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    Default Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    This a collection of Homebrew by me that focuses on Necromancy and having fun with it. Especially abusing the undead.


    New Spells:

    Lesser Necrotic Coil
    Level: Clr 2, Sor/Wiz 2, Dread Necromancer 2
    As Necrotic Coil, Except that it deals 1d8 points of negative energy damage + 1 point per caster level (up to + 5) and deals no negative levels.

    Necrotic Coil
    Necromancy
    Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4
    Components: V, S
    Casting time: One standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fort partial (see text)
    Spell Resistance: Yes

    A triad of green lights erupts from the casters hand and twist around some unseen point, leaving a ghastly trail. The bolts strike the target unerringly, causing necrosis and pain.

    The attack strikes unerringly and deals 2d8 negative energy damage + 1 per caster level (up to + 10) and deals one negative level. A successful Fortitude Save negates the negative level.

    Greater Necrotic Coil
    Level: Clr 5, Sor/Wiz 5, Dread Necromancer 5
    As Necrotic Coil, Except that it deals 3d8 points of negative energy damage + 1 point per caster level (up to + 15) and deals 1d2 negative levels. A successful Fortitude save negates negative levels.

    Necrosis Infinitum
    Necromancy
    Level: Clr 4, Sor/Wiz 4, Dread Necromancer 4
    Components: S
    Casting time: One standard action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    The caster touches the poor rogue ever so lightly, and the skin begins to rot. It spreads from there, leaving a greenish luminescence behind.

    If the caster succeeds on a touch attack, the target must make a fortitude save or suffer 1d2 negative levels and 1d6 constitution damage.


    Necrotizing Armor
    Necromancy
    Level: Clr 3, Sor/Wiz 3, Dread Necromancer 3
    Components: V, S
    Casting time: One standard action
    Range: Personal
    Target: Personal
    Duration: 2 rounds/Level
    Saving Throw: None
    Spell Resistance: No

    The necromancer suddenly gained a thick layer of tough, leathery flesh over his own. The fighter simply could not bash his way through it...

    The caster gains a thick layer of undead armor made of flesh. It gives DR/magic equal to the caster level, and offers a +2 natural armor bonus to AC. In addition, any creature that attacks the caster unarmed or with a natural weapon takes 1d8 negative energy damage if the attack hits.


    Hide Undead
    Illusion
    Level: Clr 1, Sor/Wiz 1, Dread Necromancer 2
    Components: V, S
    Casting time: One standard action
    Range: Touch
    Target: One undead creature
    Duration: 1 minute/level
    Saving Throw: Will negates (Harmless)
    Spell Resistance: No

    The Wizard was concentrating on his wall of force, to keep back the army of Death Knights. Suddenly, another Death Knight slashed him from behind, ruining his spell. How did that thing sneak up on him?

    When cast on an undead creature, that creature becomes invisible for the duration of the spell. Taking any action other than moving breaks the spell's effect.




    New Feats:

    With the exception of Augment Animation, all of these feats are Necroshape feats, which are the way Corpsecrafter Feats should have been.


    Augment Animation
    Prerequisites: Caster Level 1, Ability to animate the dead
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain a +2 improvement to their natural armor, +2 to their strength score, and +2 to their Dexterity score.

    Armored Necroshape
    Prerequisites: Caster Level 3, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain a +2 improvement to their natural armor. In addition, these undead gain proficiency with medium and heavy armor, even if they do not meet the prerequisites.

    Armed Necroshape
    Prerequisites: Caster Level 3, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain a +2 competence bonus to all attack rolls. In addition, these undead gain proficiency with all simple and martial weapons, even if they do not meet the prerequisites.

    Arcane Necroshape
    Prerequisites: Caster Level 6, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain a +2 bonus to their saves against spell effects. In addition, these undead gain one least invocation as a spell-like ability usable once per minute. This invocation is taken from the warlock spell list. It does not suffer from arcane spell failure chance.

    Speedy Necroshape
    Prerequisites: Caster Level 6, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain a +10 bonus to their move speed. In addition, any undead you create that possess the Single Actions Only quality no longer suffer its effects.

    Commanding Necroshape
    Prerequisites: Caster Level 9, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain an aura that extends in a 10' radius. All other undead in this aura gain a +1 Competence bonus on all attack rolls. Multiple overlapping auras have cumulative effects.

