New base class

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Kaedrin
Posts: 49

Re: New base class

Post#11 » Fri Feb 19, 2016 9:35 pm

If there was a Necromancer base class, what would you expect to see from it?

If there was a Gish (that didn't use normal casting), what would you like to see from it?
My latest work can be read about on my blog found here: http://kaedrin-nwn2.blogspot.com/

robintehdestroye
Posts: 141

Re: New base class

Post#12 » Sat Feb 20, 2016 1:02 am

Kaedrin wrote:If there was a Necromancer base class, what would you expect to see from it?

Something inbetween a sorc and a druid? with a focus based around summoning undead pet? Or even a modified version of the summoner class you proposed, preferably with some good necromancy spells, like horrid wilting and energy drain.

Loric Elder
Posts: 233

Re: New base class

Post#13 » Sat Feb 20, 2016 4:26 am

Kaedrin wrote:If there was a Necromancer base class, what would you expect to see from it?


I would think it would have some sort of natural aura. similar to a hex, or paladin's. but it would say empower there undead servant's. it could improve over time. seems they should be able to control several undead at once. maybe this aura after a time, could compel undead foe's to his side as a charm spell of sort's. or if he has his max companion's under his control, it could confuse the remaining one's as a default action. also seems being he's made such study of the undead. maybe in return his undead give him powers to as followers, say the more he had the faster he could cast, or even regenerate his own life, say by drawing retrospectively on a aura they provide for him that either empowers his spells. speed's his casting, or even give regenerating ability's. here's another idea, how about swapping skin, what if it could teleport, but only by switching place's to a position held by one of his undead hold. and that undead take's his prior position.

it could also be easily pulled into a vampire kind of class. just by giving it some classic vampiric ability's. seems in the movies the vampires always made the best ruler's of the undead.
just some thought's, off the top of my head.

Kaedrin wrote:If there was a Gish (that didn't use normal casting), what would you like to see from it?


Hmm that didn't use normal casting. . . . .. . . , how about something like the old Psionic stuff D&D tried long ago. like a mentalist type character. say used his intelligence, wisdom, and charisma together. he could have many similar ability's as the caster's, but say more of a warlock type attack's. most wont miss, as there targeted from his mind, body and soul. he could blend a few of the class's him self persay. say sort of a "hex, bard, warlock" type guy. able to empower his allies,and disable his foe's. all from his *Mojo. 8-) he could even create tulpa's/or metaphysical presence's. close to illusion's, but more.
"Edit"
" **Although having to invest in so many stat's for power, he would need some really good base defensive feat's/ ability's/ Psionic's, to compete here not being able to invest in his dexterity for ac. and he probably wouldn't be the type to lug around in heavy armor. so he'd need a progressively stronger Ac aura / or access to a extra source. to make up for this massive hole in capability to survive here".
"Edit 2" 8-)
*** although you could make each of these stat's linked to one of those three ability's. Say *Intelligence could be linked to hex feat's. Taking the class more to that way. *Charisma could be linked to the bard feat's, and *Wisdom could be linked to the warlock feat's. just as a example.
Then as you level the class it still has its base reward's, just now you get option's based on your stat's in these to unlock bonus feats for the class. pulling it more toward one aspect of the class's variation or another.
This would allow one to spend a few more point's towards dexterity, for some ac. hence making it a bit more versatile/ fun to play.

*another caster idea:
what about a casting class that allowed leveling in multiple spell casting class's at once. say as far as spell DC/ and spell's known.
for instance, cleric and wizard, or even bard and sorcer.
hope any of this helped.

*Thanks again, for all you do man!
*Loric *Elder

Countyboar
Posts: 590

Re: New base class

Post#14 » Sat Feb 20, 2016 12:44 pm

Re. Necromancer:

Don't know if this is way out of the ballpark, but what comes to mind is its abilities requiring you to use health instead of spell slots, with possibly a reduced healing/regen rate on the character. Each time one of your summons kills something you gain health, or maybe bonus hit points. There could also be multiple ways to recoup your health loss with different abilities as the class progresses, for example something like devouring one of your summons to regain health based on how long it's been alive or how many enemies its killed or some other condition (the idea being you can't just summon and devour to stack infinite bonus hit points but you should be able to get more health than you initially invested in it after a while). It's abilities, aside from creating undead/bolstering, could include ability versions of necromancy spells that bypass SR for the non-death spells (since so many things are flat out immune to death AND necromancy here) but cost health instead of spell slots. A choice of abilities every few levels could allow for customization/variety in necromancers.

