way to cheat death, to prolong life. And the most primal, vital symbol of life is blood. A Sanguine Witch learns to master blood, both her own and those of her enemies, clinging more stubbornly to life than every before. Features include gaining a low-level form of Regeneration, being able to immediately regain health by spending an Action point, and a bonus to "Death Saving Throws" and to rolls to come back when Raised (reflecting the necromancer's improved ability to cling to life). Powers include draining blood to heal themselves, being able to restore health to allies by sacrificing healing surges, and causing massive damage on enemies by trying to rip the blood from their bodies.

Animator - Necromancers are adept at investing a mockery of life where life once was, but some aren't satisfied with this. Animators are Necromancers who try to imbue life where life never flourished before, granting the ability to fashion not only undead, but constructs as well.

Epic Destinies:
Primagen - Some Necromancers become so consumed with necromancy's apparent power over life and death that they turn to the most blasphemous of arts; attempting to create life. Not a false life, as is usually the case, but actual life itself. Whether they stitch together abominations from corpses or grow new lifeforms from alchemical equipment, they typically produce naught but perversions... but, sometimes, very rarely, a Primagen succeeds in her dark goal...

Undying One - Some Necromancers fear death so much that they do anything - anything at all - to cling to life, without having to make the sacrifices that becoming one of the undead would require. These are the Undying Ones, seekers of immortality at any cost. Some fail, settling for lichhood or some strange new form of undeath. Others, though, succeed, though rarely as they intended.

Lychking - Mastery over the walking dead is the most basic art of Necromancy, and yet there is always a limit to how many a necromancer can control at once. A Lychking seeks to expand their will and hone their powers until they can control a veritable army of the undead, all on their own.


So, these are all the thoughts/possibilities that I can recall having directly off the top of my head. I am now ready for them to be ripped to shreds.
There must always be....A LYCHKING.
bump ( a reminder to myself to read this thread later)

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
I will not lie. This looks promising. Specially since I, too, thought that the way necromancy is handled in Heroes of Shadow left much to be desired.

I am specially interested in the Primagen. Gives me Frankenstein vibes, which is always a good thing in my book.
So, when/how do we begin :D

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
Well, it's nice to see that folks do like these concepts/ideas. As for when we start... well, whenever anyone wants to give me a hand on it. ;)
i love it! I can't wait, and I'll help with whatever I can.
holydoom.weebly.com: Holydoom! A lighthearted RPG in progress. Loosely based on 3.5. 4, and GURPS. Very, Very, Very loosely. Seriously, visit it now. http://community.wizards.com/go/thread/view/75882/29086701/I_HIT_IT_WITH_MA_SWORD!_(like_this!):_A_Slayers_Handbook An attempt at CharOp
To anyone who thinks Pathfinder is outselling D&D
While one report may say that FLGS report a greater amount of book sales, one cannot forget the fact that the 71000 DDI subscribers paying 6-10 dollars a month don't count as "Book Sales."
"see sig" redirects here
Oblivious troll is Oblivious
PbP supporter!
General thoughts, feelings, and info on DDN!
Stuff I Heard Mike Say (subject to change): Multiclassing will be different than in 3.5! That's important. There is no level cap; classes advance ala 3.5 epic levels after a set level. Mundane (AKA fighter and co) encounter and daily powers will probably not be in the PHB (for the lack of space), but nor will they be in some obscure book released halfway through the edition.
You can't please everyone, but you can please me. I DO NOT WANT A FREAKING 4E REPEAT. I DO NOT WANT A MODULE THAT MIMICS MY FAVORITE EDITION. I WANT MODULES THAT MIMIC A PLAYSTYLE AND CAN BE INTERCHANGED TO COMPLETELY CHANGE THE FEEL, BUT NOT THE THEME, OF D&D. A perfect example would be an espionage module, or desert survival. A BAD EXAMPLE IS HEALING SURGES. WE HAVE 4E FOR THOSE! A good example is a way to combine a mundane and self healing module, a high-survival-rate module, and a separate pool of healing resource module.
Thank you for the compliments. At this very early stage, the primary pressing task is defining the class's basic material - healing surges, skill list, key abilities, class features and how they work, etcetera.
healing surges