    Mighty Necroshape
    Prerequisites: Caster Level 9, Augment Animation
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain the Powerful Build trait.

    Blinking Necroshape
    Prerequisites: Caster Level 12, Augment Animation, Commanding Necroshape
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain this ability:
    Blink Out(Su): As a standard action, this creature may change between corporeal and incorporeal states. While in the incorporeal state, this creature gains the (Incorporeal) subtype and gains a 50% miss chance on all attack rolls targeting the creature, and all creatures it targets gain a 50% miss chance against it.

    Self-Replicating Necroshape
    Prerequisites: Caster Level 15, Augment Animation, Commanding Necroshape
    Benefit: When casting a spell or spell-like ability that creates or animates undead creatures, any undead created gain the ability to cast Animate dead once per week as a Spell-like ability, with a caster level equal the undead creature's HD. This spell-like ability still requires the 25 gp/hit die black onyx as a material component.
    Last edited by BladeofOblivion; 2010-09-19 at 05:44 PM.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    (Post Reserved For PrC.)

    Prerequisites: (So far)
    Must be capable of casting 6th-Level Arcane Spells
    Must be capable of casting Animate Dead

    The Necroshaper
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Bonus Feat | -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Master of the Art|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | Bonus Feat, Gift of Intelligence |+1 level of existing arcane spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Champion of the Necroshaper|+1 level of existing arcane spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Feat, Assuming Direct Control|+1 level of existing arcane spellcasting class[/table]

    Bonus Feat: The Necroshaper gains one bonus Necroshape or Corpsecrafter feat.

    Master of the Art(Su): A 2nd level Necroshaper gains a +1 bonus to her caster level when casting a spell from the School of Necromancy.

    Gift of Intelligence(Ex): The spell Awaken Undead is added to your list of spells known.

    Champion of the Necroshaper(Ex): A 4th level Necroshaper can designate an Undead Creature as her Champion. In order to designate a champion, the prospective Undead Creature must first be awakened using the Awaken Undead spell. A Necroshaper can only have one Champion at a time. When chosen as a champion, the undead creature gains the Necroshaped Champion template(see below) and class levels equal to your character level - 4. A prospective champion cannot have more than 2 HD. If a champion is destroyed, another champion cannot be designated by the same Necroshaper for a year and a day.

    Assuming Direct Control(Su): A 5th level Necroshaper, if they have a champion, may, once per week as a full-round action, temporarily transfer her soul into her champion's body. If a Necroshaper uses this ability, her body relaxes and appears to be dead. She takes direct control of her Undead Champion, using its body as if it were her own. She retains her Intelligence, Wisdom, and Charisma scores, but gains the undead creature's Strength and Dexterity scores. She becomes the undead creature, for all intents and purposes, except that she retains her normal spellcasting ability. Arcane spell failure applies. If the Necroshaper's body is attacked, she must make a concentration check or be forced to release the Champion from direct control. The Necroshaper may release control of the Champion's body as a swift action. If the Champion is destroyed, the Necroshaper must make a will save with a DC equal to (Champion's HD + 10) or die as her soul fails to return to her body. On a successful save, the Necroshaper successfully returns to her original body.
    Last edited by BladeofOblivion; 2010-09-18 at 09:22 PM.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Your spells are actually quite balanced. The closest thing I can find to them is Necrotic Skull Bomb from Champions of Ruin, and these are fairly balanced compared to it with one exception. Necrosis Infinitum has a better effect than NSB, which is one level higher. It is arguable that the single-target nature of it balances though.
    The feats are, in a word, amazing. I can't think of a necromancer who wouldn't take them if they had the feats open. Although, you may want to edit Speedy Necroshape. There is a variant Zombie in Libris Mortis that doesn't have the partial actions only effect.
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    If the line between genius and madness is so thin...

    Then why do so few in this day and age toe said line?

    Thanks to Bongos for the v-13 avvie!