Lomir
Posts: 241

Re: New base class

Post#15 » Sat Feb 20, 2016 8:20 pm

For the necromancer version, I'd honestly just like them to have access to feats somewhat like the ones available from the Libris Mortis, http://alcyius.com/dndtools/feats/libri ... index.html

I really like the idea of being able to bolster minion(s) (depending on if you want to give them access to more than one minion), while reducing the ability to actually use other destructive magic.

Itaasi
Posts: 801

Re: New base class

Post#16 » Sun Feb 21, 2016 9:00 am

For the necromancer version, I'd honestly just like them to have access to feats somewhat like the ones available from the Libris Mortis, http://alcyius.com/dndtools/feats/libri ... index.html

I really like the idea of being able to bolster minion(s) (depending on if you want to give them access to more than one minion), while reducing the ability to actually use other destructive magic.

I like this concept. Necromancers should have access to more than 1 pet if this was implemented, though... To make up for the lack of offensive abilities.

Kaedrin
Posts: 49

Re: New base class

Post#17 » Sun Feb 21, 2016 10:20 pm

I dusted off the Knight's bones and put together a shell for the Armiger this weekend while I worked on wrapping up my 1.46 update.

I've also got two previous takes on a Necromancer type for you folks to look at while I work on a pet-centric option to let you folks discuss (as I don't want to spent the time on a full caster like Dread Necromancer ahead of Alchemist). Keep in mind they are wildly unbalanced, non-final, etc. etc. etc.

Spoiler: show
Dark Soul v2.2

x

This is a base class and has 30 levels. The dark soul has access to two epic spells, Vampiric Feast and Cry of the Damned.

Restrictions
Alignment Restrictions: Any nongood.
Class Restrictions: May not be any other class (base or prestige).
Level Restriction: Must be taken at level 1.

Class Features

HD: d8
BAB: High (1-10) / Medium (11-30)
High Saves: Fort, Will
Weapon proficiency: Simple, Martial
Armor proficiency: Light

Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Disable Device, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Spellcraft, Spot, Taunt, Tumble, and Use Magic Device.

Skill points: 4 + Int modifier

Class Abilities

Level 1: Trapfinding, Heart of Darkness, Black Scythe, Turn Death
Level 2: Blighted Touch
Level 3: Vampiric Shadows (+1)
Level 4: Shadow Reaver, Dark Strike
Level 5: Weapon Focus (Scythe), Dark Aura
Level 6: Blood-caked Runes
Level 7: Infuse Blood (DR 1/-, Regen 1)
Level 8: Shadowskin Armor (+2 Natural Armor), Dark Strike
Level 9: +1d6 Sneak Attack
Level 10: Weapon Specialization (Scythe), Dark Aura
Level 11: Consume Shadows
Level 12: Corrupting Blows, Dark Strike
Level 13: Vampiric Shadows (+2)
Level 14: Blood-caked Glyphs
Level 15: Greater Weapon Focus (Scythe), Dark Aura
Level 16: Shadowskin Armor (+4 Natural Armor), Dark Strike
Level 17: Infuse Blood (DR 2/-, Regen 2)
Level 18: +2d6 Sneak Attack
Level 19: Evasion
Level 20: Greater Weapon Specialization (Scythe), Dark StrikeDark Aura
Level 21: Deathless Mastery
Level 22: Fear of the Grave
Level 23: Bonus Feat, Vampiric Shadows (+3)
Level 24: Shadowskin Armor (+6 Natural Armor), Dark Strike
Level 25: Epic Weapon Focus (Scythe), Dark Aura
Level 26: Bonus Feat
Level 27: Infuse Blood (DR 3/-, Regen 3), +3d6 Sneak Attack
Level 28: Dark Strike
Level 29: Bonus Feat
Level 30: Epic Weapon Specialization (Scythe), Dark Aura

Starting gear: The dark soul begins her adventures with a suit of nightscale armor (ac 2, a max dex bonus of 10, and no skill penalty) as well as her treasured focus item, the black scythe which is composed of adamantine.

