|
1 year ago ::
Oct 16, 2008 - 6:44PM
#1
|
|
|
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/orfd1zozg9Book of Shadows (Dread Necromancer version 2 supplement): http://www.box.net/shared/hm6f2roxulsupport for this class discontinued since march 29
|
|
|
|
1 year ago ::
Oct 17, 2008 - 4:57AM
#2
|
|
|
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. I am a cartographer. You can find some of my maps in my profile, free for non-commercial use. Also, if you happen to like maps or make them yourselves, join into the Cartographers Group!If you like or are interested in Go, join the group!Best weapon in 4E? A burning table and a dwarf jumping from the roof. Boy, combat with creative folks turns out to be just awesome. Add to that lightning rails and an artificer.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 5:14AM
#3
|
|
|
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 6:00AM
#4
|
|
|
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 7:52AM
#5
|
|
|
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
|
|
|
|
1 year ago ::
Oct 17, 2008 - 8:03AM
#6
|
|
|
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 8:18AM
#7
|
|
|
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
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 8:33AM
#8
|
|
|
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 8:56AM
#9
|
|
|
go ahead
|
|
|
|
1 year ago ::
Oct 17, 2008 - 4:16PM
#10
|
|
|
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.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 4:37PM
#11
|
|
|
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. No, you do mean to nitpick, you might as well report all the races i have done so far for 4th ed, they can easily be found in Race compendium .
|
|
|
|
1 year ago ::
Oct 17, 2008 - 4:39PM
#12
|
|
|
So you cant paste a link directly to a file that uses information under the GSL.
But if somebody has say a blog, and creates a file and places it on the blog....as long as they dont link directly to the file its not in violation?
I flipped though some of the GSL, and didnt get that interpretation, but I could be wrong.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 5:59PM
#13
|
|
|
So you cant paste a link directly to a file that uses information under the GSL.
But if somebody has say a blog, and creates a file and places it on the blog....as long as they dont link directly to the file its not in violation?
I flipped though some of the GSL, and didnt get that interpretation, but I could be wrong. No, posting illegal information (IP/Copyright Infringment) on the boards is against the Wizards.com Code of Conduct, however, Blogs do not have a Code of Conduct and cant be banned. In addition he can only use the GSL if he signs the contract in which he would be all set, I do not see on his class page that his class is under the ?protection? of the GSL.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 6:02PM
#14
|
|
|
oh I get you.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 6:03PM
#15
|
|
|
No, you do mean to nitpick, you might as well report all the races i have done so far for 4th ed, they can easily be found in Race compendium . Yes, but most people dont realize what the GSL means. And anyone who does usually doesnt have a stake in it to report it. I have a stake cause recently I have been attacked over a misunderstanding of the Code of Conduct. I just feel if I have to abide by it everyone else should to.
And to back up my claim, here is Section 3. of the Wizards Code of Conduct.
Do not promote, plan, glorify or engage in any illegal activity or otherwise make available content that would encourage or provide instructions for a criminal offense. These topics include crimes relating to drugs, drug paraphernalia, rape, solicitation of a minor, computer hacking, and copyright violation.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 7:36PM
#16
|
|
|
and because of your misunderstanding you feel you have to be the paladin of GSL and the code of conduct? if you need to get even go ahead, i already gave you the other cheek (races use the same format) so i am glad i am helping you get rid of your frustration.
Now for those interested in the class, PM me i will make sure to let you know of any updates i make to it.
|
|
|
|
1 year ago ::
Oct 17, 2008 - 11:36PM
#17
|
|
|
I wanna take a look but I keep getting a no shared files/folders message.
|
|
|
|
1 year ago ::
Oct 18, 2008 - 8:40AM
#18
|
|
|
Okay, well, took a look (Via PM).
First off, though I was doubtful of DivineDragon's claim, you really did mimic the WotC "Playtest" format to a T, beyond what is probably normally acceptable for fan materials (You also don't attribute the images anywhere - I try to do that out of respect, at the very least, on my documents). While I think calling you on the format is, at best, petty, if WotC wanted to call you on Copyright Infringement, they'd be right.
Second, the class doesn't have any glaring problems that leap to mind. Some things that I see, at-a-glance, just with the at-will powers: [list=1] Leech Life: Unscaling damage (static damage) is more than likely a mistake. Against minions, great, but against anything else the pay-off is too small. Poisonous Burst: I'm wary of ongoing damage on an At-Will, if only because it makes us have to deal with that much more bookkeeping. With that little (again, unscaling) damage, there's almost no reason to bother keeping track - the target is either already dead (because it's a minion), or can ignore the damage (because it's minimal). The power also doesn't "upgrade" at 21, like it should. Scythe of the Dead: Seems fine, but again, it doesn't "upgrade" at 21, like it should. Skeleton Minion: I'm still iffy on summoning in 4th Edition, and I'll mostly leave it at that. However, sustain:Minor for a repeated attack looks more powerful than the Wizard's Cloud of Daggers power. I'm not sure of the effects, barring a playtest, but at a glance it looks... iffy. Withering Strike: Seems fine, except that it's the only [W] at-will power, and the only melee-ranged one as well. Builds, in 4th Edition, need to be pretty well established. Maybe make this a Cha attack instead of Str? That may help a little. Do that for all [W] damage powers, and the class will make a little more sense. Also, it needs to "upgrade" at 21. Oh, and Cha temporary Hit Points is a good idea - perhaps use something similar on Leech Life (1d6 + Int damage / Cha temporary hit points).
