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Playtest: Dread Necromancer
1 year ago  ::  Oct 21, 2008 - 9:34PM #21
zenontheterrible
Posts: 68
Date Joined: 09/28/07
i can't get over how good that PDF file looks.
good job
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1 year ago  ::  Nov 07, 2008 - 6:49PM #22
ThePlaneswalker
Posts: 148
Date Joined: 09/03/08
its complete now.
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1 year ago  ::  Nov 07, 2008 - 10:18PM #23
Farmer42
Posts: 1,499
Date Joined: 12/04/06

ThePlaneswalker wrote:

its complete now.


I have to ask, why is the MC feat keyed off of Wis, when it isn't a key stat?

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1 year ago  ::  Nov 08, 2008 - 7:44AM #24
ThePlaneswalker
Posts: 148
Date Joined: 09/03/08

Farmer42 wrote:

I have to ask, why is the MC feat keyed off of Wis, when it isn't a key stat?


no clue really XD, you can ignore that feat

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1 year ago  ::  Nov 09, 2008 - 3:28PM #25
DragonsinYukio
Posts: 55
Date Joined: 06/08/08
I like the look and feel of this class. Well thought out and looks quite inviting to play. Great job!
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1 year ago  ::  Nov 09, 2008 - 9:51PM #26
glorystain
Posts: 30
Date Joined: 11/02/07
I agree with most of what's been said here so far. It looks like an awesome rehash of one of my favorite classes from 3.5. That being said, time to nitpick :evillaugh

Ill start by saying I really like how you handled summoning for the class. It seems reasonably well balanced, and shouldn't bog down the pace of combat too much. Well done.

I would perhaps add more of a theme to the type of summons; i.e. spells that conjour spirits should inflict conditions, zombies should be combat maneuvers (grapple, knockdown, etc) and skeletons should be mobile and have better damage. I see some of that in what you've done already, but I would encourage you to expand upon it. There's a few holes still.

Class Features
Aura of Dread is kinda funky. As mentioned NPC's don't make death saving throws. Also, I feel like class features should really be more fluff, and this feature feels like it should really be a power.

Corrupting Essence is a neat ability. It's a very leader-ish ability, but it's also appropriate to the class.

Death Knell is essentially an extra, free at-will power that is very powerful. It needs to be changed. I could see doing 2 things with this: either redesign it slightly and add it to the selection of at-will powers, or turn it into a class feature to replace Aura of Dread, killing 2 birds with one stone. Example:
Death Knell 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 + Cha modifier temporary hitpoints at level 11 and 10 + Cha modifier temporary hitpoints at level 21.

Besides having some interesting synergy with necromancer summons, this makes the class slightly tougher than the average wizard and feels very flavorful, while eliminating the funk-factor of Aura of Dread. Something to consider.

Other than those things, I would just say that the starting abilities are way out of scale. Necromancers should be limited to cloth and maybe leather, definitely not chainmail, and their hitpoints seem too high as well. Impliments should be limited to Staffs and Wands, don't include a weapon. Instead, introduce a pact-style weapon later on.

Powers
Leech Life needs to scale somehow, probably by adding Cha modifier to damage. Infinite pool of temporary HP might be overpowered.

Withering Strike is out of place. For simplicity and consistency, I would eliminate [w] attacks from the class completely. Also redundant with Leech Life as a temporary HP buffing power. Combine them into something like:
Leech Life 1d6+cha modifier necrotic damage, and you gain temporary HP equal to your charisma modifier.

Blinding Wraiths seems overpowered for it's level. It can potentially keep multiple enemies blinded for the duration of an entire combat, while doing very good damage. Either increase the level of this spell (durastically) or use a less powerful condition. Weaken might work well, and imo it makes more sense for wraiths anyway.

Vampiric Blessing could stand to scale with charisma. 20hp might be too high for the level.

Darkfire Strike weapon attacks are funky.

Poisonous Skeleton seems weird... Last I checked, bones weren't usually poisonous. Cold damage seems more appropriate to me. The ability to spread ongoing damage repeatedly throughout an encounter might be pushing the limit for power.

Predatory Wraiths is weird. Are they stealing your weapon to attack with? Get rid of [W] damage. Go with the theme and add some sort of condition to their attack.

Ghastly Curse is a warlock power! Seems out of place for the class.

Necrotic Smite needs to go, along with all the other weapon powers.

Spiked Bones is too similar to Bonegrip. Do more to differentiate the two powers, or eliminate one of them (perhaps this would be a good place to insert a redesigned Aura of Dread?)

Vampiric Power is stinky. Give it the boot.

Cursing Spirit doesn't need the sustain. Just make it a straight up penalty for the duration of the encounter.

Leech Surge may be grossly overpowered. Free surges? I dunno... it's certainly unique, but I can't think of anything in the game that compares to that power level. On the other hand, they're just surges, and it helps fuel your unique abilities... It would need to be tested, just thought I'd point out that this power could potentially be very, very broken.

Necromancer's Mark needs to go.

Haunting Ghosts could be swapped with Blinding Wraiths. Underpowered for level 13, especially with the lack of sustain.

