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Dungeons & Dra.. Homebrew Campaigns Full-fledged Shadow Controller: Necromancer...
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Switch to Forum Live View Full-fledged Shadow Controller: Necromancer (homebrew in progress)
1 year ago  ::  Jan 21, 2012 - 8:52AM #21
mhbjarkistef
Date Joined: Sep 6, 2010
Posts: 998
Yeah, let's do that.

Let's give him daily powers based on the Protector's "Summon Ally" powers, and modify my soulnado to give that summoning THP when inside the zephyr. 
How does that sound for a Summon & Damage build? 

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.
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1 year ago  ::  Jan 21, 2012 - 11:44AM #22
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
That sounds alright with me, but... what's the Protector? I've got all of the core 4e books and none of the Essentials stuff besides Heroes of the Shadowfell & Feywild, and the Neverwinter Campaign Setting.
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4 months ago  ::  Feb 05, 2013 - 10:41PM #23
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
I finally remembered this topic/project and thought I'd try to blow the dust off of it; folks seemed to quite like the concepts, but apart from poor mhbjarkistef, nobody ever showed up. Here's hoping I can pull an appropriate bit of threat necromancy here...

For Summoning, given my lack of knowledge of (and taste for) Essentials rules, I think it might be better to use the core Summoning rules introduced in 4e's Arcane Power and Primal Power splats, plus the article Class Acts: Wizard from Dragon #385. This makes it easier to work with the rules, and should provide ample grounds for conveying diverse kinds of "summoned" (really, animated/reanimated) undead.

 For general Utility powers, I'm thinking a Necromancer is more thematic focusing on "defensive offense" type attacks and eerie phenomena. Creating an orbiting shield of bones to absorb damage, using poltergeists to lift things ala the Wizard's Ghost Hand cantrip, that kind of thing. Necromantic magic generally isn't that helpful.

Hmm... guess I may as well throw out some Hex/Spell/Whatever ideas for the class.

Toll The Bells Of Death: A sepulchral shade begins to strike a bell at your bequest, tolling the inevitable approach of death itself and beckoning listeners to the afterlife. (Creates a zone of Necrotic + Thunder damage, sustainable, possibly expandable, attacks Fortitude)

Wall of Screams: An ethereal wall of shrieking, ghostly visages rises up where you indicate, their screams chilling foes to the bone. (Creates a wall that either requires resisting an attack vs Will to pass through, inflicts Necrotic/Cold [or both?] damage on those close by, or both)

Grasping Gauntlets: Hands of the dead rise from the earth below, seeking to drag the living to their doom. (Creates a zone of Slowing, damage-inflicting terrain)

Word of Death: You speak a syllable so foul and unnatural that it strikes dead those who hear it.  (Burst of high-level Necrotic damage centered on caster)

Maddening Shades: You conjure phantasms that wail and moan, haunting your foes and driving them insane. (Target creature[s] suffer a penalty to Will)

Breath of the Tombs: Filling your lungs with necrotic power, you exhale a sickly cloud of vapors that rots and consumes those who succumb to them. (Blast of Poison/Acid damage)

Gravewind: Calling upon the cold breath of the deepest catacombs, you unleash blasts of unnatural wind that freeze the blood in a victim's veins. (Target takes Cold damage and is Slowed)

Creeping Death: Verminous forms scuttle and squirm forth at your command, enveloping your foes and bringing them down under a cascade of jaws, pincers, stingers and claws. (Creates a mobile zone that inflicts damage)

Bone Archer: Conjuring projectiles of bleached bone, you hurl them to impale your foes, conjuring skeletal minions from the remains. (Target 1-3 targets, basic damage, Summon a Skeletal Mob)

Nexus of Death: You briefly tear open a rift to the Shadowfell, letting necrotic energy bleed forth and taint the land, strengthening your dark powers. (Creates a zone that gives boost to Necromancer attacks) 
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3 months ago  ::  Feb 20, 2013 - 11:43PM #24
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
No replies yet, huh? Ah well, may as well try and cook up a few more spell concepts...

 The Breath of the Dead: An unearthly bank of roiling mists sweeps across the ground, engulfing the living and sucking the life from them to feed its insatiable hunger. (Ranged burst of Necrotic damage, possibly can be sustained as a zone for minor actions)

 Call the Pyre: Stinking of the scents of molten fat and burning flesh, a ghastly shape comprised of ashes and roaring flames manifests before you, eager to consume your victims. (Summons a creature that does Fire/Necrotic damage and has an aura of the same, and/or causes an impairment to enemy To Hit rolls)

Ghoul's Maw: A ghostly mouth jammed with vicious teeth materializes and savages your opponent, chewing them apart. (Ranged attack that causes ongoing Force damage.) 
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