The Sig is dead. Long live the Sig!
|
|
|
|
1 year ago ::
Oct 20, 2008 - 6:26AM
#19
|
|
|
I have taken the time to look at your class and it is pretty well-thought out, awsome creatism :P . I do agree with the post before mine about the changes.
|
|
|
|
1 year ago ::
Oct 20, 2008 - 6:28AM
#20
|
|
|
Okay, well, took a look (Via PM).
First off, though I was doubtful of DivineDragon's claim, you really did mimic the WotC "Playtest" format to a T, beyond what is probably normally acceptable for fan materials (You also don't attribute the images anywhere - I try to do that out of respect, at the very least, on my documents). While I think calling you on the format is, at best, petty, if WotC wanted to call you on Copyright Infringement, they'd be right.
Second, the class doesn't have any glaring problems that leap to mind. Some things that I see, at-a-glance, just with the at-will powers: [list=1] Leech Life: Unscaling damage (static damage) is more than likely a mistake. Against minions, great, but against anything else the pay-off is too small. Poisonous Burst: I'm wary of ongoing damage on an At-Will, if only because it makes us have to deal with that much more bookkeeping. With that little (again, unscaling) damage, there's almost no reason to bother keeping track - the target is either already dead (because it's a minion), or can ignore the damage (because it's minimal). The power also doesn't "upgrade" at 21, like it should. Scythe of the Dead: Seems fine, but again, it doesn't "upgrade" at 21, like it should. Skeleton Minion: I'm still iffy on summoning in 4th Edition, and I'll mostly leave it at that. However, sustain:Minor for a repeated attack looks more powerful than the Wizard's Cloud of Daggers power. I'm not sure of the effects, barring a playtest, but at a glance it looks... iffy. Withering Strike: Seems fine, except that it's the only [W] at-will power, and the only melee-ranged one as well. Builds, in 4th Edition, need to be pretty well established. Maybe make this a Cha attack instead of Str? That may help a little. Do that for all [W] damage powers, and the class will make a little more sense. Also, it needs to "upgrade" at 21. Oh, and Cha temporary Hit Points is a good idea - perhaps use something similar on Leech Life (1d6 + Int damage / Cha temporary hit points). Concerning your problem with repeated attacks as a minor action, the Mon...er, Martial Artist has a power that allows them to make an attack as a minor action so I dont believe it would be an issue.
|
|
|
|
1 year ago ::
Oct 21, 2008 - 9:34PM
#21
|
|
|
i can't get over how good that PDF file looks. good job
|
|
|
|
1 year ago ::
Nov 07, 2008 - 6:49PM
#22
|
|
|
its complete now.
|
|
|
|
1 year ago ::
Nov 07, 2008 - 10:18PM
#23
|
|
|
its complete now. I have to ask, why is the MC feat keyed off of Wis, when it isn't a key stat?
|
|
|
|
1 year ago ::
Nov 08, 2008 - 7:44AM
#24
|
|
|
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
|
|
|
|
1 year ago ::
Nov 09, 2008 - 3:28PM
#25
|
|
|
I like the look and feel of this class. Well thought out and looks quite inviting to play. Great job!
|
|
|
|
1 year ago ::
Nov 09, 2008 - 9:51PM
#26
|
|
|
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
|
|
|
|
1 year ago ::
Nov 09, 2008 - 10:27PM
#27
|
|
|
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.
|
|
|
|
1 year ago ::
Nov 10, 2008 - 12:14AM
#28
|
|
|
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.
|
|
|
|
1 year ago ::
Nov 10, 2008 - 3:08PM
#29
|
|
|
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.
|
|
|
|
1 year ago ::
Nov 12, 2008 - 3:52AM
#30
|
|
|
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.
|
|
|
|
1 year ago ::
Nov 13, 2008 - 1:42AM
#31
|
|
|
ok i took in some suggestions ( i cant use them all since some changes would cause the layout to break)
a note on the class, the dread necromancer is meant to be tougher than the wizard but not better than him in controlling, there for the necro gains hit points as a leader, this enhances his second roll as one.
Blinding Wraiths it is based on power of the same level
vampiric blessing is based on a power of the same level
Melee powers WILL remain.
added the scion of souls paragon path
changes to the pages : 3, 4, 7, 8, 9, 11, 15, 16 ,17
Alternate version will be in my first post
|
|
|
|
1 year ago ::
Nov 16, 2008 - 4:42PM
#32
|
|
|
I like it a lot. The Dread Necromancer is my favorite class in 3.5, now I have a 4th edition version as well. Good job ThePlaneswalker!:D
|
|
|
|
1 year ago ::
Nov 22, 2008 - 8:47AM
#33
|
|
|
i am glad you liked it, i will be taking any request for none core classes, so if any of you would like to see an interesting class in 4th ed let me know so i can try and work on it ^^
|
|
|
|
1 year ago ::
Feb 03, 2009 - 10:01AM
#34
|
|
|
Its been a while guys but this month i will work on a supplement for the necromancer, with more powers, feats, rituals, and MAYBE a new race depending with what i come across with. any suggestions or things you would like to see for the DN let me know during this week.
|
|
|
|
1 year ago ::
Feb 03, 2009 - 10:31AM
#35
|
|
|
Arcane power is going to have summoning from the Sneak Peak it looks pretty solid. I'd look into reformatting your skeleton summoning to match that of Arcane Power's Sneak Peak. Other than that it looks pretty solid, too bad we'll not have an "official" version in till sometime in 2010.
|
|
|
|
1 year ago ::
Feb 03, 2009 - 10:52AM
#36
|
|
|
i havent been for a while where is the sneak peak?
|
|
|
|
1 year ago ::
Feb 04, 2009 - 5:46PM
#37
|
|
|
|
|
|
|
1 year ago ::
Feb 06, 2009 - 7:10AM
#38
|
|
|
I have a very similar summoning structure for my necromancer.