5 + CON is pretty standard for Controllers.

skill list


Arcana, Dungeoneering, History, Religion, Nature, Heal, Intimidate, Streetwise, Bluff. Skills that help disect creatures, or give arcane knowledge, skills that help find corpses, and hide their work. Religion + 3 others trained.
I could see an argument for Stealth, but the list is pretty decent already.

key abilities


Intelligence seems like the obvious primary ability. Plenty of knowledge and research is a trope for necromancers.
The secondaries I could see CON (striker) and WIS/CHA (leader). CON as the necromancer attempts to hold within her the very energy of death, and survive it. WIS to represent an enlightened necromancer, who sees and understands the links between life and death, or CHA to represent the necromancer whose force of personality enhances her knowledge, and gives her the confidence and drive necessary to command legions of undead.


Co-author on AoA 2-3 and 4-1.

...:blinks: Wow. That's... I mean, thank you. That all sounds quite logical and reasonable. I don't suppose you have any suggestions for valid implements? I can see Rod and Orb, personally.

Similarly, how might I write up the class features that I suggested the Necromancer would have, and does it need any more?
Tome seems mighty appropriate as well. At least so they can wield the Necronomicon.

Lord of the Dead is a pretty cool feature, but what if the player doesn't want to focus on summons? It becomes a wasted feature. It would be fantastic on one of the PPS though.
The Nectrotic resist/pierce is pretty necessary (with a feat that treats Necrotic Immunity as 25).

What about a bonus to hit bloodied creatures? Something about the inevitability of death. That could be wrapped up with a penalty to save against ongoing damage inflicted by the Necromancer, since ongoing damage is generally a weak way to cause damage.


It's difficult to build the class features without a clear idea of how the class works. What is going to make the Necromancer substantially different from a Wizard?

Co-author on AoA 2-3 and 4-1.

In my mind, whereas the Wizard is a very diverse mixed bag of controllery effects, the Necromancer focuses on a relatively small plethora of effects:

* Summoned creatures
* Zones (this is one of the easiest ways to represent the "horde of mindlessly hungry zombies" or "cloud of wailing specters")
* Ongoing Damage and impaired attack/defense/accuracy/speed

Wizards tend to focus more on affecting large groups of enemies with damage or impairments. A Necromancer focuses more on making roadblocks (zones & summoned creatures) and crippling Solos or Elites.

Does this help?

Hmm... perhaps Lord of the Dead could be the Necromancer "selectable" feature? Like how Wizards choose different possibilities for Implement Mastery, or Sorcerers choose different Arcane Souls?

* Summoned creatures


The Wizard already does this if it wants (which may or may not be indicitive or too much support for the Wizard). Not to mention the Druid.


* Zones (this is one of the easiest ways to represent the "horde of mindlessly hungry zombies" or "cloud of wailing specters")


The Wizard has at least three zone powers at every daily level. The Warlock has lots of zones too, as does the Seeker.


* Ongoing Damage and impaired attack/defense/accuracy/speed


Debuffs the Wizard and Psion have all day long. Debuffs + ongoing damage the Warlock is pretty good at.
Additionally, ongoing damage is an awful controller feature (it doesn't control), and a mediocre striker focus (damage now is better than damage soon).

All three at once is neat, but at first glance it doesn't do anything new or different. Which isn't necessarily bad, as the flavor and features already presented make it a fine and intersting choice. It sounds fun so far, but I could also just reflavor a Wizard.


Wizards tend to focus more on affecting large groups of enemies with damage or impairments. A Necromancer focuses more on making roadblocks (zones & summoned creatures) and crippling Solos or Elites.