Black Scythe: The soul of a banshee has been bound into the dark soul's scythe and encased within shadows. As the dark soul's mastery of shadows and negative energy grows, the power of the scythe grows as well, gaining a +1 enhance bonus for every 6 levels (+2 at 6th, +3 at 12th, +4 at 18th, +5 at 24th, and +6 at 30th). The scythe is initially a +1 scythe with a +1d4 negative energy bonus. At 11th level the scythe becomes coated with rime ice as the chill of the banshee's soul seeps through the shadowsteel blade. The scythe gains a +1d4 cold damage bonus while the negative energy bonus increases to 2d6. At 21st level the spirit of banshee becomes fully imbued within the blade and her cries echo with your every strike. The weapon gains +1d4 sonic damage bonus as well as gaining a +1d10 bonus on criticals (massive criticals). The dark soul may not part with the scythe or use any other weapon as the scythe is the focus of her powers. The enhance bonus can be replaced by a stronger enchantment.

Blighted Touch: The dark soul may deliver a crippling disease born of shadow and infused with negative energy through her scythe (melee touch attack). It drains the life of the subject, causing d6 Constitution damage and healing the dark soul for 25% of her health. The DC of the drain is 20 + the dark soul's Constitution modifier. This ability has a two round cooldown. If the subject is already suffering from the blighted touch, the new effect only takes place if it was stronger than the last. Regardless, the dark soul is still healed by the strike.

Heart of Darkness: The dark soul cannot be healed by spells or effects. Only heal kits can be used as they are treated with alchemy to infuse negative energy into the kits. She also suffers a particular vulnerability (50%) to positive energy.

Turn Death: The dark soul gains the Turn Undead feat but when used it instead deals d4 per character level to all undead within 30' as the negative energy driving the undead is siphoned away. For each undead affected by this drain the dark soul heals a number of points equal to her Constitution mod.

Consume Shadows: In times of desperation the dark soul can consume the life force of her summoned shadow reaver. This kills the reaver and sends it back to it home plane while completely healing the dark soul of any injuries.

Fear of the Grave: The dark soul's experience as a mistress of death and shadows has lead to a healthy fear of dying. After all, why would one risk being raised as a revenant by an enemy? This ability can be used once per day and resets all strikes and cooldowns.

Shadowskin armor: A living shadow is fused to the dark soul's armor, increasing the natural protection it offers. As the dark soul gains in power, the shadows infusing the armor become stronger as well. At 8th level the dark soul gains a +2 natural armor bonus. At 16th the natural armor bonus becomes +4 and at 24th level the bonus becomes +6. This bonus stacks with natural armor enhance bonuses. The dark soul also gains a dodge AC bonus equal to her Constitution modifier. The shadowskin armor ability only works while wearing nightscale armor.

Revenant Companion: You bind a tortured soul within a specially prepared corpse of a fallen neverwinter nine member. It's strength grows as you gain levels due to unlocking more and more memories of it's former past (the revenant is a fighter/blackguard). Your mastery over the revenant is complete though and the lost soul simply suffers more and more anguish as it remembers it's former life.

Shadow Reaver: Once a day you may summon a reaver from the shadow plane to serve you. This shadowhound will serve you until it is slain and has a number of hit dice equal to your own. It is the equivalent of a swashbuckler/rogue.

Infuse Blood: The blood of the dark soul begins to churn with energies from the shadow and negative planes. It partially protects her from injuries and slowly repairs any damage she suffers.

Corrupting Blows: The dark soul's scythe inflicts deep wounds upon her enemies, causing the wounds to bleed profusely. The scythe gains the Wounding property.