The main difference is that my is an at-will power (costs a healing surge), and you raise minions.
|
|
|
|
1 year ago ::
Feb 08, 2009 - 9:33PM
#39
|
|
|
Is it just me, or do these files somehow lock up Adobe Acrobat Reader 9 when they are loaded up?
|
|
|
|
13 months ago ::
Feb 09, 2009 - 4:48PM
#40
|
|
|
i think its just you...
|
|
|
|
13 months ago ::
Feb 09, 2009 - 5:12PM
#41
|
|
|
Not just CWestHawk. The pdf crashes Adobe reader for me as well. However I have no problems with it in Foxit Reader.
|
|
|
|
13 months ago ::
Feb 10, 2009 - 7:59AM
#42
|
|
|
Planeswalker, forgive me if I offended you. But it was locking up my Reader and I was desperate for help.
Wollstonecraft, thank you for your response. I'll give FoxIt a go, then.
|
|
|
|
13 months ago ::
Feb 10, 2009 - 3:37PM
#43
|
|
|
none taken! if you guys find a work around let me know so i can put it in the first post.
|
|
|
|
13 months ago ::
Feb 10, 2009 - 7:24PM
#44
|
|
|
Well the tattle tale reported you about 4 months ago, and the thread is still open.
I'm not sure if copy-right laws necessarily apply here specifically because he's not charging any money, or making a profit from these submissions. Granted, if these were on a pay-for-pdf site, then it would be a very different story, but as is I think he's okay, even with the art work.
|
|
|
|
13 months ago ::
Feb 15, 2009 - 12:34AM
#45
|
|
|
Yeah, the idiot who reported failed to "Get" a few things
1) Copyright really only comes into play if you are going to charge money. I wouldn't even really care if you took a feat from advanced players guide cuz advanced players guide sucks. 2) Its not exactly the same. You aren't using the same fonts and some of the art looks a bit less than perfectly scaled (mostly the Huge Breasts chick) 3) Who cares? 4) Wizards would probably be smart enough to know that banning somebody who spent hours making a custom class would be a Very Bad Thing, especially in the curreny economy.
|
|
|
|
13 months ago ::
Feb 15, 2009 - 2:22AM
#46
|
|
|
Yeah, the idiot who reported failed to "Get" a few things
1) Copyright really only comes into play if you are going to charge money. I wouldn't even really care if you took a feat from advanced players guide cuz advanced players guide sucks. Copyright comes into play *anytime* someone uses someone else's work and passes it off as his own or just uses parts of someone else's work in some larger work without giving credit. Whether or not money changes hands is a moot point.
See here for Common Myths related to copyright law: http://www.templetons.com/brad/copymyths.html
And I hate to say it, but I don't think WotC would give more than a second of thought to banning someone who makes a custom class if that custom class infringed on a copyright somewhere. However, realistically, they would likely just delete the thread and send a PM to the OP saying the thread was deleted with reasons posted in the thread. (I've had it happen to me before and never did find out what the reasons were for the thread being deleted.)
EDIT: And the text going along with the True Necromancer paragon path you have in this file *is* a violation of copyright ... just so you know.
|
|
|
|
13 months ago ::
Feb 16, 2009 - 2:56AM
#47
|
|
|
Neh.
Again, I wouldn't care if I was WOTC. All he really copied was that wavy thing at the top of the document. The fonts are different and the boxes with the fakey parchment background are the same that everybody uses.
|
|
|
|
13 months ago ::
Feb 16, 2009 - 6:36AM
#48
|
|
|
thanks volcanon, but to all of you fighting over copyright violations etc etc. If something is bothering you REPORT it, if you are ok with it please post something to help me improve the class or for the supplement i have in mind. For any other legal questions or concerns please contact your nearest Wizo.
|
|
|
|
13 months ago ::
Feb 20, 2009 - 6:51PM
#49
|
|
|
Just to let you know, Planeswalker, I did get it to view in Foxit without any problems. I've switched to Foxit whole cloth because of that.  I have nothing more constructive to add, except to thank you for the hard work you've put into making this.
|
|
|
|
13 months ago ::
Feb 20, 2009 - 8:31PM
#50
|
|
|
http://www.wizards.com/default.asp?x=dnd/dramp/2009Feb it seems very nice however i dont dare to go that much as to using content that has not come out yet. Perhaps in the future
Just to let you know, Planeswalker, I did get it to view in Foxit without any problems. I've switched to Foxit whole cloth because of that. 
I have nothing more constructive to add, except to thank you for the hard work you've put into making this. Thanks i hope you enjoy it and if you have any suggestions after going through it please post them here.
----- On an update on the supplement i have decided to create a multiclass class in fashion to the spellscared rather than creating new building options. This multiclass will be called death knight which will be a good multiclass build for necromancers who want to get more in the middle of battle. It will complement the Dread Lord build and will make any entropic reaper builds that multiclass to it a bit tougher in battle. The supplement will also include an epic destiny for the necromancer.
heres a rough draft of one of the powers that will appear in the supplement. Keep in mind the wording is weird until i put some sense to it any suggestion regarding the wording is strongly appreciated.