See above. These things the Wizard can already do.

What it needs is one or two class features that are good (and almst always usable) and recognizable as the Necromancer's class feature (e.g. Soul of the Necromancer is very obviously based on the Sorcerer).



Hmm... perhaps Lord of the Dead could be the Necromancer "selectable" feature? Like how Wizards choose different possibilities for Implement Mastery, or Sorcerers choose different Arcane Souls?


That'd be a neat way to do the class.

Co-author on AoA 2-3 and 4-1.

Well, honestly, it's a bit hard to come up with Controller features that the Wizard can't already do, given that A: the Wizard was the very first controller and so the test-bed for every idea of the Controller role to come out, and B: the Wizard has always been able to do everything. The only unique things that the Druid, Invoker and Psion can do are they are able to function in melee (Druid), they have powers that can heal and more access to the Radiant damage type (Invoker) and they emphasize Force and Psychic damage whilst having a different way of handling powers (Psion).

Really, when it comes to Controllers, it's very hard to do something new. You just have to try and have a solid theme to what they are and what they deal with (Druids; beasts and the natural world, Invokers; raw divine magic, Psions; telepathy and telekinesis) so that even if their effects are the same, they still "feel" different.
Well, honestly, it's a bit hard to come up with Controller features that the Wizard can't already do


You know that's right.

Co-author on AoA 2-3 and 4-1.

So... what does that mean? I'm not sure what we're supposed to do/be doing.
I understand and appreciate the difficulty in making a caster type controller that doesn't do what the Wizard already does, because the Wizard does so many things. But your Necromancer class would be loads better if it had something to call its own.
Hyper-specialize in pets and summons is a viable option. Many builds can be good at summoning, but no class is built around that.

Co-author on AoA 2-3 and 4-1.

Hmm... what if the class can be built along three "lines", via a selectable set of class features?

The first line is the "Lord of the Dead"; this is the summon-mancer build, focusing on powers that summon creatures and create mobs of enemies to deal with.

The second line is the "Deadwalker"; this is the pet-mancer build, a necromancer who has a permanent undead pet and whose powers revolve around empowering that pet.

The third line is the "Destroyer"; this is the element-mancer build, focusing on the powers that attack foes directly. Withering cold, storms of necrotic energy, screaming rifts, tornadoes of souls, etcetera.
So, is anybody interested in giving me a hand with this? I suggested three possible "lines" for it in the last post I made, aren't these any good?
These are the three aspects of the Necromancer that are the most iconic. If even just one of these became a GOOD playable class I'd be happy.

Just make a thread called "Necromancer (homebrew in progress)", post the basic stat block in post #1 along with a sblock containing your ideas and we'll work from there :D

I think we should start with making one iconic at-will for each "line" (need a better word for that), and then a few more that are more dependant on playstyle

I'm thinking
Summon: "Ghostly arms come from the ground, clawing and grabbing your enemies' feet"
Pet: ...???... what is a basic "pet" power nowadays?
Destroyer: A ranged basic attack with a high damage dice.

Dalies:
Summoner: Summon necromancer's ally daily powers a la the new druid
Pet/Necromancer hybrid: Where you gain bonuses a la barbarian rage / diabolic transformation based on your pet, which gains bonuses too
Destroyer: Sorcerer-style nuking power.

Encounters: 
Summoner: This is the controller of the group, so a huge zone might be in order?
Petomancer: You attack, pet attacks.
Destroyer: Striker encounter power 

Some powers that daze but have the line "If the target of this attack is Undead it is not dazed but instead dominated by you until the end of your next turn".

Features:
Necrotic resistance penetration
Wizard's spellbook (for the "offical" feel)
Free uses of last sight/talk to the dead rituals, along with stuff like gentle repose and that ritual that makes meat not rot.


Items:
Necromancer-specific tomes.