    I think the lesson that we can take away from this is that tentacles solve everything, and if you have a problem, then you just need more tentacles. - seadragonknight of the BG boards.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    muahahahhaahahaha
    thanks alot the PC's in my weekly game will soon be faceing a necromancer and his goons....ill let you know how it pans out maybe ill make em twin necromancers one wizard on cleric see how that works, oh well thanks for the cool s-ells back to the old evil drawing board

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by DaragosKitsune View Post
    Your spells are actually quite balanced. The closest thing I can find to them is Necrotic Skull Bomb from Champions of Ruin, and these are fairly balanced compared to it with one exception. Necrosis Infinitum has a better effect than NSB, which is one level higher. It is arguable that the single-target nature of it balances though.
    The feats are, in a word, amazing. I can't think of a necromancer who wouldn't take them if they had the feats open. Although, you may want to edit Speedy Necroshape. There is a variant Zombie in Libris Mortis that doesn't have the partial actions only effect.
    Thank you for your opinion. What would you suggest for fixing Necrosis Infinitum and how would you word the edit to Speedy Necroshape? Any aid would be greatly Appreciated.

    Quote Originally Posted by sariss_eldariss View Post
    muahahahhaahahaha
    thanks alot the PC's in my weekly game will soon be faceing a necromancer and his goons....ill let you know how it pans out maybe ill make em twin necromancers one wizard on cleric see how that works, oh well thanks for the cool s-ells back to the old evil drawing board
    You're Welcome.
    Do let me know how it turns out. I really would like to see how this turns out. The only thing I'm really having trouble figuring out is the CR modification of stacking a bunch of Necroshape Feats. I mean, who would deny that a regular human Zombie is the same difficulty as one who is faster, suited in Full Plate, intelligent, and wielding a Greatsword with an actual feat progression, making the thing dangerous?

    That said, it's a pretty awesome mental image.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Speedy Necroshape
    Prerequisites: Caster Level 6, Augment Animation
    Benefit: When casting a spell that creates or animates undead creatures, any undead created gain a +10 bonus to their move speed. In addition, any undead you create that possess the Single Actions Only quality no longer suffer its effects.
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    If the line between genius and madness is so thin...

    Then why do so few in this day and age toe said line?

    Thanks to Bongos for the v-13 avvie!

    I think the lesson that we can take away from this is that tentacles solve everything, and if you have a problem, then you just need more tentacles. - seadragonknight of the BG boards.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by DaragosKitsune View Post
    Speedy Necroshape
    Prerequisites: Caster Level 6, Augment Animation
    Benefit: When casting a spell that creates or animates undead creatures, any undead created gain a +10 bonus to their move speed. In addition, any undead you create that possess the Single Actions Only quality no longer suffer its effects.
    That works. I'll change it.

    Anyway, the point behind the feats is that undead armies tend to get rather boring. ("ANOTHER pack of human skeletons? Really?") With these, you gain almost as many combat options as a standard human army. You can throw around a troop of Rapier-wielding skeletons in scale mail, running fast and using the Devil's sight invocation to find their enemies, or maybe Full-Plate armored Greatsword-using Zombies that use Baleful Utterance to destroy spell component pouches and the like. The possibilities suddenly get much more interesting, and the Dread Necromancer might even push up into Tier 2. But it will probably stay at Tier 3.
    Last edited by BladeofOblivion; 2010-09-15 at 02:54 AM.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    One nitpick the damage cap on Lesser Necrotic Coil is 1d8+15, that on Necrotic Coil is 2d8+10. Not unbalanced, just odd.
    Peanut Dracolich avatar by Emperor Ing.

    My homebrew (now includes a giant undead brain)

    If you ever want to try some of my homebrew and need a DM send me a PM.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by Zaydos View Post
    One nitpick the damage cap on Lesser Necrotic Coil is 1d8+15, that on Necrotic Coil is 2d8+10. Not unbalanced, just odd.
    Typo. Now fixed.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Adding spells to the Dread Necromancer spell list is potentially unbalancing since they know their entire spell list. You may also want to specify whether the neg energy damage spells heal undead.

    Hide Undead should maybe be level 2. And if it is going to stay at level 1 it should probably have a range of touch rather than close.

    Other than those issues the spells look balanced.

    Moving on to the feats:

    The augment animation line of feats seems similar to the corpsecrafter line of feats from Libris Mortis which you may want to take a look at. Corpsecrafter gives additional hp per a hit die and a +4 enhancement bonus to strength. There's then a series of feats similar to yours that can further improve undead. I'm not sure that allowing both your set of feats and the corpsecrafter set would be balanced. On the other hand, feats are not easy to pick up so it probably wouldn't be an issue.