Entomb Death Knight Attack 5 A horrid coffin bursts from the ground next to your target. Skeletal hands drag the target inside as the coffin disappears underground. Daily * Shadow, Necrotic, Conjuration, Implement Standard Action Ranged 5 Target: One creature Attack: Strength vs. AC Effect: You spend a healing surge without gaining its benefits; the target takes 1d6 + charisma modifier necrotic damage. The creature dissapears with the coffin and is helpless and cannot take any actions until the end of your next turn. At the end of your next turn the creature reappears in the same square it previously was. If a creature or object occupies the space in which the creature would appear, the creature appears in the nearest available square. Sustain Minor: You spend a healing surge without gaining its benefits; repeat the attack and the target remains within the coffin helpless unable to take any actions until the end of your next turn
|
|
|
|
12 months ago ::
Feb 27, 2009 - 7:21AM
#51
|
|
|
another example power:
Death Sentence Necromancer Attack 5 You curse your target with haunting images of his death until it becomes weak, then you deliver your sentence. Daily * Shadow, Necrotic, Illusion, Implement Standard Action Ranged 10 Target: One living creature Attack: Charisma vs. Will Hit: You spend a healing surge without gaining its benefits; Ongoing 1d4 Charisma modifier necrotic damage until the target becomes bloodied. When bloodied the target takes 3d6 + charisma modifier necrotic damage, and ongoing 6 necrotic damage until the end of the encounter
|
|
|
|
12 months ago ::
Mar 02, 2009 - 10:26PM
#52
|
|
|
For those still following up on the Dread Necromancer i have compiled the first two pages of the supplement. please let me know what you guys think. DOWNLOAD: http://www.box.net/shared/hm6f2roxul
|
|
|
|
12 months ago ::
Mar 03, 2009 - 3:40PM
#53
|
|
|
http://forums.gleemax.com/showthread.ph … st17989753Blood Cultist is on everybodys mind lately. Planeswalker, are you a New England Resident?
|
|
|
|
12 months ago ::
Mar 03, 2009 - 7:43PM
#54
|
|
|
http://forums.gleemax.com/showthread.ph … st17989753
Blood Cultist is on everybodys mind lately.
Planeswalker, are you a New England Resident? lol it happens. and no, i am currently living in the Caribbean
|
|
|
|
12 months ago ::
Mar 04, 2009 - 1:36AM
#55
|
|
|
I have to say that I am loving this class. It is very well put together, and I must sincerely thank you for giving me the gift of undeath.
|
|
|
|
12 months ago ::
Mar 04, 2009 - 4:22PM
#56
|
|
|
i still think three ability scores for attack is too much
|
|
|
|
12 months ago ::
Mar 05, 2009 - 3:49PM
#57
|
|
|
i still think three ability scores for attack is too much three? the dread necromancer uses only two scores, int to aim and hit with most of its powers and charisma for the damage. This has worked well with my group and i do understand that it could be confusing since all classes until now only use one ability score for all their powers, wizards int, sorcerers cha, and so on. for example, frigid darkness is a warlocks power that uses con as its primary stat for damage and to hit, this simple doesn't work with the necromancer at all! please keep in mind this class is for personal use and is under "playtest" so any changes i can make them on the stop at least with my group and that attack uses char instead of con. if you wish to make things easier you can rule that all attack and damage rolls are made with charisma for the sake of simplicity. I do know my class is not the most balanced thing in the world, heck ive never been that good of a balancer so please do whatever works for you the most!
I have to say that I am loving this class. It is very well put together, and I must sincerely thank you for giving me the gift of undeath. i am glad you are liking the class as it is, any feedback, suggestions and so are always welcome.
|
|
|
|
12 months ago ::
Mar 12, 2009 - 1:14PM
#58
|
|
|
Just made a character using this class -- I really do like it a lot -- I'm just waiting for a DM to let me play the damn thing. So far I've been shot down twice. :P
I really like the character I made with this though, so hopefully I'll find a willing DM.
|
|
|
|
12 months ago ::
Mar 16, 2009 - 7:28PM
#59
|
|
|
i still think three ability scores for attack is too much you know what you are right, as of now i ruled that all attacks that use int for hitting or damage are substituted with charisma. Thanks for pointing this issue out
Just made a character using this class -- I really do like it a lot -- I'm just waiting for a DM to let me play the damn thing. So far I've been shot down twice. :P
I really like the character I made with this though, so hopefully I'll find a willing DM. well, not every DM allows homebrew stuff that they don't make themselves in their games, but if you ever find one please let me know how the playtest goes!
On another note, book of shadows updated. Powers now until lvl 5 Link: http://www.box.net/shared/hm6f2roxul
|
|
|
|
12 months ago ::
Mar 21, 2009 - 6:40PM
#60
|
|
|
Do you know if anyone has actually played this class?
|
|
|
|
12 months ago ::
Mar 21, 2009 - 9:00PM
#61
|
|
|
Do you know if anyone has actually played this class? other than the player in my game no, feel free to playtest it.
|
|
|
|
11 months ago ::
Mar 29, 2009 - 10:53AM
#62
|
|
|
So ive finished the Dread Necromancer supplement, i must warn that this will be the first and last supplement i will put online for this class (due to the lack of playtest and feedback after the beg of it all) For those who are using it enjoy. There is some "errata" at the end of the supplement. Thanks to all Link: http://www.box.net/shared/hm6f2roxullink will also be in first post
|
|
|
|
11 months ago ::
Mar 29, 2009 - 11:48AM
#63
|
|
|
Ha, did I stumble upon this forum at the worst time. I am gonna get a friend to playtest this as soon as our group reforms. He's been clamoring for a necro race, and so far have only been able to use "flavor adapted" clerics and whatnot.
|
|
|
|
11 months ago ::
Mar 31, 2009 - 8:40PM
#64
|
|
|
Ha, did I stumble upon this forum at the worst time. I am gonna get a friend to playtest this as soon as our group reforms. He's been clamoring for a necro race, and so far have only been able to use "flavor adapted" clerics and whatnot. let me know how that turns out.
|
|
|
|
11 months ago ::
Apr 04, 2009 - 1:43AM
#65
|
|
|
You know, it's just amazing to me that you've done this. I was even going to run a Dread Necromancer in the campaign that started today (it was my favorite 3.5 class, and I'm still waiting and praying for it to come back), but we went over the summon skeleton at-will, and it seems a bit much. In three turns, you construct a nice big wall of minions that can all be sustained at the cost of your turn. At level one, it just seemed like a bit much, so I went with the Avenger I'd built beforehand anyway.