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
I've seen a lot of homebrewed necromancer classes in my internet sojournings, and so ill share some of the more interesting ideas Ive seen.

* The at will summoning of a zombie minion. This i feel would set apart the Necromancer from the Wizard. One of the more interesting ideas is that it requires a minor to sustain, or some other economy (more on that in a moment).

* By the same token, i've seen creative necromancer class builds that allow one to raise a dead opponent as a zombie to fight agaisnt the enemy. This i feel would have a lot potential, and would have to be at will, or at least per encounter. I feel that in order to be an iconic necromancer, one should be able to have multiple minions on the field, but to do so risks over powering the class. Maybe you can summon more literal minions as you level up? (3 /5/ 8 minions?)

* I saw a "soul bind" class feature: The idea that the necromancer can extract a dead foes soul (and keep track of it via a counter of somesort) and use it to power class features, riders, and powers (much like power points). This has the potential to be really swingy (you're really reliant on your comrades at the start of the fight, but by the halfway point, as enemies drop, you have Soul counters to spare) so it would have to be balanced, but i think its a real interesting idea. 

* As a complement, i think a "pet" build is a really cool idea; where really powerful monster (a zombie like nemesis, or a frankenstein). 

* I saw one Necromancer write up that qualified him as a Primary leader, secondary controller complete with a healing word power. While thats not the direction i would go in, its still an interesting idea you can consider (mastery over life and death... maybe the a sub leader build that has an interesting amount of surgeless healing... maybe in exchange for soul counters?)

* I think a melee build would be cool and kind of interesting. I just wonder how thematic that would be. (design off the fluff)

I see Scyths, sickles, Staves, Tomes,  and orbs to be implements of choice here. I think that the powersources should be Arcane and Shadow. I see CON, WIS, and Charisma to be secondaries based on build, and INT to be the primary attribute of the necromancer. What i would do is make three builds: Soul binder, animator, and Dread. Soulbinder would secondary WIS and sub leader. Animator would be the "pet build" and would sub CON. Dread would summon tons of minions and sub Charisma. There might be room for a "blaster necromancer" as well, but that might be getting too close to other classes. 

Im not telling you what you should do. I am saying this is what Iv seen. This is what i thought was cool. This is what i would do.  
When I was throwing ideas around for a homebrew necromancer, I drew heavily from the abilities and mechanics of the Guild Wars Necromancer, which comes in several build archetypes:

Minion Master: Summon lots of undead minions, buffs them, then sacrifices them to unleash high damage and debuffs.

I'd use a class feature that gives an at-will summon of a relatively weak undead pet, that you can use multiple times over the encounter as things die and you exploit their corpses. At any time, you could sacrifice the minion, killing it instantly, to grant a bonus to allies (THP, saving throws, etc.) or do a death nova style attack to enemies around the sacrificed minion. Raise an army, rush the enemy with them, then blow them up! I don't think any class uses the disposable summon mechanic in 4e.

If you go the leader route, sacrifice your minions to allow your allies to spend healing surges. Make it the necro equivalent of Healing Word.

Death Mage:
Guild wars necro's had a bunch of corpse exploitation that went beyond raising servants, including "Wells": zones that grant buffs to allies within a generous radius of the exploited corpse, spells that allowed you to heal yourself or end conditions by "consuming" a corpse, or my personal favorite and classic necro spell, CORPSE EXPLOSION (Large AoE damage centered on corpse).

Blood Mage:
These necros combined good single target damage and survivability through life-stealing attacks. Vampiric ranged attacks that deal damage and grant THPs, Life siphon attacks that deal ongoing damage and grant regeneration, and powerful attacks, debuffs, and buffs that require you to sacrifice health, using your thp and regen to endure.