    Augment Animation- if you can cast animate dead you must have caster level at least 1. So you don't need that part. However, you may want this to apply to any form of undead animation (such as that from a warlock or pale master). If so it may make sense to change the prereqs to just caster level 1 and the ability to animate undead. Then appropriately change the ability so it applies to any form of animation not just spellcasting.

    Armored Necroshape - why do they get armor proficiency? I don't see the logic. Also, will this apply also to incorporeal undead or just corporeal undead?

    Blinking, Sapient and Self-Replicating may all be potentially very broken.

    Self-Replicating allows cheese where you control vast amounts of undead through successive chains of undead. Also, making undead doesn't normally have a fixed component of 50 gp black onyx. The component is 25 gp per a hit die.

    Sapient makes things like zombies and the like otherwise very powerful. There's a spell in Libris Mortis that does something somewhat similar but it has an xp cost. But if you can't take it until you have 15th level caster it might be balanced. I'm not sure.

    Blinking is problematic just because the incorporeal subtype offers so many advantages.
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    Completed:
    ToB disciplines:

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    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Sapient Necroshape and Self-Replicating Necroshape are rather more powerful than the rest. I'd recommend adding Commanding Necroshape as an additional prerequisite to both feats so that they demand a little more commitment in exchange for the power they provide.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    I'd actually drop Sapient Necroshape. Awaken Undead (which only grants 1d6+4 Int) costs 200 XP per casting and is a 7th level spell (200 XP is painful) and still probably a good investment. Remember that these creatures can have 30-HD when you can first take this feat and thus qualify for Epic Level Feats, giving you multiple epic level minions at Lv 15.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by JoshuaZ View Post
    Adding spells to the Dread Necromancer spell list is potentially unbalancing since they know their entire spell list. You may also want to specify whether the neg energy damage spells heal undead.

    Hide Undead should maybe be level 2. And if it is going to stay at level 1 it should probably have a range of touch rather than close.

    Other than those issues the spells look balanced.

    Moving on to the feats:

    The augment animation line of feats seems similar to the corpsecrafter line of feats from Libris Mortis which you may want to take a look at. Corpsecrafter gives additional hp per a hit die and a +4 enhancement bonus to strength. There's then a series of feats similar to yours that can further improve undead. I'm not sure that allowing both your set of feats and the corpsecrafter set would be balanced. On the other hand, feats are not easy to pick up so it probably wouldn't be an issue.


    Augment Animation- if you can cast animate dead you must have caster level at least 1. So you don't need that part. However, you may want this to apply to any form of undead animation (such as that from a warlock or pale master). If so it may make sense to change the prereqs to just caster level 1 and the ability to animate undead. Then appropriately change the ability so it applies to any form of animation not just spellcasting.

    Armored Necroshape - why do they get armor proficiency? I don't see the logic. Also, will this apply also to incorporeal undead or just corporeal undead?

    Blinking and Self-Replicating may all be potentially very broken.

    Self-Replicating allows cheese where you control vast amounts of undead through successive chains of undead. Also, making undead doesn't normally have a fixed component of 50 gp black onyx. The component is 25 gp per a hit die.

    Blinking is problematic just because the incorporeal subtype offers so many advantages.
    This isn't adding that much to the Dread Necromancer list, actually. Most of the spells are blasty or debuffy anyway. For Hide Undead, it does the same thing as the level 2 invisibility, just more situational and with a shorter duration. And Negative energy ALWAYS heals undead. I'm pretty sure that's a rule.

    Yes, Necroshape feats are a lot like Corpsecrafter feats. I'm pretty sure I commented on that in the original post. The main difference is that Corpsecrafter feats tend to simply raise stats, leaving undead as they are, but more so. Necroshape feats tend toward adding new abilities and doing things they otherwise couldn't. Barring large amounts of bonus feats, there isn't actually a way to get them all.

    For augment animation, your idea makes sense. Fixed.

    For Armored Necroshape, It is because of the awesomeness of images like This. Also, Incorporeal types do get proficiency, but good luck finding armor that you won't just float out of whenever you try to move.

    For Self-Replicating, I nerfed it down to once a week. Also, each zombie would probably have to be ordered manually to use the ability. In addition, zombies lack any necroshape feats and have low HD, so they can't actually control that many at a time. Finally, there are many things more powerful than this at level 18.