Still, I'm really glad you're doing this, and just can't wait to see where it goes.
|
|
|
|
11 months ago ::
Apr 07, 2009 - 7:21AM
#66
|
|
|
You know, it's just amazing to me that you've done this. I was even going to run a Dread Necromancer in the campaign that started today (it was my favorite 3.5 class, and I'm still waiting and praying for it to come back), but we went over the summon skeleton at-will, and it seems a bit much. In three turns, you construct a nice big wall of minions that can all be sustained at the cost of your turn. At level one, it just seemed like a bit much, so I went with the Avenger I'd built beforehand anyway.
Still, I'm really glad you're doing this, and just can't wait to see where it goes. i thought it would be a big issue as well, and it was my players first choice. However, he soon noticed a few things that made him change the power for something else; it would take you 3 turns to have 3 skeletons (provided none of them are killed during those rounds), after having the skeletons he would have no actions left, the skeletons are good to gang up on one foe... but after that moving them would take 3 rounds as well. Having the skeletons or constantly summoning them, takes time, time that the dread necromancer could use to do other things or other powers. The power has its benefits with the right feats, it could be a powerful tool to "control" the battlefield with minions and undead creatures.
|
|
|
|
11 months ago ::
Apr 07, 2009 - 3:46PM
#67
|
|
|
i thought it would be a big issue as well, and it was my players first choice. However, he soon noticed a few things that made him change the power for something else; it would take you 3 turns to have 3 skeletons (provided none of them are killed during those rounds), after having the skeletons he would have no actions left, the skeletons are good to gang up on one foe... but after that moving them would take 3 rounds as well. Having the skeletons or constantly summoning them, takes time, time that the dread necromancer could use to do other things or other powers. The power has its benefits with the right feats, it could be a powerful tool to "control" the battlefield with minions and undead creatures. Ah, I hadn't noticed the 'as a move action' after describing how they could move. Yeah, that makes a lot more sense. Instead of a wall of death, it's more like an instant flank that might deal 1d6+cha damage. It'd definitely be better to just make one and use Scythe of Dread while the minion keeps the enemy off you and maybe gives your rogue some good news.
|
|
|
|
11 months ago ::
Apr 07, 2009 - 6:32PM
#68
|
|
|
Could you, in your original post, tell us what the difference is between v1 & v2 and what the supplement includes?
Maybe even make a "complete" version that has everything combined.
-=R=-
|
|
|
|
11 months ago ::
Apr 08, 2009 - 9:30AM
#69
|
|
|
Ah, I hadn't noticed the 'as a move action' after describing how they could move. Yeah, that makes a lot more sense. Instead of a wall of death, it's more like an instant flank that might deal 1d6+cha damage. It'd definitely be better to just make one and use Scythe of Dread while the minion keeps the enemy off you and maybe gives your rogue some good news. exaxtly
Could you, in your original post, tell us what the difference is between v1 & v2 and what the supplement includes?
Maybe even make a "complete" version that has everything combined.
-=R=- mainly the diff is that version one has different class features overall. Version one is the pre-playtested version, i should remove that. As to combine everything i cannot do that since the dread necromancer files were in a different pc in which i lots everything there
|
|
|
|
11 months ago ::
Apr 09, 2009 - 5:30AM
#70
|
|
|
mainly the diff is that version one has different class features overall. Version one is the pre-playtested version, i should remove that. As to combine everything i cannot do that since the dread necromancer files were in a different pc in which i lots everything there So the version 2 is your "official" version?
You say that you cant combine them because everything was in a different PC? You can obviously edit PDF files, why not just combine your v2 with your book of shadows and then call it "full". What was on your pc which you lost that isnt in your 2 pdfs?
-=R=-
|
|
|
|
11 months ago ::
Apr 09, 2009 - 8:33AM
#71
|
|
|
So the version 2 is your "official" version?
You say that you cant combine them because everything was in a different PC? You can obviously edit PDF files, why not just combine your v2 with your book of shadows and then call it "full". What was on your pc which you lost that isnt in your 2 pdfs?
-=R=- what i meant was that i cant apply errata directly to the original dread necromancer because i no longer have the files.
|
|
|
|
11 months ago ::
Apr 09, 2009 - 9:09AM
#72
|
|
|
Thank you so much. This was one of my players favorite class from 3.5. He will be overjoyed when I show him this. hopefully we will be able to use it this weekend and I can get back to you on how it ran.
|
|
|
|
11 months ago ::
Apr 09, 2009 - 11:58AM
#73
|
|
|
Now that Hybrid classes are being playtested, do you plan to make a Hybridization setup for the Dread Necromancer? Or will you wait until the entire thing is finished before moving on to something like that?
|
|
|
|
11 months ago ::
Apr 09, 2009 - 12:06PM
#74
|
|
|
what i meant was that i cant apply errata directly to the original dread necromancer because i no longer have the files. I still dont know what the problem is. Can you not edit PDFs? I use Foxit PDF editor, and I can copy/paste from one to the other, edit whatever is in there, and fix errata as needed. If you have both the 2nd version and the errata & whatever else you wanna put into it, just open your editor and drop them where they need to be.
I am almost ready to do this myself, if you have posted all the info in the 2 PDFs you link to already, I can just combine them for a single PDF with all the material. Let me know.