Shielding Skeleton should be switched to a Zombie to follow the theme.

Carnival of Souls needs to be reworded. I also suspect that a cumulative bonus to attack is overpowered, consider removing it.

Painful Command gets the axe.

Clinging Darkness is so rediculously cool I had to point it out. Awesome use of mechanics. I could also see this as a spirit conjuration, if you were so inclined; makes a little more sense that way because of the extra damage.

Well done, in all
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1 year ago  ::  Nov 09, 2008 - 10:27PM #27
glorystain
Posts: 30
Date Joined: 11/02/07
Ideas for powers:

Possessive Spirit
You invoke an insidious spirit from the shadow realm which possesses your target, but yields to your command
Daily * Shadow, Impliment, Conjuration
Standard action * Ranged 5
Charisma VS Will
Effect: The target is dominated until the end of your next turn.
Sustain Move:You can sustain this power until the end of the encounter or for 5 minutes

Zombie Brute
An unusually large zombie erupts from the ground beneath you
Encounter * Shadow, Impliment, Conjuration
Standard Action * Ranged 10
Effect:1d12+charisma modifier damage, and the zombie initiates a bull rush attempt using your charisma score for it's strength check.
Sustain Minor:Repeat the attack when you sustain the power. You can move the Zombie up to 4 squares as a move action. The Zombie 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. The Zombie uses your own AC, initiative, senses and defenses. The zombie has hit points equal to your bloodied value.

Skeleton Archer
You raise a skeleton from the ground armed with a crude shortbow and a quiver of poisoned arrows
Encounter * Shadow, Impliment, Conjuration
Standard Action * Burst 30 within 10 squares
Target: One enemy within burst
Effect:1d8 + charisma modifier damage, and the target takes ongoing 5 poison damage (save ends)
Sustain Minor:Repeat the attack when you sustain the power. You can move the Skeleton up to 5 squares as a move action. The Skeleton 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. The skeleton uses your own AC, initiative, senses and defenses. It otherwise follows all the rules for Minions. It persists until the end of your next turn.

Aura of Dread
Your visage strikes fear into the hearts of your opponents, causing them to attack clumsily and without conviction
Daily * Shadow, Stance, Aura 1
Minor Action * Personal
Effect: Enemies who begin their turn within your aura receive a penalty to their attack rolls equal to your charisma modifier until the end of your next turn. Whenever you are struck by a creature under the effects of your aura, that creature provokes an attack of opportunity.

Disciplined Mind (Feat)
paragon tier, requires wisdom 15
You gain an extra minor action every turn, which can only be used to sustain spells.
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1 year ago  ::  Nov 10, 2008 - 12:14AM #28
nobodez_here
Posts: 232
Date Joined: 10/12/07
First, it looks great, but you really need to source your images.

Second, a couple of suggestions.
Remove Leech Life as an At-Will Attack. As others have said, it just doesn't work very well.
Make Death Knell an At-Will Attack, removing the provision about temporary hit points at the end of the Special section.
Create Life Leech Class feature, "Whenever you reduced a bloodied for to 0 or fewer hit points with an attack, you gain temporary hit points equal to 1+ your Charisma modifier."
Put in the full text of One Pain of Death just for completeness sake, as well as the other "just like XXX but with the Shadow keyword".
Joseph Scharfenberg
--
"Propaganda: What lies behind us and what lies before us are small matters compared to what lies right to our faces." - demotivator
--
I lost my obligatory Backstabbist quotes. I promise to find them, really.
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1 year ago  ::  Nov 10, 2008 - 3:08PM #29
glorystain
Posts: 30
Date Joined: 11/02/07
Ideas for Paths:

Corporeal Mastery: Your focus lies in commanding and controlling the undead. You favor spells that raise the dead from their rest to infest the battlefield with minions under your control, which attack, defend, and maneuver against your opponents, and spells which produce tangible, physical effects. Zombies and skeletons tread in your wake, awaiting your commands, and you relish the violence and bloodshed they bring.
Benifit:You gain an additional minor action every turn, which can only be used to sustain spells.

Spiritual Scion: You specialize in spells which assault the bodies, minds, and souls of your opponents directly, as well as summoning insidious spirits and other incorporeal undead to do your bidding. A more subtle path, you prefer life stealing attacks, insidious spirits and direct damage are your favorite weapons.
Benifit: Whenever you would gain temporary hitpoints, you gain additional temporary hitpoints equal to your intelligence modifier.
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1 year ago  ::  Nov 12, 2008 - 3:52AM #30
DragonsinYukio
Posts: 55
Date Joined: 06/08/08
Who did do those images? They look sweet!

Anyway, after we are finished with the adventure pack we are on I would like to step down as DM and get back to playing a character, Ive tried DM'ing and playing a character....lol its tough. My warlord basically just stands around till the fighting happens and when asked what the thinks they should do he just shrugs and says "Just give me something to hit"

I think I'd like to try this class out if whoever I let step into my DM spot will allow homebrew classes. I just ask that maybe you could see about adding a few more melee style powers when you find time, I like the idea of a garish looking man waving a scythe wreathed in death lol.
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