    As for Blinking, it gives you a miss chance on everything around you, so it is more useful for an escape or ambush than actual combat. Undead with abilities that lack a need for attack rolls tend to already be incorporeal. I don't really see a way to break this. It also requires a standard action to switch between Corporeal and Incorporeal.

    Quote Originally Posted by jiriku View Post
    Sapient Necroshape and Self-Replicating Necroshape are rather more powerful than the rest. I'd recommend adding Commanding Necroshape as an additional prerequisite to both feats so that they demand a little more commitment in exchange for the power they provide.
    Fixed. Thanks for the idea. Dropped Sapient though. I also added the commanding necroshape as a prerequisite for Blinking, which helps that one.

    Quote Originally Posted by Zaydos View Post
    I'd actually drop Sapient Necroshape. Awaken Undead (which only grants 1d6+4 Int) costs 200 XP per casting and is a 7th level spell (200 XP is painful) and still probably a good investment. Remember that these creatures can have 30-HD when you can first take this feat and thus qualify for Epic Level Feats, giving you multiple epic level minions at Lv 15.
    Fine. You're right, really. You can still get the same power, it just costs xp. Sapient is too easy to break as written, so I'll drop it for now.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Finally really looked over the spells.

    I'd make Greater Necrotic Coil just 1 fort save.

    I'd not add Necrotizing Armor or Hide Undead automatically onto the Dead Necromancer spell list; where the first four simply give him a different blast option these actually give him new types of buffs that have a noticeable effect on their versatility. They're already versatile and in that rather sweet spot of game balance. I'd especially be wary of giving them Hide Undead as that is a spell that would still be useful at high levels.

    On the subject of Necrotizing Armor is it an enhancement bonus to Natural Armor, or does it give you a base natural armor of +2? As written it's the latter and doesn't stack with pre-existing natural armor but does stack with buff spells for natural armor.

    On Hide Undead: I'd make it a touch range spell and increase the duration to 1 minute/level like Invisibility. It's currently a heavily nerfed invisibility that only affects undead. Greater Invisibility is good because it allows attacks, Invisibility is good for the sneaky scout or for buff based casters who can cast without losing it. By nerfing the time it loses its scouting properties, and by making it so they can only take move actions (which does that mean actions to move, or actions that take move actions, or that they can only take 1 move action each turn?) you stop buff spells so limited to undead it can probably be 1 minute/level and a 1st level spell.

    Haven't read over all the feats yet.
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    My homebrew (now includes a giant undead brain)

    If you ever want to try some of my homebrew and need a DM send me a PM.

    Gonna be busy for a bit this weekend expect responses to be limited in time frame.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    There is a couple of things to note. I'm sure you know of the Corpsecrafting line of feats in Libris Mortis, and if not, they buff up undead you create or summon, like the feats you have. There is also the fact that Animate Dead is, at the lowest level, level 3 or 2 (Cleric and Death Master respectively, the latter is in the Dragon Compendium), so that makes the prerequisites kind of weird in.
    Also, can you show me what Sapient Necroshape looked like before you removed it? I would like to see it.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by Zaydos View Post
    Finally really looked over the spells.

    I'd make Greater Necrotic Coil just 1 fort save.

    Fixed

    I'd not add Necrotizing Armor or Hide Undead automatically onto the Dead Necromancer spell list; where the first four simply give him a different blast option these actually give him new types of buffs that have a noticeable effect on their versatility. They're already versatile and in that rather sweet spot of game balance. I'd especially be wary of giving them Hide Undead as that is a spell that would still be useful at high levels.

    A compromise, I raised it a spell level for them. Otherwise they risk becoming staples.

    On the subject of Necrotizing Armor is it an enhancement bonus to Natural Armor, or does it give you a base natural armor of +2? As written it's the latter and doesn't stack with pre-existing natural armor but does stack with buff spells for natural armor.

    It is correct as written. The DR is the useful part anyway.

    On Hide Undead: I'd make it a touch range spell and increase the duration to 1 minute/level like Invisibility. It's currently a heavily nerfed invisibility that only affects undead. Greater Invisibility is good because it allows attacks, Invisibility is good for the sneaky scout or for buff based casters who can cast without losing it. By nerfing the time it loses its scouting properties, and by making it so they can only take move actions (which does that mean actions to move, or actions that take move actions, or that they can only take 1 move action each turn?) you stop buff spells so limited to undead it can probably be 1 minute/level and a 1st level spell.