-=R=-
|
|
|
|
11 months ago ::
Apr 09, 2009 - 8:12PM
#75
|
|
|
I still dont know what the problem is. Can you not edit PDFs? I use Foxit PDF editor, and I can copy/paste from one to the other, edit whatever is in there, and fix errata as needed. If you have both the 2nd version and the errata & whatever else you wanna put into it, just open your editor and drop them where they need to be.
I am almost ready to do this myself, if you have posted all the info in the 2 PDFs you link to already, I can just combine them for a single PDF with all the material. Let me know.
-=R=- you can do that for your own personal use, i dont mind.
|
|
|
|
11 months ago ::
Apr 10, 2009 - 5:58PM
#76
|
|
|
the skeleton should probably only last for a sustain. also being an implement attack against ac and with a 2ndary stat to hit seems sorta awful.
i really dont understand why there is so much MAD and ability score mixup on this character, but I have an open mind, please explain!
|
|
|
|
11 months ago ::
Apr 10, 2009 - 6:09PM
#77
|
|
|
the skeleton should probably only last for a sustain. also being an implement attack against ac and with a 2ndary stat to hit seems sorta awful.
i really dont understand why there is so much MAD and ability score mixup on this character, but I have an open mind, please explain! I kind of felt the same way after fully reading this.
I also felt like he doesn't really want too many suggestions on edits, as he doesn't want to edit this very much.
I gave up on the editing of the pdfs tho, too many errors and grammatical issues, along with very little thought of where things were going and what they were doing turned me off.
I can only hope some sort of official Necromancer is one day released.
I give this an A- for effort but a D for enthusiasm and C+ for execution. Far better than most tho.
-=R=-
|
|
|
|
11 months ago ::
Apr 10, 2009 - 7:52PM
#78
|
|
|
I kind of felt the same way after fully reading this.
I also felt like he doesn't really want too many suggestions on edits, as he doesn't want to edit this very much.
I gave up on the editing of the pdfs tho, too many errors and grammatical issues, along with very little thought of where things were going and what they were doing turned me off.
I can only hope some sort of official Necromancer is one day released.
I give this an A- for effort but a D for enthusiasm and C+ for execution. Far better than most tho.
-=R=- My friend, you and I are of a similar mind. I'd have said that myself if i could have stood to read through the whole thing and if I were as blunt. I suppose one of us could just go about it ourselves but I'm sure there would still be issues. There is certainly not enough stuff coming though the tubes from the OGL and this creative community is feeling really stagnant. I suppose the work intensive class powers are somewhat to blame, or the relatively simplified mechanics.
To the creator, don't doubt I'm always impressed with the undertaking of class creation in this system, and I think you've got some good ideas here. But it all feels like beginner stuff right now.. everything's very rough and theres no real polish or contribution in the community.
|
|
|
|
11 months ago ::
Apr 11, 2009 - 9:07AM
#79
|
|
|
the skeleton should probably only last for a sustain. also being an implement attack against ac and with a 2ndary stat to hit seems sorta awful.
i really dont understand why there is so much MAD and ability score mixup on this character, but I have an open mind, please explain! supplement page 12 : General Update: All powers that use intelligence for attack and damage rolls are substitute by charisma. If a power uses intelligence and charisma for damage, do not make this change. it was brought to my attention by someone in this board so i made the change, unfortunately i cant make the change directly because the original document where i made the dread necromancer is lost, i made this in word then saved is a pdf.
My friend, you and I are of a similar mind. I'd have said that myself if i could have stood to read through the whole thing and if I were as blunt. I suppose one of us could just go about it ourselves but I'm sure there would still be issues. There is certainly not enough stuff coming though the tubes from the OGL and this creative community is feeling really stagnant. I suppose the work intensive class powers are somewhat to blame, or the relatively simplified mechanics.
To the creator, don't doubt I'm always impressed with the undertaking of class creation in this system, and I think you've got some good ideas here. But it all feels like beginner stuff right now.. everything's very rough and theres no real polish or contribution in the community. true, the day i started making this class i was still a beginner (prob still am) still i took the challenge. From the day i finished the class till the day i made the supplement there was little playtest other than the one done by my players, so the changes i have made are mainly just for my players and to keep our game balanced. As of the 29th of march i discontinued support for my class in the forums ( 2nd post from this page). I am really sorry the class did not meet your expectations, still you may look for the work of other posters or wait until wizards makes an official release
|
|
|
|
8 months ago ::
Jul 13, 2009 - 10:36PM
#80
|
|
|
Well people after alot of feedback the final version of the dread necromancer is here... updated everything... made significant changes... please go to first post to download the final version, thanks to everyone who playtested and gave feedback.
|
|
|
|
7 months ago ::
Jul 28, 2009 - 3:35PM
#81
|
|
|
Has anyone tried out the final version yet? It's hard to get a DM to approve it without any test feedback for the current version.
|
|
|
|
7 months ago ::
Aug 08, 2009 - 8:56PM
#82
|
|
|
Has anyone tried out the final version yet? It's hard to get a DM to approve it without any test feedback for the current version. so far the only issue is with blinding wraiths, the 1st level daily, which to my opinion might be still slightly overpowered but i have no complaints from my players against the dread necromancer, being better than the wizard controller in the party... i suggest you talk this with your DM you could even point him to the boards i am sure we can work something out with him.
|
|
|
|
7 months ago ::
Aug 09, 2009 - 6:27AM
#83
|
|
|
I would like some racial feats.