Curses:
Curse Necros spread heavy debuffs and hard control effects over large groups of enemies. These powers wouldn't deal much damage or no damage at all, but affect multiple opponents with debilitating conditions. For example:

Enfeebling Blood: sacrifice some health to weaken multiple targets (save ends).
Insidious parasite: Steal health whenever foe attacks (save ends).
Plague Touch/Plague Signet: Transfer all harmful conditions from yourself to target foe.
Weaken Armor: Lower defenses of multiple targets.
Shadow of Fear: Daze multiple targets
Soul Barbs: Target takes extra damage from all sources (save ends).
Rigor Mortis: Target is slowed and cannot take OAs or Immediate actions.

Soul Reaping:
Class features and abilities that trigger when a creature dies would fall into this category. Bonuses to attack rolls, damage rolls, THP, surgeless healing, etc. triggered when a creature dies. Add feat support that lets you get these bonuses by bloodying an enemy.
Check out my homebrew Witcher class [Link] and my homebrew Samurai [Link]

Really sorry that this is a long post, I don't know how to make the windows for condensing sections but I was working on a HB Necromancer about a year ago with the people over on the shadow wiki (Shadow Done Right) shadow4e.wikidot.com/ but left because of lack of time and some conceptual differences with the other contributors. Anyway, a lot of the material was developed collectively so I'd like to give credit to the folks on that wiki for many of the ideas used in this model. Anyway, this was my take on the Necromancer, feel free to take or modify whatever you like, I'd appreciate feedback. Also, I have something like 1 at-wills and some other heroic level powers (mostly dailies and utlities) if you'd like to see them.

Class Traits


Role: Controller. Your undead minions spread across the battlefield, acting as your hands and letting you control the pace of battle, though at times you may affect your foes with more direct shadow attacks. Depending on your choice of class features and powers, you might lean toward defender or leader as a secondary role.
Power Source: Shadow. You have gained your powers by surrendering a portion of your own life and replacing it with pure shadow energy.
Key Abilities: Constitution, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: simple melee, military flail, simple ranged
Implement Proficiencies: fetishes, tomes, weapons with which you're proficient
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana or Religion (your choice). From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana, Bluff, Dungeoneering, Endurance, Heal, History, Intimidate, Religion, Stealth.
Build Options: Blight Necromancer, Dread Necromancer, Horde Necromancer.
Class Features: Aspect of Death, Dark Knowledge, Death’s Scholar.



Class Features
Necromancers have the following class features.


Aspect of Death
You command death in all its forms but you are naturally inclined toward a particular Aspect of Death. You gain the create undead and undead sentinel powers. Additionally, after each extended rest, choose one of the following aspects as your active Aspect of Death. Your undead minions gain the benefit of your chosen aspect. Your active Aspect of Death also provides bonuses to certain necromancer powers. Individual powers detail the effects your active Aspect of Death has on them.
Aspect of the Grasping Corpse: Your gaze deadens and your skin takes on a deathly pallor causing you to resemble a corpse. Undead minions created using your create undead power become zombies. Though slow-moving, their brute strength and infectious nature allows you to wreak havoc upon your enemies with blunt force and determination. When you move your zombie minions, you may move them as if they had a speed of 1 + 1 square per tier. Additionally, while you are not wearing heavy armor, you can use your Constitution modifier instead of your Strength modifier when making melee basic attacks with weapons you are proficient with.
Aspect of the Skeletal Warrior: Your eyes become sunken and hollow and your flesh tightens causing you to resemble a skeleton. Undead minions created using your create undead power become skeletons. Though weaker than zombies and less evasive than shades, their nimble bones and variety of magical attacks allow you to adapt quickly to any situation. When you move your skeleton minions, you may move them as if they had a speed of 3 + 1 square per tier. Additionally, while you are not wearing heavy armor, you gain a +1 bonus to speed.
Aspect of the Looming Shade: Your eyes darken and your body becomes enveloped in shadows causing you to resemble a geist. Undead minions created using your create undead power become shades. Though weak, their ability to haunt and evade enemies allows you to dominate your foes by strategically debilitating them. When you move your shade minions, you may move them as if they had a fly speed of 2 + 1 square per tier (hover) and phasing. Additionally, while you are not wearing heavy armor, you gain a bonus to all defenses equal to 1/2 your Charisma modifier against opportunity attacks.