    Okay. Fixed.
    Responses in bold.

    Quote Originally Posted by Dante & Vergil View Post
    Also, can you show me what Sapient Necroshape looked like before you removed it? I would like to see it.
    It required Commanding Necroshape and Caster level 15. It caused any undead created to gain an Intelligence score of 10 instead of -. If they already had an intelligence score, it raised it by +2.
    Last edited by BladeofOblivion; 2010-09-15 at 05:45 PM.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by BladeofOblivion View Post
    It required Commanding Necroshape and Caster level 15. It caused any undead created to gain an Intelligence score of 10 instead of -. If they already had an intelligence score, it raised it by +2.
    Thanks! Can't wait for the prestige class!

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    I wanna say, the Arcane Necroshape is awesome. Seriously, how cool is that? Darkness skeletons, fog skeletons, swarm skeletons, shatter skeletons, and spider skeletons. Since it doesn't scale, it's best used for group volleys, so the most powerful would probably be battalions of eldritch blast, shatter, or swarm skeletons, but adding see invisible or spider climb to a big one would be pretty useful. A zombie with leaps and bounds would be hilarious.
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by Dante & Vergil View Post
    Thanks! Can't wait for the prestige class!
    I'll get it done eventually, don't worry. Speaking of which, if anyone has any special ideas of what a necromancer should be able to do, (Read: Non-Fighter style CLASS ABILITIES) I'd be willing to take a look.

    Quote Originally Posted by Fizban View Post
    I wanna say, the Arcane Necroshape is awesome. Seriously, how cool is that? Darkness skeletons, fog skeletons, swarm skeletons, shatter skeletons, and spider skeletons. Since it doesn't scale, it's best used for group volleys, so the most powerful would probably be battalions of eldritch blast, shatter, or swarm skeletons, but adding see invisible or spider climb to a big one would be pretty useful. A zombie with leaps and bounds would be hilarious.
    That was my Idea behind it. I'm not sure if you could use Eldritch Blast though, as I think it's a class ability and not an Invocation per se. I might be wrong though. That one is definitely my favorite though, just with the crazy stuff it allows you to do.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    ...one gripe its game related not your fault but...
    NOT ENOUGH FEATS MUST HAVE THEM ALLLLLLL

    p.s. ive set up the twins and ill defo give you a heads up about how it pans out

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    I'm having trouble satisfactorily wording the ASSUMING DIRECT CONTROL ability. Anyone want to help?
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    1.) This is a good idea.



    2.) It should thus come as little surprise that this isn't the first version of something like this that I have seen. You should look around for the previous set of feats or whatever they were so you can see if there is any inspiration you can draw from them.



    3.)
    Quote Originally Posted by BladeofOblivion View Post
    Speaking of which, if anyone has any special ideas of what a necromancer should be able to do, (Read: Non-Fighter style CLASS ABILITIES) I'd be willing to take a look.
    Actually, I have heard that REALLY fixing feats would/does fix the fighter, so if your feats are good enough.... 8/11 (yes 11, not 10) casting and feats at every odd numbered level, could be just the trick... or not, you never know.


    4.) I have a series of undead based on individual organs that a lot of people seem to like. I still have a few to go, but that doesn't mean that the ones that are complete are any less useful. Works with Animate Dead and the Summon Undead I-IX line.
    How to get a bunch of Undead out of one corpse:
    Skulking Bladders (with attached kidneys) CURRENTLY BARELY BEGUN CONSTRUCTION.
    (Also have future plans for crawling livers, and slithering spinal cords. )

    Zooming Brain: Fly past on barely controlled course damaging all mental abilities for a brief duration.

    Fat Glob: Slow, weak, but LOTS of HD, and a fatigue effect if it hits.

    Rolling Eyeball: Scouts, spies, and roving patrols. Zero offensive capabilities unless taken from something with a gaze attack or eye-rays.

    Floating Lungs: (based around the Shout spell). Feel free to suggest a better name...

    Hopping Stomach: Spits acid.

    Gut Snake: Undead intestines that fight with constriction, filth, and odor. Comment HERE.

    Empty Skin: Macabre, but not always aggressive. Freak your characters/players out without a single die rolled... Intelligent servants for the necromancer just starting to come into his true power.