Giving Dragonborn an Necrotic Breath Attack (won'T be powerfull but has flavour), allowing Second Chance/Elven Accuaracy/Fey Step for Summons and other stuff...
|
|
|
|
6 months ago ::
Aug 11, 2009 - 10:44PM
#84
|
|
|
I like it-but no EDs?
|
|
|
|
6 months ago ::
Aug 12, 2009 - 11:02PM
#85
|
|
|
I like it-but no EDs? check the supplement theres an ED there
|
|
|
|
6 months ago ::
Aug 27, 2009 - 11:39PM
#86
|
|
|
My group starts tomorrow, I'm letting someone play test this class. Will eventually give you some feedback in a couple weeks.
|
|
|
|
6 months ago ::
Aug 28, 2009 - 10:39PM
#87
|
|
|
My group starts tomorrow, I'm letting someone play test this class. Will eventually give you some feedback in a couple weeks.
very well thanks for letting your players use this class!
|
|
|
|
6 months ago ::
Aug 29, 2009 - 11:37AM
#88
|
|
|
I let a player use this in a recent game we played, and it worked great! I have no complaints or niggles.
|
|
|
|
6 months ago ::
Aug 30, 2009 - 9:07AM
#89
|
|
|
I let a player use this in a recent game we played, and it worked great! I have no complaints or niggles.
i am glad everything is running smoothly, let me know how everything turns out!
|
|
|
|
6 months ago ::
Sep 03, 2009 - 9:09AM
#90
|
|
|
First game session went alright. Roleplaying won't be standard since we had to fit him into a Good aligned group. Some simple quick questions regarding the mechanics, the important stuff. Bare with me on these questions, I understand that there is no official answers, that we can do whatever we want with this, but I would like some answers or suggestions especially to any questions that you already have thought of or dealt with when making this class. Would creatures that are immune or have restistance to Necrotic attacks should also have resistance to "Shadow" even if Necrotic is not listed on the power? (example: Aura of Dread class feature) Would it make a difference to change the Shadow power source to Arcane? Implement suggestion: While the player is going with a wand, we we're wondering why not let something like a sickle (the other farm reaping tool) or a skull (treated in the same way as an orb), be also used as in implement? Skeleton Minion: Would it be overpowered to let this power summon multiple skelotons at the same time as the player reaches certain levels (example 2 skeletons at level 5, 3 at lv11, etc) or have a feat that allows it too? Next game session will be in a couple days, so I might post some more later.
|
|
|
|
6 months ago ::
Sep 03, 2009 - 8:48PM
#91
|
|
|
Would creatures that are immune or have restistance to Necrotic attacks should also have resistance to "Shadow" even if Necrotic is not listed on the power? (example: Aura of Dread class feature)
No, Aura of Dread is a fear attack regardless of the power source, think of it as the equivalent of a cleric's cause fear attack.
Would it make a difference to change the Shadow power source to Arcane?
Not really, since currently power sources have little effects on mechanics... it influences mainly the fluff rather than the crunch. Keep in mind that death, undead and the like are strongly tied to the Shadowfell, makes more sense to use the shadow power source than arcane.
Implement suggestion: While the player is going with a wand, we we're wondering why not let something like a sickle (the other farm reaping tool) or a skull (treated in the same way as an orb), be also used as in implement?
Makes sense, id allow it.
Skeleton Minion: Would it be overpowered to let this power summon multiple skelotons at the same time as the player reaches certain levels (example 2 skeletons at level 5, 3 at lv11, etc) or have a feat that allows it too?
maybe a feat, id make it a paragon tier feat that allows two at 11th level and three at 21st level.
|
|
|
|
5 months ago ::
Sep 12, 2009 - 7:00PM
#92
|
|
|
The necromancer player has missed the last two game sessions, so nothing new has come up as of yet.
|
|
|
|
5 months ago ::
Sep 13, 2009 - 9:58AM
#93
|
|
|
The necromancer player has missed the last two game sessions, so nothing new has come up as of yet.
keep me posted
|
|
|
|
5 months ago ::
Sep 21, 2009 - 2:26PM
#94
|
|
|
I'm wondering. What does the True Necromancer: Animate Dead spell target? All minions are conjuration, which means they disappear when they die. And do you really control dead minions anyway?
|
|
|
|
5 months ago ::
Sep 21, 2009 - 9:21PM
#95
|
|
|
The necromancer player has pretty much dropped out of the group cause of work/time constraints. He'll probably play rarely. Since I already fitted a necromancer like guild into the game, and since I like the idea of the class, there will be necromancer NPC's based off of this. So I'll probably post a few things here, but as far as having a PC play and have a good play test class, it will probably have to wait until someone else wants too.
|
|
|
|
4 months ago ::
Oct 10, 2009 - 1:09AM
#96
|
|
|
Hmmmm. I dont Think i whould play this. You should update the summons. Plus way overpowered without bieng interesting
|
|
|
|
4 months ago ::
Oct 10, 2009 - 1:13AM
#97
|
|
|
No offence but where is the new nifty thing? Whats new? Or at least make it not overpowerd
|
|
|
|
2 months ago ::
Dec 17, 2009 - 2:53PM
#98
|
|
|
Sorry to ressurect this forum....  but my brother and I are playtesting this build with 2 minor changes... The Summon spells require a corpse ala' Diablo and we are adding another class feature. "Secrets of the Grave" basically it allows all damage delt to undead to be as though the damage type were radient instead of Necrotic, since it is silly to have a necro that can't hurt undead.
|
|
|
|
2 months ago ::
Dec 19, 2009 - 10:35PM
#99
|
|
|
yeah, that should be added, + this class already combos all too well with dual implement proficiency (just multiclass) and both the staff of ruin and radiant weapon
|
|
|
|
3 weeks ago ::
Jan 21, 2010 - 7:56AM
#100
|
|
|
Sorry guys ive been away from the forums... support for the class is closed but ill try to answer your questions. Ill stick around until the end of the month.