Blood-caked Runes: The dark soul's alchemy skills have increased to such a degree she can etch runes with shadows and blood upon her armor. This process damages the dark soul for a number of points equal to her character level but provides a temporary hit point bonus equal to 3 times the amount lost for 6 hours.

Blood-etched Glyphs: The dark soul's alchemy skills have increased to such a degree she can etch glyphs with shadows and blood upon her armor. This process damages the dark soul for a number of points equal to her character level but provides bonus hit point bonus equal to the amount lost for 6 hours. These bonus points stack with temporary hit points granted by blood-caked runes.

Deathless Mastery: At 21st level the dark soul gains many of the properties of undeath without needing to die to gain the benefits. She can no longer be affected by critical strikes or sneak attacks.

Vampiric Shadows: The shadows encasing the banshee within the black scythe begin to waft around the blade, hungering for life energy. The scythe gains the Vampiric property (+1 at 3rd, +2 at 13th, and +3 at 23rd).

New Feat: Revenant Companion (scales 1-20 as a 12 Fighter/8 Warrior of Darkness)
New Feat: Epic Revenant Companion (scales 21-30 as a 18 Fighter/9 Warrior of Darkness/3 Neverwinter Nine)
New Feat: Epic Infuse Blood (+3 Regen for Infuse Blood)
New Feat: Vile Strikes (gain +2d6 sneak attack dice)
New Feat: Epic Spell (Cry of the Damned) (Wail of the Banshee with a penalty to the Fortitude save equal to half of the dark soul's Constitution modifier)
New Feat: Death-Laced Blood (DR improves by 3 points)

Dark Strikes - Have a 5 minute cooldown. You can learn 7 of the 12 strikes

Scourging Strike (Requires level 12) - When you use this strike, make a single melee touch attack. If you hit your opponent, a blast of shadowy energy originates from your attack's point of impact. The target of this strike takes an extra 8d6 points of negative energy damage and must succeed on a Fortitude save (DC 17 + your Con modifier) or take a -2 penalty on attack rolls for 1 minute. All of your opponents within a 30-foot radius burst of the target creature must also succeed on a Fortitude save. Those who fail take 5d6 points of negative energy damage and take a -2 penalty on attack rolls for 1 minute. A successful save results in half damage and negates the attack penalty.
Unholy Surge (Requires level 8)- As part of this maneuver, you make a single melee touch attack that deals an extra 8d8 damage. You gain the benefit of any sneak dice you have if the target is not immune to critical hits.
Doom Charge (Requires level 8)- As part of this maneuver, you make a single melee touch attack that deals double damage plus an extra 6d6 points of damage (at +2 to the attack roll). Your damage reduction doubles for 3 rounds though you take a -4 AC penalty for the duration.
Weakening Strike - As part of this maneuver, you make a single melee touch attack. If this attack hits, the target suffers a -4 AC and Strength penalty for 2 rounds.
Strike of Undying Vitality (Requires level 16) - As part of this maneuver, you make a single melee touch attack. You are completely healed of all wounds.
Defiler's Strike - As part of this maneuver, you make a single melee touch attack. If your attack hits, you heal 1d6 +5 points of damage. This strike has a 3 minute cooldown.
Tide of Death (Requires level 16) - As part of this maneuver, you make a single melee touch attack that deals double damage plus an extra 4d6 points of damage (at +10 to the attack roll). You gain 50% concealment and suffer a -4 AC penalty for 3 rounds.
Fear Bearer (Requires level 12) - As part of this maneuver, you make a single melee touch attack that deals double damage plus an extra 4d6 points of damage (at +10 to the attack roll). You gain a +5 bonus to saves and AC for 2 rounds.
Wailing Hurricane (Requires level 20) - As part of this maneuver, you make two melee touch attacks (at +4) against each enemy within 10'.
Mortal Blow (Requires level 20) - As part of this maneuver, you make a single melee touch attack that deals an extra 4d6 damage. If the target was damage before the strike, you deal an extra 6d6 damage. If the target is below half health before the strike, you instead deal +14d6 bonus damage.
Cold Heart Endurance - Instead of attacking, you focus on healing your injuries. You heal twice your level in damage. This ability has a 3 minute cooldown.
Shadow Creeping Ice Enervation Strike (Requires level 24) - As part of this maneuver, you make a single melee touch attack that deals an extra 15d6 damage. The enemy suffers one of three effects. 2d6 Dex loss and is slowed, 2d6 Strenght loss and -6 AB and concentration, or 2d6 damage to Str, Dex, and Con. If the enemy makes a Fort save (DC 19 + Con modifier)they only suffer half the ability damage and no other side effects. This ability has an 8 minute cooldown.