    Dark Hearts: Literally pulsing with negative energy these repair the undead near them, and damage the living.
    Last edited by DracoDei; 2010-09-16 at 10:31 AM.
    Best homebrew:
    Grace-Gift - Truly Defensive base class, Falling Anvil Discipline - Loony Slapstick as Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread livers, skins, etc.
    Filk: 4000 Years(to live)
    Running: Ruceeglaelsktinag: "Justifiable Genocide", Contradiction in terms? IC OOC Active Map: None.
    For everything else see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by BladeofOblivion View Post
    That was my Idea behind it. I'm not sure if you could use Eldritch Blast though, as I think it's a class ability and not an Invocation per se. I might be wrong though. That one is definitely my favorite though, just with the crazy stuff it allows you to do.
    Eldritch Blast is explicitly an invocation with a level of 1st, though now that you mention it I don't think it actually counts as a "least" grade invocation. Without any increase to damage I see no reason to disallow it.
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Eldritch Blast is an Invocation, but it is not labeled as a "Least", "Lesser", "Greater", or "Dark" Invocation. *shrug* Also, it's level is 1 unless it has a shape or essence applied, in which case it takes their levels.

    Quote Originally Posted by BladeofOblivion View Post
    per se
    Oh my god, someone got this right! That's just so rare to see; almost everyone writes "per say" and it drives me nuts.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Any particular reason Dread Necromancers get all of the spells you made one level later than everybody else? Yes I know it was mentioned that they already have an enormous spell list, but if they're going to be getting them at all, they should at least get it at the same level as a generalist wizard, if not a level earlier. Whats the worst that could happen? They get bumped up to tier 2?

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Quote Originally Posted by Nanoblack View Post
    Any particular reason Dread Necromancers get all of the spells you made one level later than everybody else? Yes I know it was mentioned that they already have an enormous spell list, but if they're going to be getting them at all, they should at least get it at the same level as a generalist wizard, if not a level earlier. Whats the worst that could happen? They get bumped up to tier 2?
    Actually, only the last two are like that. The reason is that the Dread Necromancer is pretty balanced as is, and both of those spells have no real equivalent on their spell list. This allows them significantly more versatility than they would normally have, so I raised the spell levels to avoid making an absolute staple.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    Alright, I've kind of hit a dead end on the PrC, what with the wording on ASSUMING DIRECT CONTROL. The point is that your soul jumps into the champion's body, letting you cast spells through it (like a voidmind) but letting you control a far more powerful than average undead creature without actually entering combat yourself.

    And yes, it is a Mass Effect 2 reference.
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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    You might want to specify the problem you are having. As I see it, it's just a magic jar effect that can only target undead under your control. Everything else is explained in the spell description.

    EDIT:

    Quote Originally Posted by BladeofOblivion View Post
    Actually, only the last two are like that. The reason is that the Dread Necromancer is pretty balanced as is, and both of those spells have no real equivalent on their spell list. This allows them significantly more versatility than they would normally have, so I raised the spell levels to avoid making an absolute staple.
    The armor spell only really adds a retributive charnel touch and +2 natural, which is really on-flavor for a dread necromancer. At the level they get the spell their enemies already likely have magic weapons, all they need is bludgeoning one to completely bypass DR there. So really all this spell does is give an interesting boost to class features they EXCLUSIVELY have. Which is why it baffles me as to why a generic wizard or cleric would get it before them.

    I can see your point for hide undead, but it really is only an inverse of hide FROM undead so I could see a quick refluffing making it perfectly reasonable.
    Last edited by Nanoblack; 2010-09-19 at 05:15 PM.

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    Default Re: Why you should be a necromancer! [3.5 Feats and Spells] (And a PrC later.)

    hi all

    im just reporting about the feats and stuff i rolled a set of evil twin casters (mage and cleric) and they went up against the party i gm for,

    1. the party really loved the "buffed up" minions makes being a necrolord worth it.

    2. the spell had a nice damage range and were uber useful

    3. we were wondering if you can have a feat that grants some turn protection, cos the cleric of lathander in our play group was kicking ass and taking names the sun domain ability make ven the buffiest of undead a 1 hit wonder

    also as to your ASSUME DIRECT CONTROL, why not word it like the "possession" ability that some magic items and demons get.

    will make more reports later

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