I'm wondering. What does the True Necromancer: Animate Dead spell target? All minions are conjuration, which means they disappear when they die. And do you really control dead minions anyway?
Its a typo. Back then i used to copy paste a power i had already made and then edit it... forgot to change the target. Its suppose to target one dead creature as its explained in the effect entry.
The necromancer player has pretty much dropped out of the group cause of work/time constraints. He'll probably play rarely. Since I already fitted a necromancer like guild into the game, and since I like the idea of the class, there will be necromancer NPC's based off of this. So I'll probably post a few things here, but as far as having a PC play and have a good play test class, it will probably have to wait until someone else wants too.
That really sucks. I play tested mine up to lvl 6. No issues what so ever, just a few typos.
Hmmmm. I dont Think i whould play this. You should update the summons. Plus way overpowered without bieng interesting
"summons" will stay as conjurations mainly because i cant repost the summon rules anywhere on the web. Exactly what do you feel its way overpowered?
No offence but where is the new nifty thing? Whats new? Or at least make it not overpowerd
Dread Necromancer Final addresses alot of issues with the first builds. i admit i was very inexperienced with the 4th rules when i first started making the class so issues may still pop out. Sorry to ressurect this forum.... but my brother and I are playtesting this build with 2 minor changes... The Summon spells require a corpse ala' Diablo and we are adding another class feature. "Secrets of the Grave" basically it allows all damage delt to undead to be as though the damage type were radient instead of Necrotic, since it is silly to have a necro that can't hurt undead.
requiring a corpse could be interesting... but there are a few issues: Lets say a fight breaks in the city or just anywhere that there are other people.... you kill a monster or a person and raise a corpse. How would that be viewed by others, how would that be viewed by your party, is it an evil act, what happens to the corpse afterwards, what if i raise the body again, can i raise the body again? This may cause alot of issues and if by any chance cant use a body again u will run out of corpses... thats why animate dead is in the paragon tier. Its only one power but i made the paragon path for those who would want to raise real corpses... even if i am against that "heroic" behavior.
Also the dread necromancer is not meant to fight against undead, but to control them and be good at dealing necrotic damage. Other powers compensate for the lack of powers to deal with undead creatures. But if you insist what u can do is make a feat where they can spend a healing surge and have the power ignore necrotic resistance (if any) and perhaps toss a bonus damage equal to (insert random stat bonus here) or an extra die of damage.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 7:28AM
#101
|
|
|
Tomorrow is the last day. After tomorrow no questions will be answered regarding the class.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 7:34AM
#102
|
|
|
k, will u just make it less overpowered? right now this class can kill all the time with encounter attacks that are (often) better than the dailies. I'm not sure how u can do this, but it needs to be done.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 7:37AM
#103
|
|
|
k, will u just make it less overpowered? right now this class can kill all the time with encounter attacks that are (often) better than the dailies. I'm not sure how u can do this, but it needs to be done.
Have you played the class? if so give me a few examples where a power seemed overpower in your game. (also remember its a playtest)
|
|
|
|
1 week ago ::
Jan 30, 2010 - 7:40AM
#104
|
|
|
yeah, i played this class a couple times, every encounter, he did most of the damage, even more than the striker of the group.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 7:47AM
#105
|
|
|
yeah, i played this class a couple times, every encounter, he did most of the damage, even more than the striker of the group.
i am really sorry but thats too vague for me to work with. I can give you tons of examples where the necromancer in my campaign did more damage than the striker. Not because the power was poverpowered but merely luck on the dices and bad selection of powers from the striker's side. I can also give you examples of a fighter dealing more damage than a ranger or a rogue most of the time... due to the selection of weapons, feats, and powers. The class does have issues and i am aware of it. Those that were obvious have been addressed already, but if you give me solid examples (name of powers and situations when they were used that seemed overpowered over other characters) that would help me balance out the class before i close support, and i say close support because afterwards i will keep working on the class when i have the time, but i wont be posting it on the forums.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 8:03AM
#106
|
|
|
ok, poison burst, the at will, does area damage, a good amount of damage, and it does ongoing damage. then there's necrotic burst, which does 3d6 damage to a burst 2 every encounter along with a really powerful effect paralyzing burst stuns anyone that you try to hit with it in a burst 3 make it part of hit, not effect those are the main things, but i could go on a list
|
|
|
|
1 week ago ::
Jan 30, 2010 - 8:19AM
#107
|
|
|
ok, poison burst, the at will, does area damage, a good amount of damage, and it does ongoing damage. then there's necrotic burst, which does 3d6 damage to a burst 2 every encounter along with a really powerful effect paralyzing burst stuns anyone that you try to hit with it in a burst 3 make it part of hit, not effect those are the main things, but i could go on a list
granted, poison burst is better than any of the wizard at-wills from phb1 (but not recent powers) and its slightly better than the invoker's at-wills powers from the phb2 (but not the recent powers).
necrotic burst is the exact copy of fire burst, a 7th level encounter power for the wizard in phb1, except it deals necrotic damage.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 8:20AM
#108
|
|
|
oops, meant parilizing burst, part of the necrosage paragon path
|
|
|
|
1 week ago ::
Jan 30, 2010 - 8:33AM
#109
|
|
|
oops, meant parilizing burst, part of the necrosage paragon path
Paralyzing Burst is a simple paragon path power that took inspiration from all the other paragon paths, specially the wizard. Most of them do Area burst 3 within 20 squares and deal substantial amount of damage. Take a look at the battle mage, blood mage, and spellstorm mage and compare their 11th power with the necrosage.
|
|
|
|
1 week ago ::
Jan 30, 2010 - 8:40AM
#110
|
|
|
k, i just think it should be moved out of the effect line
|
|
|