Dark Auras - Can be switched instantly, only one aura can be active at a time. You can learn 6 of the 9 auras.

Death Shield (enemies take 1 point of damage for every 5 levels you have when they strike you in melee)
Reckless Fury (you gain a 1pt AB bonus for every 5 levels you have but you no longer regenerate; Consume Shadows and Blight Touch will fail if used).
Undying Fortitude (your regen bonus increases to 6, 9 if you have the epic infuse blood feat)
Veils of Shadow (your enemies suffer an AB penalty of 1 point for every 5 levels you posses)
Essence of Decay (your DC with Blight touch increases by 1 point for every 5 levels you possess and always deals 6 Constitution damage).
Curse of No Escape (you gain a 2 point bonus to your saving throws for every 5 levels you possess but are slowed)
Hunger of the Nightwalker (for every 5 levels you possess you gain +1d6 sneak attack)
Whispers of the Night (you gain a 1 point skill bonus to Hide and Move Silently for every 5 levels you possess as well as gain the HiPS ability)
Lash of the Damned (your gain a negative energy damage bonus equal to half your strength modifier and your base DR doubles) (Lash with Death-Laced Blood will provide DR 9/-)


Spoiler: show
Title formerly DN ready for 1.45 as an April Fools joke.

Dread Necromancer

A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practicioner of vile and forbidden arts, she calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths.

Alignment must be non-good.

Class Features

HD: d6
BAB: Low
High Saves: Will
Weapon proficiency: Simple, Martial
Armor proficiency: Light

Class Skills: Bluff, Concentration, Craft Armor, Craft Weapon, Hide, Intimidate, Lore, and Spellcraft.
Skill points: 2 + Int modifier

Class Abilities

Level 1: Charnel Touch, Turn Undead
Level 2: Lich Body (DR 2)
Level 3: Negative Energy Burst 1/day
Level 4: Mental Bastion +2, Advanced Learning
Level 5: Fear Aura
Level 6: Scabrous Touch 1/day
Level 7: Lich Body (DR 4), Summon Familiar
Level 8: Negative Energy Burst 2/day, Undead Mastery, Advanced Learning
Level 9: Negative Energy Resistance
Level 10:
Level 11: Lich Body (DR 6), Scabrous Touch 2/day
Level 12: Enervating Touch 3/day, Advanced Learning
Level 13: Negative Energy Burst 3/day
Level 14: Mental Bastion +4
Level 15: Lich Body (DR 8 )
Level 16: Scabrous Touch 3/day, Enervating Touch 4/day, Advanced Learning
Level 17: Enervating Touch 8/day
Level 18: Negative Energy Burst 4/day, Enervating Touch 9/day
Level 19: Craft Wondrous Item
Level 20: Enervating Touch 10/day, Lich Transformation, Advanced Learning
Level 21: Scabrous Touch 4/day
Level 22: Enervating Touch 11/day
Level 23: Negative Energy Burst 5/day
Level 24: Mental Bastion +6, Enervating Touch 12/day, Advanced Learning, Bonus Feat
Level 25:
Level 26: Scabrous Touch 5/day, Enervating Touch 13/day
Level 27:
Level 28: Negative Energy Burst 6/day, Enervating Touch 14/day, Advanced Learning, Bonus Feat
Level 29:
Level 30: Enervating Touch 15/day

Spells per Day (Charisma based)
When a dread necromancer first obtains a spell level she can cast 3 per day. At each level after gaining a given spell level the count increases by one until she reaches 6 per day.

