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Playtest: Dread Necromancer
4 years ago  ::  Oct 16, 2008 - 6:44PM #1
ThePlaneswalker
Date Joined: Sep 3, 2008
Posts: 196
This is a class i am working on for one of my players, the build is currently up complete. Thanks to all those who helped me with power ideas, feedback, and feats!

Last Update: July 14 2009
Final Version:
http://www.box.net/shared/orfd1zozg9

Book of Shadows (Dread Necromancer version 2 supplement):
http://www.box.net/shared/hm6f2roxul

support for this class discontinued since march 29
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4 years ago  ::  Oct 17, 2008 - 4:57AM #2
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,368
Got a few minor nitpicks, but so far it looks good, although a bit of a weird composition (melee and ranged controller).
Keep up the work.
If you have questions about 4th Edition - don't hesitate to ask me via PMs.

Join the Community Monster Manual Group and help to collect a mass of monsters which will make your life as DM easier, and your life as Player pure hell!

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4 years ago  ::  Oct 17, 2008 - 5:14AM #3
Forumite
Date Joined: Sep 2, 2008
Posts: 1,148
isn´t this from WotC? looks that way

first glance can´t see any ovepowered features, even though the skeletons could be very strong when you have 3 up. so I don´t know, could work.
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4 years ago  ::  Oct 17, 2008 - 6:00AM #4
Rikiji
Date Joined: Feb 18, 2004
Posts: 1,084
Skeleton Minion is very strong for an at-will - having an unlimited chain of minions is a bit much.
Leech Life has nonvariable, fixed damage - this is bad as it can't be enhanced. That means the power's damage will not scale correctly as you level (it isn't as critical for encounters and dailys as they're not supposed to scale). As a starting power it's extremely underpowered, and it will just get worse.
Poison Burst is also a bit strong. Ongoing damage is generally considered too good for an at-will, although dropping it to 2 helps there. Ongoing plus area burst is definately too much.
Withering Strike is a melee attack, it probably shouldn't count as a ranged basic attack. Since it also gives temporary hit points, it's good enough without counting as a melee basic attack - just leave the special off.

The encounter and dailys have recuring several issues that should be worked on. I would suggest you read p.59 on Conjurations and Zones (none of your Zone powes have the Zone keyword) and then take a look through the Cleric section to see examples of level appropriate things you can do with a conjuration spell.
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4 years ago  ::  Oct 17, 2008 - 7:52AM #5
DivineDragoonXD
Date Joined: Dec 3, 2006
Posts: 190
I wouldnt make this openly visible UNLESS you had signed the GSL contract. Hey Wizards if you want to sue for IP infringment please come here :P
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4 years ago  ::  Oct 17, 2008 - 8:03AM #6
Dreadstorm
  • Stampeding Hybrid
Date Joined: Aug 22, 2007
Posts: 82
Just right off the bat you combine too much into the one class. Just the features aren't even balanced against a wizard. Armor prof up to chain, and more hp, more surges, a free melee based implement makes for a large advantage.

Make a magic item like a pact blade for scythes to keep it more consistent.

Almost all of the attacks are Int based, with one Cha, and one Str. There should be either two stats for the at-wills with a more even split, or keep it just Int. Could do Int and Str with Cha buffing some moves like the features etc.

Aura of Dread: Npc's don't make death saving throws, and and a -1 to all def in a 81 square area (I think) is huge. I'd just take the whole thing out it's a bit more powerful than cantrips and a spellbook.

Corrupting Essence is interesting, but I'd almost rather see it as a status effect for one round like weakened. it should probably be more like the wizard implement feature, and be 1/enc with no negative, then you could do damage with a weaken.

Death Knell: Seems like it should actually be some kind of at-will power, more later.

Having a skeleton as a class feature that you can spend actions to command seems like it should be something they have. Summon it during a short rest, it takes a healing surge and has that many hp, give it a range limit of 20 so it can move around a bit. It can make OA's and flank with people, but uses your actions to attack, basic attack with your weapon type. I think allowing it to move when the necro does might be ok. Have encounter and dailys that can do effects around skeleton as an add on. Necro can use Str or Int for Skelly, choose at char creation.

At-Wills:
Withering Strike: Make it necrotic damage, with keyword. Replace temp hp with a debuff to fit the name better maybe a -2 to hit for a turn. Make the skeleton able to use it in place of it's basic attack.

Poisonous Burst: Maybe make the ongoing damage equal to 1/2 Int for scaling. Remove necrotic keyword.