Dark Knowledge
Your studies in ancient texts of anatomy, medicine, virology, and various other topics related to death and suffering have left your mind full of knowledge which others can only dream of. You have wandered to the edge of a dark precipice and stared into the abyss, and the abyss stared back, into the uttermost depths of your soul. You now command knowledge which would wither a normal mortal, using arts others would consider evil and profane to further your own agenda.
At 1st level you choose three at-will attack powers. At least one, but no more than two, of those powers must have the undead keyword. In addition, choose one of the following disciplines for your Necromancer to specialize in:


Necrophagy: Your necromantic studies have gone far beyond the mere reanimation of tissues or the vagaries of soul enslavement. You have delved into the darkest annals of necromantic lore and come away with incredible power. You do not destroy life, you consume death. You gain Toughness as a bonus feat and a +2 bonus to attacks and damage rolls made against undead and shadow creatures. Additionally, you gain the Leech Life encounter power. 
Nethermancy: You have studied intensively the profane arts of Nethermancy until the world of death was opened to you. You can call up the spirits of those who have passed on and compel them to your service. You gain resistance to necrotic damage equal to 5 + 1/2 your level and your attacks against undead creatures ignore resistance or immunity to necrotic damage. Additionally, you gain the Netherstep encounter power. 
Plague Engineering: Your have studies have included herbs, toxins, and diseases which can kill or maim hundreds at a time. Your dark hexes spread curses and contagion which torment your enemies and bring them to Death’s welcoming door. You gain resistance to poison equal to 5 + 1/2 your level and your attacks against undead creatures ignore resistance or immunity to poison. Additionally, you gain the Blight Bringer encounter power.


Death’s Scholar
You have long pursued rituals of great power and forbidden knowledge. You gain a +5 bonus to Religion checks made to identify undead and shadow creatures. You also gain the Ritual Caster feat as a bonus feat and gain the Gentle Repose and Speak with Dead rituals at 1st level (see Players Handbook, pp. 306 and 312). Once per day, you may spend a healing surge to ignore the component cost when performing either of these rituals.



Necromancer Powers


New Keyword: Undead
Many necromancer powers have the undead keyword. An undead minion must be present when you use such a power. If an undead power includes “undead” in its range, you determine line of sight and line of effect from your undead minion’s space, which is also the power’s origin square.


Class Features
All necromancers gain the create undead and undead sentinel powers. Individual necromancers gain either the Blight Bringer, Leech Life, or Netherstep encounter power depending on their choice of Dark Knowledge.


Using Undead Minions:
Undead minions are a unique kind of conjuration created when a necromancer uses their own life energy to give material form to spirits of the deceased which are called forth from the Shadowfell. The being created from this process is in some ways similar to a real creature, though far less independent. Because of this, minions affect and are affected by terrain and the environment as if they were corporeal creatures unless some effect causes them to behave otherwise. Additionally, though minions gain no benefit from using weapons, implements, or any other items, each minion can carry as much weight as you can, but drops all carried items if it is destroyed or dismissed. 
Because your minions are animated by your own life force, you are limited in how many you can control at one time. You can control up to 3 minions at first level, at levels 5, 15, and 25, you gain the ability to control 1 additional minion. Attempts to conjure more minions beyond this limit automatically fail. You may dismiss any number of your undead minions as a minor action. If you choose to dismiss a minion, it discorporates instantly, disappearing back to the Shadowfell and dropping any items or equipment it was carrying.
Likewise, because you share such a bond with your minions, they act according to your will. Minions normally have no actions of their own but, if you have line of sight to one, you may spend actions to command it mentally. When you command a minion, the two of you share basic knowledge but not senses. Minions cannot make melee or ranged basic attacks, have no healing surges, and are normally incapable of flanking, performing complex tasks, or speech. If a minion makes a check, you make the roll using your modifiers and scores.
You may give undead minions the following special commands:


Move Action: You can command any number of minions you control to either: walk up to their speed, shift 1, climb, crawl, escape from a grab, jump, stand up, or squeeze. Alternatively, you may command one minion to move up to twice its speed. Minions cannot run. 
Minor Action: You can command any number of minions you control to either: drop prone, open or close a door, pick up an item, or retrieve or stow an item. 
Free Action: You can command any number of minions you control to either: drop held items, end a grab, make a noise, or make a stealth check. 


Create Undead
You create an undead minion to do your bidding by first calling forth a dead spirit from the Shadowfell and then using your life-force to bond it to a material body wrought of pure shadowstuff.
At-Will ♦ Conjuration, Shadow
Minor Action Close burst 10
Effect: You conjure an undead minion of the type associated with your active Aspect of Death in an unoccupied square in the burst. Minions last until you dismiss them or they are destroyed. A minion occupies 1 square and enemies cannot move through its space, though allies still can. 
Minions can be targeted by attacks, though they have no hit points. If a minion is hit and takes any damage, the minion is destroyed and you take damage equal to 3 + one-half your level. Otherwise, the minion is unaffected by the attack. Minions are immune to disease and poison and are never damaged on a miss or by ongoing damage.
Minions count as allies to you and your allies for the purpose of effects that relate to allies and as undead shadow creatures for the purpose of effects that relate to creatures.
Special: You can control up to 3 minions at first level, at levels 5, 15, and 25, you gain the ability to control 1 additional minion. Attempts to conjure more minions beyond this limit automatically fail. If you choose to dismiss a minion, it discorporates instantly, disappearing back to the Shadowfell and dropping any items or equipment it was carrying.


Undead Sentinel 
As an unwary foe turns its back, your minion lashes out with a sudden ferocity.
At-Will ♦ Undead, Implement, Shadow
Opportunity Action Melee undead 1
Trigger: An enemy leaves a square adjacent to one of your undead minions without shifting.
Target: The triggering enemy. 
Attack: Constitution vs. Reflex
Hit: Constitution modifier damage.
Level 11: 2 + Constitution modifier damage.
Level 21: 4 + Constitution modifier damage.
Grasping Corpse: On a hit, the target is slowed until the end of your next turn.
Skeletal Warrior: The target grants combat advantage until the end of your next turn. 
Looming Shade: On a hit, the target may complete its movement. Once it has, your minion may teleport a number of squares equal to or less than your Charisma modifier toward the target.
Special: You may only make this attack once per minion per round. 


Blight Bringer
You infuse your attack with a deadly contagion.
Encounter ♦  Poison, Shadow
Free Action Close burst 10
Trigger: You hit with an encounter or daily attack power.
Effect: Each target of the attack takes ongoing 5 poison damage (save ends)
Level 11: Ongoing 10 poison.
Level 21: Ongoing 15 poison.


Leech Life
You drain the life energy from enemies around you to fuel your own unnatural vitality.
Encounter ♦  Necrotic, Shadow
Free Action Close burst 1
Trigger: You hit with an encounter or daily attack power.
Target: All enemies in burst.
Attack: Constitution vs. Fortitude
Hit: Constitution modifier necrotic damage.
Level 11: 2 + Constitution modifier necrotic damage.
Level 21: 4 + Constitution modifier necrotic damage.
Effect: You gain temporary hit points equal to the damage done by this attack.


Netherstep
You walk the line between life and death.
Encounter ♦  Shadow
Free Action Personal
Trigger: You hit with an encounter or daily attack power.
Effect: You gain phasing and insubstantial until the end of your next turn, and you may teleport a number of squares equal to or less than your Charisma modifier.


 


Sign In to post comments