Level 1 spells are granted at level 1. Level 2 through 9 spells are gained at every even level starting at 4th level (level 2 spells at 4th, level 6 spells at 12th).

Possible Dread Necromancer Spell List
1st Level: Bane, Bestow Wound, Cause Fear, Chill Touch, Doom, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I
2nd Level: Blindness/Deafness, Darkness, Death Knell, False Life, Ghoul Touch, Inflict Moderate Wounds, Summon Undead II
3rd Level: Crushing Despair, Death Ward, Inflict Serious Wounds, Ray of Exhaustion, Summon Undead III, Vampiric Touch
4th Level: Animate Dead, Bestow Curse, Dispel Magic, Enervation, Evard's Black Tentacles, Inflict Critical Wounds, Phantasmal Killer, Summon Undead IV
5th Level: Blight, Cloudkill, Fire in the Blood, Greater Dispel Magic, Slay Living, Summon Undead V, Undead to Death, Waves of Fatigue
6th Level: Acid Fog, Circle of Death, Create Undead, Eyebite, Harm, Mass Inflict Moderate Wounds, Waves of Exhaustion
7th Level: Control Undead, Destruction, Finger of Death, Greater Harm, Mass Inflict Serious Wounds, Song of Discord, Vile Death
8th Level: Create Greater Undead, Horrid Wilting, Mass Inflict Critical Wounds, Symbol of Death
9th Level: Energy Drain, Imprison Soul, Mass Harm, Plague of Undead, Wail of the Banshee

Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, concentrating in her
hands. At will, but no more than once per round, she can make a melee touch attack
against a living foe that deals 1d8 points of damage, +1 per four class levels. This
touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels.

Mental Bastion:
Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws. This bonus increases to +4 at 14th level and +6 at 24th level.

Charnal Touch: Deal 4 points of negative energy damage for every 2 class levels. Heal 1 point of damage for every 2 class levels.

Scabrous Touch: Extremely High DC disease touch that also deals the effect of Charnal Touch.

Enervating Touch: Deal 2 negative levels as well as the effects of Charnal Touch.

Advanced Learning
Level 4: Lvl 2 Divine/Arcane spell added to spellbook, community choice
Level 8: Lvl 4 Divine/Arcane spell added to spellbook, community choice
Level 12: Lvl 6 Divine/Arcane spell added to spellbook, community choice
Level 16: Lvl 8 Divine/Arcane spell added to spellbook, community choice
Level 20: Lvl 9 Divine/Arcane spell added to spellbook, community choice
Level 24: Lvl 9 Divine/Arcane spell added to spellbook, community choice
Level 28: Lvl 9 Divine/Arcane spell added to spellbook, community choice

New Feats: Corpsecrafter, Deadly Chill, Destructive Retribution, Necromantic Might, Necromantic Presence, Profane Vigor, Ignore Turn Resistance, Undead Leadership, Sacred Vitality, Profane Lifeleech, Profane Aura, Tomb Tainted Soul, Undead Leadership, Practiced Caster (Dread Necromancer), Hardened Flesh, Various Ability Focus feats for the class abilities that need a DC check.

Familiar is an undead minion drawn from different undead types (flesh, bone, spirit).

[hr]
April Fools!

Corpsecrafter
Type: General
Undead you raise or create are tougher than normal.
Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Deadly Chill
Type: General
Undead you raise or create deal more damage than normal.
Prerequisite: Corpsecrafter.
Benefit: Each corporeal undead you raise or create with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Destruction Retribution
Type: General
Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
Prerequisite: Corpsecrafter
Benefit: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC x half). This damage comes from negative energy, and it therefore heals undead creatures.

Necromantic Might
Type: General
Undead you control gain benefits when they are near you.
Prerequisite: Necromantic Presence.
Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

Necromantic Presence
Type: General
Undead you control are harder to turn when they are near you.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.