Death Knell: Str vs. Fort, Weapon keyword, Melee attack. Curses target with visions of it's impending doom. 1[w] necrotic damage (no Str), target takes a -2 to a defense of your choice and counts as bloodied to you an your allies till end of your next turn.

Aura of Dread: Maybe has a place here. Make it a close burst 1 (all creatures) fear power, targeted around Necro or Pet they are both immune to the effect. Int vs. Will: 1d6 + Int psychic damage, and push Cha squares.
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4 years ago  ::  Oct 17, 2008 - 8:18AM #7
ThePlaneswalker
Date Joined: Sep 3, 2008
Posts: 196

Leichenreiter wrote:

Got a few minor nitpicks, but so far it looks good, although a bit of a weird composition (melee and ranged controller).
Keep up the work.


Hehe thanks. Now that i have rested it does look like i ned to fix a few things

Rikiji wrote:

Skeleton Minion is very strong for an at-will - having an unlimited chain of minions is a bit much.
Leech Life has nonvariable, fixed damage - this is bad as it can't be enhanced. That means the power's damage will not scale correctly as you level (it isn't as critical for encounters and dailys as they're not supposed to scale). As a starting power it's extremely underpowered, and it will just get worse.
Poison Burst is also a bit strong. Ongoing damage is generally considered too good for an at-will, although dropping it to 2 helps there. Ongoing plus area burst is definately too much.
Withering Strike is a melee attack, it probably shouldn't count as a ranged basic attack. Since it also gives temporary hit points, it's good enough without counting as a melee basic attack - just leave the special off.

The encounter and dailys have recuring several issues that should be worked on. I would suggest you read p.59 on Conjurations and Zones (none of your Zone powes have the Zone keyword) and then take a look through the Cleric section to see examples of level appropriate things you can do with a conjuration spell.


Skeleton minion was suppose to disappear at the end of your next turn. (i guess the box ate that text). (Thanks Furumite and no its not official )

Leech life cannot be enhanced by an implement now.

Poison Burst reduced to 1 on going damage.

Withering Strike was a bad copy paste, fixed now.


For clutching corpses i used a power from a friend, and an interesting mechanic for conjurations used by Ari Marmell in his Advence Player's Handbook:

-------------------

It has been updated, please use the same link and replace the old file.

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4 years ago  ::  Oct 17, 2008 - 8:33AM #8
DivineDragoonXD
Date Joined: Dec 3, 2006
Posts: 190

ThePlaneswalker wrote:

For clutching corpses i used a power from a friend, and an interesting mechanic for conjurations used by Ari Marmell in his Advence Player's Handbook:

Hunting Wolf Nature Priest Attack 1
At your behest, a ravenous wolf lunges from nowhere.
Encounter • Conjuration, Divine, Implement
Standard Action Ranged 6
Conjuration: The wolf occupies a single square within
range. It cannot be attacked or damaged.
Target: One creature adjacent to the wolf
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage and the target is
knocked prone; or 2d6 + Wisdom modifier damage
against a prone target.
Sustain Minor: Repeat the attack when you sustain the
power. You can move the wolf up to 6 squares as a move
action. The wolf moves as a physical creature; it must go
around obstacles and foes (though it may move through
your allies’ squares), it is slowed by difficult terrain, and
it must end its move in an unoccupied square.
QUOTE]

Once again I dont mean to be a dick, however, your account will be banned if a Wizards rep (or I point it out to them) finds out you've been violating the GSL Copyright/IP Infringment. Do this somewhere else. You could create a Blog, create a link to that Blog and THEN create the file link on THAT Blog.

FYI. You may only reference any material in the SRD.

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4 years ago  ::  Oct 17, 2008 - 8:56AM #9
ThePlaneswalker
Date Joined: Sep 3, 2008
Posts: 196
go ahead
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4 years ago  ::  Oct 17, 2008 - 4:16PM #10
DivineDragoonXD
Date Joined: Dec 3, 2006
Posts: 190

ThePlaneswalker wrote:

go ahead


Affirmative.

Have reported you as multiple warnings were given. Here is the e-mail that was sent to brigid@wizo.wizards.com.

If you are not the proper Wizo could you please foward it to the appropriate one. Thanks.

This concerns http://forums.gleemax.com/showthread.php?t=1102236 thread.

There is a member that is violating Wizards IP (IP Infringment).
He has posted a custom made Class which utilizes Wizards IP such as Wizards Class Layout and others if you look. He has also posted a power from Ari's Advanced Players Guide which utilzes the GSL. Copyright/IP Infringment Laws prevent this kind of use and as such violates Wizards.com Code of Conduct.

I dont mean to nitpick, however, if I am subject to the Code of Conduct everyone else should be as well.

Thank You.

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