I'll probably land somewhere in the middle with a focus on four types of pets (tank zombie, skeletal archer, dps vampire, or battlefield control wraith) with only one up at a time. Such as possibly a 60 HD Zombie at 40th. ;) Maybe more Warlock than traditional caster but with the pet as a strong focus.
My latest work can be read about on my blog found here: http://kaedrin-nwn2.blogspot.com/

robintehdestroye
Posts: 141

Re: New base class

Post#18 » Mon Feb 22, 2016 3:10 am

dread necromancer looks pretty sweet

Lomir
Posts: 241

Re: New base class

Post#19 » Mon Feb 22, 2016 9:22 pm

The Dark Soul looks like an amazingly fun and pretty flexible class. Being kind of tied to a specific weapon/armor is a little limiting, but I really like the overall feel of the class. I would say that the Dark Soul overall feels like what I would hope a rogue could one day be (since you can have your pet draw focus, and then actually be able to pretend to be melee), but I love the idea of the Dread Necromancer running around with a monstrous zombie of doom as well. I applaud your class designs... even for archetypes I'm not normally interested in, I've yet to see a class design that hasn't piqued my interest one way or another.

Kaedrin
Posts: 49

Re: New base class

Post#20 » Mon Sep 26, 2016 8:40 pm

Spoiler: show
Dread Necromancer

A palemaster, specialist wizard who calls himself a necromancer, or a cleric with the
Death domain has significant power over undead and the forces of negative
energy, but a dread necromancer is their true master. A practicioner of
vile and forbidden arts, she calls upon restless, tormented spirits of the
dead, seeking their arcane secrets. She might be a consummate villain, or
perhaps a tortured hero whose obsession with death leads her along
questionable moral paths.

Alignment must be non-good.

Class Features

HD: d6
BAB: Low
High Saves: Will
Weapon proficiency: Simple, Scythe
Armor proficiency: Light

Class Skills: Bluff, Concentration, Craft Armor, Craft Weapon, Hide,
Intimidate, Lore, and Spellcraft.
Skill points: 2 + Int modifier

Class Abilities

Level 1: Turn Undead, Channel Negative Energy, Dread Choice, Necrotic Blast
Level 2: Infused Bone Armor, Necromantic Talent
Level 3: Field, Undeath Choice (Negative Energy Resistance)
Level 4: Necromantic Talent, Aura
Level 5: Undead Mastery, Cone
Level 6: Touch of the Grave, Necromantic Talent
Level 7: Command Undead, AE
Level 8: Necromantic Talent
Level 9: Empowered Blast
Level 10: Necromantic Talent
Level 11: Empowered Field
Level 12: Necromantic Talent
Level 13: Empowered Cone
Level 14: Necromantic Talent
Level 15: Empowered Touch
Level 16: Necromantic Talent
Level 17: Empowered AE
Level 18: Necromantic Talent
Level 19: Empowered Aura
Level 20: Necromantic Talent
Level 21:
Level 22:
Level 23: Bonus Epic Feat
Level 24: Necromantic Talent
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Necromantic Talent
Level 29: Bonus Epic Feat
Level 30:

New Feats/Necromanctic Talents:
Charnel Shield, Dark Sacrifice, Disrupting Energy, Corpse Explosion, Enervating Touch, Embrace of the Grave, Spirit Shield, Infuse Scythe, Corpsecrafter, Deadly Chill, Destructive Retribution, Necromantic Might, Necromantic Presence, Profane Vigor, Ignore Turn Resistance, Undead Leadership, Sacred Vitality, Profane Lifeleech, Profane Aura, Tomb Tainted Soul, Undead Leadership, Various Ability Focus feats for the class abilities that need
a DC check, Hardened Flesh, Nimble Bones, Siphon Undeath, Pierce the Veil, Resist Life, Touch of the Void

Empowered talents are on a 30s cooldown and add an effect based on your Dread Choice (which is flesh, spirit, or bone).


This is what I had a possible non-caster Necromancer. It's a VERY rough draft and probably a little too feature dense but it at least describes what I was aiming for. ;)
My latest work can be read about on my blog found here: http://kaedrin-nwn2.blogspot.com/

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